raymi100 291 Posted October 11, 2017 (edited) Howdy howdy~ So, I recently learned how to parallax map, and I've been having loads of fun with it Here's a few maps I made for my project using parallax mapping~ My main character's hometown: The living room in her house: And her bedroom: Any feedback would be much appreciated! And thanks in advance Edited October 11, 2017 by raymi100 Correcting a formatting error. 3 Share this post Link to post Share on other sites
KaisoAri 78 Posted October 12, 2017 These are some nice looking maps. The sizes of the maps are pretty good. They're not too small, yet not too big and look pretty easy to navigate without getting lost. There is one little bit that looks a little weird to me. The second picture where you have the living room shown has shadows on the outsides of the walls to the right. Maybe that won't show when the game is running since it'll mostly be covered in black, but on the picture it still shows the shadows. Not sure if you were aware =P Either way, I like these maps and the tiles you chose for them! 2 Share this post Link to post Share on other sites
raymi100 291 Posted October 12, 2017 6 hours ago, KaisoAri said: These are some nice looking maps. The sizes of the maps are pretty good. They're not too small, yet not too big and look pretty easy to navigate without getting lost. There is one little bit that looks a little weird to me. The second picture where you have the living room shown has shadows on the outsides of the walls to the right. Maybe that won't show when the game is running since it'll mostly be covered in black, but on the picture it still shows the shadows. Not sure if you were aware =P Either way, I like these maps and the tiles you chose for them! Thank you so much! Yeah, the shadows won't show in-game because transparency turns black when you play the game It does kinda look odd in the picture, though. I'll see what I can do about removing them~ I really appreciate your feedback and I'm glad you like the maps! 2 Share this post Link to post Share on other sites
lonequeso 1,921 Posted October 12, 2017 If the shadows don't show in game, don't spend the time removing them. I learned long ago to leave stuff like that be because those few extra minutes add up quick, and that time can be far better spent procrastinating . Good looking maps! My personal preference is to have doors on the buildings. Makes them look more complete. The bedroom is a little cramped visually, but there's plenty of space for the character. I'm assuming the tops of the lamps at the bottom have * passability. Being able to walk behind stuff adds a lot more depth to maps. I have more than a few maze like areas and puzzles that take full advantage of it. Nice work! 3 Share this post Link to post Share on other sites
PhoenixSoul 1,404 Posted October 12, 2017 Huh. Those are some really neat maps. Hell, they look like they were made within the editor (I guess one could do that anyway and then just use a script to take a picture of the map - did this to make map images for Galv's Map Screen Script for a game project I've since shelved). I kinda want to try my hand at this kind of mapping at some point, though I'm unsure of how it works. 1 Share this post Link to post Share on other sites
roninator2 256 Posted October 13, 2017 I also will be doing parallax mapping at some point, but right now I'm not sure how it's done. There are tutorials, but it looks like a lot of work. Probably won't get to doing this until my game demo is complete. 2 Share this post Link to post Share on other sites
raymi100 291 Posted October 14, 2017 On 10/12/2017 at 2:14 PM, lonequeso said: If the shadows don't show in game, don't spend the time removing them. I learned long ago to leave stuff like that be because those few extra minutes add up quick, and that time can be far better spent procrastinating . Good looking maps! My personal preference is to have doors on the buildings. Makes them look more complete. The bedroom is a little cramped visually, but there's plenty of space for the character. I'm assuming the tops of the lamps at the bottom have * passability. Being able to walk behind stuff adds a lot more depth to maps. I have more than a few maze like areas and puzzles that take full advantage of it. Nice work! Thank you! I bothered to remove the shadows because I'm OCD AF and they just don't look right Also, there *is* doors on the buildings, they just don't show cuz the map screenshot script I have is set not to show events~ The lamps at the bottom are indeed made so you can pass under them, and you're right, it does add depth to the maps! Thank you for your feedback <3 On 10/12/2017 at 2:22 PM, PhoenixSoul said: Huh. Those are some really neat maps. Hell, they look like they were made within the editor (I guess one could do that anyway and then just use a script to take a picture of the map - did this to make map images for Galv's Map Screen Script for a game project I've since shelved). I kinda want to try my hand at this kind of mapping at some point, though I'm unsure of how it works. Hehe, in theory, they kinda *were* made in the editor I always make my base maps in the editor and then use a map screenshot script to take pictures of it. It's easier than making the whole thing from scratch Parallax mapping isn't too difficult, I used a tutorial to learn how to do it. If I find the one I used, I'll be sure to share the link~ Thanks for your feedback!! <3 On 10/12/2017 at 8:16 PM, roninator2 said: I also will be doing parallax mapping at some point, but right now I'm not sure how it's done. There are tutorials, but it looks like a lot of work. Probably won't get to doing this until my game demo is complete. There are some great tutorials to use, and it *is* a lot of work, but it's totally worth it IMO. It took me three years to learn how to do it, though Best of luck to you! 3 Share this post Link to post Share on other sites
2BitsLP 21 Posted October 24, 2017 I really love the layout of the maps. The only thing I want to comment on that wasn't said before is maybe vary the house designs in the hometown map a little bit. Thats alot of square, wooden houses. Keep the function of the building in mind (say, an inn would probably have 2 floors or be a longer house or maybe they have an addition/shed like area) Otherwise keep it up 2 Share this post Link to post Share on other sites
raymi100 291 Posted October 25, 2017 13 hours ago, 2BitsLP said: I really love the layout of the maps. The only thing I want to comment on that wasn't said before is maybe vary the house designs in the hometown map a little bit. Thats alot of square, wooden houses. Keep the function of the building in mind (say, an inn would probably have 2 floors or be a longer house or maybe they have an addition/shed like area) Otherwise keep it up Heh yeah I'd vary the design on the houses if I knew how to make different styles of houses I've tried to make other styles and they just all turn out horrible, that's why I stick to that design I totally get what you're saying, though. Thanks for your feedback and I'm glad you like the maps! <3 1 Share this post Link to post Share on other sites
Izu. 239 Posted November 10, 2017 (edited) Hey-oh! I love the look of them and the lay-out of the maps! Coming from a Parallaxing standing-point and what all you can do with it, there's a lot you can do to set a scene. A lot of it actually comes from lighting and understanding color combinations and why things look good together and why they don't. In lighting, there's objects in your scene that you can use to portray a mood or setting. Finding ways to draw the players eyes to things can really highlight what you want the player to interact with. It can also be used to show the player where you want them to go, such as lighting up the next room's doorway as a way of saying, "Go this way!". Now on to color theory and color combinations, in general you should always be looking for ways to find and incorporate complimentary colors, or compound colors. These involve colors that basically cancel each other out, or otherwise known as "opposite colors" they create sort of the largest contrast and on the color spectrum are "opposite" each other. This goes hand-in-hand in also setting a mood with just colors alone. For instance finding "warm" and "cold" colors can instantly change what the scene is about. I've made two quick examples sort of showing what I mean. With this image here, what I've done is find my lighting source, which is the TV. Using a dark blue overlay to show a creepy or darker setting, and then incorporated a game element of lighting up the next room over to show that the player should go here next. I then put static on the TV and added tiny spec's of white around the image for dust. Going back to complimentary colors, Blue and Orange, from the lighting of the next room and blue from the TV create a great contrast which you can see in a lot of games like Chrono Trigger. For the second image, I changed my lighting source to the fireplace and made it much more brighter. Then setting a warm orange overlay has changed the mood of the scene to something less chilling or unsettling. For what I recommend, I'd use "Adobe's Color Wheel" to find your complimentary colors if you're unsure of what works together and doesn't. (But, don't let this be the end all-be all for everything you do, always use what you personally think looks nice). https://color.adobe.com/ Edited November 10, 2017 by Izu. 3 Share this post Link to post Share on other sites
raymi100 291 Posted November 12, 2017 On 11/10/2017 at 5:15 PM, Izu. said: <snippety doo da, snippety eh> Whoa, those are some really great tips! Thank you so, so much I'll definitely keep that in mind when I'm parallax mapping~ It'll really help to give some more depth to my game! 1 Share this post Link to post Share on other sites
RetroExcellent 369 Posted November 24, 2017 I like your work here, the open town map looks very busy, but when you are working closer with it, you will likely not notice how many trees there are. One thing I did notice, and this is more of a design point really, is the level of technology from the outside of the town to the inside. Seems odd to me that a town with a big screen TV in the room would not have a single street light or any sort of cars or traffic to speak of, but maybe that is just me. 2 Share this post Link to post Share on other sites
raymi100 291 Posted November 25, 2017 (edited) 13 hours ago, Shaddow said: I like your work here, the open town map looks very busy, but when you are working closer with it, you will likely not notice how many trees there are. One thing I did notice, and this is more of a design point really, is the level of technology from the outside of the town to the inside. Seems odd to me that a town with a big screen TV in the room would not have a single street light or any sort of cars or traffic to speak of, but maybe that is just me. Sadly with the tilesets I have to work with that's not an option. I'll elaborate more later. Edit: Sorry for the lame reply earlier, I wasn't feeling well so I had my mom type that XD Anyway, as I was saying, the tilesets I have to work with don't have cars or street lights or anything of the sort, so I just have to make do with what I have. I understand what you're saying and I kinda agree with you, but it's sadly out of my hands Edited November 25, 2017 by raymi100 1 Share this post Link to post Share on other sites