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The Screenshot Thread

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@Twin: the wall on the right ? Looks kinda wonky? I don't know if thats intentional or not. And I'm having mixed feelings about the texturing on the roof.
 
Nice, Twin Matrix. Here are a few things I spotted about the left side of the building.

http://bb.xieke.com/files/screenshot040.png[/img]
The red indicates the side of the building; it looks weird how one vertex is curved, while one is straight, they should both be the same. Also, there seems to be some wall missing where the blue is? It looks like you can see into the ground.

By the way, I would extend the balcony(?) a few tiles. Right now it looks too small.
 
Thanks for the comments.~~

Regarding the red: Which vertex isn't curved? The one at the top and bottom are both curved. ^^ (The side of the walls) If you mean that the side-wall is curved but not the front wall, that's just the way the building was designed. :X

Regarding the blue: Actually there's a wooden wall there for the attic. I've brightened it up after your post.

I'll also expand the balcony a tile to the right.
 

mawk

Sponsor

They're curved, alright, but the curves appear strange. It would take a lot of thinking on the architect's part to come up with a wall like that in real life, and as it stands, it seems really odd if you're taking a perspective standpoint. The wall's upper edge suggests that the wall is sloping down and out from the house itself (which makes sense from an architectural standpoint, so I'm going to assume this was your intention,) while the lower edge just makes it look as if you're trying to go for a 3/4 viewing angle, and that simply doesn't agree with the rest of the screenshot. It's mostly the sudden jutting out from the top then tapering into a vertical that does this; the eye kind of simplifies it into a diagonal.

If you're going fora "wall sloping out from the house" method, start out the edges a little flatter at the top, so that it doesn't look like you're going for a 3/4 view in denial of everything else you have.

Also, those windows above the character seem awfully small for people of her scale to look through and live behind in attic rooms.
 
Twin Matrix":34etbt5g said:
^

It's a straw roof lol.

And which wall? Please do explain "wonky". ^_^

Regi pretty much pointed out what I was talking about.

And wonky as in not correct. I think you should use a straight in and connect it to where the bottom would be  or just eliminate that wall altogether. Its out of perspective with the rest of the house.

And it straw I understand but it doesn't portray straw necessarily to me.  :neutral: I don't really think it fits with the rest of how the house it textured as well as how the balcony is sprited y'know?

Ace screen none the less. :thumb:
 
Thanks for comments.~~

Updated screenie:

http://www.majhost.com/gallery/starmies ... hot041.png[/img]

Going to work on the balcony and wall now.

Edit: @Makasu: Ah, okay. You said right wall so I was looking lol. ^^ Yea I get your point on the straw roof texture vs the balcony. Though everything was textured/sprited the same way, except the top of the tower and the smoke pipe thing (forgot the English word ~_~). Hmmm maybe after looking some more at it I will come up with a solution for the balcony. Though it doesn't annoy me too much so I might leave it. ^^
 
Lol you mean chimney.

And yeah its because I have the notion in my head from spriting that if I face the direction that I'm looking then its easier for me to identify what I'm looking at.

Y'know like since the house is facing towards me then I view it as me facing me and get my right and left all mixed up at times.

Anyways yeah its the left wall. My mistake. And I've been meaning to ask you how you do your style [[off subject]] of spriting? May'haps you can PM or something? :D please?
 
It's the persepctive that's making it look strange. See normally on a flat wall you shouldn't see it at all. Chop out that wall entirly and your problem is solved.
 

mawk

Sponsor

If you're going to make it so that the wall isn't straight, you should do a better job of expressing that with your linework. Right now it's the part at the top that juts out then tapers back to a vertical that makes it look as if you're trying for a half-baked 3/4 perspective. Shading appropriately so that it looks like a curve and not a flat wall would be to the good as well.
 
I guess the shading could be better, but I'm not sure how. Should the "bottom" part or the "top" part be darker?

The lineart is fine though, IMO. It's just the shape of the wall. It isn't a straight line, but it goes with a kind of S-ish curve. And the top and bottom are the same, so..
 
The system portrayed is very refined and works smoothly, I am still working on the animations, though.
http://www.mundanescorner.com/miragescreen.jpg[/img]
"Oh shit! Rocket!" The guy shooting the rocket is known as a Destroyer.

http://www.mundanescorner.com/miragescreen2.jpg[/img]
Kudos to Metal Slug for the blood animations I got rips on.
The game is not revolved around action, I just want to round it out so when these troop encounters arise they will be exciting both visually and gameplay wise.
 
I-I'm sorry to say, but, that is perhaps the most godawful dialogue I've ever seen, this side of... Well, it's pretty much the worst dialogue I've ever seen. As a rule of thumb, you should remember to use the whole "thee thou thy" speak sparingly... By which I mean not at all. It's so incredibly hokey that it will only serve to make whatever scene it's used in cheesy beyond belief. But, if you must, at least use it right, which you have not done here.

(btw ghost is a silly name for serious things, not that thats a bad thing)
 
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