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The Screenshot Thread

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Yeah, dude. I'll get to fixing those right away, actually, or else I'll forget :|

SS1:
Right. That whole first level was the thing I did when I opened up RMXP for the first time. I haven't really done much of anything to that map since then, other than tossing in the NPC's. Yeah, that sign is pretty out of place, to say the least. Again, I just haven't really touched this map since I started.

What do you mean by playing around with the shadow autotiles..? I wasn't aware that there WAS a shadow autotile.. I knew of the water ones and some others, but no shadow one..

SS2:
Yep, the tree is gone, lol. As far as the grass goes, it's basically supposed to simulate something like a "marsh", or at least just really tall, thick grass growing out of the water. I would like to perhaps be able to make it look like water was "flowing" between the blades, but I'm not sure how I would do that.

SS3:
Yeah, just trying to make a really tall tree, heh. I'll have to try finding that water you mentioned.. That map is actually 65x20. I suppose that one little section does seem empty, and I'm pretty sure that if you were to see the rest of it, it would possibly disgust you in many ways :P

SS4:
The lights under the windows were actually bugging me, and are gone now. I was actually pretty happy with how that room looked, in all honesty. I assume by the emptyness you mean that big space between the stairs and the "man", right? I suppose putting a carpet in between, or perhaps create another wall coming from the bedroom..

Thanks for the input, if it were possible I'd like to show every single aspect of all my maps thus far, but that would take you away from your own project, which, I might add, is amazing.. I ask, though, how the hell did you get those special light effects in that pub? I really want that.
 
psiclone:
PHP:
 [spoiler]Blahblah[/spoiler]


I'm also advicing you to import your tileset, and set the shadows of the trees on translucent. ;)
 
Oops!!

lol. I forgot about that. Thanks. I had recently added some tilesets, and I just imported the whole folder and didn't make the right things transluscent. Thanks.
 
Despain said:
WAIT FOR IT.

WAIT FOR IT.

WAIT FOR IT.



[INSER IMAGE]

O SNAP!

finally, i get to see my CBS lookign good!! ^_^ I daupt I will release it until your game is released, it will kill the uniqness.
 
@ psiclone

Hey man, thanks for the compliment. The pub lighting is known as a cosmetic fog. Check the tutorial section on this site, I think there is a tut on it but I'm unaware of how good or bad it is.

Autotile 002 and 003 compliment standard grass. 002 is a deeper grass for more lush area's and 003 is a dying grass. If yoiu blend the texture of the ground up it looks far better when done well.

As for the grass (in the marsh), there are cases where you can use tiles out of place and it works, and there are times when it doesn't. Unfortunately, I don't think the grass looks ok like that. It's jsut a limitation of the default rtp. It may be the fact the grass is to symmetrical, try mixing it up and having the odd patch here and there.

Although the room, unlike the majority of the other maps is free of direct mapping errors, the detailing is what lets it down. Think of all the houses you have been to. Not many would have that much space totally open. The bedroom looks fine because the amount of open space seems accurate (perhaps move the plant though, not many people have a pot plant at the end of their beds), however, the rest of the room is well... naked. If you find this happens alot, just make the room smaller to begin with. I tend to make single rooms around 9 tiles in width if that's any help.
 
@Calibre

No problem. I'll take a peek for that tutorial, I'd really love to have that. If I ultimately can't figure out the tutorial, think I could ask your help on it? I'm sure I'll eventually be able to figure it out, though.

As far as marsh goes, there's several grass types to choose from with the tileset I'm using. I've placed all of them down (please ignore the tiger, it was done out of humor :P).

http://www.freewebs.com/aironkavanth/Recruitment2.JPG[/IMG]

I'm leaning more towards using the bottom two grass types to represent the marsh, or perhaps the ones immediately above that.


And with the house, I've decided to separate that little writing room with a wall. Though, to make it look "right" is going to require a little work.. which may or may not take me a while to do :P
 
Yeah I could offer advice on cosmetic fog, but you need to have an image editing program such as photoshop to do it. PM me if you don't understand the tutorial and you DO have a program which can work with layers.

All the grass types are fine, minus the second auotile down with the missing edges, just combine them over two layers and you make them look less symmetrical. Remember you can place grass on layer 2 and plants and vegetation over the grass as well on layer 3. Don't make squared grass with autotile either, place it down as if it was planned chaos. :) Nature does have shape, but s generally random.
 
Alright, I figured out how to do the "lighting" effects. Here's my first attempt.

http://www.freewebs.com/aironkavanth/Fi ... hading.JPG[/IMG]

I think it needs a little work, but I did this just to generate an example.

Since I am using Tiberius' time and weather script, it takes it's best effect in the night times. ...Obviously.. That picture was taken mid-day game time.

Eh?

EDIT: Here's a second attempt with the addition of lighting effects, at the game's darkest time point. (12:00am)

http://www.freewebs.com/aironkavanth/Fi ... ading2.JPG[/IMG]
 

Kest

Member

Too dark. The level of shadow in the midday shot is more appropriate for night.

The latter might be alright for a cutscene, but that's pushing it.
 
..::Lost Fantasy::..

This is a VERY BIG screenshot. I updated the River Elm Region map a lot, and added the rest of the Moorlake Valley area onto it to show what the whole world would be like (so far). (The world will be a LOT bigger than this, this is just the first two maps really).

East of here would be "Some Temple", I haven't thought of a name yet but I do have some plans for it drawn out.

South would be the "Southern Areas", basically just another one or two maps extending Moorlake Valley and following the path of the River Elm.

http://afarrpg.freepgs.com/bigworld1.PNG[/img]

You may be wondering why there is a lot of water behind the Northern wall of Tiben Town: It's supposed to be a dam or something like, blocking the flow of the River Elm, forcing it to go around the city.

I do have a storyline to explain this.

A hundred years ago, there was a great drought in Moorlake. The River Elm dried up almost completely, becoming a meer stream. Settlers from the southern regions found the soil where the river once had been to be fertile enough to grow small crops, and a small farming settlement was built. The drought ended, and the stream became bigger and bigger, until the Wizards of the land came up with a solution to stop the village becoming flooded- they would build a vast dam to stop the flow of the river and divert it around the village.


Notes:

I've said it before and I'll say it again, these two maps are nowhere near being finished.

Oh and graphics by Refmap. Tileset compiled by me however. Trading tents are an edit by myself but origionally by Refmap.
 
Myonosken said:
This may come out quite blunt, and maybe rude, but here goes. Wyatt, why do you insist on posting every little change in this thread? If you want to psot them, use your own thread. Most people post 1 or 2 pictures, usually with pretty big changes.

Sorry, no hard feelings man, just needed to say it.

Meh, what's the big deal? He used a Hide tag...and he had things to say..and a screenshot to post...I don't see the problem..what's the big deal it didn't waste your time..you can skip over his posts..

sheesh..
 
That could be said about projects. We could all hife our projects in every post we make, but that would be whoring for attention. In such a case, we just make our own thread instead of hogging up the community thread.
 
ryanwh said:
That could be said about projects. We could all hife our projects in every post we make, but that would be whoring for attention. In such a case, we just make our own thread instead of hogging up the community thread.

Well yeah, but posting screenshots in a screenshot thread is not really whoring for attention.

Anyways let it go ;)
 
Hello all.
Here's a screen of the first map in my game.
http://img.photobucket.com/albums/v312/Naruto_Uzumaki/CostaDelSol.png[/img]
http://img.photobucket.com/albums/v312/Naruto_Uzumaki/CostaDelSol2.png[/img]
I'm kind of a noob at mapping, so let me know if there's anything I can fix.
 
New Battle System (95% complete, just need to make enemies die properly and system itself is done).

It's not turn based either, although you cannot "move" around, so it's technically not an ABS either.

http://www.rmxp.org/anaryu/2WG/Screen1.png[/IMG]

http://www.rmxp.org/anaryu/2WG/Screen2.png[/IMG]

The menus on the same side of the screen as you are, the lower one shows all of the 4 skills (or 3 in this case) you have equipped, and the upper left updates as you press arrow keys, and will display the name of a skill if you type in the correct order. Pressing Enter will launch the combo. Holding Esc/B will "defend" you against attacks.

If attacked for a period of time after you attack (based on your AGI) you cannot block. The third bar is your "break" bar which fills up differently based on the skill used, once filled, you take full damage (5x as much) until 3 turns have passed.

The icon next to the skill name shows what "class" of attack it is: Power (STR base), Fighting (DEX based), or Energy (INT based) the more you use of one type of attack, the slower their break gauge will go up, so spamming a high-break Power move will have you doing piddly break damage to them in about 2-3 turns.

Skills can also have delays after, so if you use a powerful skill you will be unable to defend for an amount of time afterwards (customizable by attack).
 
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