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The Screenshot Thread

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@Shin: Is this going to be on rmxp? Just curious but I think you should slant the outer edge of the HUD like this / just to make it not seem so square. But other than that looking good.

@Prince: I really do like the screen. But the only thing I don't like is the message window. I think something smaller and maybe over the characters would look a hell of a lot better. The UMS or Slipknots scrolling text script would help that screen alot better in my opinion

@Eijin: A table isn't the only thing missing. While that is a good screen I think maybe a table in front of the window with the green background would look rather nice and maybe some people or something, decorations to let you know that its not just a baren place with a hero walking around. I don't know.
 
http://img406.imageshack.us/img406/6831 ... sc1so6.png[/IMG]

In short, you have to blow up stuff. You can place a limited number of bombs (black circles) that blow up in a cross pattern. In this mode, you keep getting some extra bombs and randomized levels and you need to fill up the colored bar on the right by blowing up white circles (clearing levels pretty much).

Kind of a survival mode, I'd say. You can keep going until you get a level that you can't clear with the number of bombs you have at that moment.

Dtn is the number of bomb detonations you have left, you (usually) can't place all the bombs at the same time. Basically if you detonated what's on that screen you'd lose.
 
The platform on the left-hand side is what is bugging me. The chipped-off edges don't seem to have an outline, it looks like it is just some random, flat surface.
 
You know how the walls have those outer, chipped pieces? Try to show some of that, and don't make that platform too straight, it looks a bit too perfect for a ruin type of scene in my opinion.
 
Yeah it is a good use of perception but I think its because the trees are to uniform. But yeah I really am feeling that screen.

And Hevendor I thought that was go at first. I got really excited when I saw that. But still I like it. :] I'm impressed actually.
 
Heheh, Hev seems to be loaded with mini-games. Looks fun. :>

@Plaid:
I really like the idea of that broken bridge thing. I think one way to get around the awkwardness of the floor is to have it to be a slanted cut-off instead of a vertical one, and then add some thickness to the floor so it doesn't look like a piece of paper. Again, that's a really cool idea. :>


Just finished a new map:
http://img.photobucket.com/albums/v385/ ... ityMap.jpg[/IMG]

With cheesy lighting:
http://img.photobucket.com/albums/v385/Reivier/City.jpg[/IMG]

In-game:
http://img.photobucket.com/albums/v385/ ... C6KVSS.jpg[/img]
 
I'm loaded with full games too, unfortunately. That's why I never finish any :(

It's not Go or Othello, it's an idea of my own. Though there's probably already something like it around somewhere...

I'm thinking about making it a full game if I ever can get the #$%&! engine working right. Or better than wrong, at least. It's a first for me; I consider it the only creation of mine I'd actually play. =x

@Reives
I love that map, but the grass at the top looks really strange.
 
@Rieves, I love the atmosphere on those maps, I still have some practice to go with that haha.

Here's my remake of the capital of Klendathu. I actually didn't really enjoy the old one so I remade it into this:

http://home.planet.nl/~Lisker/RPGMaker/Screenshots/KlendCapitalMap2.png[/img]

It's about 100x170 big I think in total. Here are some in-game looks. Mind you, I'm not using this fog as it looks ugly. I'm trying to find a nice sunlight fog. And the lighting and npc's etc are not done yet.




Let me know what you all think.

-Lisker
 
Lisker, you really just gained yourself some respect points. Those screenshots are beautiful. The only gripe I have is in the second batch; the brown circular design clashes badly with the ground that's there. I suggest a recolor.

Also... where did you get that design? Can I use it?
 
@Hev: Yep, I've been trying to think of a way to make it look more natural - I think it's mainly due to the awkward straightness of the connecting point. And I think I just got an idea. D: Will try it later tonight.

@Lisker: I really love that city's design. The placement of the sectors are well thought out in an organized fashion. I think the cliffs could be made to have more layers of mountains instead of a straight elevation of several levels, though. :>
 
Reives;322111 said:
@Hev: Yep, I've been trying to think of a way to make it look more natural - I think it's mainly due to the awkward straightness of the connecting point. And I think I just got an idea. D: Will try it later tonight.


Maybe, but to be honest, I think it's just because it's straight grass out of nowhere.
 
Reives;322111 said:
@Lisker: I really love that city's design. The placement of the sectors are well thought out in an organized fashion. I think the cliffs could be made to have more layers of mountains instead of a straight elevation of several levels, though. :>

I tried that when I first made the map, but it made it hard to navigate around. It became like a maze kind of, if you know what I mean. The "natural look" looked really pretty but I rather have an easy walk to the city. So I thought up this:

The idea behind the straight upward is because it's supposed to be on the edge of a cliff where the mountains start. You can take a left and right on this map and find yourself at the base of a mountain. And those I mapped more like you said. Also you can see the stairs meaning the structure was changed by hand as well and not just from weather erosion etc.. So it's kind of like a natural barrier for the city.

Oh and if you think the grass is awkward, why not use the back end of the hill/Mountain tile. That should make a nice boundary.

bradleydfc;322129 said:
Lisker, I really like your maps, but the only problem I think they may pose is the player getting lost. But maybe thats just me and my "can't get around a town properly without knowing where EVERYTHING is first" attitude to playing a town is probably the reason. xD
Great maps though, I quite like the size, and for some reason the cliff stacking effect.

Oh I played through town, it looks complicated, but there is only one way you can go. And in town, the roads are all straight lines. It's really hard to get lost/Stuck.
 
Reives, I love the map. Especially with the cheesy lighting!

Lisker, I really like your maps, but the only problem I think they may pose is the player getting lost. But maybe thats just me and my "can't get around a town properly without knowing where EVERYTHING is first" attitude to playing a town is probably the reason. xD
Great maps though, I quite like the size, and for some reason the cliff stacking effect.
 
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