Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

The Screenshot Thread

Status
Not open for further replies.
Dang...I that must have happened when I edited the tileset, I should have noticed.

Anyway, uhm... actually I don't have any idea on how to "Rtpize" the chars...any suggestions?
 

Wichu

Member

Wichu":16oomh8x said:
Yes, these are Pokémon screenshots.
Screenshot250.png
Screenshot251.png
Screenshot252.png

They're from my game, Pokémon Amethyst. I'm using poccil's Pokémon Essentials starter kit. This is the new battle system interface; if you've been following my game elsewhere, you might have seen it already.

Anyway, for the explanation. Firstly, the screen size has been changed (from the starter kit's 240x160 to the Nintendo DS's 256x192), and everything has been repositioned accordingly.

I've completely rewritten the battle command menu code; instead of having a simple window with the different choices at the bottom of the screen, I've added buttons over the top of the battle scene (drawing inspiration from Pokémon Diamond/Pearl and Pokémon Battle Revolution). The battle scene can still be viewed by holding Z, which fades out the buttons and untints the background.
I've also added an indication of how many party members each side has; a healthy member is denoted by a Pokéball in the corner of the screen. KOed members are denoted by a greyed-out Pokéball, while statused ones are darkened. Finally, a member close to leveling up will have a shaking Pokéball.

The move selection screen is again inspired by D/P and PBR. Different-typed moves have a different button border and type icon. The message window will contain information on the selected move (power, accuracy, and a description); I had this working earlier, but I think I messed up something with the viewports or z-values, so you can't actually see it right now. I'll get around to fixing it soon.
People familiar with the starter kit may also notice I've added the new moves introduced in D/P, which aren't originally included. I've scripted their effects, in contrast to just giving them similar, old effects.

I'll probably increase the opacity of the buttons, as they're a bit hard to read.

Finally, the actual battle scene itself; it hasn't really changed much. However, I've added more detailed info on the battlers, in the form of percentages for HP and SP. You can't see it from the screenshots, but I've added a smooth colour change to the HP bar (the official games use red for <25%, yellow for <50% and green for anything else, with no intermediate colours). This is because with the addition of the percentage, having different colours to denote half and quarter health is superfluous, so I decided to improve its appearance.
The message window, data boxes and buttons are custom, but inspired by R/S and D/P. The battle background is also custom; I'm probably going to change the colours later, as it looks too bright compared to my other graphics. The Lotad sprite is a recolour, and the Chatot sprite is a 'devamp' from D/P.

If people are interested, I'll post some more screens. I'm planning to make a project thread here once I finish a demo.
Anyone? Or do you all really hate Pokémon that much? :S

EDIT: Changed the move selection description.
 

Puffy

Member

Zoro the Gallade":3c25kkpr said:
Anyway, uhm... actually I don't have any idea on how to "Rtpize" the chars...any suggestions?

They don't bother me terribly (the problem is, they're more than one tile wide, and invade each other's space standing abreast), but it's really the level of detail that's the problem. If you compare it with the RTP!demon, it's less cartoon. Playing with the saturation might make it less bold, which might make it a little less noticeable. (And, yes, charset nitpick filled.)

What actually bothers me, on the second time through, is that Mr. DARK WINGZZZZZ has his pair both growing out of his hair, as well as the back of his shirt. If they're clip-ons, a la Baroque, that's a non-issue. But wings are silly, and you mustn't make them look sillier by having them placed on the body randomly.

@ Wichu: Sorry, I don't really know what to look for. But the several layers of semi-transparent buttons and text (first two screens) is terribly distracting, I think.
EDIT: Oh, durr. That's me not reading your post, me am stupd. I don't think it's a really beneficial feature, in any case.
 
That one is a charset that is troubling me in many other ways, I'm working on shrinking the wings and making them loosen a bit.

With the first paragraph you mean I should widen the space between the demons, and use a RTP palette for them?
 

Puffy

Member

@ Zoro: The idea with the demon spacing is, as with other large charsets, to space them. Compare the below, noting that the point you want to be at is where the demons' wings do not overlap.
x......x
...x..x.

I don't know whether switching the palette will do you any good, but playing with the colors is worth a shot. Most programs, besides Mr. MS Paint, have the option of desaturating layers/selections, as well as changing the hue. It's a quick fix for some things, but not always.

The problem with putting wings on people is that they're really not supposed to go there. So, the key is probably to think about it less in terms of angelic icons, and more in terms of birds and insects. Wings up that high are non-functional and never going to look quite right.
 
That last one is juicy.Then I guess best thing would be looking for some ripped sprites of...humanoid insects or such.Actually the charset's size messed up one of my scripts, so I had to make its size RTP anyway.

As for the colour...I use a little photo-editor that works fine with sprites as well, as for changing hue, sat and such.I think I can make better out of those, thanks for everything.
 

Puffy

Member

Two mock-up screens of areas. I was going to make the tactical maps standard overhead, but then I got the idea to do bosses as sidescrollers, and I figured I may as well do the entire game the same way. Fake widescreen is because most walkable areas aren't going to be more than 3-5 tiles high, for placement of windows, and because I am lazy.

p14blockdgf9.jpg

This is a test for the tileset and panorama, in terms of scale (relative to characters) and overall uniformity.
p14gonenegoyi3.jpg

This, instead, is a battle test. Not sure whether lag is because I upscaled my battlers 2x, or just the script.
Gents, on your mark.

EDIT: Oh, yeah, note about the tiles. The first is an actual tileset, the last is pretty much a straight SNES rip, changed up a little to fill a screen. Actual graphical "talent" for the characters can be attributed to the Sailor Moon template I raped.
 
Thanks for the comments on the collage screen. Based on everything everyone said, here is the revamped enterace hall. Reives, I'll change the doors as soon as I find something that fits better.

screen6fg3.png


Is that an improvement?
 

Puffy

Member

The difference in saturation (or maybe just my eyes) between the tileset and the charsets ranges from pretty negligible to a bit jarring, in the case of the black-haired one, doesn't it? I think the black on that one is too strong, regardless.

And, well, I'm pretty blind, but the combination of a thin font and small text makes the little "Location" display sort of unreadable. It looks like it's a work in progress, since "Entrance" gets cut off, so just keep readability in mind, I guess?
 
Skie Fortress":1oy0wcwr said:
hima":1oy0wcwr said:
@Skie
The HUD is kinda confusing to me. Is the number on the red gauge HP or EXP? Other than that it looks interesting. I don't think we have Touhou action game yet :D

Actually, I cleared all that stuff out now. It should clearly be Health now to people...hopefully.

DOAD8.png


hima":1oy0wcwr said:
A fighting game that I'm working on. There are still a lot of stuffs I need to balance though. I didn't realize there would be so much parameter in a fighting game @_@ ugh

Anyway, I like what you have there so far. I remember playing a touhou variant of that kind of game. It was fun as hell for the amount of time that I played it. I'm sure you'll surpass it though. Good luck. :3

Boy, has it been a long time since ive seen a game with Action Battle System. My game doesnt have ABS, but it does have Tenkaiti SVBS. The map is good, i give it a 7/10. :biggrin:
 
screenshot051.png


Just a mine area; from my game again. :)

@fox5: I like it a lot, but the doors have a too high contrast compared to the soft gray colors of the rest of the screenshot. They're rather an eyesore.
 
Stop showing off :mad:

That's a great shot, I can't really think of any improvements other than the fact that the plant there is too green. Plants are green because they have chlorophyll, and that is what takes sunlight and converts it into oxygen and energy. There's no sunlight down there, so it doesn't need chlorophyll. Actually, plants could grow down there at all unless there was a constant source of light. I think it'd look better without the little green plant. (really nit-picky I know, but the rest it pretty a-okay so!)
 
XD

Oeh, I didn't think about that. Shame on me, in my last year of biology class. >,>

I made it a orange-ish low saturated shade, 'cuz I do like to have some veggies here 'n there. =3 Though I did remove it from that point 'cause it does look rather out of place. I'll move 'm to the water-y areas.
Thanks for noticing!
 
cant see image blueturtle. say "image"

love the mine twin matrix. mine cart bridge area is dangerous. not enough support and some planks missing. looks good if intentional. red things crates?
 
http://www.youtube.com/watch?v=2JC3mMN3QQs

I've changed the battle field and finally finish some simple AI. Still need to do something to the HUD so it won't get in the way :/
 
@fox: Do you really need a rail where it's directly attached to the wall? i.e. keep the new rail, scrap the old one. Oh and the location name is hard to read, but that's already been mentioned.
@hima: Sweet. I can't really understand what the hud shows but that's likely explained in game so idk.
 
Wyatt- On the left side of the map you got a lot of flowers, plants, etc. And on some points of the map nothing. The RM2k graphics(Or at least that's what I think they are)are appealing to the eyes so cluttering isn't necessary to make it look good. Just a few flowers and rocks every so often.
 
Status
Not open for further replies.

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top