Show off Your Before/After's

Started by Zexion, August 04, 2013, 03:26:22 pm

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Zexion

August 04, 2013, 03:26:22 pm Last Edit: August 31, 2013, 07:09:08 pm by Zexion
Well, most of us didn't start RPGmaker with a whole lot of experience. I was looking back at some stuff I had made when I first started, and wow. I can't belive I ever thought that it looked good. Lol! I was wondering if anyone else had some pics/vids/demos of their first projects. It would be fun to see!

Here are some of mine, and yes feel free to lol.
Spoiler: ShowHide

Animal Crossing phase
Spoiler: ShowHide

Kingdom Hearts "phase" (still in it lol)

Spaceman McConaughey

But... the Animal Crossing one looks kewl. D:

Anyways, let me see if I still have some of my ol' shit to share. Will edit post if I do.

WhiteRose

Those actually aren't bad. Much better than I could do at first (and possibly better than I can do now. Hahaha.) I'll see if I can find any of my old stuff and give you a real look at some terrible RMXP games. :P

Spoofus

August 05, 2013, 03:16:31 pm #3 Last Edit: August 05, 2013, 03:20:04 pm by Spoofus
Dunno if anyone remembers my old project Wanderer or not, but the topic is still here but sadly I lost it due to a computer crash happening before I could back it up.
It was a Blizz-ABS game that used Pokemon graphics.Man I miss working on that game,I had so much work into it.Thinking about it now makes me wanna cry :'(

here is a screenshot of it:
Spoiler: ShowHide


My Blog site I am working on: http://spoofus.weebly.com/

Zexion

Wow, the mini-map data for that is amuzing o.o

Spoofus

Yeah, I would love to work on it again, but I really don't wanna redo all the sprite stuff I had.
Maybe in the future I will restart it who knows.


My Blog site I am working on: http://spoofus.weebly.com/

Zexion


G_G



Zexion

LOL. Did you use family guy font for "Game Guy's Projects"
I think I will try that game out if it still works o.o

PhoenixFire

Quote from: gameus on August 07, 2013, 09:18:07 pm
OH THANK GOD THE DEMO IS FINALLY GONE.


I want it back to try it out lolz
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

Zexion

^ Same :b
I thought you said "OH GOD THE DEMO IS FINALLY DONE."
I realized after I posted that it was gone. :(

KK20

My childhood dream was to create some kind of Kirby RPG. After having played Kirby Warrior RPG (and learning what RPG Maker is), I tried using the resources from that game (at the time I was using 2k3) to build up some ideas. I have notebooks on this stuff all stored somewhere in my closet. I think some of the resources, as well as a 5 minute game play, are still in the old family Windows XP computer.

Anywho, figured that everything I wanted to do, despite using these great hacks/programs people made for 2k3, wasn't possible or easy to pull off. So I moved to RMXP and surfed through all the scripts. Of course, the resources from 2k3 wouldn't work very well with RMXP (I could have just doubled the image sizes...but whatever) so I had to sprite some things on my own. One of the things I wanted to include was a type of skill tree system. So here's an image of those skills as well as an early and finalized design for Kirby.
Spoiler: ShowHide

Supposedly Kirby was supposed to have lost his typical abilities (inhaling, flying, and copy abilities) but still have knowledge on how to use a Sword and Hammer (yeah, I don't get it either). Players had the choice of making him more offensive (Hammer as primary weapon) or defensive (Sword as primary weapon). Yes, there were other party members that tagged along, but I never got past the concept stage.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Zexion

Damn it KK20, why must your noob idea be better than ours. (And more visually appealing ,_,)

KK20

Really? I thought it was pretty on par.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Zexion

Well your custom gfx are no where near as bad as mine, and if you look at the dialogue in that video...it's almost like an 8 year old wrote it... lol
Even though your idea of kirby not having his powers is a bit...strange, it still had lots of room to expand and get better :B Mine was so fangirly that it just...idk ... just no...

Heretic86

DEMO
http://www.775.net/~heretic/downloads/rmvx/index.php



This was the FIRST MAP I ever completed. 

The Lightgeist Mountan section is something I did much later, but you can probably tell that the quality is quite a bit higher.  I added it in just to show how I 'play around' with visual styles.  Lightgeist was my FIRST DUNGEON, but unfairly, it came years after my first map. Just about everything else in the "Norhtern Forest" map that I had done prior to completing even this very first map was more a less figuring out how the Layer system worked.  Once I figured out that you dont have to keep things like Trees all on the same Layer, I started stacking stuff, and well, whats in the demo literally started off as my very first finished map!  But learning how to build Maps wasnt all I was learning at the time.  I was also learning about creating battles and some very heavy eventing.  I finished the graphics for the "Northern Forest" map AFTER I finished all the eventing.  Pretty much everything else I did prior was literally Doodling.  Things like a Grass Field with just two or three trees to see how they stacked.  One of the other things I did while doodling was started hunting for expanded Tilesets because the ones that came with RMXP were far too simple to allow any sort of visual variety.  So this very first map I completed was done with a massively huge custom tileset being that I had already learned to Layer heavily and use Events as graphics.  I think the thing that really turned me on to RMXP initially was the Scripting portion.  Zeriabs Caterpillar (which I later heavily modified) was the first script I tried.  I gave RMVX a chance too and went back and forth with doodles on both.  I liked VX's eventing system better at first until I got better at Scripting and eventually put a bunch of stuff into Zeriabs Scripts that allowed XP to function more like VX in terms of 'waiting for events completion'.  But I couldnt stand VX's visual style.  I tried importing sprites from XP to VX to make it look 'better', but the rest of the graphics in VX were all designed to work with the Chibi or Half Height Sprites.  I eventually dumped VX completely as it was a Demo and my time ran out on it.

The demo has a bunch of other scripts (that have since been modified) which allow for handling graphics in different ways (Z-Index, etc), but for all practical purposes, the "Northern Forest" map in the Demo is unaltered from its original graphical layout.  And yes, that was literally my very first completed map that was not a Doodle, but keep in mind that this map came months after I initially started playing around seriously with RMXP.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

WhiteRose

Quote from: Heretic86 on August 23, 2013, 08:27:43 pm


That's very well done for a first serious map - much better than anything I ever did, and quite possibly still better than anything I have ever done even to date. XD

Heretic86

August 24, 2013, 03:47:49 am #18 Last Edit: August 24, 2013, 04:01:00 am by Heretic86
Quote from: WhiteRose on August 23, 2013, 08:36:34 pm
Quote from: Heretic86 on August 23, 2013, 08:27:43 pm


That's very well done for a first serious map - much better than anything I ever did, and quite possibly still better than anything I have ever done even to date. XD


I think a lot of quality maps come from a couple of things:

#1 A good Non Standard Tileset.  A merger of multiple tilesets seems to work incredibly well.  I started off with the Inquisitor Tileset.  Being that his Tileset is just an image and all the settings like Passability and Priority need to be set, it was a major several hour pain in the ass.  Thats the tileset I used in that first serious map.  I'd release a map with all those settings, but Inquisitor had some legal stuff that I just dont want to step on his work.

#2 Knowing your Tileset.  One of the things that I do like about the Inquisitor Tileset, besides it being a pain in the ass to set up, is that once set up, it allows a much wider variety of things for a Player to look at.  Instead of just one or two bushes and one tree per map, imagine having 50.  Being the tileset is mostly a merger, it provides a sense of consistency where this bush looks like it belongs with this set.  I still think the original tilesets actually look pretty good, but there just isnt enough variety in each one alone.  Those very large Tilesets take a lot of time to learn.  Although I did not do this in that first map, one of my newer tricks is to duplicate graphics and give them different settings.  Like walking behind terrain.  Remembering where each of those alternate duplicate graphics are and which one has which settings is why I suggest really knowing your tileset is important.  And when I say Knowing your Tileset, the emphasis is the word "YOUR".  Tilesets were designed to be edited and merged, mostly for expansions of the Tileset itself.  As you expand a Tileset to suit your needs, it no longer behaves like a Standard Tileset and more like YOUR personal Tileset.  I should probably add to this recommendation that knowing how to EDIT your tileset to expand it is practically mandatory.  There are plenty of free programs that can do this, but knowledge can not just be purchased.

#3 Layers.  I cant encourage this enough.  The more that stuff is stacked on top of other stuff that is behind other stuff that covers up other stuff that is slightly obscured by yet even more stuff I think is what makes a map feel both very chaotic and natural.  It also led me to make a whole lot of mistakes, such as using Events for graphics.  A lot of times, it is just unavoidable.  And I've got other spots, more in the Lightgeist Mountain map, where I've literally had to stack multiple events in the same place to make it look right.  Thats one of the reasons that when you go in and out of caves that everything fades to black.  When you hit the new map, I have an autorun event that moves a whole lot of events around and stacks them.  So I think my limit is about SIX layers deep, using the original 3 from RMXP and Events for each of the following 3 layers, which is just way way too much.  But when the Player looks at it, I dont believe that they should notice anything out of the ordinary as everything should look like it belongs there.  Normal is what the player doesnt notice.

#4 Using Events as Tile Graphics.  This is a questionable practice due to performance issues it can cause.  But done correctly, it can allow the Player an added sense of immersion into a map.  Such as being able to walk behind Terrain.  We know we can walk behind trees and bushes, but being able to walk behind Terrain such as Cliff Edges really adds to playability.  The first trick on using Events as a Tile Graphic is to understand that the higher the Event IDs will stack on top of lower Event ID's.  This includes stacking Event Terrain Tiles where all of the Events have Always On Top enabled.

#5 Learn to Fail.  Many times success is not based on only knowing one way to accomplish something, its knowing how to meet your goal by understanding when and where and what causes you to fail.  When Edison invented the lightbulb, you could have asked him and he would have told you that he did not learn how to make a lightbulb, instead, he learned ten thousand ways to not make a lightbulb.  He learned from his failures.  I think too many people just have it in their heads that failures are not to be tolerated, and instead need to treat them as opportunities to learn how not to do soemthing.  Now specifically relating to RMXP is Tree Shadows.  A lot of people get confused as to why the Player is able to walk over an area that they believe they shouldnt be able to go.  The thing is there is that the Tree Shadow has a passability setting, and if there is no priority on that tree shadow, the shadow tiles passage settings are what allow a player to walk right through somethign that would be otherwise unpassable.  This is also a good example of knowing when to use an Event as a Graphic.  Create the tree shadow by using an event with the shadow tile, then turn on Through.  Through on that event will cause its Passage Settings to not be calculated by the engine.  So if the tile below the event is passable, the player can pass, but if the tile is not passable, then the expected cant move there occurs.  This is how you can learn to use failure to enable your success.

#6 Be patient.  It takes me a lot of tries to come up with something that I think looks good.  My first attempts I expect to fail.  But what is important is that I can learn from what I think makes a map fail visually and learn how to make it look correct.  That helps me plan out what ever I have in my head and get it into the map in both a functional way as well as looking visually and logically correct.  That first map in my demo took me about a WEEK to complete.  That also included the eventing, but that is besides the point.  That second map Lightgeist Mountain took several weeks.  Mostly because of every cave leading to another map, and there are something like 16 cave maps that interconnect all of those caves.  One of those caves I remember took well over two days to complete.  I tried an experiment where the structure of the cave actually changes on the player and gets them going in loops.  INtended for a Grind Area.  The player isnt exactly trapped in the cave.  It works more like an Intersection.  Come at this intersection from the top and you can only go to the bottom.  Come at the intersection from the left or right and you can only go left or right.  The structure changes while that part of the map is offscreen and its intended so that the player has no idea that theyve been literally at that spot before.  Most of the players that have demoed did not even notice this feature (which is what I wanted) and just thought it was a very large cave.  A lot larger than it actually was.  THings like that take time to develop, so dont expect to be able to slap stuff out like that in an hour.

#7 Practice Makes Perfect.  You have your own custom tileset.  You know how to use your tileset. You know how to Edit and Expand your tileset.  You know how to use Layers.  You know how to use Events for Tile Graphics.  You know how to Stack Events just using an Autorun Event.  With this set of skills, I truly believe that anyone can create amazing masterpiece maps.


Im not gloating, but really appreciate how impressed you are by the map.  So the reasons Im blathering on is not to gloat, its to teach people tricks on how to make a map look better.  Layer Layer Layer.  Something I think every Mapper needs to do is to take a simple map and pack as many trees as possible into it.  The more trees, the better.  This as an exercise helps a person figure out for themselves how to work with layers.  For example, in spots that are completely covered by a tree tile, you dont need to use a Ground Tile.  The Base Layer can be a solid Tree Tile.  Tree Tiles that partially obscure the ground will need a Ground Layer to be Layer One and Tree Tiles to be either higher layers or events, depending on what you have there.  Try stacking other stuff around the edge of those trees for a real challenge.

I do not believe I am an artist.  I used to doodle in pencil before I really got into computers (well, at that time they really sucked).  But I was never able to do anything in color.  I've tried many a time over the years to do color stuff and think I just suck at creating art.  I cant sprite.  I cant draw the human form to save my life.  I cant use photoshop to create anything original.  I cant create my own tilesets.  But I know I can edit and combine the living hell out of ones already out there.  So when I pick up RMXP and create some maps, I know I can combine tilesets that once put together will look amazing.  I also hold myself to some ridiculusly high standards.  I believe that if I dont like a map, neither will you.  But once I've put together a map, or at least a style of maps (like the cracks in the cave walls in Lightgeist Mountain in the demo), if I can impress myself by what I can create and I am satisfied, that is the point where I'll even release a screenshot that is intended to just blow people away as to what can be accomplished by using nothing more than RMXP and a paint program.

---

Edit: For the record, this isnt a competition.  We are all here to help each other out and learn from the experience and skills of others.  If anyone is impressed by my work, I am honored, and that is enough for me.  WHen I see maps that I am impressed with, I try to say so as well, as well as offer constructive criticism on how to improve.  This very long winded post is just a big bunch of things that I think most aspiring mappers need to do right off the bat to improve the quality of their maps.  I dont know, guess I am just a fan of "as complex as you can make it" style.  But we all have to start somewhere.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

WhiteRose

Quote from: Heretic86 on August 24, 2013, 03:47:49 am


Those are some really good tips. Like you said, everyone has their own unique style of mapping, but when we're all able to learn from one another, I think that's when we improve the most. I'll definitely keep those in mind the next time I'm putting together a map. Thanks! :)

PhoenixFire

I've found the same things to be true Heretic! Although I personally don't use events for graphics, unless it's something I plan on including somewhere down the road as something important. Like a chest opening, or a rotating crystal for information/tips/etc.

Layering is a biiiigggg thing with me too. Although I have found that convincing eventing is a big thing that can make a game more convincing as well. For example, my current project (Book of Leaves), has a scene where when you kill off the monsters in an area, you're "transported" to an area that looks exactly the same, except that there are no monsters, the shop owners are now walking outside, and the transportation circle has disappeared. It basically flips to an almost exact copy of the map.
Quote from: Subsonic_Noise on July 01, 2011, 02:42:19 amNext off, how to create a first person shooter using microsoft excel.

Quote from: Zeriab on September 09, 2011, 02:58:58 pm<Remember when computers had turbo buttons?

Vlash

Wow, this is everyone's beginnings? Mine were nowhere near as good as these. Makes me wonder what your ends look like!

WhiteRose

Quote from: Vlash on August 26, 2013, 06:40:59 pm
Wow, this is everyone's beginnings? Mine were nowhere near as good as these. Makes me wonder what your ends look like!


Some people around here are just naturally RMXP prodigies. :P However, it's also a lot of fun to see how much people have changed and improved over time. If you click on someone's username and view their profile, you can see their first posts, and what they were like when they very first came to the forum, which is always a fun comparison. For example, here's my first post on Chaos Project: http://forum.chaos-project.com/index.php/topic,4245.msg82707.html
(My last post in that topic is actually a lie - I never did get it working, but I was so nervous about posting that I just pretended that it worked. >.<)

Vlash

Quote from: WhiteRose on August 26, 2013, 06:51:11 pm
(My last post in that topic is actually a lie - I never did get it working, but I was so nervous about posting that I just pretended that it worked. >.<)


LOL, I think I've done the same thing a few times before, just because I didn't wanna bother the scripter.

I'd post my first projects in here, but those are long gone :(. Which stinks cuz even though they weren't great, I still liked looking them over and noticing all the mistakes that I don't make now.

WhiteRose

Quote from: Vlash on August 27, 2013, 02:00:39 am
I'd post my first projects in here, but those are long gone :(. Which stinks cuz even though they weren't great, I still liked looking them over and noticing all the mistakes that I don't make now.


I know what you mean. I love to play through my old projects just for nostalgia reasons, and seeing how much I've improved since then makes learning RMXP a game itself. Sorry that you've lost your old projects. :( Still, there's nothing like a fresh start. :)

Heretic86

How about we make this Before and After?

We've already seen many peoples beginnings.  Why not also post the work that you are MOST proud of?  Just to show how far we've come?
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Zexion

Hmm, alright I don't see why not :P

Heretic86

August 31, 2013, 09:24:04 pm #27 Last Edit: August 31, 2013, 09:27:42 pm by Heretic86
I always make things more complicated than they need to be.

For the last couple of days, I've been working on packing up the Tilesets I use and had intended to just release the Tilesets in a Demo.  But, no, I cant do that.  It would be far too easy.  What I am working on right now is a complete pack of the Tilesets I use AND a huge collection of Scripts.  The reason I felt it necessary to bundle the Graphics with the Scripts is because a lot of the stuff I do is very dependant on the Scripts.  Being able to do things like manually set the Z-Index for ANY graphic, make things render as FLAT (think of the Portal Graphic), and some other things like Fade Event I use heavily to make my maps.  Others allow you to make your Fog appear as Clouds.  The Scripts have already been released individually.  Without these Scripts, many of my Mapping Techniques dont look right.  There are probably like 30 different Scripts that are going to come packaged.  Another reason for my plans to do this is that a lot of these scripts were not initially compatible.  The Collection has made ALL of the scripts work with 100% Compatability with each other.

Im also going to include one of my best maps in the Collection.  You may have seen screenshots of the map, but I've never released a Full Scale Map that allowed you to Edit the map without cracking RMXP's weak encryption.  So this is going to be a first for me.  I've also never released any of the Tilesets I use either.  Dont know why, guess it just never crossed my mind.  One of the things about these Tilesets is that they are Massive.  Because of this, it would take you literally HOURS to import them into the Game Engine.  By releasing a Demo with the Tileset already set up for Copying and Pasting, I hope to Set the Standard of how to release Tilesets.  Tilesets arent just Graphics.  There are a ton of settings in the Database that correspond to that Tileset, and once the Graphics for the Tileset are imported, those settings also need to be set up.  By putting a Tileset in a Demo, you dont have to go through all the work of setting up the Database.  Just Copy and Paste the Tileset, and you're done!

Progress is coming along quite nicely.  I should be able to release it in a couple of days as there is still a TON of work that I have to do on it to get it ready for everyone.  For a Before and After, this is what I plan on releasing.  And Im doing it in a way that will help the community.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Zexion

I don't think it's called "making it complicated", more like "doing it right". Sure you could just make graphics and place them as best you can in the editor, but little things will arise that are annoying, and so you fix it. I'm the same way, which is why I never really complete anything. I refuse to just accept good enough when it comes to a game, and so I never end up releasing anything.

KK20

My 'after'?
*points to sig*
Yeah...I'm cool like that :P

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

orochii

Before... http://www.mediafire.com/download/ynjymnxyndn/rgnrkx_dmo1.rar
After... http://forum.chaos-project.com/index.php/topic,13422.0.html

The same project, but different in almost anything. The only things that haven't changed completely are the essential ones, like the setting and characters.
Before that I made some things as a kid, but most of them are lost, or in some random CD that I have no idea where could it be. They were very random projects. My first, about an orphan samurai, that I never actually thinked anything else for story lol. There were others like that one: a zombie named Ujarras who sets on a jorney across the world, a group of friends in a contemporary setting, and even a game of my neighbourhood, with me as the protagonist, where characters from different games (mostly YugiOh cards) try to conquer the world or something and you must stop them.
There also was a game that I named "Legend of Zelda: A link to the future". No story, just a name and some thrown up ideas.

Aimless development for the fun!
Orochii Zouveleki

ShadowPierce

Hope people still remember me. Anyway here's my

Before: http://forum.chaos-project.com/index.php/topic,6789.0.html
- Sprites are made with a generator.
- Horrible character back story
- A lot of things still undecided
- set to be a 25-hour long game

After: http://forum.chaos-project.com/index.php/topic,10460.0.html
- Same concept
- Improved visuals
- Slowly gathering more support
- Set to be a 2-hour game (with some extras to extend it to a 12-hour long game)

Spoiler: ShowHide
Quote from: Blizzard on February 16, 2011, 03:44:48 pmThere you go. It's the proof that SDK is crap. It's incompatible with itself.
3DS Friend Code: ShowHide
1161-0627-9890

Heretic86

I just have to show this off.  Working on another Script for the XRXS Battle System that allows certain Equipment to reveal Enemy HP/SP States and Elemental Strengths and Weaknesses.

Spoiler: ShowHide


Not quite ready for prime time yet.

The Elemental Strengths and Weaknesses will display ALL of the Elements that an Enemy has a Rate of A, E, or F.  A is an Element that a Creature is Very Weak against.  E is Immune.  And F will absorb.  The information on the screen appears just below the Enemy Name.  It displays one element at a time and will cycle through the Key Elements for that opponent.

I did this also to emphasize that not all of our Before and After work is Graphical Only.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Heretic86

Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Shek