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The Screenshot Thread

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@Shark:I like the idea of playing as a lobster. Is this game like, "Avoid the fishermen etc.", or does it actually have rpg battles etc.?

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http://img258.imageshack.us/img258/842/ ... tlely4.png[/img]
Heres a boss battle with Mega Proteas, a giant slime monster that dwells in the Carillean Sewers. With four Septic Proteas aiding him, this battle is no walk in the park. Constant water magic and poison effect will be doled out to you, but as you can see, I've turned this battle around by inflicting confusion on a Proteas (causing it to attack it's allies and stop bugging me) and have used the (expensive) Chlorophyll item to boost my character into "Photosynthesized" mode, making them temporarily immune to all status effects (one of the main things going for Mega Proteas is his ability to mass poison, now neutralized) and boosting their stats.
 
Erichermit":k4a4rpv0 said:
@Shark:I like the idea of playing as a lobster. Is this game like, "Avoid the fishermen etc.", or does it actually have rpg battles etc.?
That's just the beginning of the game, it eventually opens up into a more standard "RPG" but there still won't be a huge amount of action. There are no monsters, or a doomsday on the rise, etc
 

Taylor

Sponsor

holy damn that's a nice BattleStatus background :eek:

EDIT: TREG that tile set is prettyful :eek:~ are you going to post it for use by others? (with credit assumbly)
 
As long as it's an optional tile, it shouldn't be much of a problem, but if that edge and the water are one tile it would screw up using those cliffs for mountainous elevation.
 
http://img86.imageshack.us/img86/7821/k ... ghtzk4.png[/img]
Heres a image from the Kakure Mori Forest. The theme of it is "Dark and Spooky". Throughout out the forest, Nymphs will attempt to frighten the heroes into leaving the forest through terrifying hallucinations and horrible shrieks.

This is represented by pictures such as the one above (Yay RTP battlers!) flashing across the screen and loud shreaking noises being played absolutely expectantly. For those of you who do not like surprises such as that, there is an option to turn them off, but where's the fun in that?

I have to thank "The Man" for the idea actually. After playing his game I decided something like that would be the perfect way to spice up the forest.
 
Seems like a nice effect. :) Looks quite pixelly in comparison though, not sure if it would matter if it's just flashed. Perhaps running it through a filter could soften the pixel edges up.
 
That's true, but it's only on the screen for a very short time and it rushes past very quickly, so it's not noticeable in game. I may check it out a few times to see if I should use a filter or not, but from my tests I didn't seem to nice a problem
 
Some battle system progress (graphics by Ocean's Dream):

http://www.excalistia.com/RPG/item2.png[/img]

@sharksweetheart : That looks pretty neat. Try having only 1 or two colors for windows (blue and white maybe) because right now they stand out as a bit complex compared to the rest of the tiles.
@Erichermit: Nice, I love the slime monsters. Looking forward to see how the forest surprises would work in action
@BloodRage : It looks good, but is there a reason for the weird screen effect (overlay) you're using? It's a bit random..
@Money: Nah, I think it looks fine as it is
 
Erichermit":i10jf9fq said:
For those of you who do not like surprises such as that, there is an option to turn them off, but where's the fun in that?
Wouldn't that defeat the entire point of that section of the game? It's too good an idea for someone to simply turn it off.
 
BrunoTR":q2k7gcoq said:
Erichermit":q2k7gcoq said:
For those of you who do not like surprises such as that, there is an option to turn them off, but where's the fun in that?
Wouldn't that defeat the entire point of that section of the game? It's too good an idea for someone to simply turn it off.

Agreed. I think you shouldn't be able turn it off. And i also agree with Reives; a little pixelated, but overall looks good.

EDIT: @Cowlol; love the tileset. Very sexy
 
I suppose you're right Bruno and Roman. I was a bit concerned that someone may be too jumpy to get through the forest and be forced to turn it off, but it really isn't that scary (just RTP battlers so...), and I suppose it would add a certain kind of "difficulty" to such a kind of person that would make the dungeon more challenging. I'll remove the option to take away the monsters.

@cowlol: The tileset there looks good but I'm not exactly sure how that battle system goes. Would you mind explaining it, or perhaps posting more screenshots of it in action?

Oh and, is that scripted or event made?
 
Well, it's more like a simplified tactical battle system. It has some elements from BoF5, X-Com and Growlanser battle systems. You have two main stats: armor threshold and base defense (symbolized by the shield and heart icons). You defeat characters by reducing their defense (heart) to 0, but the shield will nullify most of that damage until you break it. Some damage still gets through even with the shield up, especially when using certain skills.

Moves consume time points that are represented by a yellow bar. You can switch between characters by using shift and you can move around the battlefield by exiting the command menu (pressing escape) and simply using arrow key (instead of selecting destination on a grid). If you have any time points left from party turn you can still use them in enemy turn to move around or to trigger counter skill.

There are a bit more details about the battle system and the user interface (including another screenshot) on the latest blog post on the official site~

It's scripted from scratch mostly, but I don't plan on encrypting my game files and I guess it could be usable for other games as well.
 
Wow there are so many perspective problems there. Why are none of the walls parallel? It looks like the room is a trapezoidal shape (on the floor).
 
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