Description



Some of you might not know what a Release Something! Day (RS!D) is. Basically, it's a day where you release something - anything! - in order to get feedback from the community.

Release Something! Days used to be a regularly occurring events back when the community had a problem with releasing stuff. It was created as a way to encourage sharing, collaboration, feedback, and content in the community. The aim is to truly try to capture the spirit of releasing something.

It is not about prepping a major release, or making something in a fury to have something new to show for the event. It is about showing your works-in-progress, getting feedback, and checking out what other people are working on. Like a snapshot of RMN's development community.


WHATTA RELEASING?
Music, tiles, sprites, graphics of any type, gameplay (videos of gameplay tests are good), tech demos, demos - even completed games (but don't strive for a finished product; that's not the point of RS!D).


GOTTA HAVE RULES
- To 'Release Something' just upload it straight to this event page. Sign in/up, then hit 'Submit' in the top right corner of the page and browse until you find the file you want to 'Release'. Voila~
- You can release more than one thing, but try to make sure it's something you've been working on at least recently (say, in the last month or so). Keep it relevant!
- Release all through the weekend.
- DO NOT steal the things you see here, if someone wants feedback on a resource or script. I doubt we have to say it, but it's worth saying just in case someone uses the 'but you never said...' shit to justify being a fuckwit.
- To give feedback, use @username and then hide tags (depending on length and amount of feedbacks in post. So, for example:

@Liberty
[hide]this page is pretty awesome but hey, I think you need to work on your logo making abilities because holy shit giiiiirl[/hide]



GOTTA GET GOODIES
There will be a badge worth 10 MS for releasing something. One per person.
Best feedback givers will also get a badge worth 20 MS. Because the feedback is what counts most!


Just to re-iterate: You are releasing something :ANYTHING: that you have done on your project over the last month or two. It can be a screenshot, a face image, planned dialogue, a script snippit, a resource, a demo (if you have one on hand) or a video of a system or anything like that. It does not have to be something that you whip up over this weekend - in fact, it's HIGHLY ENCOURAGED that you NOT do that! Just dump something in! Or a few somethings!


GO GO GO GO GO GO GOTTA GO FASTER!!!!

Details

  • 01/15/2016 11:59 PM
  • 01/18/2016 11:59 PM

Achievements

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Participants Entries
BadLuck
Craze
J-Man
Dudesoft
Ocean
UPRC
Archeia_Nessiah
Liberty
bahlete442456234996
eplipswich
slash
JosephSeraph
Ratty524
WolfCoder
Deltree
polarcactus
Dyhalto
Rhyme
MakioKuta
InfectionFiles
Hasvers
Rose_Guardian
Seiromem
Ljink
Gourd_Clae
Luiishu535
Someoneman
Sgt M
mjshi
Irog
SunflowerGames
Addit
Roden
Novalux
LorSquirrel
Vaccaria
Red_Nova
Subzero_Dragon
Lucy_Fox
Housekeeping
unity
Sooz
pianotm
Zeigfried_McBacon
charblar
dinkledaberry
Zephire98
Kylaila
karins_soulkeeper
AubreyTheBard
zDS
Frogge
Zero3D
KrimsonKatt
Donut
CYBERLOUS
AceOfAces
BerryRMN
pooperflooper
Punkitt
Thunder176
kr0x

Posts

pianotm
The TM is for Totally Magical.
32388
Addit
Jesus...so many entries...


This is why I give feedback as they come in, so I don't get overwhelmed.
Yeahhh, I should have thought about that…

Oh well, I’ll slowly get ‘em done…or at least most of them, anyway.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Well that seals it then, I will keep releasing more stuff so you guys can never finish!
The question is...can I release faster than you can review...???
I see no updates. I did stuff.
and @Addit it all makes sense now!

I AM PROUD OF YOU ALL.


Seriously tho. Lots of cool stuff. .. + more sanic
@Red_Nova: Thanks~ Yeah, the floor has a lot more grey mixed in than Milla's jacket does, so it doesn't pop as much. I found that for tiles that are going to be darker, it helps to mix in the grey in much the same way that mixing desaturation into a screen tint can help with the graphics not being drowned out by the colours of the tint.

-------------------------------------------------------------------------------------
I'll get through all if them soon, but for now, feedback!

@Ocean
I've said it before but it bears repeating - those little tiles are super cute and totally bring to mind Legend of Mana (which I'm sure was the inspiration behind them). I think my favourite is the beach one.
Rubi is also looking really cute, though maybe you could let one or two pixels be normal skin tone on the knees so it looks a little less like a line across them? Otherwise she is cute as balls.


@Nessy
Fffffffffffffffffffffffffffffffffffffffffffff dem too cute for words. I am gonna have to buy all the cards over and over and over because omg cuteness!


@Deltree
I love the way the numbers just bounce like that. It brings some much needed animation to the scene (though I can see the animation for the sprites and they are cute, I just love all them bouncy numbers a lot!) I also really love the firefly effect and the background is gorgeous. Just... hnnnnng~<3


@Luchino
Those battlers are pretty neat, though I'd like to see how they look without the black lines (and just using darker colours) like you've done with the slime. They're definitely a good start.
The ship is a little too blocky - all straight lines - and looks a bit MS Painshippy (heh), but it's also a good start and I do like the fancy designs. I think the nose should be more pointed and less at a 45* angle, though - they were pointed in order to cut through the water and in-coming waves. Maybe do a little study on ships and why they were built in particular ways so you know how to design it and why? It could help.
The second ship image needs a little more depth to the width, I think, but I do like the look of it a lot, though the red part looks a little like you just scribbled on the darker colours. ^.^); It's looking neat, though. Also, try not to make your shadows quite so dark on tiles - the barrels, for example, really show what I mean. The bottom of the barrel is quick a bit darker than the top and it's a bit too 'heavy'. Try to lighten it a bit more OR add a bit of grey into it so it doesn't get carried away with darkness. It's currently quite emo.
The same with the larger crates in the town image - they're quite dark on the front, which would be decently lit enough to not be crawling in their own skins like that. So far you've a good start, though. Keep pushing~ ^.^)b


@Dyhalto
"A golden age of..." perhaps advancement instead of advanced?
I like the look of the pages and they add an extra dimension to the story telling, since their rips and tears tell a story all of themselves. I really like the idea of presenting your introduction story in this way - reports of the past by a historian. It feels more interesting than just scrolling text.


@MakioKuta
Oh ho ho! Is there a new April game in the making? I really like that background and the far back imagery, too, hinting to a larger town. I'm not a huge fan of Visual Novels, but I can appreciate a lot those who go to the trouble of making backgrounds for the different areas of them, as well as changing the characters' appearances. It shows a love of the game and dedication to their work. Also loving the wood patterns in the second shot. And the glimpse of the outside, too. And that stand with the food on it. And the food. Now I'm hungry. I assume that's food. Also, those flames are super neat and the decal on the fireplace is cool too. Dammnit, it's all so nice!


@InfectionFiles
I'll admit I'm not a super huge fan of those tiles, but I do like what you've done with them so far. The house front is a bit odd, though, as it feels like the wall on the right should be another tile higher, but I'm gonna assume that it's an issue with not being able to see the roof in full.
The idea of using that parallax in the second image is an interesting one, though I'm not sure it works as well as you'd planned since the style clashes a lot with that of the sprites. It's an interesting idea, though, and if you were using a different style of graphics it might work a bit better. Still, the scene composition is quite good - if you could use the parallax as a base and map over it with the tiles of that set it might work to help you duplicate the shapes of the cliffs a bit. Or maybe try running a grainy filter over that particular parallax?


@luiishu
I'm not sure of the black frames on the side - I feel like they're not really necessary and that an all white screen would work better - but otherwise, it's simple and striking and does all you need it to do. I do worry that the pop-up choice menu will hide the bottom half of your clown, though, but centering him is the best design choice. Maybe use a script (if possible? not sure which engine this is in) to change where they pop up?


@SgtMettool
Those facesets are so cute it's not funny. Poor little grey guy doesn't smile at all, does s/he? Awww. As for the sprites, I have a feeling that their animations would be a bit stiff, but they also look quite cute. Maybe darken the shadow purple used in the floating sprite a bit since it looks a bit flatter than the others?


@mjshi
It doesn't look too bad, though those portholes are supposed to be used on the outside of the ship, not the inside. You should also move the picture up a tile (or reposition it a bit on the chipset so that it goes over 4 tiles and fits the wall better). You should also include some kind of place for the people sleeping in the beds to store their personal effects - cabinets of some kind. It is a bit empty but there's only so much you can do with ship tiles. PM me and I'll send you some bunkbeds I made for ships that you can see if you like the look of/want to use.


@MIrog
Oh, these look interesting. It'd be cool if the relevant information stood out a bit more (that being the stats) but I guess there's only so much room you have (though a small pop-up window or something when you hover over an enemy would be cool). Maybe make the range indicator a little more transparent? It does make the numbers a little harder to see.


@kory_toombs
First image: I'd recommend either getting rid of the wall on the outside of the room or putting walls everywhere (personally, due to the ground tile showing on the tile, I'd get rid of them and just leave it black). ALso, remove the raised ground near the entrance of the room. It looks awkward and wierd. I'd also question why there's a paved path in a cave where people die a lot (evidenced by skeleton), leading to a chest. It seems weird. As does the water placement. If you're having trouble filling a room up, try making it smaller.
Second image: The clash between tiles is a bit disconcerting. I recommend either committing to a larger grass patch and maybe some more trees, or removing them and putting something else there, instead of the patchy job that's currently happening. Also, you probably don't need a well when there's a lake around, especially for animals drinking ('lake' in bottom right corner).
Third image: Looks interesting. I'd question the random water all over the place, though, especially as it doesn't make much sense.
Fourth image: The houses are identical, which is fine if you have a lot of other different shaped houses around, but just pointing that out.
Fifth image: The HP/MP text is a bit small, especially when you've got so much room in that box that you could fill.



@Addit
The Rule Variations screen looks simple but effective. The dice needs better centering in that circle, but otherwise it looks neat, though I'd think about maybe changing the text at the bottom so that it has a slightly darker or bigger outline/size. It's a little hard to read.
The amount of lines on the Adjustment page makes my eyes a bit crazy. Maybe you could change it so that the borders aren't quite as ... I'm not getting the word but let's just say all I'm seeing is lines and they're making it hard to read the actual text. It might be better to have only one border around the whole bunch of adjustments, and have alternating lines of colour (light grey, slightly darker grey) to denote the rule:adjustment?


@Pizza
Oh, I really like that a lot. (Though I'm one of those who subscribe to one tile high, one tile stair, so I find the multitude of stairs awkward.) The sand is a little bare - maybe some sand piles would help with that? Like the ones under hte cliff edges in the middle?
I feel like the fallen pine tree should be a bit flatter on the bottom, so it looks like it's been squashed under the weight of the trunk. IIRC, they tend to not have branches that stick out much like the other trees, so it'd be doing a sort of _\ thing, where the trunk weighs down the leaves.
Ahhh, rat is cute! His teeth and snout should probably be a little more turned to the right, since you don't see the right parts of his face but otherwise it looks great.


@KatanaHiroshi
Think about your player and how much they will not like having to walk all that distance just tog et to a few rooms. Condense it down a bit, okay?
The rooms are just way too big. Even if you mean to have a set amount of people in that room at some point, it's just way too huge. For example, the room with the chairs could be cut right in half easily enough. Just make some edits for stacked chairs (like we used to do in school - stacking the chairs up into piles to make room). Or just remove them since extra chairs were always sent to storage. That would give you room to just cut out a huge portion of that room that need never exist.
You could widen the tech room by two tiles and then add all the computer desks in a row and get rid of the bottom areas and done, made that a bit smaller too. Those lockers at the bottom don't work that well, since they'd be opening towards the wall...
The last image is a lot more effective, but again, it's pretty big, especially given how small the teacher's desk is. You could probably use a normal table there instead. It's not just that the maps are big - they're also pretty bland. Try thinking about how to make them a bit better - what else can you find in classrooms? It's not just chairs and the teacher's desk.


@Red_Nova
You could probably make the Marks window a little wider (so that it the text doesn't look so squashed - or make the text one size smaller so it fits a bit better). I'm not sure how many drives there are on items but that box just floating in the nether is weird since everything else is aligned. I wonder if you could make a separate box for the Possession (and maybe add Equipped in it) and then have the stats by themselves and then the Drives box - and then have them lined up a bit better. There's still a lot of room in the image, it's just a matter of balancing it out a bit more.
It's definitely getting there, though, and most of it looks great!


@Lucy_Fox
Wow. There's a bit of style clash going on but I really like the colours in this and those cliffs are pretty cool (though they make no sense height-wise as far as I can tell).
The graveyard...if they paved part of the walkway, they would have paved the rest of it too. Rule of thumb - if it's paved part way it will be paved all the way - they don't just say 'let's skip this small part and drag our paving tools over it til we reach this area two steps away and restart here'.


@Housekeeping
Oh shit that's cute. Not sure about the Stalagtite just hanging off the wall like that since they have depth . Maybe if the top part was 3/4 cut away round to show that it's on the roof and not the wall?


@unity
I'm not very good at judging animations without seeing them in action but they look like they'd work well. I like the little gooey face thing. As for the monsters, damn, there's some messed up in there. Which is, of course, awesome. Pregnant eye lady will haunt me for the rest of the day ;.;


@Sooz
Oooh, maps~ Me likey. These look really cool. You should have a small easter egg of them in the game - say an image on the wall or something like that. It'd be neat.
I feel like there's something a little off in the waitress's pose. It might be her hand (which has six fingers, btw) being so large, or may she's bent over and reaching backwards (we were taught to always lean our bodies behind and away from the customer, so in this case, she'd be serving with her other hand, and at an angle where she'd be facing the customer in case they wanted to ask for something/engage. Showing your back was considered rude and unhospitable. Yeah, I did a waiting course (well it was front of house stuff so also Maitre'd and bar work - that kind of thing)). It'd also be hella awkward on her arms since food weighs a lot, especially when carting it around.
Despite that, I really like the shot a lot.


@Dinkledaberry
The battle system looks interesting. Also, carpets don't work that way (in the diner). I'd recommend having two - one leading in (and cut off a tile or two from the door) and one that is against the cash register area (where people wait in line). Also, your poor Barristas are trapped behind that counter forever. Overall it looks pretty cool, though.


@Zephire98
It looks okay? Like a generated sprite, so it fits the RTP style well.


@Kylaila
Goddamnit, another haunt-fest. These sketches look pretty promising. I like 5 for some reason, it reminds me of flames. The little cup monster is cool, too. And the dragon-type thing on the same page. They're all pretty cool. Seeing them complete would help a lot with understanding them better, like with the buttheart. Still, the design concepts are pretty neat.


@karins_soulkeeper
That's actually a pretty neat little script, especially if you've got a random item generator script. It'd be cool if you let the developer add in a base for certain item times to the script, like say they want healing items handled differently to weapons, let them have a way to edit that in the script?


@zDS
Youshould probably add a bottom edge of some sort to the carpet, so that it looks complete, and maybe some edging to the water so it looks like it actually has an edge against the floor/wall. otherwise it looks pretty neat, though the overall use of blacks is a bit darkening. It does kinda work, though. Oh, the battle is cool, too. Very minimalist. Maybe make the shadow for the eye creature a little darker so it stands out a bit more and doesn't seem so flat?



omg almost done orz and these are just images so far. I still ahve to do the other rest. orz

@Frogge
Sounds interesting and looks like you've got a lot of plans for it. It'll be interesting to see how it goes.


@Zero3D
Not sure about the spraybrush N on the title screen. It makes it seem very amateurish. The window skin is a bit too hard to read the text on due to it being so busy, as well as light. It doesn't help that the font is very thin, even with the black outline.
Oh. Pearl ABS. I hope you're going to at least edit the assets and scaling in that script because while it's a great script, I've seen a lot of games where people just leave it default and that's not a good idea.


@CYBERLOUS
The arms on your girls are painfully thin. Sona, for example, look anerexic, despite having enough breast there to indicate actual fatty tissue being on the body. Hell her hips show that she should have padding enough for her arms not to be sticks. Same with Echo - she clearly has breasts of a large size, so unless they're fake, she should have arms that are a bit meatier. Otherwise, it looks well enough.


@AceofAces
I could read most of those other screens. The maps are... pretty dull, sadly. There's a definite clash between some of the graphics and that dungeon is just empty of all life. It looks like you just hit 'random dungeon generator' and then added a start point and an enemy sprite, sorry to say. Keep trying, though. You'll get there. I'd recommend thinking about what you want the dungeon to be and then build it like that. A good idea is to give them a theme - say, Underwater Castle Dungeon, and then figure out how to show that in your mapping. Make lists of what you might find in that kind of area, then see how you can allude to that using the tiles you have on hand (and the ones that are available for use on both RMN and RMW, or that you can edit). You'd be surprised what a bit of brainstorming and effort can produce.


@BerryRMN
Not bad. I do ask how a one-tile-high area could have two-tile-high cabinets and pillars, though. Remember to keep an eye on consistency. You could also make that cooking room a LOT smaller and still have it contain the things you need to show. Currently it's quite large and it feels like you've added things just to take up space, instead of designing the room around the items it needs.
The second image is a big improvement, though it still looks like you've tried to fill an area instead of thinking about what you wanted and then making the room the right size. You're getting there, though.


@pooperflooper
Oh, that is a really cool drawing! I love the stilted effect and how it's being held up - it really adds a feeling of 'old and awkward' to the scene. I really like your style, too, though I'd recommend maybe making that dividing wall in the kitchen a tile or two lower. It's pretty neat.


@Punkitt
I think it's all really cute and cool, but also the maps are quite bare and empty. Maybe think about the space a bit more - remember, your players are going to be walking around and wondering where to to and what they're supposed to do.
The colours are really nice, though, and the ideas for the tiles are interesting, too.


@Thunder176
Interesting title screen. It'd be cool if you explored font options.
Carpets don't work like that. They're either full-room carpeting (wouldn't work with those pilars, though) or rectangles/squares. A runner would work best for the top part - two tiles, set below the statuary, running left to right. The blue carpet could just be gotten rid of altogether.
Again, carpets are your undoing. You should get rid of the brown one at the top, under the crystal. Cut the red one in the middle to the same width all the way through, until the bottom of the gold statue. Also, check out some shift mapping to help you with the carpets a bit more. Here's a tutorial: https://www.youtube.com/watch?v=-xrhg70MXnQ
There's a cut-off in the lava screen of one of the stalagmites, near the switch in the top left.


@kr0x
Oooh, creepy! All of those sprites are deliciously shiver-inducing.
Oh god, I hope they all exist in the game with the sparkling ocean. That would be hilarious. (also, that is so pretty and sparkly!)
I'm not a fan of the grass tile much because you can see the grid very easily. Try making some of the details overlap into the next tile, then pasting that back on the original tile to fix that a bit. Otherwise, cute!



Oh god, I'll do the non-images later. I'm off to zzzz land.


@Liberty
Oh! I just now saw those Milla sprites, but before I clicked on it I thought it was going to be Tales of Xillia's Milla, hehe! But anyway it's really nice!(Did I already post this?????)


@pooperflooper
Well, that artstyle is most certainly unique! It's a horror game right?


@Liberty(again)
Well, for some I guess the meat just goes 'up there'
hehe, but really both Sona and Echo have (don't read this if you plan on playing this game and don't want to be spoiled!)
a genetic mutation which causes abnormalities with their bodies


InfectionFiles
the world ends in whatever my makerscore currently is
4622
Thanks Liberty, that helps a lot! I like the idea of attempting an overlap with the tiles on the parallax

or even sticking to the grainy look and messing with the background
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
@Libby
The pose is composed to draw attention to the hand, since it's a minor plot point in the game. So yeah, the digit number is entirely intentional. :D

Also the maps are going to be important puzzles in the game itself, so they'll definitely be seen! I just have a bad combo of perfectionism and detail focus that leads me to spend literal days on research and rejiggering in these things.
@Libby whee tank you! Glad you like them. Sorry they haunt you.
Sadly I'm not sure yet what rpg maker engine I will do stuff for just yet, so I am kinda sticking to sketches. Which, speaking of which .. what are the monster-sizes/pixel counts again? o.o
I still need to dig all that up, hahaha. I am so not a gam maker.
AceOfAces
Engineering to infinity!
2138
@AddIt, I don't get what the images are for. Are you trying to make a table top game (say, Monopoly?)
@Liberty, Well, that gives me a lot to work on mapping. Kept a copy so i won't lose it. Thank you for the valuable feedback.
Liberty
Oh, I really like that a lot. (Though I'm one of those who subscribe to one tile high, one tile stair, so I find the multitude of stairs awkward.)


I'm not sure what you mean by "one tile stair". Those stairs are pretty well accurately sized to match the characters, and all the elevations should be correct too.
Ratty524
The 524 is for 524 Stone Crabs
12986
SOOZ:
- The maps are nicely detailed! I also like the cracks just because I like destruction.

- The illustration is gorgeous.


DINKLEDABERRY:
- Only thing I'm not sure on with the title is the black bar at the top.

- You guys and your pixel resolution mixing... Adjust the pointer graphic so that it matches everything else, and maybe the text can be touched up in that regard as well.

- I'd personally like to see the face graphic pixellated as well.

- Same thing I said two paragraphs ago. Otherwise everything else is nice.

- So that's what the black bar is for... I'd maybe not include that in your title screen. Overall this shot is good but my comment on the pointer still stands.

- Same as my second comment from the top.

- Noice

- Niiice

- See comment #2

- Yeaaah this applies to comment #2 as well.


ZEPHIRE98:
- It's a VX charset that's competent. Not much else to say!


KYLAILA:
- The sizes of these are HUUUUGE and it's hard to navigate through them, but overall I was intrigued by the gesture sketches I saw. Keep at it!


ZDS:
- I'm honestly not sure on the plain, black floor against a bright red carpet. It looks less "retro" and more like it's taking place in a void. I would try to maybe add some details to the black floor, like gray "dirt marks" or bricks or whatever that gives the floor more solidity, but still keeps it predominately black as you are going for.

- The way the battle HUD is shifted to the side kind of looks out of focus. Your enemies kind of get lost in the details of the background. Didn't retro games like Final Fantasy draw the background scenery above the space where battler's appeared? You might want to try that.


FROGGE:
- This whole thing is... Interesting. Someone did try to make a tic-tac-toe game on RMN and the main responses were "why?" I'd maybe have to see this sort of thing in action, though.


BERRYRMN:
- Numerous things are wrong, here. The walls holding those pans and kitchen utensils are a tile higher than the walls surrounding the area. You might want to extend the table one tile down so that the stack of plates don't appear to be hanging off like that. Overall, the entire room doesn't make sense from a practical standpoint. There should be some mapping tutorials on this site that might help you out better than I can at the moment.

- This map is better!? Was the previous one an obsolete version? Still, the placements of your counters and shelves don't really come off as being practical. Why would someone put a bucket of water and two big pots blocking off a dining table? Why is the sink not against a wall, especially since drainage pipes are often connected to walls? I'd rethink this room in general.


POOPERFLOOPER:
- Is this in actual watercolor? It's stunning!

- The attic screen is nice!

- The refrigerator and the stove(?) looks like they're operating under a completely different perspective from the tables and countertops. Other than that, I like what I'm seeing!


PUNKITT:
- Not much to say on all of these screens. It looks like you got something interesting! I'd love to see a game made out of this.


KR0X:
- I like the style! Gives off a nice Tim Burton vibe.

- The poses on the coach may be a little bit too extreme for a 4-frame large sprite animation. This is something you'd need to test out in-game, though.

- Same thing might apply here, but it looks nice!

- See above.

- You paned the sparkles, why not everything else like the clouds or the dirt that's closest to the foreground? Still, it's gorgeous.

- 'Tis nice, though I'd add a road or something just to make it crystal clear where the player needs to go, especially because you have quite a bit of open space and spots that aren't barred off by the trees, which might confuse some players in terms of where they need to go.


ARCHEIA_NESSIAH:
- 'Dis is gewd. Something about the color of the characters vs. the color of the gems/treasure seems conflicting to me. Like... The treasure uses bright, high saturated colors and the characters look washed out a little?


Whew... I think that covers most people who submitted only images. Now onto the mixed/music/games.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Those aren't cracks they're creeks. :3
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
@Liberty:

Thanks for the tips on color. I'll try to throw in more grey in a floor tile I'm working on and see how it looks.

Regarding your feedback, I'm actually gonna lower the maximum cash limit. There's no way players are going to get anywhere close to that amount over the course of the game, so lowering the limit might just be the quickest and easiest thing to fix the squishing issue. For the Drives window, the idea is that a piece of equipment can have up to three different Drives, so that's gonna fill up the entire window. I moved it up to align with the other windows, but your suggestion on making another window for possession and equipped has me wondering how that would look. I'm also thinking about trying to find how to include equipped items in the possession count to make it a lot easier.

EDIT: So seeing as how we're supposed to be releasing all throughout the weekend, I've submitted a new image of the menu taking the new critique into account (except for the new possession window, as I'm trying to figure out some other alternatives.)
@Liberty: Also, I just changed the tree after taking another look at it (and discovering that you were indeed right):

Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
@Liberty:

There was a reason why the maps are big, both gameplay and lorewise. I'm still finding a way to shorten the MMC in order to make way to a room I forgot to add. Also, the character's speed will compensate for the massive size of the map.

The MMC is actually the "chair dump" room, the storage room and the activity room. It's still a WIP, so bear (rawr) with me.

The other rooms are still WIP as well since I'm still reworking on the intro. Still, thank you for giving me some advice! Maybe I'll do it to the other rooms...
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Sooz
Those aren't cracks they're creeks. :3

Aw... Now you killed my post-apocalyptic fantasy!

... Jokes aside, I guess I was thrown off by their dark coloration compared to the whiteness of everything, but yeah it's a map plan.
Wow, so apparently I added an extra day to the date than I meant to! Welp~ XD

I was gonna say 'that's a wrap' but seems I can't say that for another day. Ah well, three days is just as good as two.
@BerryRMN
Your new map looks much better. I wasn't sure what is RTP and what isn't; so you made a good job on those three charters.



@Punkitt
I like the tone of your graphics. The blue object stand out too much because of their military (oblique) projection. An isometric or dimetric projection would look better (see https://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png)



@WolfCoder
Land Traveler demo is impressive !!! I like it a lot: collecting items, crafting weapon and tools, cutting down trees and digging then building. The light effects are really good to show day, night and every lighting in between. The lit stick effects are wonderfully made but they should extinguish when submerged in water. Water should fill trenches we dig: I want to build a castle with moats! :-) . The stick gives the best feeling of control in combat due to its fast responsiveness to button press. I like the ability to swim with repeated presses of the jump button but it seems this is not explained to the player. When we dig a tunnel, it is not possible to dig up at the end. It would be cool to make underground passages for example under fortifications! It is good to see another SDL2 project, and a very inspiring one!
author=Pizza
Liberty
Oh, I really like that a lot. (Though I'm one of those who subscribe to one tile high, one tile stair, so I find the multitude of stairs awkward.)
I'm not sure what you mean by "one tile stair". Those stairs are pretty well accurately sized to match the characters, and all the elevations should be correct too.
Ah, I'm of the idea that for every tile you go higher, only one tile of stairs is necessary. I had a lot of diagrams that pointed out why it worked out properly (because of the pov of the RTP not being directly face on, so while the depth could be seen well, the actual height had issues and some such... but I lost them ages ago >.<; ) That said, your graphics, your scale. I just see it as a little awkward, but it's personal opinion, so. Glad the tree is looking better, though! It looks great~

Oh! I also meant to mention that maybe don't use a very dark colour on the bottom most part of the broken trunk (on the tree) since the wood is supposed to have been snapped off and it looks more like the trunk is still just the same trunk, but tilted.
Something like:

It's a subtle difference, but it helps the wood look more splintered, instead of shaped.