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The Screenshot Thread

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So the light beam would be more circular around the player, rather than an eclipse? I'm not really sure how I'd change that, because I'd rather the player see further in front than behind. Also, you actually need to walk on the lily pad twice to get around to the other side of the rock xD (look at the screenshot). If I increase the water, it'll ruin the puzzle. I guess I can just change it to ground, but that might make it easier.
 
It's still too little water, if you can step on a lilypad to get across I'm sure you could just stretch your legs instead ^^;

That's game logic for ya...
 
Oh well :D I'm just keeping it like that, maybe the player has some leg disease and they can't extend it too far or something.

And about your title screen, Hevendor, looks pretty nice. Are you going to add more to the map? The middle looks a bit empty.
 
I really like that palette. The colours between the roof and the road could probably use a bit more contrast, though, as they are pretty similar right now and easy to mix.
 
That looks wonderful Reives. I'd love to just explore that map in the different animal forms.

Now post a video of the transformations in Battle!
 
Lookin' good Craybest! I really like your pallette, and how you've done the shadows.

The only problem I see is that your cliffs tile a little funny, and you can tell where the grid is.
 
@ craybest: theres too much of an obvious contrast between the light and dark sides of the cliff wall... it looks odd when you put them next to each other...

and that tree looks like its about to topple :\
 
Cray, I think now there's not enough contrast. I can't really tell if there's a difference between the shadowed, and unshadowed sides.., May just be my monitor, though. I think I have it pretty dark.

The plants, like the one at the bottom of the kicker cliff, and the one next to the phallic cactus(Sorry. :x) look very strange. I can't say that the style blends in all that well. Looks good otherwise, though. :3

@Reives
Ha! Artbane's comment on that Youtube page was priceless!

Oh, yeah, the screenshot.. uh, great work! Seriously, it seems like the gameplay in this chapter will be more varied than ever. Even if there's not much of it.  ;)

@Despain
That looks really awesome, Des. I bet it's even cooler in motion! Seems like the manuever might be a bit too situational, though. Will there be many instances of enemies on both sides?

Oh, and I find it kinda silly that there are footprints going under that... X-thingie. I know it's just a test map, but I wanted to point it out, 'cause I thought it was funny.

Anyway, looks great.
 
@Money/Lum:
I'll try to get a battle one out in the future. Not all the forms that would be shown would be usable all of a sudden though, so don't have too high of a hope up for exploiting all the variety so soon. o:

@Cray:
The contrast between the left and right slanted sides is the only thing that bugs me. Looks good overall, I really like the idea of the little edge with the tree on it. :>

@Despain;
That skill's pretty sweet. I'm curious, how do the npcs move in that system?
 
My menu, currently a WIP:
http://img.photobucket.com/albums/v610/ ... ushot1.png[/img]
This is pretty much a work of frankenscripting... I lifted bits and pieces of code to get everything to work, and edited the placement of the windows and cursors myself. Everyone who's code I modified or used directly is credited in my credits section.

I still have to finish spriting icons for all the various things... the ones there, except for the one by "Inventory" are all placeholders. Other than that, though, the main design is pretty much complete.
 
Clean and effective. The top rectangle seems slightly empty due to only one character is present though, but I guess that doesn't really matter much, and more characters will fill it anyhow. By the way, do inventory and etc. pop up another window, or replace the main upper window? o:
 
I was going for that sort of feeling... :) And the emptiness will be resolved pretty early, since most of the game I'm planning for there to be at least 2 party members, except for some parts.

And ooh, that's a good idea... the inventory does open in a separate window now, but I might be able to frankenscript and fudge my way to getting that to work.
 
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