Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

The Screenshot Thread

Status
Not open for further replies.
Thats what bloom does.

Lap, for it to really be a proper bloom effect, you need to make the blur's strength on a section be proportional to the brightness of the colour.
 
kaze950;245267 said:
I need some help. I've never been good at mapping mountains. BTW, I'm using the mining town tileset.
http://img.photobucket.com/albums/v253/kaze950/minetown.png[/IMG]

Also, I'm confused for what the rocks are for. Not the standalone rocks, but the rocky looking substance that is in the mountain and mine town tile sets.

Are you talking about the pile-o-rock that is like sizable (has side tiles, corner tiles...)? That you must place it half on the ground half on the hills, to make it like as if tons of rocks felt there (avalanche?). That should remplace the normal stand alone rocks that you placed on the walls and it shouldn't be there.

Also, since your cliff is too high, you will need MUCH MUCH more mini-hills like you have on the bottom.
 
Lapensee;245379":2ud770lg said:
Just a test for one of my Graphical Enhancements for RMXP.
A sort of Bloom effect, lessening the look of pixels, making it easier on the eyes.
http://img59.imageshack.us/img59/781/bloomso1.png[/IMG]
(This is not a cosmetic fog, it actually applies the effects upon loading RMXP, you just need to build the map.)

I like the concept - however, there are a few problems with the effect.

  • As TSL said, the blur of the bloom needs to be proportional to the color.
  • Assuming you are doing this in Photoshop - duplicating the tileset, blurring it, and then changing the transfer mode will not produce very good results. Because, the blur from one object will overlap into another object's tile space, causing there to be cut-off blooms (like those straight lines that appear over the flour sack, and the small box).
The best way to get this effect is to create a grid for the tileset, separating every individual whole-piece (walls would be one piece, the flour bags would be one piece) on their own layers, applying blur, selecting the the grid squares of the object, feathering the selection, inverting the selection, and hitting delete for each object/layer. Then, merge all of the layers (except the original un-altered tileset), and change the transfer mode to lighten (or whatever you feel looks best).

That will get rid of all the over laps and help your tileset to look its best. It also allows for greater control over the final outcome.

I like bloom effects, myself - so keep working on it! :thumb:
 
paslechoix;245520 said:
Are you talking about the pile-o-rock that is like sizable (has side tiles, corner tiles...)? That you must place it half on the ground half on the hills, to make it like as if tons of rocks felt there (avalanche?). That should remplace the normal stand alone rocks that you placed on the walls and it shouldn't be there.

Also, since your cliff is too high, you will need MUCH MUCH more mini-hills like you have on the bottom.

Thanks :)

Also, those rocks were't supposed to be there (on the walls of the cliff). Dunno how they got there.

I had a feeling they were used for something like that, as the top part of it being passable with a priority of 1 seemed strange for something just on the ground.
 

ccoa

Member

Sunrays shouldn't be at divergent angles like that. Watch the sun behind a cloud sometime, look how they all fall from the same place (which would be far above the corner of the screen).

Make the fish semi-transparent, that will make it look like it's under the water, not on top of it.

Either don't put trees on top of the tall grass, or edit the tree trunk to make it look like it's in the grass. You're spoiling the sense of depth by putting the tree on top of the grass that way.

Go easier on the sparkle charset. Remove one or two.

Plants don't grow on top of water like that. You should use the lilly pads, or make your own water grass that is partly underwater and partly above.
 

Deebs

Sponsor

Er... Hi. I mostly lurk but... I've felt a bit proud of this map so I wanted to show it off. The image is a composite, and I tried to avoid seams. I have changed one tiny thing about the map since I made it- the smaller land area above the smaller waterfall has been tweaked a bit (the edge doesn't go into the water anymore).

http://img441.imageshack.us/img441/4728/calmpathhb9.png[/IMG]

... I have no idea where the spoiler codes are so the link will have to do, sorry.

It looks rather nice when moving, as well.

EDIT: Now with spoilers, thanks CoFA.
 
Though I like it hat you've done with the underwaterscenery, the map feels rather empty and the lilypads seem out of place. May want to try working with shadows a bit.

spoilers are made by typing [-spoiler-]insert stuff[-/spoiler-] Remove the -'s.
 

Marcus

Sponsor

I've been working on and off this project called Everywhere but Nowhere. It's about a 100 year old man who lives life through the dreams of a 10 year old boy but must battle against the kids' malignant imagination that wants to take over.

Yeah... I don't know where I'm going with it but whatever, heres screens

Outside the tower of Bukkethed, dreamweaver extrodinaire and server of danishes.

http://img59.imageshack.us/img59/4872/hellovq6.jpg[/img]

All towns are little side-scrolling areas.
http://img262.imageshack.us/img262/7535/towngr3.jpg[/img]
 
TREG;247037 said:
Marcus get the fuck back to working on Homeland.

Large image :

http://img66.imageshack.us/img66/1225/flakzk1.png[/img]
Route 16, Colorado. Hazard Zone. Extremely dangerous.

It's obviously a WIP - the cars don't fit, but they're placeholders until I can get some better ones made. There's also a lot of mismatched stuff, but once again it's all just placeholders, albeit ones that will be in place for quite a long time.

Might just be placeholders, but you have a nice modern feel to it there.
 
some ig screenshots
http://i155.photobucket.com/albums/s315/greensoft/screen06.png[/IMG]http://i155.photobucket.com/albums/s315/greensoft/screen01-1.png[/IMG]http://i155.photobucket.com/albums/s315/greensoft/screen04.png[/IMG]http://i155.photobucket.com/albums/s315/greensoft/screen03-1.png[/IMG]http://i155.photobucket.com/albums/s315/greensoft/screen02-1.png[/IMG]http://i155.photobucket.com/albums/s315/greensoft/screen07.png[/IMG]
 
Looking pretty good, Birdo. The snow scene reminds me a lot of Earthbound, but it might be the robot at the end of the caterpillar.

Otherwise, it's looking pretty unique and fun. You're using some sort of ABS, I gather? I hope it's fun to play. ABSes are tricky.

Also: Loving the cutscene dialogue.
 

ccoa

Member

jbart321;246924 said:
Doesn't really matter where the sun rays come from. Nit picky. They look fine, it is a game after all, not real life.

If you violate the laws of physics that blatently, people are going to notice. Noticing is a bad thing, it jars people out of the fantasy you're trying to get them to suspend disbelief in.

Marcus, another game? Granted, every one you makes looks great, but dammit, I want to play one you've finished!

@TREG, you may already be aware, but he bright flowers really stick out against the muted greens of the grass and trees. I'd tone them down a notch. Otherwise, it's not looking bad at all. Is this the game you won't tell me about?

@Green Raven - Sooo cute. But you'd think there'd be a bare area around the tree trunks where the snow wouldn't fall, or else there'd be some snow on the exposed roots. Either would work. Also, the big guy in the cutscene doesn't look like the same style as the smaller faceset. I think it's the difference in the eyes that does it.

@Deebs - Yay! Someone putting my tileset addons to good use! ^_^ I agree with TCoFA about it being a bit empty, though. I'd make the map smaller and/or more interesting (bridges or a raft, maybe?).
 
It's still fantasy. This is 2D, not 3D and it can look however you want it to. I think adding something like that draws me to it, not makes me think, "oh, the physics are all wrong on that, I'm not playing now." In 3D games it easier to simulate sunlight, but here, who cares, it's just an rmxp game that someone is creating.
 
Status
Not open for further replies.

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top