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Screenshot Critique Thread: Read Rules Before Posting!

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@@Cait

I'm really liking the tint of blue, but perhaps would go with a more greyer blue instead of so intense... Not black and white though.

I wonder if that sushi sign animates. That would be pretty cool.

 

@@J0pac

Unsure how the rest of the game is in it's style, but it sure is an improvement from the default.

Perhaps you could move the message box art downwards or clip more of this tail piece off (or shrink it).

80ac5d25e2a261763114996c50a250f2.png

Up to you if you plan on fixing the portrait issue.

 

Might I suggest a more definitive colour used around the boarder of the message art? Try a complementary colour that works with blue and see how that would look in game.

Best of luck.

 

 

@@YummyTiger

Big improvement from the previous so nice job on that.

I will have to suggest to revise this shadow though. It caught my eye X]

3a09dabd6c04f0c98c7e2d6a3f74d5ca.png

 

As for the flags on that one house, it seems too overused for me. Perhaps remove a few and see how that would look.

Another suggestion would be to do what you did with the pathing in the old image; where some of the road's textures are split/mixed by the textures around it.

d442c70ee7fb4e6c6b2cc94b2b197f7b.png

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@kayden997 Yeah, the sushi sign is animated. I added more grey to it to the screen. It really made it even more believe able rain.

 

@J0pac & Raindeerman: I took your advice and changed the color of the paws, white and black.

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@:YummyTiger:Much better.The houses look more realistic now.
Where did you get those big rocks :o ?

 

Message window V.2 :)

 

 

Mwhahaha_zpsa4174be1.png

 

 

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@J0pac: Oooh, I like it this way. The little swirls on top aren't thrown into relief, but this is a pretty dim setting in terms of lighting. :) (Out of curiousity, how did you get the name box so fitting?)

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I've set the message box to transparent and drew the name box on the actual message box ;)

Hope I've answered your question:)

 

 

MsgImage2_zps64ed3769.png

 

 

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Ooh, very nice. :) Your windowskin/box is really cool by the way, I love the theme.

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Thx :).I'm trying to make the menu now.This is what I've made so far...Does It look familiar :D
I'm using Galv's scripts If anyone's wondering.

 

 

Menu_zps54708400.png

 

 

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Ooh, nice. Looks really sharp. I love the cut-in of his face ^-^

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Can't say it looks familiar, but that is one awesome looking menu. Though, you spelt Armour wrong. :P

 

I've been dabbling in parallax mapping lately and it's actually been quite liberating being pretty much able to make my maps entirely on Photoshop. I'm currently working on what's going to be a quaint little lake-side town near some mountains. So far I've only mapped the lake, and a wee bit of the mountains, but I'm actually really pleased with what I've accomplished with the lake.

 

I've been using a mix of Hanzo Kimura's sets, Mack's and Celianna's tiles.

 

 

LakesideTownWIP_zps0aa3e30f.png

 

 

It's taken me quite a while to get it to something I'm somewhat happy with. Since I've been able to work in layers, I've been able to adjust the size of the tiles and mess around with blurring to try and add more depth to it. I've used various textures to try and make it look more like water.

 

Unfortunately, I haven't yet found a way to animate the water, so if anyone could help me... It would be massively appreciated. :D

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To animate water, you have to make three different maps in each animation frame or something like that. (Still learning...) I like the map, but that lake is 1) REALLY, really clear--most lakes get opaque and such, and 2) Um. Having that scary dark cave down there in a "quaint" town is rather...unsettling...(O.O|||)

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Ah. Would that require using an animated Parallax script? I'll look into it at some point, but it'll do for now. I don't want to let mapping put too much of a halt on my game progress. :D Thanks for the feedback. I do plan on making it more murky there, with some algae gathered 'round some of the edges and also having a river running down to it, but at the same time I want it to be clear enough to be able to see that there's something of interest down there.

 

I've got somewhat of a creepy back story involving that cave in the lake. It will be part of the setting's mythology, in which it was once believed (hundreds of years ago) to be a pathway to the spiritual world, or something along those lines. I have some vague idea of having a huge underwater cave system that goes really really deep, and you encounter some pretty freaky creatures.

 

That's just a vague idea at the moment that might not make it in my game, but I always end up coming up with back stories for places of interest in my game because I plan on creating a series of games based in the same world, so it'll be something I'll revisit again at some point. :D

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@More cowbell:Really O.o?English is not my first language ,though I'm quite sure "Armor" is not wrongly spelled,or is it O.o?
I've done some research and It seams like:"In American English there is the tendency to simplify the words:
ex. : Honour > Honor; Armour> Armor; Rumour>rumor; colour>color; "
This seams legit to me...

 

As for your map hmm...It looks nice I guess but I'd agree with Tsarmina lakes are muddy and dark ,but that's just my opinion.I would like to see It finished. :)

 

Edit:Damn,I didn't see your second post about making the lake more murky and adding river sorry -_-

Edited by J0pac

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@J0pac: It's spelled differently in different forms of English; BRP spells it "armour" and yes, American English spells it "armor." Like "colour" and "color" or "favour" and "favor."  Kind of a weird difference if you ask me ^^ But I guess this isn't the time for etymology.

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This is my first dungeon. I'm really trying to stick to RTP. It's a pretty average forest outside the starting village. The water leads back to town, the stairs lead to another chest, and the bottom area has a heal statue and a boss. :)

 

Sorry if the image is small. I'm not really sure how to take bigger shots with the script I have.

 

Lastly, I do plan to add some lighting effects, maybe over the next few days since I'm not holed up at work.

 

1975031_10203223361325889_1247108125_n.j

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@Aya_Vectra: Not a bad looking map. The only parts that stick out to me are the graveyard and the area full of stones down and to the right of the graveyard. Just too many clumped things for my taste. Also, I would go with the brown chest because the red sticks out with all the green around. Nice map though.

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I see no problem with the red chests because, well, it would be weird for those chests to be part of the landscape no matter what colour they were. :D 

 

I do agree about those rocks, though. Maybe dot them around more at random, with a lot less of them, rather than having strips and squares of them. :)

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Ah, it's hard to see, but they're flowers. I need to really edit the tileset (which I don't mind minor editing) so they clump better. :)

 

I like the red chests because they stand out. Some of them are there for my own playtesting though. ^_^

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@Aya_Vectra I'd suggest adding a bit more props to the dungeon. Flowers, plants etc. I like the layout, though.


I've edited my mountain village and used the shadow tool a bit (didn't even know it existed before this herp derp)

 

For those wondering, the tropical palm trees in the upper right belong to a botanist/herbalist who specializes in plant life. The fact that he can grow tropical trees in a cold climate is a display of his skill. I know it sticks out like a sore thumb, but NPC's themselves even comment on this. Its completely intentional.

 

Here goes.

 

New:

 

 

Hillshearth2-2.png

 

 

 

Old:

 

 

Hillshearth.png

 

 

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@ Rudolfus - It is very odd, but if it's an in-game functionality, it can be excused. As long as it's there for a reason, and this botanist either has importance, or the player can use it for specific items or events.

 

Otherwise, it's a pretty good town map. The only thing that works against it is the bland cliff walls surrounding the town. If the cliffs were more chaotic in nature, more protroding ledges, cracks, crevices, etc., it would look better.

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@ Rudolfus: It's not a bad looking map and things look to be spaced out nicely. I agree with amerk about there needing to be some blemishes in the seemingly endless rockface. If at all possible you may want to edit some tiles to have the snow mix with the dirt instead of having such sharp edges.

 

I'm looking for thoughts on the colors being used in the different parts of the battle HUD.

 

sample_by_humanninja-d7asar0.png

 

1)There is a neutral pinkish border around the action bar and the character status bar. I've been thinking of changing it to a sky blue though...

2) I'm not sure about the colors of the character platforms on the action bar. Also, the brown bit is like a statuesque face (different for ally and enemy). I know they aren't really even visible so should I flip them around to use on the other side of the platform and face leftward? Or should I scrap that bit?

3) How does it all look in general?

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@HumanNinja

1. I haven't seen it but neutral pinkish should be fine.

2. I'd move the Hearts over to the right a little more so you can see the platform colors more. The platform color is enough to not need statuesque faces behind them or at all. Since you only see 10% of it, it's not really working.

3. It looks polished. I like it.

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@humanninja

I like it, but what's that top empty window for?  Also it's really hard to read VIT.

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@quasi the top empty window is something I'm trying to get rid of actually. I think its a byproduct of one of the scripts I'm using. And yeah, the bit is hard to see. I'm thinking about redoing the status bar. Or maybe just a color change for vit

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@ HumanNinja I tend to like a more somber feel to RPGs. The colors you chose seem a little too...happy? It sorta reminds me of those Japanese cartoons where everyone has that silly smile on their face. But if that's what you are looking for then it's all good.
 
 
The screenshots in the spoiler below are of a map I'm making (I don't know how to export maps so they all show up as one .png file). They are arranged from the top of the map to the bottom. The top screenshot overlaps the center one, so at first glance it may look bigger than it actually is. I decided to stop adding to the map until I get some feedback.
 
My thoughts:
 
1. The map is too big. I was thinking of making the map much smaller by bringing the top half of the map down to meet the bottom and cutting a large portion of the center
2. It's too segmented. (Dungeon Maker...oops. I did notice DM sucks so I broke the map up some more.) Thinking of making a thinner map with less rooms to give a more linear feel or removing large chunks of wall to open the area up a bit
3. The wooden planks on the wall near the bottom of the map seem out of place. I'm hoping with the right screen tin this will be unnoticeable to the player
4. The terrain is too flat. Considering making...platforms? I don't know how else to describe it. Multiple height differences with stairs to simulate more rolling terrain
5. I really like how the bottom half of the map is coming together
 
The idea here is to make an abandoned mine connected to a blackmith's house via the rope in the bottom right corner of the map with an entrance to a neighboring forest at the top (the area to the right is where I was thinking of placing a boss battle hence the fallen rocks). I am going for a cave-in/monster invasion scenario via the forest. Don't be too critical of the top portion of the map since like I said, I have stopped making this map until I get more feedback.
 


 
Map.jpg
 


 
Edit: I decided to throw in a screenshot of the bottom floor of the blacksmith's house for critique as well. If anyone can tell me how to make these screenshot look a little friendlier to the eyes I would appreciate it.
 
Blacksmith.jpg

Edit: @TheHarmp Thanks for the help on capturing larger maps. I changed the spoiler to show 1 screenshot instead of 3.

Edited by undefind

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You should check out Tsukihime's Map Screenshot script.
http://forums.rpgmakerweb.com/index.php?/topic/2894-map-screenshot/

I think some of the areas in the mine are a little too squared, maybe, but otherwise it looks pretty good! 
And I like the blacksmith's house a lot, I just don't get why there would be a floor below it with only a rope leading down there.
And the top chest on the left side looks like it's inside the wall
Other than that I think it looks really good!

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