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The Screenshot Thread

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@Jaberwoky

Ninja Penguins = awesome. For the mapping, some plain ground areas are a little too bland; try adding more grass tiles to cover the grass-ground base. Adding some sort of Fog should also help. Pretty decent in terms of mapping by itself though. :)
 
Hrm... A fog might make it look dark and smokier o.O I'll try it out.

@Firestalker: The puzzle is a good idea, though the bridge path looks pretty linear s:
 
Nice screens flamerfox, I only have one problem with the campsite one: One of the trees is placed at the very edge of the cliff, it looks weird as the roots seem to be floating.
 
@Firestalker: I like how you did the fogs in the cave, it has a neat atmosphere to it. The bridge mini-game is a good idea too; sounds fun to play. :)

@Jaberwoky: In my opinion, the tone of your screenshots causes there to be a lack of enough contrast/saturation. I experimented a bit and made this example, which has the settings for it too. Umm... it's just a suggestion though... but I hope it helps. BTW, those flames look cool. ;)
http://img.photobucket.com/albums/v473/la2citrus/examplefire.png[/IMG]
@Flamerfox: Nice job on the menu. It fits well into the screenshots, and I like the size. Also, I really like all the hues of the trees and such. And did you edit the default grass tile, or am I seeing things? Either way, it looks much better than the default. :thumb: I also noticed that tree that's awfully close to the edge.


Some Screenshots:
I'm using Mr.Mo's SBABS for my game, so I made a HUD based on the default one in the script (made by Axerax, I think). Any C/C on the HUD is appreciated.
http://img.photobucket.com/albums/v473/la2citrus/HUDscreen.png[/IMG]
And I know there's a few things off about the map I need to fix, I just chose a random map to show off the HUD. ^_^;;
http://img.photobucket.com/albums/v473/la2citrus/cave_darkjpg.jpg[/IMG]
So very dark... I might make it a bit brighter for the entrance to the cave.
http://img.photobucket.com/albums/v473/la2citrus/cave_lightjpg.jpg[/IMG]
Poof. You can do more than burn things with fire spells. :eek:

Alright, I've been editing this post endlessly... time to post... @_@

EDIT: Fixed the cave pictures. -_-;
 
Jaberwoky;217819 said:
Hrm... A fog might make it look dark and smokier o.O I'll try it out.

@Firestalker: The puzzle is a good idea, though the bridge path looks pretty linear s:

Well it's supposed to be linear, but it does do a lot of turns. You have to be fast, but precise. Too this day I can just barely get to the end AND I MADE THE THING!

I added a save spot at the break because I know how frustrating it is have to stay in an area to finish a mini-game when you can't save it.

@WeissRaben: I like it, though the title or picture you used for the place name is covering a lot of it up. Maybe moving the picture to the bottom center of the screen will allow the player to see whats happeing better.

Another Screenshot from my game. What do you think of it?

http://i202.photobucket.com/albums/aa40/Firestalker5/Cave.png[/IMG]
 
@Flamerfox: (A side from that tree, you must really hate it by now xD ) I think you have used the common rtp in a great way, excelent tones...and the edits gives it a very original look.... and the menu merge with the style

@Akaire:That HUD looks fine, cant see why HUDS need to be as small and compact as possible.

@Desinde:That map looks awsome
 
ohhh, it collapses while you're standing on it, i though it collapsed as soon as you stepped off s:

You should watch the corners of the walls, the ones with the ground part built in are for the darker ground, so it looks kinda wierd when you put them on top of the lighter ground s:
Other than that, the map looks great :D

@akaire:
Thanks, I think it looks much better like this :D
http://img78.imageshack.us/img78/259/asdfji7.png[/img]

Your HUD looks good, but the text is just... so small x|
Not a huge difference between the dark and light versions of the cave XD
 
I did this a while ago and id like some constructives comments or tips on that.

http://i3.photobucket.com/albums/y64/rudichen/Test%20Maps/Yoldenzar.jpg[/IMG]
This screen is not in-game so there's no sunrays or panorama...

http://i3.photobucket.com/albums/y64/rudichen/Test%20Maps/Yoldenzarint1.jpg[/IMG]
]http://i3.photobucket.com/albums/y64/rudichen/Test%20Maps/Yoldenzarint2.jpg[/IMG]
 
@Palsechoix: To the right side of the screen you used a black area with the cliff fading tiles...you can't do it the way you did. There is a sudden change from black to panorama. The blackness should only be used to suggest deep holes in closed areas. I assume from the location and style that the area is simply high off the ground, in which case you should use normal cliff tiles and replace the black with the panorama.

You're village is either in the middle of a hole, or out in the open, it can't be both.
 

Tim.

Member

Actually, it's been done before, the blackness tile in that particular tileset is the same tone as the bottom of a panorama in the RTP. ; )
 
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