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The Screenshot Thread

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Getting there, still experimenting a bit with colors and terrain.
screenie2.png

Dylan-Text01.jpg

Dylan04-clean.jpg

Dylan's first textures (WIP obviously)
 
worldmap1.png
In game, showing my tiles.
worldmap2.png

The art direction for the project is functional, rather than glossy awe-inspiring. If it's functional for purpose, then less time is wasted tweaking.
 
$t3v0":l6zgeie8 said:
Feldschlacht IV":l6zgeie8 said:
I made this video! Please check it out and post your comments and such!

http://www.youtube.com/watch?v=yKAEkLQ_ ... annel_page

Prexus with some parts of the text you don't give enough time for the user to read it. There was a few instances that even with my best efforts of power reading it was moving on before i had chance to finish.

Ah, my bad. The text doesn't move automatically, so good news, eh?
 
ellenor":3c9dtn8k said:
Very nice Diegoale! just a question is this the same game as you were working on with rmxp?
The same story I mean ^^

Yes it is, although far more cinematic and some changes were made to the world. (because of the freedom of the terrain engine, I took the liberty to make the world larger)

The battle system has also changed from a turn based style to an action battle system. Not an action battle system like the tales series, but something slower paced like White Knight Story
 

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@Xilef > I like your style alot, but there is one thing that looks bad in that screenshot.
The water. The water with the sand does not go well with whats around it. Maybe make it more circular? Or make the sand transparent so it blends with both the grass, and the desert?
 

$t3v0

Awesome Bro

Feldschlacht IV":fjoiy56o said:
$t3v0":fjoiy56o said:
Feldschlacht IV":fjoiy56o said:
I made this video! Please check it out and post your comments and such!

http://www.youtube.com/watch?v=yKAEkLQ_ ... annel_page

Prexus with some parts of the text you don't give enough time for the user to read it. There was a few instances that even with my best efforts of power reading it was moving on before i had chance to finish.

Ah, my bad. The text doesn't move automatically, so good news, eh?

So it stays until the user is happy to move on? Then it's perfect :)
 
@Feld:
-Though they are essentially unavoidable, I found a few too many cliches hanging around the intro. Super powerful ancient civilization, war that ends but is near occuring again just at the start of the game, the mistakes of humans always repeat, etc. People can stand them when they're done right but when they're all present in one "tell don't show" introduction performance they tend to be more questionable.
-The black on map used to demonstrate the war did a good job adding to the cutscene.
-Some of the dialogue kind of threw me off. For example, the word "elated" doesn't sound right when it's used twice in the same sentence.
-RPG Maker 2000?
 
KRoP":kh0iki73 said:
@Feld:
-Though they are essentially unavoidable, I found a few too many cliches hanging around the intro. Super powerful ancient civilization, war that ends but is near occuring again just at the start of the game, the mistakes of humans always repeat, etc. People can stand them when they're done right but when they're all present in one "tell don't show" introduction performance they tend to be more questionable.

Eh, what else can I say besides it's up to the player to determine whether the game is worth playing if they got that impression. The storyline definitely isn't only about those things, that's just the backdrop of the game's world.

-The black on map used to demonstrate the war did a good job adding to the cutscene.

Thanks!

-Some of the dialogue kind of threw me off. For example, the word "elated" doesn't sound right when it's used twice in the same sentence.

That was my mistake, and another eagle eye pointed that out to me. Thanks, though, I appreciate that, because I do miss things, haha.

-RPG Maker 2000?

2003.
 
WalkingAbomination":446qe1ao said:
@Diegoale2000- Damn this looks like a hell of a lot of work man, how many years we looking at here? Looks good so far though.
Actually, comparing the amount of work it was taking to paint every single map in the 2d version of dreams. this is 10 times faster and more effective. I'd say less time than i expected the 2d version to take!
 

R.J.

Member

Twin Matrix":3ibxezjc said:
I'd add the wall above the door so it looks more locked-up than how Makasu put it.

screenshot071.png


Working on adding NPCs.

(I know the mapping error of sand beneath the cliff at the top-right.)

And omgblackpeople!! :O

Freaking amazing example of how custom RMXP tiles and sprites should look like. This is what I hope to achieve with my own project some day. Very awesome man, honestly.
 
@The_Shadow: Your stairs should be longer than the wall. The way it is looks kind of freaky. I think the general rule is 2x the length of the wall, though I might prefer 5/3x (1 2/3) length myself. Also, the little garden places in the lower corners have misleading ledges, it looks like the bottom of the ledge is flush with the ground which it isn't, looking at your walls. I'd add another row at the bottom of the map to deal with that.

The low-saturation, low-contrast screen tone isn't something I've seen a lot of around here...not sure what to make of it.
 
-the tiles glitch at the right end of each waterfall
-The bridge tiles were not used correctly
-There were sudden and arbirtary changes in cliff height without something like a stairway to explain it
 
i didn't know how to fix the tile glitch the waterfall. how do i do that? and also, how did i use the bridge tiles incorrectly? the cliff heights shouldn't take too long to fix.
 
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