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The Screenshot Thread

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We're expected to believe those massive stone walls balance on little pegs?
Well id say the big stone walls arent held up in the air by the wood. More that they are there as additional support, and the stone connecting the walls to land would hold it up. Or something.
 
Prexus;254812 said:
http://i177.photobucket.com/albums/w233/Weeaboo66/RoofCloseup.png[/img]

That's very nice. I think you should now fill the streets up with street-like stuff. Like Lamps and benches and perhaps stalls now. Looks a bit bare still.
 
"Stolen From Assassin's Creed" System :P:

Hi Everybody!
I just thought I'd share a little experiment I'm doing. I'd always wondered how many npc's it would take to create a "crowded/bustling city effect."

http://i156.photobucket.com/albums/t1/A ... Demo-1.png[/IMG]

I'm also trying out this "system" (I don't really know what else to call it) where you can actually push npc's out of the way if you're trying to get somwhere faster. They will respond if you push them by saying something like, "Hey! Watch where you're going!"

Anyway, Thanks guys for taking the time to read this :D

-Angelman
 
Angel, it' called the 'Stolen from Assassins Creed System' :p Nah, nothing wrong with it really, but you should make the message windows passive so you can move while they talk to you, or unless, waiting might be faster from the begin with :p
Also, as a suggestion, you might use the Shift-key or something for the pushing, as this way, you can't really talk to them anymore. I think it's a good idea of yours, but it shouldn't interfere with the default conventions of RMXP and RPGs as a whole...

Also, though I like the idea, I have to tell you that it doesn't look crowded really... it looks like some small backroad of a big city to me instead... well, of course, you shouldn't add additional NPCs until you can't even push them out of the way anymore...

Then, two things: The horses will never get out of there XD and I think there's a merchant climbing your ladder... ^^
 

Kest

Member

BlueScope;255234":2j4wlgpv said:
Angel, it' called the 'Stolen from Assassins Creed System' :p Nah, nothing wrong with it really, but you should make the message windows passive so you can move while they talk to you, or unless, waiting might be faster from the begin with :p
:|

Nothing really stolen about that idea... not only has the "crowd stealth" concept been used by games other than Assassin's Creed, his idea had nothing to do with stealth and shows up fairly often in other games. Making the complaints passive is a good suggestion though.



You should probably lower the frequency of these complaints if you do add them, it could get annoying very quickly even when passive. Also, a crowded city could be done more convincingly with pixelmovement - the npcs would overlap more and look less orderly.
 
Angelman;255233 said:
Hi Everybody!
I just thought I'd share a little experiment I'm doing. I'd always wondered how many npc's it would take to create a "crowded/bustling city effect."

I'm also trying out this "system" (I don't really know what else to call it) where you can actually push npc's out of the way if you're trying to get somwhere faster. They will respond if you push them by saying something like, "Hey! Watch where you're going!"

Anyway, Thanks guys for taking the time to read this :D

-Angelman

Nice screenie there. Yes, it doesn't look crowded, BUT! It does look bustling. Well done in that area.

Here's a screenshot of a new battle background I've just made for my game. It is for the underwater kingdom of Atlantia, I'd like to know if it's too much bright color or if it doesn't blend in well with the surrounding area...
http://i113.photobucket.com/albums/n225 ... ground.png[/IMG]
 

SPN

Member

Lovely sword he's weilding there ;D

Sorry to be commenting on the wrong thing, but the battler's right hand on the hilt looks sort of awkward how it's positioned. Maybe if his arm extended out from his body, with his forearm over the hilt instead of under it, it's a more normal way to hold the sword, and it makes for a nice powerful swing at that gelatinous monster there.
 

Kest

Member

you should probably make the fish look more a part of the background, it is a bit jarring as is. Shrinking them, (stream/school of fish) fading them, (ray) whatever...

Angelman;255233":15qmua0z said:
Hi Everybody!
I just thought I'd share a little experiment I'm doing. I'd always wondered how many npc's it would take to create a "crowded/bustling city effect."
PS. How did that wagon get there?
 
malick;254215":c9miv8o2 said:

@_@ Whee-hee-hee-hee ... First I've seen of some of my resources being put to use by someone else (the Ivy Autotile). What a thrill! Can't wait to see more. (What a life I have to be thrilled by that :'/)

But seriously, nice job with the maps, but I agree with the other people, super-fat stone columns would have to hold that bad boy up. Even if you have nifty magic super-wood to support it, I can't imagine a city planner who'd entrust a city block to 1 ft diameter joists, no matter how magically strong! Everything else is gravy, though. :#
 
@Bluescope: Yeah That's originally where I got the Idea. Also, the messages are passive, so you CAN walk around while pushing them around and they argue with you. (Background Message System) Very useful :D
AND, I am using the shift key, so you still can talk to them if you wanted. :P I guess great minds think alike.

@Kest: I've made the system so you can lower the complaint's frequency just by editing one wait variable in a common event.
PS: Haha I never really thought about that. Of course, it's not a game it's a test, but you've got a good point.

I was thinking about posting a demo for it, but I don't know where it would fit... does anyone know?
 
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