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The Screenshot Thread

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http://img183.imageshack.us/img183/2900 ... setrr7.png[/img]


I have fixed many of the errors told to me earlier to come up with an improved version. However, I do not want to turn this topic into my personal "Is this tileset good?" and end up posting tons of different versions of it, which would be rather spammy. So from now on, when I revise the mine tileset I'll be doing it here:

I will NOT be using RTP characters in it. hes a placeholder.

http://www.rmxp.org/forums/http://dev.r ... 08#p374308
 
love it darksora. That looks really awesome. The floor could use less pattern but it looks good in the shop. Actually I like pretty much everything in the shop. Lovely template there too. Might want to remove some of the rtp stuff you kept or reshade it. Doesn't quite match up with the rest.
 
Zenrdy, if you're looking for critique on that map, you'd be better off with the mapping improvement thread. Anyway, it pretty good map. Not really great, but it's not bad at all. I especially like the little island in the stream.  :smile:

Oh, and I suggest putting some of the smaller clumps of grass on the edges of the larger patches. It will give them a much less-square look.

@Erichermit
That certainly is a unique style you got going on there. I suppose it takes a certain taste to enjoy it. It just looks way too blurry and blobby for my tastes. Meh.
 
Hima, those screens are fantastic! It sorta looks like it's in a giant stomach, or something! Oh, and what does the Melting clock icon mean? Is it the ship's "Dali ray"?  :lol:


@Zenrdy
Well, don't do it all of the corners. If you do that, then it'll have the opposite of the intended effect. :x Like this:http://i100.photobucket.com/albums/m17/Super_Mog/Untitled-5.png[/img]

See, you don't want to overuse them, but they're very useful tiles. Also, more variation in the shape of the grass patches help, too.
 
@hima: stunning, the custom graphics are great (well like in all your games) and the ingame videos looked like the gameplay will match the this high quality too.

@topic: My last post in this topic was nearly a year ago, i changed quite a lot since then.
I switched from normal 4 to 8 direction pixel movement, from keyboard to mouse control and from nearly full RTP too a some mixed style clooser to Pkmn Ranger.
I'm not that far, in fact i am rebuilding most scripts by now.
So this just an interior map and the messagebox for now:
http://img70.imageshack.us/img70/9002/neu2us3.gif[/img]
And a view of the full map:
http://img261.imageshack.us/img261/4608/21gq3.th.jpg[/img]


(I use a german/english language selection now, but since my english is not that great i guess i'll finish the german version first and get some help for the english one later. But thats no real issue right now, since everything is in an early stage again.)
 
Pretty good, Knighthunter. Only things really are, you should put more plants or flowers over the large patches of grass (they seem a bit empty). Also, that pit of no return looks a bit... random sitting there. One would expect there would be water inside, since there's water 3 tiles to the right. And that bridge is sort of awkward too, why would you need it if you could just walk around it to the other side?
 
Thx regimos

Yea that bridge was kinda a last minuet input so i will probly take it away.
Gonna add some more flowers too, dont know about the "pit of no return" i was going to use it as an entrance to a water filled mine, but havent done that map yet.
 
That's how I made it on purpose, but I know what you mean, I need to make it look like it's merged with the gras right? Not like it's just placed there.
 
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