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The Screenshot Thread

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Yep. I've just tested many wiews of untextured blocs (basic ground, walls AND round stuff) to be sure... isometric, top, with no field of wiew, with normal field and, just for fun, fish eye camera. Size is also important, even if I turn perspective off, a large circle warp to a nice, perfect, gorgeous... oval...
I finally think the better thing to do with RTP like resource is to build them without any care of perspective. Personnal advice, of course. Who's next for a screen ?
 
Prexus;229588 said:
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.

This little problem is why I stopped working on the 3D RTP.
 
@benben: Should the floor pattern be on the wall like that? seems strange to me. Other then that, I really like the tileset. I am curious as to what it looks like animated.
http://img146.imageshack.us/img146/6875/shinyip1.png[/img]
 
If you speak about the green wall, it's absolutely normal : As circular devices are used, the secondary polarity of the place change (Main polarity is Darkness, secondary cycles trough Water>Earth>Fire>Water... till the player find how to place them to make the polarity fixed to Darkness/Holy... and Holy Crap, how difficult to explain this !) and the properties of this wall are affected too. As it become green, player can walk trough. If it become red or another color, player can also walk trough but something may happen (poison, HP/MP stolen, gold lost...) and if it looks like an ordinary wall, player will hit his nose on the stone.

Showing the animation of a device is quite hard with only a screen...
http://img260.imageshack.us/img260//map135oh7.png[/img]
This is the only one good I made as one circle moves. In the full sequence, the four central pieces move to central square and unlock the golden circle. It turns... and when this move is done, central pieces come back to lock the circle and the polarity change (here the greenn light will become red). Everything with no freeze and no lag. I just have a little bug to correct with interaction between circle and pillars tops... (it must be below !)
 
@christophercain3

The font takes some getting used to, but it's more the colors that are making it hard to read. With the background and the font both being light colors, some letters get lost.

Lovely display, however :)
 
I have made my own custom graphics for Moghunter's menu script. I have modified the script slightly though, minor changes. And Guillaume777's equipment script will be in same project.

I was wondering, is the brightness / coloring of the menu ok? Because it seemed slightly different on my friends computer, sort of too bright.

Menu: (I haven't made the HP/Sp bars or the cursor, I will do my own ones later)
http://img260.imageshack.us/img260/8224/soa2yu8.png[/img]
Equipment menu: (Again, stat bars aren't made by me)
http://img515.imageshack.us/img515/9473/soa3fy4.png[/img]

So what you think? And yes, I am going to move the "Location" text few pixels. I have also made custom graphics for Item / Skill / Status menu, nothing special with them though.
 
@Drizzi3:Looks pretty clean. My only qualm is that some of the white text needs a darker outline because it begins to mesh with the color of the menu. Other than that looks cool.
 
Well, your first screeny looks pretty good, however on the second screeny, I think those stairs need to be moved down. It looks kind of akward, and it doesn't look much like the stairs are attached to the buildidng. Also the wall there looks kinda bare. Otherwise, pretty cool.
 
christophercain3;229999 said:
C&C Please...Does anyone think it's too hard to read?
http://img503.imageshack.us/img503/7861/mycmscc1.png[/IMG]


Nice..but bad font..too hard to read...not being picky just know people will say this (if they havn't already hehe)
 
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