@swordofkings128 I briefly used RPGmaker in the past but never made anything serious. The map is currently limted to about 16 km2 (6 miles2) but a significant portion of that will just be water. I'm aiming for modestly good sized, but not so big it's boring and sparse.
@Dandan Dev Zoom is actually pretty simple. First, have the zoomed in and the zoomed out image rendered. Next just stretch and shrink the images accordingly while increasing the opacity of the second image. Nothing fancy at all.
@beetleking22 Cloud reflection is not a bad idea. I'll put that on the to do list.
To
Everyone Else, thanks for the compliments! I'm flattered you think my art can compare to Golden Sun's. If anyone needs encouraging, my art wasn't always good. Here is an older image from 2013 that I drew.
And yes, that was my best art at the time.
Technical time:A homeslice of mine asked how I draw my tiles. Originally, I did something like this:
if right_tile != my_type {transition_right = true;}
if down_tile != my_type {transition_down = true;}
if left_tile != my_type {transition_left = true;}
if up_tile != my_type {transition_up = true;}
The problem with this is that all transitions will be the same, so you can't have grass touching rocks and dirt unless you make special cases. I've actually seen some games that do this, like Forsaken Isle:
Notice how all transitions are dirt. You can't have water directly touch grass, all transitions must have a dirt buffer so they match. But I wanted EVERY tile to be able to blend directly with every other tile, so I made a simple layering system. Pseudo code:
if right_tile != my_type {transition_right = true; right_sprite = highest_layer_tile_border;}
if down_tile != my_type {transition_down = true; down_sprite = highest_layer_tile_border;}
if left_tile != my_type {transition_left = true; left_sprite = highest_layer_tile_border;}
if up_tile != my_type {transition_up = true; up_sprite = highest_layer_tile_border;}
Below is an older image of mine before I switched to the layer method, and a new one with the layering. Note the dirt buffer between all tile types on the left.
And that's the gist of how I draw my tiles. Again, thanks for all the comments.