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<div class='quotetop'>QUOTE(RpgmT @ Mar 16 2006, 01:20 PM) [post=198077]Quoted post[/post][/CENTER]

Quote:

Time to breath some live back in this topic! It always dies so quickly =( [/b]

I think you shoud make it bigger, even if the hero doesn't actually go to the parts you add. It just gives the illusion that the place is much bigger. (Like, add some sky so the screen will follow the hero when he goes on the top part of the map, instead of just being stuck there)

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Not a bad image, but I don't think that map is up to par with your usual, Thom. It's nice and open, but unfortunately not much more can really be said about it.

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The vertical cliffs combined with such a massive elevation change look quite unrealistic. Instead, make another few layers of land only a few tiles below. They don't have to be accessible to the player.

The cliffs also seem to be a bit rectangular. Work on this a bit.

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Also Thom, I thin you should put the trees away from the edge and put some more flat area space, even if the character doesn't go to that particular place.

The Stairs shoudl be twice the length of the wall, keep this in mind also.

Hmmmmm...

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I don't find it to be very nice looking if the stairs are so insanely long, so I don't think I'll change that, sorry.
But for the rest of the advice, thanks all of you =), I'll change things around.

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Your stairs would look insanely long because you cliff formations are largely different. If you address Psygon's suggestion as well, it should work out. I am aware, however, that if you have very tall cliffs, doubling the step size can get out of hand, in which case it can sometimes work out to cheat a bit. Just not as badly as you've done there. Wink

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Eeeeee.
Not too bad, but add some extra elevation and stuff on the bottom cliff. Like, cut it prematurely. Feckin' impossible to describe, so I'll show what I mean.

The cliffs themselves are also a bit too straight and uniform and... almost patterned. Your use of the auto-tiles is good, though. Wink On the right, the log, rock, plant... those things are all basically falling off the cliff; perhaps not a good idea! Shift 'em up a tile or two.

One other thing, make the map a bit vertically longer, and finish off the top of the mountain, so the player sees the sky, or the horizon, or whatever they need to. It gives it a much better feel.

Here's what I was talking about earlier.
http://www.epiphanygaming.com/Chris/Gens%2...%20Mountain.png
Notice how the cliffs always cut off early, and there are almost none that go STRAIGHT down? This is the effect you want to achieve, I think.

Apart from that, nice map. o.o Just a bit of work to be done on it.

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That one screenshot caused so much controversy!

Ugh Chris I don't know what it is but I always love your screenshots so much. That last one you just posted just now has actually inspired me to resume an old project of mine (my Legion Saga spinoff ^.Sarcastic. And when I say "resume" I mean "start all over" because I lost the original in a tragic accident.

The problem with mapping in The DOTH Scriptures is that I have to mix and match the tilesets a lot and I don't have a lot of room for versatility to make maps of the quality I want to make them.

For now you can all choke on this:


(it's from the intro for The DOTH Scriptures)

oh and for the love of God:
<div class='quotetop'>QUOTE(SickAndWretched @ Mar 8 2006, 07:25 PM) [post=197788]Quoted post[/post][/CENTER]

Quote:

If you got rid of the pink trees it'd look alot better
[/b]

slap an "imo" at the end of that!!1


On hiatus. Blame holloway.
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In My Opinion IMO Zatham your game never fails to deliver that fuzzy feeling Smile .

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I would agree, and would like to say that "that fuzzy feeling" is my only real reason for gameplaying nowadays Gasp Big.

Also explains why I've had Bambi on loop today...

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Oh.
Thank you, Zatham. .___.

I know exactly how it feels with mixing and matching the chipsets; never can quite get the perfect map out.
Anyway, your screen is good. Uses the chipset in a way I haven't seen much at all. o.o I like the poles going through the middle bits, very nice touch there. The character sprite looks nice too.

My only problem is that you don't seem to use the 'corner' pieces. You know, to link the sides up. Gah, it's hard to explain. >_> You'll probably know what I mean anyway. The bottom left and bottom right ones... you can get away without using them, but the top left and top right ones make all the difference.

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That's weird that I didn't include those because those corner joining tiles are my favourites (... @ how weird I am). Actually I don't think I finished this map so it was probably a bit hasty of me to screenshot it. Wink

EDIT: ok fixed the dilemma!!

EDIT 2: Okay so since I never did one of those "stall" things in Nano's Tsukuru-Con thing, I was left with a bunch of unused screenshots from TDS. I decided, since this is the screenshot thread, there was no better area to expose them! Unless I made a whole TDS thread but ugh I don't feel like making something so comprehensive yet.


>) This is a bathroom in Will's house. I thought it was cool and relevant to show since RPGs barely ever have bathrooms. I'm going to edit the bathtub so it's no longer eternally full and presumably rank with disease.


I remember posting this already but whatever. Will would be the playable character in this instance whereas Keebler is a temporarily joinable NPC.


Ugh I threw some tilesets together trying to make a "beach access" like you'd find in California or Florida or something. I don't know firsthand what those look like so I just had to estimate. ...


This is a bus tileset I arduously put together. The panorama you can see through the window is of the street and scrolls so it looks like the bus is actually in motion. ^.^


I'm a non-conformist so of course I made my own item icons.


Speaking of non-conformity, I've constructed my tilesets so that each outside map has a Super Mario RPG-esque feel to it... in that each outside map feels almost like a "game board". I was thinking of scrapping it in favour of more versatile tilesets but pressure from my investors has averted my doubt.


This is the Powers Residence where Will and single-parent Donna live. Oh what a grand and original sitcom that would be!


>)! At the beginning of each chapter there is a little news story presented by Mi Jung Lee of the Channel 4 news to summarize what transpired in the last chapter of the story (from a news person's perspective) and also sets the stage for the next chapter. In that little black box is where I'd put little pictures depicting the events the news anchor is talking about. I had an overlay to make it look more like you're viewing it through a TV screen but it kinda of obscured the imagery so I took it out. I kept that overlay in the next screenshot, though:


A reoccurring mini-game in The DOTH Scriptures is when Donna has to access encrypted files from computers. You can see her in the lower right corner. She's controlling the purple guy in the middle of the screen.


This is the first scene in TDS after the intro (...). :') Don't worry I'm going to change that Will sprite. It's just a placeholder. Sticking Out Tongue


I was the one who invented putting those black bands in scenes to make it seem more like a movie >( so if you see it in any other games, know where it truly came from.
(me)
Oh and this scene takes place just before the screenshot I inserted into my post above this one.


I have it so whenever you walk by an item that you can pick up, an exclamation mark appears above the hero's head a la Shadow Hearts.

---

Thank you for watching The DOTH Scriptures Theatre. Tune in next time for when I get over my creator's block. Wink


On hiatus. Blame holloway.
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Honestly not even jk those screenshots are so full of fuzzy it's not even fair.

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I like your battle system graphic, Zatham. I've never seen the HP and MP bars actually enclosed like that - I didn't know it was possible. Smile

Nice job making it look consistent to main system graphic.

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I got the idea from Magi Hot I think. Didn't I?

As I said yesterday in this thread, I have decided to restart my "Legion Saga 'Gaiden'". So today I whipped up this map:

It's Chibiki's mountain house. ^.^ I've kinda run out of ideas for what to do with it. I mean in reality it's just supposed to be a simple cabin on the top of a mountain lookout type precipice (...) so I guess it does the job.

I'm also working on a big port town but for some reason it is NOT looking good. I think the solution is to split it up into a few maps and use different but related tilesets. There's one Mack&Blue port town exterior tileset that's more for residences, another more for marketplaces, etc. so that's how I think I'll do it.

It's been so long since I've made a map in rm2k3... it's fun...


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I love all of your screenshots! ;_;

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I don't usually say this from one townie to another, but Zatham, your game is looking great! This is one of the most promising looking games I've seen appear on a long-time RPG Town member, so keep up the good work and make sure you finish it! At the very least to a demo stage. You've become a lot better with pixel art, it seems, which is great stuff. The fact that you have original face graphics and sprites will make your game very popular with tougher audiences like Gaming World.

The maps seem perfectly fine and in some cases rather good. Okay, so the houses might be a weird shape indoors, but the use of colour and arrangement of the furniture compensates for them. There are no faults on the maps as far as I can see, so you've escaped my judgement for a few days. Sticking Out Tongue Where on these screenshots can we spot your own graphics, if you've done any?

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Yes yes yes. That mountain one is awesome. A few less... bits. Like, cut offs. >_> I can't describe it again. Anyway, a few less than I would've liked, but it serves its purpose well. You've broken the 'three cliff rule' in a few places, though; it's not anything major, but it helps if you stick by it.

I like the way it looks as if it's sloping. :3

Could do with a bit more filling, actually. Fill it up a tiny bit more. =D

Sorry, I tend to just ramble on and put my thoughts in some strange order.

I'll comment on your others later. For now, nice job.

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Thats....awesome. Great work Zatham.

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[attachmentid=370]

I started messing around with RM2K abit again. And figured I would post a map of mine.

The only problem that I, myself have with it is the bottom of the map, with the ridges.. I don't care for them much. But basically, this is just a map for a boss battle or something. and I put some elevated flats for a treasure chest or something of the like.

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<div class='quotetop'>QUOTE(Kafen @ Mar 19 2006, 11:09 AM) [post=198260]Quoted post[/post][/CENTER]

Quote:

[attachmentid=370]

I started messing around with RM2K abit again. And figured I would post a map of mine.

The only problem that I, myself have with it is the bottom of the map, with the ridges.. I don't care for them much. But basically, this is just a map for a boss battle or something. and I put some elevated flats for a treasure chest or something of the like. [/b]

You've improved alot. *remembers your game for the map contest*

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<div class='quotetop'>QUOTE(The Omen @ Mar 19 2006, 01:57 PM) [post=198274]Quoted post[/post][/CENTER]

Quote:

You've improved alot. *remembers your game for the map contest*
[/b]

heheh.. I forgot about that. That was when I cared more about coding than the map itself. when finish my "Desert Ridge" I'll post that, but Inq left some stuff out of the chip set, so it wont be exactly as I envisioned it.
~Cheers!

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What's this Indy?

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Ugh one of my pet peeves is when people post screenshots or artwork without any kind of introduction or explanation of what we're looking at (...). I need some context, people! I need some background! Some emotion... some feeling... ooohhh....

EDIT: Oh and while I'm here and I see you're reading this, Chris, I'm sorry but I'm not familiar with the "three cliff" rule. It sounds fairly self-explanatory but........


On hiatus. Blame holloway.
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<div class='quotetop'>QUOTE(Magi @ Mar 21 2006, 08:06 AM) [post=198364]Quoted post[/post][/CENTER]

Quote:

What's this Indy?
[/b]

Sorry, this is a counter/fortress from my new project Aerack.
It's made with several screen captures assembled together hence why some sprites are "cut"

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A few problems.

1) Floating towers....Wtf?
2) Those kobolds (right word?) are standing too close to the edge for my liking. Move them back a touch?
3) That ladder seems odd to me. Not only is it quite short, but it seems to go from being parallel with the side of the wall, to nearly bending over the top.

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Yes the ladder has to be moved one tile down.
The towers however are stuck to the cliff.
As for the Kobolds, it is said in the game they have great sense of the void. Wink

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Ah ok. I guess I needed a bit of background like Zatham.

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Here is the latest map made by my forever-in-production indoors tileset. It seems that everytime I get closer to finishing it, I think of more things to add. Sticking Out Tongue Oh well, I guess it will just mean more stuff to play with when making an indoors map. This shot is a typical room design for some upperclass aristocrat's mansion. The windows are again not finished, as I want to leave them until I have decorated them with curtains before I give them window panes and day/night alternatives. I'll probably do the fireplace and sconces as charactersets for them being lit though.

The tileset has about 15 more things on the list to be done, give or take (most probably give) and some may take longer than others.

Enjoy. Smile ©

Edit: Comments and criticisms of previous shots coming soon

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Beautiful as always, Inquisitor.

And now, I give you a screenshot of the RGSS script for my menu. The game is, in fact, called A Lone Soul: Days of Legend.

*IMAGE REMOVED DUE TO UNINTENTIONAL SPOILER*
(will be returned when I can take another without the spoiler)

That is the equip menu, only the items in the middle change between menus. There is support to equip unlimited accessories.

That is also a beveled text script, which I personally made (by accident), as well as a resolution change script by Squall of RMXP.net. It's 800x600 resolution.

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How do you guys do all of this stuff my stuff looks like crap I barely just figured out that you could use stuff other than RTP graphics.

Don't look, its a spoilertop secret file containing important things about you and you don't want to know
<div class="spoilertop" onClick="openClose('8bf792b2126ae7b98d2bc18737903f65')" style="font-weight: bold">[u]» Click to

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Well, that screenshot of mine is the culmination of about 20 hours of RGSS scripting, and I've been called an "RGSS Guru" before, so...yeah. This was hard.

But for the maps, there a many mapping principles that can be applied to make maps beautiful like that. Not that I know any of them. But the tilesets everyone around here is using are for the most part made by The Inquisitor, and imported into their games to play with.

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Woa, amazing tileset Inq. It's a bliss on the eyes, really.

And now to analyze it your style:

1. As stated on GamingW, it looks like the tiles in the fireplace overlap each other, making it go higher and higher.
2. What are the white thingies on the staircase (bottom of the map).
3. On a closet to the right there's a candle dangerously close to the edge, a mere bump would make it fall off.

And a random question, is the bookcloset tiled in such a way that you can rearrange the books? That would be neat.

Besides these nitpickering things, amazing screenshot!

EDIT: Forgot the menu screen :tard:

The layout is a bit confusing, with the equipment in a small window in the middle. As if you were just trying to make it look different from all other equipment screens. Nevertheless, it's effective. Also, is it correct that actual Hp numbers aren't shown?
Lastly, when you equip something, does it show the stat changes? If not, you'd have to guess, which is kind of a bother.
An amazing looking menu nevertheless!

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Zerowings- most of us have been using the RM series for quite a few years. Also, if you look at everybody's stuff, people soon start to branch out into a particular skill- wether mapping, RGSS, writing or art.

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Nothing overly uber, just a quick, cool little system I thought up. The character sprite changes depending on your status. The only problem with it is that when you restore statuses in the menu, it doesn't change until you get out of the menu. I can only think of one solution for that, and it's forcing the player out of the menu when you use a restore item, and that can get annoying (and if my sentence structure seems off, that's what being sick'll do you you XD).

Otherwise... (mapping shot on right)

<!--fonto:comic sans ms--><span style="font-family:comic sans ms"><!--/fonto-->Omengate Sanctum ~ Home of Sagawind! ~<!--fontc--></span><!--/fontc-->
<!--fonto:comic sans ms--><span st

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Trance, looks nifty to say the least. I like the Chipset a lot. but the problem with me is that there are no chairs.

Hmmmmm...

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Allow me to explain my equipment system, which will be the first time it will leave my mind for anyone. The health is not displayed as a number for a similar reason.

In real life, to you buy a shotgun with an attack rating of 37? How about a handgun with a rating of 20? No. Guns, and even swords, bows, axes, lances, hammers, etc. NEVER have numbers associated with them. Therefore, why should they in-game?

When Linn (the hero, dev name) purchases equipment, there is no number that tells him what is best. There are even multiple kinds of an "Iron Sword" that all have very different stats, depending on where it was purchased, however they can be distinguished by their icon in-game.

The hero may inquire about several things with a sword or other equipment, getting a response by the shopkeeper with information such as "This was made with some of the purest iron I could acquire, forged very laborously for the last two weeks. It's yours for 50 gold pieces." He can also ask to handle it for a moment, at which point a message will pop up saying things such as "This has some really nice balance, although it's a little heavy for me."

These remarks may or may not be true, and the numbers are wholly internal. They will determine speed and strength with the weapon, ultimately affecting how often a hit with the sword will connect, how much stamina is drained from each attack, and how much damage it will do, if any, if the weapon does connect a hit.

I would like to think it's a pretty innovative system.

(Kaiox, you don't have 8 million posts...I mean...really.........but wait, do you?)

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No he doesn't. Hes at about 900. Long story.

Anyway, Mew sounds great. Its about time a game refined something in that way.

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<div class='quotetop'>QUOTE(Myonosken @ Mar 30 2006, 12:26 PM) [post=198768]Quoted post[/post][/CENTER]

Quote:

No he doesn't. Hes at about 900. Long story. [/b]

About 8 million posts long.

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Yes, I do have the 8 million posts. See, I have this one secret forum that I post in. It is called the Kaiox is a(n) [inset insult].

Actually, I don't get why I have such a high number of posts all of a sudden. So don't ask me. I'm rather curious myself.

<div class='quotetop'>QUOTE(mewsterus @ Mar 29 2006, 09:42 PM) [post=198758]Quoted post[/post][/CENTER]

Quote:

Allow me to explain my equipment system, which will be the first time it will leave my mind for anyone.  The health is not displayed as a number for a similar reason.
In real life, to you buy a shotgun with an attack rating of 37?  How about a handgun with a rating of 20?  No.  Guns, and even swords, bows, axes, lances, hammers, etc. NEVER have numbers associated with them.  Therefore, why should they in-game?

When Linn (the hero, dev name) purchases equipment, there is no number that tells him what is best.  There are even multiple kinds of an "Iron Sword" that all have very different stats, depending on where it was purchased, however they can be distinguished by their icon in-game.

The hero may inquire about several things with a sword or other equipment, getting a response by the shopkeeper with information such as "This was made with some of the purest iron I could acquire, forged very laborously for the last two weeks.  It's yours for 50 gold pieces."  He can also ask to handle it for a moment, at which point a message will pop up saying things such as "This has some really nice balance, although it's a little heavy for me."

These remarks may or may not be true, and the numbers are wholly internal.  They will determine speed and strength with the weapon, ultimately affecting how often a hit with the sword will connect, how much stamina is drained from each attack, and how much damage it will do, if any, if the weapon does connect a hit.
I would like to think it's a pretty innovative system.
(Kaiox, you don't have 8 million posts...I mean...really.........but wait, do you?)
[/b]

I do think that is a cool system. Realistic and all, but I have a slight problem.

Your screen shot shows that Flora is Poisoned. So how do we know her actual stats? She may be oisoned, but how much has her health dwindled because of it? How longs until she pretty much dies?

or is that also a part of the game? If I was playing the game, I would like to have an idea on whether she is find, so perhaps the "Poison" Status would be better off in a different slot than the health.

Good system though.

Hmmmmm...

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Umm... It's the default menu system for RM2k/3, if you don't work with it, Kaiox... <_< Poison works just like with any other RPG, in that you slowly lose HP when you walk, so it'd be shown by how much HP she has left. And that "slot" is the place where "conditions" go.

Someone honestly needs to send you RM2k3. lol

Oh yeah, and so I don't leave empty-handed, here's a screen from a DBS I'm working on. That thing in the corner is for something called "Field Effects" (just like it says lol). I haven't actually quite figured out how exactly they work... It's like one of those insight things where you get an amazing idea and you don't quite know how it works. Anyways... The only other cool thing (which you can't see in the shot) is that I have the characters jump into battle. Little fun presentation thing. Oh, and I've also since added a colon (":") to the end of "Field Effect." (Also, the "Field Effects" thing does something like what the characters/enemies in Balmung Chronicle do.) (What the hey, I'll include two shots, so you can see that there's more than one element. XD)

<!--fonto:comic sans ms--><span style="font-family:comic sans ms"><!--/fonto-->Omengate Sanctum ~ Home of Sagawind! ~<!--fontc--></span><!--/fontc-->
<!--fonto:comic sans ms--><span st

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Mew: The total posts in the entire board only total about 65,000 Smile .

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Hm, jumping into battle, eh? *steals concept*

I thought for a moment you were talking about my screen with the poison, Kaiox, but then I said "Wait...Fiona?" And I realized that I didn't have the poison stat on, I only had it on previously for CMS debugging purposes (because I was working on the item menu, which integrates much like the equipment menu does)

So...yeah. Oh, and here is my official press release:

When The Inquisitor releases his tileset for tudor-styled buildings, I will create a demo of my game for you all to enjoy, with such features as:

Fully operable CMS.
Sleazy merchants all over town.
Travel through the vast city of Forenae as a character unrelated to the game itself.
Plenty of snippets of funny cameos, storyline, and subplots between NPCs that will continue in the main game!

So...yeah. Huzzah!

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A battlefield-screen of my rm2k3-Project called 'Netarion'

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Looks very interesting Wink .

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It looks nice, but, if it isn't active and moving, it might seem a bit overly crowded.

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At least the vehicles are bigger than the people. it bugs me when vehicles are the same size as people/

Hmmmmm...

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That tileset looks perfect for something I need in my game. Now if only I could hax you and get it. ;_;

If we're gonna be picky about the size of objects etc., yeah I'd widen the street lanes by one tile each (a person isn't the width of a lane unless it's my mama) and put another level on those buildings. The map's looking really good though imo.

Myo: See what I did there?


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Hehe... Here are some chips...
And yes, it's a german site...
http://www.mirai-online.de/?inhalt=chipset

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