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The Screenshot Thread

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Tim.

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@Malick: It's a decent start, but it looks alot like that one city in Nadir's Canon. (The capital, don't remember the name specifically) You have the waterfalls under arches, grey colored RTP church buildings, the same roof tile, dark grass, and that big staircase entranct to a building. Part of RTP Tilesetting is using what you have in a unique and creative way. : /
 
Sounds like you are accusing him of stealing almost, flamerfox. It may look similar, but it's not the same. He may not have even played Nadir's Cannon. Not everyone has.

And Avadan, those screens look good. Looking forward to that one.
 

Tim.

Member

No harm in making practice tilesets, you dont necisarilly need to use everything you make. Tip for stairs like that: when your editting over a tileset template, make one copy of the stairs that fits right over 3 tiles with some space on the sides, and an exact copy that only takes two tiles. (Minus the blank space on the sides of the stairs your using, they're only 64 pixels wide.)

The building and floor tiles look a little bit too light for the rest. Darken them up a wee bit.

Benches look fine the way they are, don't change them.

Make the tables look a bit more brownish, or if not, just a little bit darker. And raise the contrast on the flower pots.

Lastly, recolor the 'triangular' bushes. As for mapping, if the ground is an autotile, be sure to make use of the shift-technique.

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@arion: Lovely map, I was never to great and making dense forests like that. Also has a nice feel to it, good use of the campfire. My only suggestion: When you use the fire character set for a campfire such as that, lower the opacity a bit.
 
malick: the banners look good; the shading brings out the fact that it isn't just flat to the wall. The windows could use a bit of raising though, since they are directly on the baseline of the wall. You might wanna shorten by a pixel or two so that it is at least off the floor framing at the bottom, or even a pixel above that.
 

Tim.

Member

Oh, and arion, since I love learning from others, do you mind posting screenshots of that map in the editor so I can see how you layered the trees? You don't have to, I'm just interested in seeing how you do it.
 
Starting the second exterior map of my game now. This shows the centrepiece of the whole map - the river which runs through the middle of the map from North to South. The source of the river was dried up by an ancient curse, I wont go into the details to bore you, but basically it is now a river of sand. But, the person who made the curse was only cursing that area - the water still flows south of there. :p Confusing, I know.

The weird sand stretch sticking out from the coast is a Spit.

I think it's about finished, (the river, that is, not the grass areas around it).

DAMMIT photobucket resized it...http://img.photobucket.com/albums/v108/ ... f_sand.png[/img]
 
@malick:
The tables in the alcoves look a little strange to me. The length makes them seem bulky and like a person would need a chair to use them. But they're so close to the hallway that there wouldn't be room for a chair. Are they there just for decoration? If so, you might want to try the table with a tablecloth (it's in the RTP sets) as that one seems more decorative than functional.

Also, I note that you're using the word "submit" in the text. Personally, I find "surrender" or "yield" to be stronger. But that's just a matter of preference :)

In any case ... I like the tone you've set. It gives a more sombre feel to your game.
 
malick : the pillars and the walls don't match in height, even though the pillars meet up with the hall at the bottom, so it makes the perspective look odd, like they're about to topple over. Either lengthen the pillars or lower the walls. And shouldn't the carpet in the middle extend lower like the other two at the sides? It's a little odd that they don't match.
 
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