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The Screenshot Thread

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The only real problem I see is the tops and sides REALLY blend in with the tiles, but you said those weren't complete yet anyway.

It also seems incredibly busy and there's one part on the tile that makes the vertical grid very visible, but with vegetation and variety those things won't be a problem.

I really like it. GREAT start man.
 
Looks good! Nice idea using the black bars to signify cut-scenes. The Inqisitour's tiles look great, I really have to test them out for myself.
 
Despain":x530dwr8 said:
The only real problem I see is the tops and sides REALLY blend in with the tiles, but you said those weren't complete yet anyway.

It also seems incredibly busy and there's one part on the tile that makes the vertical grid very visible, but with vegetation and variety those things won't be a problem.

I really like it. GREAT start man.

I agree with what Des said.

Love your work as usual though.
 
@Kaze:
Looks nice. :) The first screen seems a little flat though, but that's probably just due to preferences.

~~~
Working on some battle system implementations in Chapter 6;

Functions added:
-Ranged projectile attacks for enemy units.
-Jump (currently automatic, will be changed to manual).

http://img.photobucket.com/albums/v385/ ... ttless.jpg[/img]


For the actual capture of its play, please see:
http://www.youtube.com/watch?v=KxgMmxfLI64

The recording quality is too horrid to be able to see the arrows and etc., but ya get the point. :>

(The interface seriously needs some revamp, still haven't had the time for it. :/ )
 
Thanks.

I like the look of that battle system. Its always refreshing to see unique battle systems like that.

___________________________________________________________________________


http://img.photobucket.com/albums/v253/ ... tlkeen.png[/img]

Same map, but this time with text. I never liked the look of half-opaque look, and I noticed that most older RPGs don't use it either. I edited the faces to go with the windowskin I am using. I don't expect much feedback, just putting it out there.
 

Marcus

Sponsor

I'll probably hand letter the entire game.

Meaning hundreds of word balloons.

Ugh, I wish I put more effort in the coloring of the map.  The final version will have flowers and better shading n stuff.
 
I don't understand why.
The Font is in some way distorted and maybe the shadow text makes it difficult to read but I think it's crearly enough to understand.
 
The Myre... a damp, smoggy, dark place to be indeed. Strange beings lurk here - including Zorks and Vamps. The weather here is on a randomly shifting cycle, but the weather is different to other places in that the only thing that falls here is smog. It ranges from just about visible, to near impossible levels.

These are the same area, with different levels of smog.

http://img.photobucket.com/albums/v108/ ... 20dec2.png[/img]

http://img.photobucket.com/albums/v108/ ... 20dec1.png[/img]

Whatever the smog levels, too much exposure to the smog can bring on hallucinations... Foes that do not really exist, bridges that are not really there, even people you once knew.

NOTES: You earn more exp from battles if it's smoggier.
 
GameRage":bf0dm0a9 said:
I don't understand why.
The Font is in some way distorted and maybe the shadow text makes it difficult to read but I think it's crearly enough to understand.

I like it, but I think the shadow needs to be moved up and left 1 px each..just my opinion though :)
 
Atemu":jm5xcysh said:
...Zorks?  *snerk*  *insert joke about dragon dicks here*

I like the concept, but will the last screenshot be as smoggy as it gets?  'Cause that's pretty hard to see.

As far as I can tell the only word Zork means is the title of a game :/ It's meant to be a sort of... Zombie type thing.

I've been trying different smog levels and I think this will be the max, as you can still see the outlines of the swampy-bits.

http://img.photobucket.com/albums/v108/ ... 21dec1.png[/img]
 
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