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The Screenshot Thread 2

added colored lighting + variable lighting intensity
means campfires can flicker etc.
PwcnRYf.png
 
Looking really nice Zen!

As for me, I am overseeing the construction of a Planet.
Planet Vahnus
9FwK0qt.png

A screenshot taken from a skype screenshare with one of my most reliable artists. Pictured is the in the works progress of Planet Vahnus, the World of Disk Zero, Fantasia.


For those unsure, this is by the same artist who has done all of the planetary renders within our universe thus far. He is incredibly talented.

And it is truly a joy, seeing a world of my design be rendered on his canvas. Being brought to life... I only wish more people could know how great it feels, to have willing skillful hands stroke life and creations of their design into being.
 
Live players demonstration

I assure you any lag in the following is a combination of:

1. the screen recording software
2. the fact I have two games open at once

And not the scripts themselves.

Here we have.. live players! And a little demonstration of how chat could function. At the moment chat over player heads doesn't work brilliantly - it works, but it all appears above the player's head. I am attempting to get it to recognise which player sprite said a thing. Working on it.

Anyway, large gif.

They appear to be playing catchup because each game is "paused" while not focused unfortunately so it's hard to video this. But as you can see, apart from speed (! need to fix that), the player's movements are copied roughly on each screen (I'm flicking between two screens here).

[see next post]

There are two accidental easter eggs in that gif. Shh.
 
Better example. Works now, text appears above the right characters. Again the perceived latency is due to switching screens unfortunately.

Not sure if you can tell when it changes screens.

q451bqn.gif
 
I can tell when screens switch over, so it makes sense to me. Using an HTML layer above the game for the interface?


Adding character shadows helps a lot with the sense of depth and belonging in the world.

For one thing, it's far easier to tell that the 3D TF2 characters are floating above the ground.

Foot-step sound effects (that change across materials) should also help loads with making the characters feel like they belong in the world. The idea is to try and marry art-styles together convincingly; sprite characters, hand-drawn world, 3D objects.
 
Biz, I guess your players can't say you didn't warn them.

Xilef, that setup looks great with the shadows. I can't wait to see more. And the followers don't seem restrained to the tiles. That's not default behavior, is it?
 
Nathaniel3W":3bnz775m said:
the followers don't seem restrained to the tiles. That's not default behavior, is it?
It's my movement Plugin: viewtopic.php?f=332&t=79394
Replaces MV's tile-based movement with vector-based + polygon collision (usually known as "pixel movement"). Grid based movement is very restrictive and would make hand-drawn backgrounds way more difficult to handle.
 
Homepage and login screen. Trying to keep everything as simple as possible; isn't even a separate register scene, you just tick a box if you need an account creating.

Day6llJ.png


G3on6xx.png


Did I post this by the way? Mockup (systems working, just not skinned like this yet).

sbwImZL.png
 
Yes, I know, this is yet another Thing and not the Thing I was working on, and I've got sidetracked. I wanted to try mapping with Celianna's tilesets, using texture layers.

What I do is create six layers going from woodchip to thick grass, to dirty grass to lawn grass, to beaten path to rocky underlay.

I then erase slightly each pass imagining I'm somebody walking around.

I leave the woodchip under the trees, and the thick grass close to it, so the majority of space is covered by dirty grass. I then make a clearing using the lawn grass. I then use a 20% eraser and lightly erase in lines going from each house to the road, and from each house to each other, in different amounts depending on the house. I try and create beaten paths and also desire lines.

So that creates a natural square, where I can then place activity.

X91e4mo.jpg
 
Nathaniel3W":2w7kwe6e said:
Biz, I guess your players can't say you didn't warn them.
They can still bitch at me but now my ass is covered, lmao.

So now Kyoshi, he's a THING!
rWcdP7F.png

QxvJ7Zv.png

psasKe5.png

aTVEPHQ.png


Also my composer is done with all the songs needed for the Demo, so now he's working on music effects, check out this final amazing contribution to Demo One!
http://www.youtube.com/watch?v=ApOWag1a2FY
 
Looking good, Biz.

Here are a few items I made this month.

Here's the kabuto, katana, wakizashi, and naginata.
HS_YamataiScreenshot.jpg


Jundi helmet, morning star, mailsplitter axe, and tower shield.
HS_ShammarScreenshot.jpg


And the fairies finally have some clothes. And one has a wand and another has a staff.
HS_FairiesScreenshot.jpg


Couldn't remember if I posted the fairy animation here. Well, here it is, possibly again.
HimekoSutoriFairy4x.gif
 
You're doing god's work. Keep it up. :thumb:


Still not sure where I'm going with my game, if anywhere. Questioning whether I want it to be online at all now. In the meantime I started to see how I could map with these tiles and sprites. Using the larger of Pioneer Valley's sprites, so I've had to scale up Celianna's tiles.

QlhQkrp.png


Lighting sucks ass and is quickly thrown in; not sure if I'll go with lighting effects at all.

"Sitting down" is part of the spritesheet and will be a feature.

Some more examples:

OzKXHGf.jpg
 
That store called 'The Duck' I thought it said 'The Dick' for a second and i was gazing upon red hot cock signage but I was dead wrong, lmao.

@Nathan: Awesome as always, really love the clear distance scaling.

I've been working on this cutscene, and now I'm ready to show you what it's up to.
http://www.youtube.com/watch?v=CY6k41GVwPk
The only thing left to do is wait for the voice actors to come through, and my artists to come through, and then replace files, otherwise, it's mostly just a couple sound effect additions and a couple little graphical touch ups from this point.

There's also a typo I need to fix, let's see if you can spot it.
 
Biz, I saw your post first and had no idea what the Duck was. It made for a really confusing read.

What do you make you cutscenes in? How do you do the flashing effect?

Amy, you're starting to develop kind of an Ultima Online vibe.
 
Nathaniel3W":asfqk9vb said:
Biz, I saw your post first and had no idea what the Duck was. It made for a really confusing read.
I was referring to this.
60ccDyv.png


Nathaniel3W":asfqk9vb said:
What do you make you cutscenes in?
Sony Vegas Pro 14, I own it legit thanks to that humble bundle, ideally I got it for 20 dollars during a humble bundle. Previously I used Vegas Pro 11
Nathaniel3W":asfqk9vb said:
How do you do the flashing effect?
There's a filter in Vegas called film effect, i simply turn all of the particles off and grain/tint down to 0 except for the 'flicker', which is how I do that.

At least, I'm assuming you mean that white flickering that occurs when spells are being cast. If you meant the flashing imagery I simply make copies of the graphics clip and adjust its settings, make it very short and overlay the main one with a variety of those.
b8FKWOs.png


I got around to making that Splash / Intro Video finally, not happy with it's presentation currently, I'll think on it later.
http://www.youtube.com/watch?v=uuJ8TeO68hE
Edit: I deleted that video to replace it with a new one.

You can find that new vid in the what are you working on thread.

This one too, but a new page has started so I'll post it here, too.
http://www.youtube.com/watch?v=_9Rn5pknnrw
Had some right trouble rendering this one. I actually ended up going into windows safemode just to render it.

It's easily one of the most layer heavy and complicated videos I've ever made, falling short only of one or two of the crazy chimp collective anniversary videos.

Obviously, the music and voice acting is a placeholder.
5jbkTY3ZQ6iqW_T82aY2kQ.png

hmmm perhaps i could stand to tone my editing down a little...







NAH!
 
Yeah Biz. That's pretty crazy. You're putting a lot of work into those. My most recent trailer made use of a couple of special effects that I made in After Effects and then I had a bunch of layers in Premiere, but only for transitioning from one scene to another. I certainly didn't anything like that many layers going on at the same time.

As for the latest on Himeko Sutori, I've started on the official campaign. And I'm redoing the starting city again. It gets more complicated each time.

HS_NewSunriseFalls.jpg


I still need to add barrels, crates, small rocks, trees and small plants, and NPCs. I need to fix the color difference between the landscape and the cliff meshes. And I still need to build the lighting, to get some shadows and highlights on there. But that is roughly where our story begins.
 
That's looking really cool, it's so cozy looking! I want to take a trip there! That's when you know you've made a world welcoming and real feeling.

As for Fantasia, I recently went and desaturated all the tiles that were RTP by 50%
OugVlMd.png

Looks so much better, also talk about attention to detail-- Koko's sleeping on her bed there in the room over.

And...
G6oODB2.png

The unnerving descent into the rabbit hole begins.

I also am not sure if I posted the complete version of this, one of the most flashy villain entrances I've ever done.
http://www.youtube.com/watch?v=5ey7s6WOzgY
When Sun Shrinks in Distant Skies,
beware the Demon with Triangle Eyes.
 

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