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The Screenshot Thread 2

I decided my previous style for the menu was all over the place and too dark, so I decided to come up with a new design more befitting for the light and joyful environment of the game. :grin:



Thoughts?
 
I assigned the CCC's newest member, Bella; to the lead portrait artist for P:A
BedJ5xI.png

As you can see, it merges well.

Now I simply have to do a lot of work.

Game's deadline will be July first now, but if I can release it before then-- I will.
 
Curse you asses for having a consistent art style. >:[

Looks nice, Sated. :eek:

I'll post this on RMN later when a new page is cometh, but for now, here's the big boss fight with Warth'og, almost-spoiler-free!
http://www.youtube.com/watch?v=J5QhV0iGjC4

Also a small gallery of recent screenshots.
http://imgur.com/a/Po5pn#0
 
I've been doing a lot of database/custom-item-system stuff recently for my game, but I came to a good point to move onto something else so I decided to move onto changing up the battle-animations. Previously, Cheska just swung a weapon in front of her and it shows a battle animations on the enemy, which you can see in this video. Here's the general gist of what the new animations look like:

aMBrAPb.gif


The first section (where Cheska blurs at the enemy) is part of the "normal" character-animation system, but Cheska in the second section is part of the "normal" battle-animation. This will allow me to be a LOT more flexible when it comes to weapon skills, but it's also probably going to take me ages to animate them. Oh well. It will be worth it; the "normal" way doesn't have enough room for all the weapons I want to include!

The animation actually needs a bit of work, but getting it working like that was a good thing to learn. Never bothered much with animations before. Now I have the structure, I just need to work on the sprites themselves.
 
Xilef":2p8crh81 said:
The amount of effort you put into your animation is incredible, you don't see that with most RM* games.
Thanks! I think my favourites are the icons for the power ups, like the bottle of red cordial down there.

I just put effort into everything... except keeping a coniststent art direction but shhhhh! :0

Here's another cool video, you may notice some changes to the HUD, red on red doesn't work well for the purpose of a HUD, as it's relied on in a peripheral sense often, and so needs to stand out, and a red health bar on a darker red background doesn't really do that.

There's also been some recent changes to the windowskin, primarily and singularly, that the dark overlay pattern has been blended so to be less distracting.
http://www.youtube.com/watch?v=MojNwtLLtGU
 
I do love my Roar of anger, just had it playing while I was recording (had game bgm muted) and it just panned out well.

I have made lots and lots of progress.

First, here's the first fight with Highlord Naxon.
http://www.youtube.com/watch?v=a2u5UrdlB7Q

And here's a WIP version of the 10th cinematic.
http://www.youtube.com/watch?v=badILjzHfGM
Who wants to do voice acting? :D
 
BizarreMonkey":17cjuyf1 said:
And here's a WIP version of the 10th cinematic.
http://www.youtube.com/watch?v=badILjzHfGM
Who wants to do voice acting? :D
How long does it take to test that stuff? I mean, when animating it, if you stuff up you'd need to watch it all over again.
Your eventing ability is incredible.
 

Jason

Awesome Bro

If you're okay with doing that many animations, and it's not too much of a hassle, I'd encourage you to keep it up, since more animations make the world feel more alive and interactive... so yeah.
 
Yeah. I kinda wanted to make it feel like you're arriving in a bustling port town, but it just felt dead, even with some NPCs in. So I went a bit overboard.
 

Jason

Awesome Bro

Honestly though, I can see room for improvements simply by making it busier, adding more NPC's... how big is the town compared to this one screen? I'd definitely have a marketplace and cram quite a few NPC's in there, even if you can't talk to them all, just have them walking around checking stalls out and such...
 
ZenVirZan":36vpr0f8 said:
How long does it take to test that stuff? I mean, when animating it, if you stuff up you'd need to watch it all over again.
Your eventing ability is incredible.
Well, if I fully evented it, a scene like this can take anywhere from 3 to 5 days, WIP notwithstanding, this took me two, it depends a lot on how much I can rely on old assets, thankfully I'd already assembled an animation similar to this for a contest in 2013. (Which I took first place in.)

I used that as a base, keep in mind all of the really nice touches, including sound and the like, are incorporated in Vegas, I then play the movie as an ogv through the games event command.

Upsides
>Pictures folder becomes far smaller. (at the exchange of having a hefty movies folder)
>No buffering required.
>No desync on slower systems.
>Can add multiple neato effects.
>Can realign pieces to make them sync.

Downsides
>Sometimes a slight spastic noise at the end.
>Can crash the game due to VX Ace being shite.

So yeah, I do cheat a little when I can.

Since that WIP upload, I've gotten all the Voice actors I need, my stepdad is gonna voice Saxxis, and my mother is voicing the mail lady, the rest have already been handle by myself or good friends.

Here's the 9th.
http://www.youtube.com/watch?v=Z8_T6lQ1htA
Consider the music in both the 9th and 10th possibly placeholders. I might leave the music by Dario Marianelli in there if I can't find a good meld from the 40 song strong OST this game has. The game is - alike all of the crazy chimp's creations to date - entirely non-profit so I doubt I'll have much to worry about so long as I give credit where it's due.

Despite the fact I've spent nearly if not over $1,000 USD on this games production.

:0
 
screencap2.gif


Creating a living town.

- Pigeons follow you around
- People move from place to place
- Workers gonna work
- Folks come out of, and go into, buildings, or walk off the scene if you're there long enough

A few tileset errors, will fix.
 
I think you should make the birds fly diagonally up and fade out when you shoo them

EDIT: Oh yeah, and this looks really amazing, most people just apply random movement and then after N seconds every event on the screen takes a step in a direction.
 

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