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Cell Chamber

Cell Chamber [DEMO + YOUTUBE TRAILER]

Looks nice, just one comment, you said they dueled for 10 months, and then you say that it only lasted 100 days (around 300 days in 10 months). Or am I just reading it wrong? Looks great though.
 
http://img153.imageshack.us/img153/9347/battle6dd.png[/IMG]

Do you realize that your battlers and monsters look as though they are fighting in world of giants? If I can make a suggestion, why don't you try out some FF6, Sailormoon or Rudra backdrops? They might work better.
 
@ Alastyr - Thanks, I'm making as much effort as I can with the mapping as I'm using RTP graphics I don't want them to look mundane and similar to other projects. I think if people think about what they want to make before they start the mapping, the RTP can be a good format to use. Look at how Arramon uses the RTP to make a cave in his tutorial for example, it's looks totally different to all the other caves I've see done with the RTP.

@verballydecapitating - Your right, thanks for pointing that out. I wasn't really concentrating on how correct it sounded when I wrote it because... Actually I can't really say too much without given away further plot details. I just hope I have it saved as psd. file so I can edit that. Feel free to point out anymore glitches!

@ Hugo Zelmer - Yeah, I have a complete battle system designed that should hopefully get built in time, with completely differeing backdrops and window display etc. This is merely a test so I can have working battles and see how the battlers contrast with one another.
 
I concur. If you plan your maps before making them, they look a lot better. You clearly planed each map carefully. I especially like the cove village screenshot. The fact that it looks made from a ship, really caught my eye. The only thing I found a little strange, is that the fire in the manor doesn't give off any light... if it's possible, you might want to add some lighting effects. Other than that, you're looking good. ;)
 
This looks quite good, I'd like to compliment you on your presentation. And your ability to write a lot while barely giving out info on what the game is about. This is normally a bad thing, as the average level of writing is a bit low, but you seem to have succeeded into making your readers curious.

Your writing seems to be well planned out, the facesets and battlers look very good. The non-RTP charactersets aren't topnotch though, nor can I say that about your mapping.
 
Thanks TCOFA, but based on many previous posts, your comments are a little confusing. The mapping has generally been the thing that people have commented on as being the best feature, can you elaborate on what you dislike about it a little more please?

Secondly, at this point there is only one custom sprite in the whole game. All the other sprites are existing NPC's taken from the more well-known sprite artists, so which sprites are you particularly referring too?

Anyway, glad you like the story, I'm hoping the game will be quite big and am now considering releasing it in installments, to at least get a finished game out of it. The story presented merely touches the surface of things to come later on.
 
Mapping is very dependant of the panorama's you used. But they count several errors. Like in 3rd screenshot. Even though I like how you used the ship tileset, look at the boats under the bridge for example, and the connection to the bottom platform, the tiles aren't complete enough for that, which you could, but shouldn't use as an excuse.

Considering your npc's, look at the difference in quality of the woman in the 11th sceenshot, and other charsets.
 
1) I don't understand what you mean about panorama's, i've only used one and thats a bog standard red sky on the volcanic mountain town. What's wrong with that?

2) In the mapping on the third screen, I understand what you mean about the wood, if u mean the trim on the platforms doesn't match up well, but I haven't really got to production in that town and when I do, I'l ledit the tilset to compensate. Howver, I don't see anything wrong with the boats, the boats are three tiles long and in the map editor they are fully down on layer two, its just the decking above obscures them.

3) Do you mean the maid-like women with long hair, or the blue-haired person, because if you mesn the blue haired person, that was my old main hero char set I did. But below in the description of the image I wrote that the characterset had been discarded.

Thanks for your input.
 

Rare

Member

I really appriciate the time you spent to map the game. It improves the enjoyment level of the game! Looks like an awesome project I cant wait for the demo.

EDIT: As a way of constrctive critsisim, Id would suggest improving your ABS. Although different, it seems a bit bland. Its only a screen too I guess, but I would add some more "flare" so to speak.
 
@ Cresten -

Do you mean the battles, it's not an ABS it's just cybersams CBS at the moment. I haven't touched the battles so far in the game, other than compiling and editing the battler sprite sheets. I have a completely original battle system plan and hopefully the scripter to make it, but battles aren't introduced into the game until Koen gets out the mansion house.[I hope this is what you meant about the ABS rather than having me rabbit on!]

I'm glad you like the mapping, but they are continously improving and changing. The mapped towns outside the mansion itself have only just had their foundations laid down. There is alot of detailing yet to come.

EDIT

On that note of improving maps, I took ryanwh's and alastyr's advice and changed the vibrancy of the fire against the backdrops, and gave the mansion maps a little more depth and saturation.
 
Twin Matrix -

The character images are not drawn by me, they from a professional anime company called Studio E Go. I have cut different heads, bodies and clothing up and stuck them back together in layers with photoshop to have them match my battler sprite sheets. [the battler sprite sheets and the original character art have nothing in common]. Then applied some recoluring.

They will be used in game for dialogue in important scenes between two main characters/npc's, as well as being used in the menu and battle scene.
 
Calibre said:
1) I don't understand what you mean about panorama's, i've only used one and thats a bog standard red sky on the volcanic mountain town. What's wrong with that?
Panorama, fog, something in that direction. Nothing wrong with it, that's why they're there. But it looks as if they're the thing that makes the map look good, and not the mapping itself. Not to say the mapping's crap, but not a whole lot better than mediocre in m opinion.

2) In the mapping on the third screen, I understand what you mean about the wood, if u mean the trim on the platforms doesn't match up well, but I haven't really got to production in that town and when I do, I'l ledit the tilset to compensate. Howver, I don't see anything wrong with the boats, the boats are three tiles long and in the map editor they are fully down on layer two, its just the decking above obscures them.
I know the boats are 3 tiles long, but they don't look good in combination with the bridge. They look to blend into eachother.
3) Do you mean the maid-like women with long hair, or the blue-haired person, because if you mesn the blue haired person, that was my old main hero char set I did. But below in the description of the image I wrote that the characterset had been discarded.
Maidlike woman.
 
@ TCOFA - Okay, i get you on all your points now.

As for the mapping, I do try to use overlays to my advantage and to differentiate my maps from others, but yeah like you say, if the features there I can use it. With the mapping, all I can really see that you do is make your environments like-like, exciting and detailed and that's what I've tried to do. I'm not one to MISS errors really, it's just most of the time it's a priority issue in the database, or there is a need for a minor tilset edit. if you have any suggestions on how to improve the mapping to "great", I'd be happy to listen.

i think the boats under the walkway look fine. I guess that's just a conflicting opinion. if other people make observations like this, I'd happily remove them to please the majority.

OK, that women can be taken out, shes just a normal NPC placeholder at this point. I'm yet to decide on the general pyschical characteristics of that towns citizens up to now.
 
@ cresten - Really... they're editted and recoloured rips from three PS2 games. Disgaea, Makai Kingdom and La Pucelle, so they should look of a high quality! Maybe it's just because they are so small against that backdrop, Im hopefully changing the battlebacks and windows completely and having custom elements added to the battles.

@ Hydrolic - it's just by Rataime, the amount of times I've seen you round here and at .net I thought you would have come across it by now, no? Anyway, regardless you can find it as part of rataimes eye candy demo in the downloads manager.

@ The nackster - thankyou very much.
 
Do you use picture drops to make your lighting effects?

Anyway Roman looks like he could kick some ass, sucks he's just a NPC :P Push for progress man, you've got us on the edge.
 
I use pictures, fogs and screen tints to make my screen effects.I just revived a thread in the script request section where hopefully you can get two fogs running at once, as I think using a fog as a lighting effect is better than a character and a picture, but I still want smog effects too.

I like Roman too. Don't worry, I have plenty of plans for him. I want him to become one of those antagonists that you end up loving more than your own party members. I know I should put this in your topic too, but what the hell, just in the middle of playing your tech demo, it's very nice. I didn't realise your game was going to be ABS, maybe I should pay more attention.
 

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