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The Screenshot Thread

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kiralim":353ngqrl said:
After drawing over and over again, here's a custom room in KHA:
http://img2.freeimagehosting.net/uploads/d48813fb7a.png[/img]

The way I map is different, I draw the map, cut into the tileset size and then map it out.
Anyways, I know it's a lot more work, but please comment on how I can improve it.

EDIT: I got the angles wrong on the stairs, will fix that.

It's... bare. o.o;

Add more stuff, and don't make the walls a plain square. Bring some parts down, and some others up, mess with the map a little. ;)

Okay... that's kinda tough to explain... Hold on.

This is something like what your map looks like: (That's not one of my maps, it's just something to get my point across.)

http://i173.photobucket.com/albums/w73/krypton-knight/Scr1-1.png[/img]

Now, in this other map, I haven't done anything except played around with the walls a bit. And I get:

http://i173.photobucket.com/albums/w73/krypton-knight/Scr2-1.png[/img]

Get the point?


Anyway, now it's my turn! ='D

http://i173.photobucket.com/albums/w73/krypton-knight/Scr1-2.png[/img]
http://i173.photobucket.com/albums/w73/krypton-knight/ContdMap1111one.png[/img]
 
Chaos: Your idea of playing with walls is only good foir caves, man made houses are usually square and plain in terms of walls because it is... practical :) Ppl won't go out of their way to make walls shape interestingly unless they have saome natural obstacle (a hopuse built inside a mountain perhaps) oe when it is specific place where looks go over function such as a palace or museum.

In fact ios is one of the most common thinhgs which bothers when ppl map interiors with RM XP: making rooms large and trying to go stylish even for regular village houses.

Kiralin: Looks interesting aside from the broken angles, anyway what is the concept around this map? Asking more about it having only a bed and all blue walls :)
 
Clest":eu4yucau said:
Chaos: Your idea of playing with walls is only good foir caves, man made houses are usually square and plain in terms of walls because it is... practical :) Ppl won't go out of their way to make walls shape interestingly unless they have saome natural obstacle (a hopuse built inside a mountain perhaps) oe when it is specific place where looks go over function such as a palace or museum.

In fact ios is one of the most common thinhgs which bothers when ppl map interiors with RM XP: making rooms large and trying to go stylish even for regular village houses.

Nope, not really. Practically, in a house, the walls aren't exactly a long plain. They have divisions where they come in front, and go behind.

Ok, in that screenshot I played around with the walls too much. But here's a perfect one:

http://i173.photobucket.com/albums/w73/krypton-knight/Scr3-1.png[/img]

It's much better than a long boring plain square, and the funny thing is that; it's not like that, even in reality. Like I mentioned before, the walls in houses come in front, go behind, etc. And even if they don't, then have something to make it seem like that. (eg: Shelfs, cupboards etc.)
 
Now, this is better, but that wall sticking from the rest is kinda pointless froim an architect point of view.

But you got a point: Objects that break the squareness feel, that is a valid point which we see in houses, though a lot of times we see ppl topssing ramdom objects in rooms for no reason at all, like having dinning tables in bedrooms.

And also there is the room division or corridors or even places where the wall has a bump so the pipes com be passed though the house, but doing it just for ding it will usually feel ramdom.

Yet sometimes simple house designs work nicely. Think I will make an In and Out house mapping tutorial based on architecture basics :)
 
Taking it out the overlay (never liked those leaf cover overlays) it looks good (or as good as those square edges from the RTP permits, but hey, not your fault). Seems natural and navigable. Also I assume it is part or near some old ruins or that there is a good reason for those stone pillars intere, in anyway, they look good.
 
ChaosMaxima":2fmdy7vy said:
kiralim":2fmdy7vy said:
After drawing over and over again, here's a custom room in KHA:
http://img2.freeimagehosting.net/uploads/d48813fb7a.png[/img]

The way I map is different, I draw the map, cut into the tileset size and then map it out.
Anyways, I know it's a lot more work, but please comment on how I can improve it.

EDIT: I got the angles wrong on the stairs, will fix that.

It's... bare. o.o;

Add more stuff, and don't make the walls a plain square. Bring some parts down, and some others up, mess with the map a little. ;)

Okay... that's kinda tough to explain... Hold on.

This is something like what your map looks like: (That's not one of my maps, it's just something to get my point across.)

http://i173.photobucket.com/albums/w73/krypton-knight/Scr1-1.png[/img]

Now, in this other map, I haven't done anything except played around with the walls a bit. And I get:

http://i173.photobucket.com/albums/w73/krypton-knight/Scr2-1.png[/img]

Get the point?


Anyway, now it's my turn! ='D

http://i173.photobucket.com/albums/w73/krypton-knight/Scr1-2.png[/img]
http://i173.photobucket.com/albums/w73/krypton-knight/ContdMap1111one.png[/img]

Know it's bare, I'm going to add more things soon. Just wanted to know what should I fix first.
Thanks for your tip.

Clest":2fmdy7vy said:
Kiralim: Looks interesting aside from the broken angles, anyway what is the concept around this map? Asking more about it having only a bed and all blue walls :)

It's the main character's room. Going to redraw it today.
 
Hey everyone I'm new and I'd like some advice, I just got RMXP and have been playing around with some of the new things about it
heres some screen shots of some maps I made as practice.

http://i205.photobucket.com/albums/bb262/ghostxpo/TamrielOutpost.jpg[/img]
I know it looks a bit dark but in game its alot easier to find your way and it really does add to the atmosphere of the game :)

http://i205.photobucket.com/albums/bb262/ghostxpo/TamrielIsland.jpg[/img]
Its a World Map of a tiny island!

oh and can somebody tell me how to insert images into my posts... I tried searching a topic that explains how but I can't find one, I feel pretty noob lol.

[edit]
I found out how :D
 

mawk

Sponsor

You need to use the Direct Link URL when linking from Photobucket. Those URLs just link to your album, and won't show up in img tags.

Ah, that works too... Or, wait. No. Use the Direct Link URL and img tags, you rebel. They go like [ img]a picture of a hat[ /img], without the spaces.

And, Direct Link URL! That's the second one from the top in Photobucket!
 

mawk

Sponsor

It might help to use the DIRECT LINK URLS from your Photobucket album. :nod:

And then read my post. :nodnod:

EDIT: The first one has far too much in the way of overlays. There's a point where it just starts looking unprofessional and clunky. Besides, even if it's easy to navigate for you, keep in mind that you made the maps in the first place. For someone playing it for the first time who can't see their hand in front of their face, it might be tough, and navigating by minimap alone isn't fun and tends to take away from the game. Of course, I'm not going to pass total judgement on that until I see it in-game; you might very well be right.
 
Miek":2lipyzsm said:
It might help to use the DIRECT LINK URLS from your Photobucket album. :nod:

And then read my post. :nodnod:

EDIT: The first one has far too much in the way of overlays. There's a point where it just starts looking unprofessional and clunky. Besides, even if it's easy to navigate for you, keep in mind that you made the maps in the first place. For someone playing it for the first time who can't see their hand in front of their face, it might be tough, and navigating by minimap alone isn't fun and tends to take away from the game. Of course, I'm not going to pass total judgement on that until I see it in-game; you might very well be right.

Heres a better pic of that map
http://i205.photobucket.com/albums/bb262/ghostxpo/TamrielOutpost2.jpg[/img]

The outlined part is actually just a transfer event, that bottom area which I showed in the earlier pic is just extra land that the character sees but doesn't actually go to, it was just put there to cover some area, but the actual path which isn't too long is shown here.
 
It seems like a good map, but the fog is way too heavy; at least for the sake of a screenshot to comment on. ._o I can barely make out anything.
 
Chaos Maxima...
I second the leafy shadow overlay. Even if you like those overlays, they don't fit with the maps you've presented. Based on all that water and the sparseness of the trees, I'd think it'd be more bright and sunny in that sort of place.



http://img522.imageshack.us/img522/7103 ... t17xk2.jpg[/img]
Here's some new menu/GUI stuff.
Right now the green bar beneath the Blue HP bar is cruddy--because I'm working on a way to have that circle fill up like Kingdom Hearts.
New Demo in a week maybe?
 
The puzzles in yoru game look very interesting, Regimos, and the lighting effects look great. My only gripe is that, instead of making a bright light go around your hero, wouldn't it be more visually appealing to have a fog or show picture that simply makes it normal around him but darker elsewhere?

I like the spiderwebs hanging around the sewer too btw. Game looks very fun!

http://img134.imageshack.us/img134/8388 ... ingrh9.png[/img]
Here is one of the "puzzles" in the Ninurta Stagnants, a swamp area of my game, Enex2. You have one second to choose a direction to jump before you slip into the water and must restart and fight one of the creatures swimming in the water.

You only jump in straight lines, and you move in a magnitude of two units. Landing in the water (easier than it looks, as you have to make your decision extremely quickly and there are tons of rocks that look like you could land on them, but theyre just one unit short of it.) will do the same as slipping into the water: restart and fight a creature.
 
Looks nice! Pretty good idea for a swamp "puzzle", I've been having a hard time thinking of them for my game (don't worry, I won't steal it, I'm already finished with my game).

For the lighting, I'm not exactly sure which'll be better. You're holding a lantern, so it makes sense if the light's yellow rather than white, but I guess your method could work out too.
 
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