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The Screenshot Thread

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I've gotta say, Diego, that is awesome. Who's your artist?

And aside from the beautiful artwork, I'm curious what kind of story Dreams has in store... care to divulge a little, or is it a secret for now? :)
 
actually I think they're right, rpg's havwe always used a pretty fucked up perspective in my opinion, but if circles should look like ovals, then the squares of the ground should look liks rectangles, which isn't the case.
As far as I know,in most 2d rpg's (at least the old ones) the perspective shows horizontal stuff AND vertical stuff without distorting them, wich is pretty flawed as a concept, but we're used to it by now.... In some cases like the circle of stones around the trees, the ovals look okay, but in larger stuff, like those magic circles, which have under them a grid made bu square pieces. It would look odd to have an oval against a perfect square, it would make the circles look distorted...
 
@ Sicarus: ooo.... i could have swore ive seen that tileset somewhere >_< uhg. now im going to be racking my brain, anyways, its cute, good job.

i dont really think the persepctive thing matters, it doesnt look bad, and you dont get the feeling that you have 2 perspectives. well, at least i dont.
 
I cant help thinking all those symbols need to be a little transparent so the tiling eblow shows through. At the moment it looks like a sticker stuck to the floor or something.

Diego, that does look very nice like that, sprites looks clear too. Wondering how much you actually have made of it now working like that?
 
Sicarus ?! What a surpriiiiiiiise^^

Ccoa : in fact you're right with intuitive perspective sense BUT the main wiewpoint used for graphic resources of RMXP is something like an false isometric front wiew(Huh ?! can I say that ??!). I tested it with Sketchup (an architectural log that allows you to build what you want in 3D) and when isometric wiew is used like RM, a circle stay a circle, everything is warped and far object seems to be gigantic...

I am the creator of this resource and those circles are supposed to be animated (they are in final version^^), so with an oval... hum...

Oh I forgot... here is a screenie with the final version of this resource. All effects are now implemented directly in the chipset, so if I want to place a flare around a lightsource, no need to use any event.
http://img338.imageshack.us/img338/807/map133fe2.png[/IMG]
The animated stuff is visible on the low corners (golden things). And as they move, the whole place is affected...
 
benben;229567 said:
Ccoa : in fact you're right with intuitive perspective sense BUT the main wiewpoint used for graphic resources of RMXP is something like an isometric front wiew. I tested it with Sketchup (an architectural log that allows you to build what you want in 3D) and when isometric wiew is used like RM, a circle stay a circle, everything is warped and far object seems to be gigantic...

I think you need to look at your software a bit more, as that assumption is rather wrong. No matter where, if you don't look at an object that's right below you, it'll be deshaped. Of course, you could pretend that the shapes originally are oval, and turn into circles with the perspective turned on ;)
 
Maybe I forgot to say that a circle is not warped when I turn the perspective off. Of course it becomes oval when wiewpoint change with activated perspective. But as it is said, the pattern of a RM tileset is squared... everything lies there^^ (but is it really a problem ?! I don't think so^^)
 
The perspective that RMXP uses can't be replicated in 3D.

Surfaces, parallel to the playing field, are at an Eagle Eye View. That is, you are looking at them from 60' up from the ground, not a Top Down View (straight down.)

However, walls and objects are seen from a face-on view. They aren't seen from any angle.
 
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