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The Screenshot Thread

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@Wyatt
I think it's a little bit too dark. Other than that I like it :) Is it some kind of puzzle?

@Kick
I agree. I'm still experimenting with colors and try to make it so that it doesn't trouble the player dodging all the bullets. But the deadline!!! Arggghh *faint*
 
Some of the tiles are passable, and some aren't. You have to walk across in a certain order otherwise you fall into a pit below, which is kind of an inconvenience. :)
 
Do you perhaps need to walk on the tiles E N E R G Y? If so, I suggest using a more difficult word.

I agree with hima that the screen is too dark.
 
Tassadar":21p1agcu said:
Do you perhaps need to walk on the tiles E N E R G Y? If so, I suggest using a more difficult word.

I agree with hima that the screen is too dark.
It doesn't need to be a more difficult word, but I would suggest a bit more variation in where the letters are. That puzzle reminds me of one from Avencast: Rise of the Mage. You should make the correct letters light up when they get stepped on.

WAS:
Pretty typical screenshots. Nothing really awe-impressive. In fact, those maps looks quite boring.
 
@WAS: Add more foilage and trees, and give the mountains more depth, rather that those straight pillar like cliffs. It's a bitch to do but it must be done to make up for how horrible the tiles are.
 
Well if I had to guess, it would seem that you've let some of the "don't clutter maps" type comments get to you, because these seem slightly different from some of your previous works.

-They are far too empty in terms of ground flora I suggest throwing around a little bit more.

-Also the tall grass could use some of those other corner/edge tiles (the single batch of tall grass and the small strip).

-You could use another ground auto tile or two in smaller doses compared to that sand autotile (the usage of that tile could be trimmed down as well and not batch together so much, but broken down into smaller patches)

-Maybe a few more levels of elevation for looks rather than traveling.

That's just what I can think of off the top of my head. You're very creative, so I know you're capable of doing maps that are more interesting.
 
Mundane":10np4pgb said:
@WAS: Add more foilage and trees, and give the mountains more depth, rather that those straight pillar like cliffs. It's a bitch to do but it must be done to make up for how horrible the tiles are.
What do you mean by 'add depth'? Add depth as in more bits and pieces of outcroppings or more 'crinklyness' to the cliffs?

Jstreet":10np4pgb said:
Well if I had to guess, it would seem that you've let some of the "don't clutter maps" type comments get to you, because these seem slightly different from some of your previous works.

-They are far too empty in terms of ground flora I suggest throwing around a little bit more.

-Also the tall grass could use some of those other corner/edge tiles (the single batch of tall grass and the small strip).

-You could use another ground auto tile or two in smaller doses compared to that sand autotile (the usage of that tile could be trimmed down as well and not batch together so much, but broken down into smaller patches)

-Maybe a few more levels of elevation for looks rather than traveling.

That's just what I can think of off the top of my head. You're very creative, so I know you're capable of doing maps that are more interesting.

Okay, I'll give both of these a go. Thanks for the comments!
 
WOW, TREG. That screenshot is EXQUISITE. Is it from a game you are making? Do, you think I could borrow that tileset or you could tell me where to find it?
 
Where can I find these rips treg?

Oh Clizzz has asked, I'd like to know too just to add some of those tiles to an existing one O have, they mesh well with rtp.
 
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