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The Screenshot Thread

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Kest

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Yup, intentionally made it resemble FFT. I've been a fan of that for a long time, and it's a bit different from the typical anime you see all over the place.

Pretty much everything is a work in progress. My current priorities have been: Uncolored Battlers > Mapping > Colored Battlers > Custom Sprites > Anything else.

Tilesets and sprites are being done in RTP fashion, since there's only two of us.

Background may be a placeholder, might not - depends on what I have time for. It'd fall under the "Anything Else" category if it did, since the defaults mesh with the style well enough.

I'm not sure if a demo this project will even be released here - I chipped in to help the author because they actually finished the game a while back using RM2K and wanted to remake a better version in RMXP. Looked like it had some potential. The game is a bit special-interest, and what gets included is up to the author.

On the other hand, I've been learning a lot and my art is still my own, so this will help in future projects.



PS. I thought there would be more griping about using an Arshes lookalike. :p
 
Well, @ both of you: I don't like RM2K graphics :D
Brimstone: your room is too empty and this style gives me eye cancer...
@Wyatt: I did like your old style. But the new one is okay, too. ~even though I don't like RM2K ^^~ but your mapping's okay and your hud looks really good. ~reminds me of baldurs gate in a way~
 
I think the fence around the cliff edge is a bit redundant but aside from that, i'm glad that you are willing to embed towns in mountain sides as opposed to in perfectly flat areas.

That being said, my perfectly flat town (its a major city, get over it)

http://img209.imageshack.us/img209/3719/map2mr5.png[/img]

To the last comments about it.. What shadows? I intentionally put as little shadows as possible as I find them to be ugly.

I made all the banners the same color, might even add some more (and added two infront of the city authorities office).

And the roads aren't too wide, they're 3 tiles wide which isn't even large enough for two of the Horse and Carriage charactersets to travel through it properly. Luckily, any type of wheel-based vehicles aren't allowed in major towns as they detract from the aesthetics =)

Also there isn't much that would go in the water, I added a boat and made it a tile deeper (as it was actually stupidly inaccurate the way it was before).

There are alley's behind the houses, just not inbetween. Also the houses are the same there because A) The white ties houses aren't very customizable at all, and B) Its the suburbs lol
 
Good points:
-Variety of house styles
-Houses put in rows makes it more realistic
-Good work on the non-town areas, such as cliffs. Not too complicated yet not too simple.

I can't find any bad points really...
 
Nom and Prexus. I wish I could map like that. The mountain idea is cool and very underused. But i also think the fence is way too much. Prexus. I really wish I could make big maps like that actually good.
 
Your houses are tiny.

When mapping an interior, I generally make it the size of the exterior -1.. so something like this:

ooooo
ooooo
ooooo
ooooo
ooooo

i'd map the interior like this:

xxxxx
xooox
xooox
xooox
xxxxx (x's not being mapped)

In your case, with the belltower house at the bottom you'd only have 1 pixel wide halls (if you map like I do, realistically).

But, I like the way you did the mountain, more variations in height would make it look more natural, though.

Also the towers on the walls need their wall graphic seperated from the defensive wall's graphic, they are the same tile so it looks odd and flat. Some sort of border for the corner of walls would help.
 
@Prexus: Well, the belltower is only really a staircase with walls. =) And the real tiny house is supposed to look like a shed, but doesn't really look like one...

You're right about the wall/towers though, I'll work on it. Refmap didn't exactly do a very good job on the tileset, for one thing the whole chipset origionaly is 1 pixel too short.
 

Kest

Member

Prexus":2uxoah3n said:
There are alley's behind the houses, just not inbetween.
An alley you can't see might as well not exist.

Also the houses are the same there because A) The white ties houses aren't very customizable at all, and B) Its the suburbs lol
They're still clones. Switching up the windows does not make them look any more interesting.
 
They aren't identical clones, some windows are open, some are closed, some have flowers, some are missing windows, roofs are different colors.

Why should I have alleys? What purpose do they serve except to allow access to maintain the buildings? Assuming my buildings are right along side each other because they share a wall, what purpose would an alley between them serve? And why, oh why, would a player need to traverse an alley to maintain a building, unless for example you were playing SimCarpenter, which as fun as that sounds, my game is not.
 

Kest

Member

You don't need alleys. The only reason I mentioned them is because you have these houses in perfectly straight lines, identical heights, and only minor differences between them. Each house has four windows, one door. They are all the same width. Nothing different about the rooftops - no chimneys, nothing. They are in a perfect state of repair. Anything to make it seem less artificial would be good.

Wyatt: How is that even relevant? He's not using that style. The ones in the example you gave aren't clones, either - not like this. While the basic architechture is similar, they are still built differently.
 
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