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The Screenshot Thread

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Looking great as ever, I'd comment on the sand but you've already got it.  I think your horizon line is too high for the perspective, about half the current amount of water should be visible if I had to guess.  The direction of the lighting is indistinct - it seems to be coming from about 10 o'clock /60 degrees up, according to the shadow cast by the rocks on the left, 9 o'clock by the small shadow cast toward the middle, and almost directly overhead according to the last rock, but then about 3 o'clock and near vertical by the highlights on the light colored outcropping to in the right-center area.  The water is also really, really flat for a beach scene, there should be some small waves and ripples even on a really peaceful day.  Despite the highlights I really dig the aforementioned outcropping though, it really pops, something about the subtlety of the highlights and shadows and the texture, especially that great crack down the middle.  This is what you should be aiming for on all the rocks, which otherwise seem to have less attention paid do them.  I'm not really feeling the clouds either, but that might be the fault of the reflection on the water.  I'm not going to stand on this statement entirely but I think they're a little underworked compared to the best parts of the image - the sand texture and my favorite rock there.  Obviously they should be less detailed than the foreground but even so I think they could use a little more embellishment.

Anyway it looks great despite the criticism. :)  I really envy your beautiful sprites and animations, I know that's not what you're asking about but not enough can be said about them.  Once you put them up again I do have a few comments though. :)
 
$t3vo he posted one a while back ago it was like some sort apartments or a brick building.
Kicks are you just working on the one for now? I'd like to see something else too :3
Atemu there was a tech demo running around somewhere of it. I'm not sure if he still has it up.
 
@Nphyx...
Thanks for the crit, man! I agree about the water part, that's actually a WIP from another environment I was working on and threw it in to fill the space. I agree that that one rock is nicer than the rest. I was just rushing to have something semi-complete to post. I guess the shadows did get pretty crazy. I'm referencing a photo, perhaps I should reference harder!

@Atemu...
Thanks! Your support always gives me a boost. I just keep falling behind or come across crazy bugs. I want something really nice for people to play before I have an official release.

@$t3v0...
Me neither! LOL. Just kidding... This was actually going to be the first scene of the demo (out of battle), but it didn't fit the way I wanted. I was really hoping to have an out of battle shot last night actually, but... this is what I got! Also, my out of battle sprites are still pixel art and their size is under debate, so I had that to jump over as well.

@Raven the Dark Angel...
I was sorta working on 3 or so locations, but I've decided to focus on this beach locale for the moment. This place is likely to be the 'first' chapter of the game, but I had been going back and forth between this one and an area/chapter that takes place in another place (it's sorta like a suburban industrial sorta place--that's what that old brick building was, but I'm likely going to scrap that) (the 3rd is an ocean highway that I wanted to work on just because it's sweet... that place is a few events past the first beach). So you can expect more, but its likely to be beachy/semi-tropical---good for fishing! Tea likes to fish.

Thanks all and keep pushing!
-Ty
 
Isn't that the default Mog graphic for the location display? It would probably be a good idea to change it.

I do love the character's reflections though. Weird time to take a screenshot though, mid-sentence.
 
http://i155.photobucket.com/albums/s291 ... tChasm.png[/img]

That is a scene from the beginning of a game I began working on a couple weeks ago, it was more just to see how a story I was thinking of would work out.

Everyone in that world has a sort of pet that's almost a part of them (those are the animals in the picture beside everyone).  These animals can change forms, but it's not easy and it usually has to be learned. 

What's going on in the picture is that a giant chasm has opened up on the outskirts of this town and the entire population (it's not a big town) is there.  These demons have come out by the chasm too...
 
Actingman00":20xpfp79 said:
Everyone in that world has a sort of pet that's almost a part of them (those are the animals in the picture beside everyone).  These animals can change forms, but it's not easy and it usually has to be learned.
So it's just like Northern Lights?
 
Just some playing around with VX.  I haven't had to map this... simply in a very long time, so I've been heavily relying on the sample maps as references.  Dunno yet if I'll make anything out of this, but I haven't had this much fun working on a game in a long time. :x

 
@ Shin Miguni: I like your usage of the Inner Body Tileset! The reflections in the ichor is a great touch!
@Actingman: The idea of having a creature bonded to you reminds me of that series of books where people had shadow familiars attatched to them in some giant tower. I rather liked that book! Will the main character's familiar be used in battle?
@Atemu: Those rmvx screens are pretty good actually. The graphics for that version are very rich!

http://img441.imageshack.us/img441/4923 ... avegf7.png[/img]
The Enlil Cave. The Enlil Region is known for its constant wind, and the cave opens up into this area. As such, a wind blows through the cave constantly in through the mouth.
 
Ah, actually, No. I did put in a challenge where your archer has to fend off a group of Ogres by hitting the space bar and arrow keys, but mainly I just have a fog blowing around (which doesnt show up in the screenshot for some reason, but can be seen in game, probably due to its movement.) and wind themed monsters in it.

I was originally thinking about making the area push you in the direction of the wind every now and then, but it seemed to me like it'd be nothing but a nuisance and annoy the player. I'm not sure what exactly you're suggesting though, but it sounds like a good idea. Maybe I should incorporate the wind more into it.
 
Well, it'd be good for some puzzles if you had a bit of wind in it. Have you played Zelda: Twilight Princess, the City in the Sky? There are a lot of winds and fans that both annoy you and help you, depending on which way you're going. If it's a wind-based dungeon, it would make sense to have wind-based puzzles.
 
Like Regimos said, also like the Wind Palace (or whatever it was called) in the Minish Cap too.  Or puzzles where you have to block/unblock "windows" in the rock to let through wind that would push boulders and stuff around.
 
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