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Last Man's Stand [RELEASE!]

  • Yes

    Votes: 3 60.0%
  • No

    Votes: 2 40.0%

  • Total voters
    5
C'mon man, take a bit of constructive criticism on the chin, no need to get silly about this all.  I don't like to scare away the younger members because they'll be the talent of the next wave of people.  Not one person said your game was bad, I even said I like the concept and that it's pretty fresh.

All people said were the graphics were inconsistent so the clash pretty horribly.

The poll you've added is basically a sympathy vote which was never even needed in the first place, if you want a poll change it to:

" are the graphics too inconsistent for you to enjoy this game?"

Please do realise I am trying to help you here, not knock you down.
 
Yeah, thanks, I understand that. I wasn't trying to get a sympathy vote, I'll change it. I know you're trying to help, and we'll see what the results of the poll are. Sorry for acting a bit stupid.
 
The error is in the very first map you're allowed to control the character. It's just that one event that transfers you to the next map on the bottom right (there's no indication that you should go there too).
 
ah, did you just walk on that one event? Cause if you did, then it will crash. That is a maplink. It means you can walk off any part of the screen, and appear in the same location on the next map. It's a script. I'm just trying at the moment to position it somewhere else so you can't walk on it.
 
Alright, good man.  Let me at least identify why things are wrong and perhaps see how easy things  are too change, even for people who don't know how to sprite.

http://img155.imageshack.us/img155/1908/foxpa0.png[/img]

GREEN

The main thing that stands out for me is the easiest thing to change.  Have you ever seen yellow lines down a road that thin and short continuously?  Maybe it's we live in different countries but I don't think so.  If they were longer and about 2 pixels thicker and a bit more spread then it would look a lot better.  And that's editing a line... yes a line.  Also I think the white lines should be thicker on the outside and have a bend piece to meet each other on the corner.

YELLOW

Look how flat the kerb looks here against the road.  That's a mix between the kerbs contrast being so flat, and it not actually having an edge.  A kerb should have a slight rise against the roads in most cases and it would help your perspective here anyway.  Even if the kerb thing is an autotile, you can still sprite it's edge in the tileset and lay it over on layer 2 or 3.

PINK

The tree must go, there is no escape for it.  The only solution I have here is keep looking.

ORANGE

Ok, so the man has a shadow thats nice, but hes standing right next to a massive lamppost that doesn't.  It looks awful like that.  It has to be shadows for all noticeable objects or none at all.

DARK BLUE

Move this up a bit in the tileset., it wouldn't hover exactly on the edge here.

LIGHT BLUE

These little grass bits aren't helping.  RTP grass would likely work better - I mean a  long grass autotile with a recolour.

RED

Why exactly does the pavement have some sort of bevel glow?  It makes no sense and again ruins perspective.

WHITE

This HUD is pretty overbearing.  Does it need to have such a thick and dark bevel?  Based on how much grey is on the map itself, a lighter colour might make it stand out more.  Just tone down its saturation on the colours a bit.
 
Thanks for identifing all that stuff. I'll tone the HUD down a bit, and edit the other stuff you said about. I may have a new image of the same screen later on. Me and my team are also considering a complete graphics change, and I may be recruiting some spriters to make some all new unique tilesets for the game. I think now that that may be better.
 
Ok, here is what I have so far. I am in the middle of completely editing and changing all of the tilesets we have so far. It's going to take quite some time, but the tiles are looking better. I am editing what Calibre said about, first. Here is what there is so far:

http://img181.imageshack.us/img181/6153 ... mpllg4.png[/img]

Ok, not much, but what do you think? Is it an improvement?

Fox5 watch yourself, you've multiple double/triple posts throughout thisn topic. If you keep doing it I will give you a warn. there's an EDIT button for a reason.

-JD
 
Yeah that is looking better.  I'm still used to standard lines being longer and more spread out than that but they do still look better.  The bottom of the kerb needs a darker shade than the top but that's the right idea.  I'd suggest using RTP grass (toned down) for a few reasons.  A) it doesn't repeat itself so much like yours does and B there are other auotiles you can use to blend into it, like the shadowed grass and the dirt.  I find it's always best to use the RTP graphics as a base and then make other things fit into that.

(and yeah man, stop double posting or you'll get in trouble  :wink: )
 
Just a note on the vertical elevation edit of the pavement: You got the right idea there, it's looking a lot better than the flat ones before; but I think it'd benefit from being shaded to a darker tone than the flat surface, signifying shadow/angle.  :smile:
 
Reives":3teylpa4 said:
Just a note on the vertical elevation edit of the pavement: You got the right idea there, it's looking a lot better than the flat ones before; but I think it'd benefit from being shaded to a darker tone than the flat surface, signifying shadow/angle.  :smile:

I already just said that! :P

Umm I'd go with the middle darker grass but desaturate it a bit to make it less vibrant and a bit more gritty.  I dunno maybe that's about right but just have a little play with the middle tone.

EDIT:

Oh yeah why is that road so ridiculously narrow.  The lines are there to divide lanes and the road you have it about the width of one car, not two.  That's why in this little mini screen it would either look better with no dividers or a wider road.
 
Oh, my bad; I just saw the last screenshot posted and responded. Speaking of the grass; this might be trivial and a non-mandatory fancy add-ons, but it'd be cool if there could be grass edges tutting out onto the pavement here and there. That'd probably make it look less "flat" as well. c:
 
Hmm, that just doesn't look right to me... I'll see. But anyway, I need to know if the buildings in the second lot of screenshots(not the first, they're rubbish) are OK, or not. Do they clash, or match?
 
I first want to say that this game looks awesome. Don't give up on it and stick with it. I guarantee you I will play this game and beat it when it comes out.
Secondly, when I try to play the demo, there is an error when I click on the game in the file. It says something about RGSS102E.dll and closes. Help please?
 
I'm very glad you like it! That error is something to do with what version of RMXP you have. If you downloaded the .zip demo, delete that file from the demo folder. If you downloaded the other demo, the only problem I can think of, is that you either don't have RMXP, or it's not updated to the newest version.

Thanks for supporting us. Now on with what I need to say:

Massive Update!

Yes, Last Man's Stand is going through a few changes, some minor, some major, in order to make it the best it can be. The first of these updates is that of the graphics. I have gone with what Calibre said, and have used a darkened RMXP RTP grass tile. And I admit now I was wrong, it looks really good. I am also adding shadows to everything, in order to make it more real. Here is what I have so far. Please note that there is only a few tiles complete at the moment:

http://img441.imageshack.us/img441/9086 ... kupel7.png[/img]

What does everyone think? There will be a lot more detail put into this, and please don't ask 'why is there grass growing on the road', it is growing out of cracks that I have'nt yet made.

Secondly, I am thinking of changing the monsters in the whole game. This is probably the biggest change, and I want peoples oppinunes on this. I think the game will be more fun, and have a better storyline, if we have zombies instead of mutant monsters. The reason I say this is because it is a lot more fun shooting something your own size, and zombies fit a lot more into this 'city contaminated' idea. What does everyone think?

So that is the big update over. Please post your comments and ideas.
 
Hey, see Fox, that is looking so much better.  The only issues I see with that are basically mapping errors if anything.  Seeing as you trusted my advice last time I'm going to give you a bit more and we'll see if you trust that!

The Shadows... The only way of actually making the shadows mesh with the world is to make cosmetic fog shadows like in my tutorial in my signature.  Using a script or even character sets simply won't work and will spring up inconsistencies all over your maps.  For example, the shadow of the lampposts are exactly the same length as the actual lampposts which just doesn't happen.

My suggestion would be to forget about anything like that until the end of the game, then I can suggest to you (or others can) what you can do from there if so desired.

If you want to try and make the world a bit more grimy, try this.

Use a Fog01, set it to SUB Blend and a low percentage of like 30%,  Make the Zoom 100%.  You can add to the % if it looks too weak but don't go to far above this as it looks overboard. 

Seeing as most zombie games are set at night you could try changing screen tones too.  Alot of people make the mistake of actually making the screen dark so no one can see what they are doing.  We are playing a game thats SET at night, not IN the game set at night, we need to see whats going on.

I use:

Red -88
Green -88
Blue -40
Gray +153

You may want it a bit darker but remember if people can't see then there's no point playing... we need to make it look like night, not actually night.  Of course you may not even want this location set at dark, but when you do, use this advice.

With regards to your mapping, think about things logically with the grass.  The sidewalks are walked on a lot so often people would walk on the grass just next to it thus making dirt.  People would also cross between to sidewalks taking shortcuts thus making dirt.  The other areas i.e. further back will have been stepped on less therefore be more green and perhaps have longer grass.  It's cool to have little bits of grass sticking out but there's actually a separate tile in the rtp for that.  Don't use the autotile for that, it's too big and too uniform in shape.

Only other thing is  I still can't help notice the road is too thin... You know you can cut and paste parts of your map right?  Just cut the bottom half in the middle of the road, move it down and fill i nthe middle with tarmac, then just delete the odd bits and redraw the lines.  It will look much better I think.

It's a good choice to use zombies because A) The size means it's easier to calculate when a bullet has hit it and B) it's easier to edit a geredeth sprite to look like a zombie so your graphics are consistent.

Good Job though mate, I think you know that it's coming along alot better now.
 
Thanks again for helping out. I know the roads are too thin, in the new tileset, I have even made some different parts to the road, it is just so thin because I quickly knocked that up to show the main graphic parts. Like wise, the long grass and dirt positions are in the wrong places because of my rushed mapping. I know what you mean about the shadows, I'll use your advice again and scrap them. And most of the game will be set at night, thanks for giving me those screen tone colors.
I've started the zombie, here's how he's looking at the momment:
http://img396.imageshack.us/img396/5127/zombie1cb8.png[/img]
It's a bit rushed, but it's getting there.
 

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