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The Screenshot Thread

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Makio-Kuta":dk72n0pg said:
Ah Vikon.  Your amazing under water tale will never get old.   :grin:
Anyway, since we want a screenshot, I guess I'll supply one.
The tileset is still a WIP, but it's getting there.

Woo, I love the walls.
 
the grass near the middle house where it's over the wall sort of looks a bit wrong  it seems like it goes up and doesn't look very natural I mean it's natural it just looks too...square but other than that great map good use of RTP :)
 

Queue

Sponsor

That's pretty a pretty high quality map you've got there Zammysoul, I really love the use of saturation to weaken the original RTP colours to produce a softer, more realistic set of colours. Nice going.
 
The_Falcon":5mo4c57r said:
Agreed, the doorway is really awesome. Can't wait to see the final version of that tileset :)

Just playing around with TheInquisitor's Outdoor tileset:
http://img521.imageshack.us/img521/9730/inngi1.png[/img]


It's a Beautiful map but there is a few things that irk me:
- The windows on the first floor are too high, you should lower them one tile, all of em.
- and that thing on the side of the house is too high, it would not fit the diagonal roof.

Other then that, great map.
 

~R~

Member

http://img182.imageshack.us/img182/2263/hillswiplc3.jpg[/img]
I know it's a bit plain, it's a wip... I dont know if the hill shapes are good and what i put in a dirt ground.
 

Rain

Sponsor

XCQSHN":2kunki3w said:
This one is one I really need help with, I need honest critism, so I can edit it to look its best.

1) The top of the roof is missing, even if you were trying to make it look flat, it doesn't work, it just looks unfinished.

2) Your nature looks to flat and rigid, it all goes mostly in straight lines (along the bank of the water for example) and then there is that random circular raised area!? o.O

oh... and he's behind the tree by the old woman.
 
~R~: looks fine to me, the only weird spot would be the diagonal rock formation. I think it's supposed to be a bridging over a gap but it looks a lil akward but other then that, it's a good map. And the cliffs don;t look square or unnatural.




As for my lil map, I updated it with some more parts of the big thing, it's getting pretty big now:

!!Klick me!!

It's a pain because in order to be able to progress I need to map like a biiiiiiiig chunk of it for the next demo or else I won;t be able to make all the cut scenes rofl. Hope you all like it  :rock:.
 
@Lisker: great map  :thumb:

I'm currently working on a AT/TBS(main reason I haven't provided support for my other scripts) and need some feedback on the window that shows hpsp, or any other thing you might see and not like  :tongue:. The window is suppose to show:

- Name
- Picture
- HP/SP
- Enemy or Ally
- States(poison and what not), not in screen

What else should I add?

http://www.unknowncoders.com/rmxp/screenshots/tbs4.PNG[/img]

Just in case some of you guys are curious on other parts of the dev:
http://www.unknowncoders.com/rmxp/screenshots/tbs3.PNG[/img]
The AI is using a skill that has a reducing radius of 3, note that the AI is not all there at this time so it doesn't know that it will get hurt too :-p.
http://www.unknowncoders.com/rmxp/screenshots/tbs2.PNG[/img]
This menu is totally customizable. You can remove or add any option that has been already pre-defined. You can also rename them.
http://www.unknowncoders.com/rmxp/screenshots/tbs1.PNG[/img]
Shall I move?

Note: Everything you see is subject to change, including placeholder graphics. TBS is only 30% done as I want to add alot more features then just AI, move, and attack. Also, any features requests or questions should be PMed.
 
@Lisker:
What I love the most about that map is the awesome job on terrain diversity. You can see the land structure/plantation changing, etc :> Nice work.

@Dasp:
That's pretty refreshingly nice, good luck pulling off the isometric consistency.

@|3_32:
I like it. A bit empty/dull at part though, but you are getting there!
 
Spent the last few days working in the VX trial, managed to even put my own tilesets in (By over-riding the ones that come with the trial) using the RGSS200E.dll (By editing the project ini) managed to get some English into the game (Like the help menu)

http://img255.imageshack.us/img255/395/rm2krmvx1oh6.jpg[/img]

So far i have most of the basic rm2k chipsets working almost the same as they do in rm2k, i don't know if i'll be allowed to release it though, because of it being a trial, but when i buy VX i'll be making some nice custom tilesets, so it's good practice :)

Let me know what you think :)
 
Hooha!

[url=http://www.backwater-productions.net/RMXP_CSG/resources/skull_maze_preview.png]http://www.backwater-productions.net/RM ... review.png
[/img]
[/url]
It's got two mazes I made over the past two days, one is shaped like a skull and crossbones and the other is just...really freakin massive.  Feel free to use as ye please.  I inlcuded three versions of each in the RPGMaker file, an easy version with a pretty obvious trail leading you through, one with a harder to see trail and then a hard one where you're on your own.

One idea you could do is maybe use markers of some kind, like skulls strewn about with other bones.  The idea would be to space the skulls apart so when you're standing under one skull you can only see one more skull and you need to get to that one, and then once standing under that one, you'll be able to see another skull, etc, etc.  Then you could have some d00d at some point say something like, "The skulls know the way!" and that would be like a clue on how to get through it.  *nods*
 
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