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Jonnie91

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@Jonnie91 - I agree with Kayden997 (gosh all these numbers haha) that a background behind the inventory items would be nice.

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@Jonnie91

Probably saw this one coming, but it would be nice to have a background for the inventory. Even just a slightly transparent black to make the items stand out more.

Over all, the functionality is very neat. Although, I would work on making a better cursor for it/selection box.

Mapping is horrid in the background, lululul... JK

I know what terrible mapping I'm ashamed of myself! 

The cursor is a mouse :P What would use suggest on the alternative cursor? 

 

I kind of like it with a transparent background. A cursor moving across the boxes with the arrow keys would be nice though. (Unless it's a point-and-click game.)

As I mentioned above :P You use the mouse for alot of the game :) 

 

The simplicity is really nice. The blurred map behind it is cool, also. It seems very well done, but the only thing that bugs me is the fact that every item so far touches the edges of its box. It might look kind of messy with a full inventory, but that's just my opinion.

I can change the size of the icons, I've gotta try that out to see whether it is that messy :P Thanks for the idea 

 

 

@Jonnie91 - I agree with Kayden997 (gosh all these numbers haha) that a background behind the inventory items would be nice.

Wow...I'm so surprised that people would prefer a background. I find a background rather distracting XD 

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Not a whole background, just on the grid.

And still a selection box to appear over the item when the mouse is over it would be nice.

Or how about a tooltip that appears above the item and shows it's name and/or stats:

demonk.png

Of course not life, but the description of the item

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@Jonnie91: Very nice, I love that type of inventory. I just think that the items are too close to the edge of the squares, and may be a little confusing if you have a lot of items. And the black lines will disappear in a darker map, I think you should reconsider their color. Maybe a black line but with some white outline to make it visible in darker maps should do it.

 

Look who's the guest star of A Nightmare to Remember...

jill_zpse733cac9.png

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@Wendell

JILL SANDWICH!

Just a note, I think you should change the sprite to the character without the gun... Not sure why though.

Gah, this map your maps are all about the lighting huh? Either way, I think this map's lighting gets the point across.

I would suggest more cracks on the road or the sidewalk, maybe a broken window. I don't know, for an invasion, the outside looks unharmed.

It may be due to the fact of limited tileset, but I'm just pointing it out just encase

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@kayden997: Yeah, I avoid to insert A LOT of details because I don't have a large variety of "apocalyptical" tilesets. I'll add more cracks though. Oh, and due to the script I'm using for the ABS of shooting, the sprite will remain with the gun UNLESS it is unequipped. But I think he must be with the gun in hands, you never know what lies beyond the darkness of a zombie game, they can show up suddenly, he must be prepared for a surprise attack...

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@Wendell
I love...your maps...There is VERY little on the map, and is rather empty...but it doesn't look it. If that makes sense. Shows that standard mapping isn't dead :)
eN1leFrh0uy5B1Qh-Lullaby.png

This is similar to what Kayden means....I think :P This is what happens when you click on the Icon, I've increased the size of the grid, I need to edit one of the icons, as it's actually overlapping namely the first icon. 

 

I see what you guys mean, I tried it on a darker map...oops XD You were right, Time to contact my scripter lol :) 

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@Jonnie91: I like the scene but the windowskin kind of ruins it since it seems out of place. Maybe it is just me but couldn't you go for a more fantasy styled one? :)

 

Anways, here is some new screens from me:

 

the_void.png

 

dark_ruin.png

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@Nicke

 

My suggestion would be to stick with one color for the floor in the first screenshot. I think having both colors makes it distracting / unpleasing to the eyes. I think the second screenshot looks good, though.

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It does look a bit distracting, but I think it might be too plain with just one color. If you're going to do that though, I would suggest using the purple. Other than that, I like your mapping. You seem to put fitting tiles together nicely.

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@Nicke - I like the lower map it's very atmospheric, though it kind of makes you wonder what is going on there, it doesn't really lend itself well to WHERE you are, but I'm sure other areas or dialogue could explain that.

 

As far as the map on Jonnie91's post, it's not a fantasy setting, it's modern, so a fantasy background would make no sense really. I wouldn't worry too much about the maps, they are just place holders until we get them rebuilt. It is the inventory screen he wanted to show off.

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@Nicke - I back fated in the collours of the first screenshot, try to edit the graphic of the pinkish ones and make them more purple. Also the heads of those statues above are cut-off xD

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@Nicke

 

Is the purple area full of poisonous gasses by any chance? As that is what it seems like from looking at your screenie. If that's the way you want it to look. Then good on you, cause it looks amazing if that's the case! If it's not meant to show you are gonna be poisoned if you stay around for too long than I'd suggest that you tone down the purple in the map slightly. 

 

@Shaddow: 

I think Nicke means the window skin not the mapping 

Here is my screenshot for today, A fully parallaxed map with shadows included, currently a Photoshop image ie not in game won't be long till I implement it into RPG Maker VX. Just wanted to see whether there were any errors that I haven't seen yet :) 

This is the first Main Map View map of the game, The lack of details is on purpose, it is designed as a "world map". Accept it's inside world map. Due to the nature of Lullaby we need the player to be able to view the entire map at the same time. As you enter each "room" of the world map you are given the opportunity to "zoom" into the map, In the "zoomed in" view, you see more details, and there are more objects for you to investigate.

Also you might note that somethings go underneath the ceiling. That is because you will be able to walk underneath the ceiling as in real life, also be able to walk behind things etc etc. So it's as real as I can possibly make it! 

Anna%27s%20Home%20Shadows%20and%20Lighti

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@Jonnie - Very nice map.

 

Some minor things I noticed to pick on (because you asked nicely):

1. In the south exit to the map the floor boards miss a dark line between that tile and where the room starts

2. Not sure if this was intentional or not but the floor boards aren't staggered at the bottom of the stairs and also to the left of the bed.

3. The tops of the curtains seem to just end into nowhere (this might just be me being super picky).

4. The dining table looks odd jammed in the corner. They're usually in the middle of the room where I'm from.

5. The study desk is next to the kitchen. This is a genius place to put it, although it could be improved upon by relocating the fridge closer to the desk so less effort is required to obtain snacks and beverages... :P

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@Jonnie91 Nice map. I love all the little details with the furniture, and I really have to wonder who designed this house. The lighting is terrible! In the sense, you made it look realistic, but in a builder's way, one having to live in a house with so many dark spots would soon go blind. Ah, also, I don't know if you noticed, but the cone of light from the lamp on the right of the king-sized bed is clearly cut off.

 

Okay. Officially requesting a critique on my first map. This is the 0,5 -I need to add all the little details- world map of the game I'm working on. A Parallax work, it took me the better part of three hours.

 

calendam05.jpg

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@Meinos Kaen: Your map is good, I just think that there are too many empty areas. If you look at your city in the google maps you'll have a better view on how to build modern cities (sim city helps too). Try to make square blocks of roads and filling the middle of them with the buldings and houses.

 

Well, now following our friend above idea, this is my world map concept of a mouse system game I'm developing. The arrow is the pointer and those two icons in the upper right corner are the menu and save icons.

world_zps5cb9bc9f.png

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Hmmm, I understand what you say, Wendell. Although, I made it sparsly populated because it's supposed to be a small city in the british country, not exactly a metropolis... I guess I will go look for a map of one of those and go from there.

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@Wendell: That is a great and diversified map, looks jumbled and hectic enough to appease the 'usual' city planning standards. I should know, I'm a Sim City 2000 expert. (seriously if you've played the 2000 version you're too old, like me). Just a few questions. 1) Why is the city floating? This is frightening me and making me even a teensy bit airsick. Also 2) is is possible to make those corner icons bigger? I know they're not part of the map, per se, but if they're going to be clicked a lot during the gameplay, it makes more sense to make them easier to see/bigger. Maybe a background to the two icons, or a table?

 

And this is just one of too many maps I've made recently, but indoor parallax maps and I never get along. A tiny cluttered weapons/smithy shop, parallax. RPG XP's indoor decorations and Celianna's tiles work together better than was expected.

 

yhIHB.png

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@EraYachi: There is no way to adjust the size of the icons, unfortunatelly. Bt believe me, they are perfect that way, cause when you point the arrow on to them, they blink. And they're not occuping much space. Maybe I change their position to the bottom right instead, I don't know. And yeah, I've played a lot of Sim City 2000 and at that time I played it in my old Playstation One. Great times.

 

About your map: Your map is beautiful. Everything seems to be synchronized, just one thing: The left part (with some tables and a different floor) seems weird to me. I don't know why, but I can't fit that spot with the other areas of the room.

 

 

I changed the concept a bit, the city is not floating anymore. I had an idea before, but it doesn't seems to fit well.

world2_zps05b51d54.png

Edited by Wendell

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@Wendell

Your city map looks good!, But the player seems a bit to big on screen, maybe make a smaller version ? or put him in a car or something :-)

 

------

 

I made a small video today, nothing special only showing the darkest maps of my game. I haven't released any information yet. I still need a name

and some additions to the story to complete it. Even though I already know what kind of city's,bosses/monsters and stuff like that I want to create within the

story.


Edited by CompassNL

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@ CompassNL - I say this to a lot of people but... too dark. I can see you want to go for the maps being dark, but on some monitors these lighting scripts used in rpgmaker seem to just make it black instead of dark. This is something to consider when using them :)

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@Wendell: That is a great and diversified map, looks jumbled and hectic enough to appease the 'usual' city planning standards. I should know, I'm a Sim City 2000 expert. (seriously if you've played the 2000 version you're too old, like me). Just a few questions. 1) Why is the city floating? This is frightening me and making me even a teensy bit airsick. Also 2) is is possible to make those corner icons bigger? I know they're not part of the map, per se, but if they're going to be clicked a lot during the gameplay, it makes more sense to make them easier to see/bigger. Maybe a background to the two icons, or a table?

 

And this is just one of too many maps I've made recently, but indoor parallax maps and I never get along. A tiny cluttered weapons/smithy shop, parallax. RPG XP's indoor decorations and Celianna's tiles work together better than was expected.

 

yhIHB.png

I'm sorry but that axe in the upper right looks weird xD it looks like its standing up from the floor but the tip of the axe isnt in the ground. If its not how it is sopose to be then ignore this lolz otherwise I love the map ;D

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@CompassNL: Lovely mapping and overall a good feeling but I would increase the tint a bit since it is too hard to notice the detail. You can create a good mood with tint effect but you shouldn't hide off the details if you get what I mean. :)

 

Here is a screen of mine showing off the latest version of The Dark Ruins as well as a simple HUD I am working on:

 

dark_ruin3.png

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@Nicke: Nicely done. Although, shouldn't you maybe remove the shadows from the wall near the burning torch?

 

Alright. Following Wendell's advice, I've decided to start my map of Calendam again from scratch. As inspiration, browsing the net for a suitable map, I found this old one of a royal burb in the scottish Highland, Dingwall.

 

 

dingwallmap1.jpg

 

 

This is the layout for now. The general terrain, the roads, the basis for the railway and the game's key locations as reference.

 

 

calendam2.jpg

 

Edited by Meinos Kaen

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Please Spoiler large images and also critique a previous post before you post your own screenshot :) 

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