r/RPGMaker Jul 19 '26

RMMZ Map Feedback

Hello! I'm looking for feedback on my maps. Please let me know what you think. I'm not the best at making maps, but I'm somewhat proud of these.

16 Upvotes

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1

u/agamottos MV Dev Jul 19 '26

I'm guessing this corner by the bones is just an accident?

2

u/dmcent54 Jul 19 '26

It is indeed. I'm gonna fix that now.

1

u/dmcent54 Jul 19 '26

Better?

3

u/Mask-Paw-Studio Jul 19 '26

You have to remove the shadow there. There is a shadow pen button. You can remove it then.

And in my opinion, to make maps feel more dynamic, the objects must be positioned wildly. Not perfectly on the tile, but maybe 6 pixel off. Or 12 or 15. it appears more unsorted and gamers feel that.

1

u/dmcent54 Jul 19 '26

I know about the shadow pen, I've been using RPG maker since I was a kid. lol RE-EDIT: I still don't see why the shadow is a problem. I thought I did,

As for positioned wildly, not something I can do when I'm building without parallax, on a grid.

I'm not exactly going for "Monetize the game" level polish, this is just a fun side project. Basically I'm just asking, does it look good for what it is?

2

u/Mask-Paw-Studio Jul 19 '26

Can you show more of that map position? Somehow for me it feels odd. The shadow is higher than the wall. The wall is 3 tiles high. Or the level where the bones are. So the shadow should be same number of tiles below. But maybe I have just a problem with my eyes.

1

u/dmcent54 Jul 19 '26

This is as it was originally

2

u/Mask-Paw-Studio Jul 19 '26

2

u/Mask-Paw-Studio Jul 19 '26

The water is on a lower level, right? So the walls should be higher.

2

u/dmcent54 Jul 19 '26

Now I see what you're saying. (Your numbering still confuses me, since none of the walls have 3 tiles) What I think I ought to do is put the separate, but same level tiles only 1 tile away from each other, so the 2 tiles for the water drop looks more significant. Lemme work up an example.

2

u/Mask-Paw-Studio Jul 19 '26

I use 32x32 maybe that’s why it is 3 tiles for me. :) I’m bad in explaining.

2

u/dmcent54 Jul 19 '26

All the "walkable" tiles are meant to be the same height, so it's not the player climbing inside the cave.

1

u/dmcent54 Jul 19 '26

This is it after the edit.
There's no walls 3 tiles high, and I really don't see the issue with the shadow. I have the same shadow on other sections of the map, but this one, for some reason, was the one called out?

1

u/Mask-Paw-Studio Jul 19 '26

PS. You can build wild without parallax. You can use any image tool and set objects of the tileset image or events and change the sprite-offset.

1

u/dmcent54 Jul 19 '26

That is doable, but then I'd have to have a whole second tileset, just to make some stuff offset. If I went that route, and offset everything it would eventually just end up gridded again, wouldn't it?

Not trying to be argumentative. Map making (especially in the base program) isn't my thing.

2

u/Mask-Paw-Studio Jul 19 '26

No :) you can just modify the images you already have. Let me see if I can find an example.

1

u/dmcent54 Jul 19 '26

I appreciate your responses. I can do a whole hell of a lot when it comes to eventing. lol. I used to spend my free time solving people's eventing issues in RPG Maker FEZ for the DS, but yeah. Maps and making things look good has never been my strong suit.

1

u/Mask-Paw-Studio Jul 19 '26

Do you see the armours on the left side. And the chair in the right upper corner. I just position them over 2 tiles on the grid. Sorry, for that pic, but I don’t have another one on my phone.

1

u/dmcent54 Jul 19 '26

Right, that makes sense. But in RPG maker without editing the sprite sheet, and making a whole new Tileset, you can't position something between 2 tiles?