Maps and screenshots thread
My son bugged the heck out of me to make an off-brand Minecraft poster, so...

[Image: KN-Cinema_zpsa68193da.png]

I scrapped my old animated battler WIPs and started anew. The sword wielding version only has a few frames done, the melee fighter has a complete set of frames. The cute little piglets were just done as some practice work (practice kills? o.O)

[Image: Warpigs_zps331556aa.gif]

I'll have to get back to working on the battle system, there are so many micro bugs to work out (as well as a MAJOR one that is giving me problems.) >.>

Anywho, that's all I've got for today.
[Image: Button-BOTB.png]
[Image: Save-Point.gif][Image: Button-You-Tube2.png][Image: Button-Sound-Cloud2.png][Image: Button-Audio-Mack2.png]
[Image: LS-Banner.gif]
NEW ALBUM OUT NOW!

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Another poster, because that's just what I feel like doing lately idk why >.>

[Image: KN-Cinema_zps384bef9e.png]
[Image: Button-BOTB.png]
[Image: Save-Point.gif][Image: Button-You-Tube2.png][Image: Button-Sound-Cloud2.png][Image: Button-Audio-Mack2.png]
[Image: LS-Banner.gif]
NEW ALBUM OUT NOW!

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In reality, Flash Freeze is actually Harvey Birdman, wealthy attorney about town.

[Image: Harvey+Birdman.jpg]
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These posters are awesome!
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These posters are gonna be in use in a RMXP system demo. Happy And with Kainer's blessing.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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to Ahzoh, no, those are with lighting being from down screen, if you have a diferent shadowing angle you'd like, please let me know.

Now, while I can still continue to deliver my tiles screens, I'm now looking at the 3d rendering as possibilities now, creating SUPERTILES for a Tiled render. Granted this is still going to render larger sized maps (filesize wise) but would render them in a way that would match games like Diablo II and Baldur's Gate with the same movement arc. I think I may revert back to that, as for some reason, my road tiles still are not looking quite right and limited by RMVX's ability to do autotiles with more organic feel (16 pixels vs 32)

http://compresspng.com/

Now herein lies the issue with using full rendered maps. I need a better compression method! Using this prgram link listed above, and converting a PNG down to 128 colors, a 960x960 pixel image (30x30 map) comes to 768K - That's 3/4 of a meg. I am looking at creating a Background layer, and a foreground layer, with other layers that match the spots the players actually interact with on a Z-Level (moving both in front of and behind as Event Layers (And adding them as elements to the parallax layer. However, we're still looking at at least 1.5 megs per map display, and a whopping 500 megs overall... However, with this system, if I DID decide to have basic map copies, my parallax background maps can be re-used with a ground map (With transparency) take care of any areas that are different from say the basic background fleshing of an area (foresty floor for forests, desert rocks for a desert.)

With some clever layer manipulation I may be able to drastically reduce the overall filesizes of my overlays in a way that brings this down to less than a meg per map overall..

I am requesting a script request in another thread.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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why are you concerned about filesize in 2013? there's no reason not to go all out and make exactly the game you always wanted to make. filesize be damned, Arbor's Eve is going to be exactly what i want when it's done. i'm not making it to be accessible or popular, i'm making it for me, and anyone like me enough to enjoy it. if you felt like videogames were where tgey should be, you wouldn't be making yours, would you?
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well, I was concerned with filesize being to large to want to download... but yeah, you're right....
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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I'll told you before and I'll tell you again. The cost of a free game is the time it takes to download it/the % of your data cap it uses up. If you can reduce that cost without compromising your game design, you'll get more people to play it. On the other hand, you should design what you need. Eventually you just have to say 'good enough' and move on, or else you'll never finish your project.
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[Image: saraavarender.png]

Okay, trying out a new rendering method, is working out marvelously.
[Image: yy7iKKb.png]

ITCH: jayray.itch.io
Currently working on Goblin Gulch (MV)
Currently working on JayVinci Resurrection
Currently working on Bakin ABS (BAKIN)
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