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The Screenshot Thread

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The shadow, elevation is still messed up.
in youre last screenshot, near the bottom bridge, the land is 1 tile above the water level, then you go up a 1tile stair, (which would mean that we're now 2 tiles over the water level, but it results you have a 11 tile cliff there! Doesn't make any sense at all...
You have to always double check elevations to fix that kind of problems...
 
thiostempmap11.jpg

I must say, much better with you're new watertile.. Can you show us an in game screen?
Hallelujah for my bad English.. ;)
1= There is shadow missing from the big tree
2= There is a wrong square tile
3= You're tree is wrong, one tile is missing
4= This is incorrect with you're watertile
5= You're colours are wrong, above is lighter than below
6= Very empty
7= There is a wrong square tile
8= the same as point 4

And next time, will you take a print screen from layer 3, and not from you're event layer. It makes it much easier to find out what is possible wrong.
 
Bruno, the screens look pretty nice. I like the lantern lighting and shadows, is that scripted or evented?

The jungle tileset contrasts sharply with the RTP cliffs and water, and the trees are a little too saturated. The atmosphere is good in the later maps, but I think the last Outside one is a little too dark. Otherwise, mapping looks very good.
 
@BrunoTR- I think the altered graphics and the RTP clash horribly.
Your custom graphics look like you have upped contrast a tonne, for the ground it makes it look kind of like it stands up. Try dulling down the drak shadow like colour a tad to blend more effectively and so remove that PoV.

That campfire scene looks too dark and the blue of that characters hair stands out Wayyyy too much. Dull down the saturation for this.

The troll looks like it is both standing and sleeping, like it's doing the limbo or something, this is due to the bush tag I think it's called. It only affects the feet of the monster. Try editing the sprite to make it look like water is swirling around him.

Your mapping is pretty good though so that's a plus.

I don't like your choice of font though.
 
@Regi: If you mean the glow, that's a charset by Kraft, and the shadows were scripted by Rataime.

I know that it clashes with the Cliff. That's actually an old screenie, where I havent desaturated the cliffs.

@ultimaodin: I don't really understand what you mean by the ground standing up?

And about the campfire scene. There's a problem with that, because I have a day/night script in my game, and that's how the map looks in the night time.

The thing with the troll is that I do want to keep the bush tag on the water there, so even if I do edit the troll, he'd still be affected by the tag.

And the font gives me nightmares. I've had very poor feedback from it, so I've been trying to find another one. I still haven't found one I liked, though, nor one that doesn't mess up the message windows I already have. I've done a full chapter of my game already, see?


I think what I'm going to do is create another tileset for the outdoor maps, where the tileset graphic is lighter, less contrast and desaturated, so that it doesn't clash with the RTP cliffs, nor with the the characters. I like the tone in the later maps, though, so I think the tileset graphics there will stay as they are.

Thanks for the feedback, guys.
 
Lol the post count was 555. couldn't resist.

However I suppose I could leave feed...

@Roxas you need to double check your map. there are many erros not just the ones thios pointed out.

@Bruno, I do believe an "always on top" will fix your Troll problem. And perhaps some more variation on the top of the Ruins' Walls.
 
pandemikk":3hx8pp7y said:
@Bruno, I do believe an "always on top" will fix your Troll problem. And perhaps some more variation on the top of the Ruins' Walls.
Aah, yes, but if i did Always on Top, he'd be over the Hero when the Hero was on the tile underneath. Ah well, thanks for the feedback, chum.
 
Stefanzzzzz, check you're watertile, and you're tree shadow in front of that square cliff of yours. Maybe you can add a waterfall to you're cliffs.
g2water01d.png


A new screen of my big forest:
boswedstrijd.png
 
Wow, nice screen. Looking good. I can only see one error, and that's on the house. One tile to the left and right of the window, the border under the roof has a white line. Just thought I'd point tthat out. Not really improtant, though.

Ok, just thought I'd post two older screens from Last Man's Stand, just to get some more comments, and to show what's going on with the game:

Screen1-1.png


Screen2-1.png


These are from the starting mission of the game, where Joe is trapped in a small apartment block. It just introduces the main controls.
 
A screenshot from my WIP custom battlesystem



And some explnation, so you get what I am trying to do:
Battles are roundbased, but not in a way, that you give orders to all your chracters at once.
Instead the game calculates from your speed and numbers of actions between your last attack, who is going to go next.
When it is your turn you can choose any Action from the bottom left window. Most of those are quite obvious.
Use Points however is something I thought up, so let me explain.
While battling you can collect points for various actions, like surviving a number of actions, or knocking down an enemy. Those points can be used to strengthen certain attributes.
At the buttom right window the multipliers are shown. By leveling up you can get new slots (those empty squares) that you can give to your character for any of the four attributes (Attack, Speed, Skill and Defense) The more slots a certain character has for a certain attribute, the more points he can use for that attribute.
When a point is used for an attribute it strengthens this attribute.
Attack : You will hit harder
Skill : Skills need a certain skill level before they can be activated. Some might even decrease it when used (Sorry no using the ultra skill 50 times in a row.)
Speed : You will have actions more frequently
Defense : You take less damage

So that's a short explanation. Any comments on the design so far? Is it to confusing? Should I design the windows a bit more?
 
very nice use of the rtp there, you've made it somewhat unique to yourself which is a tough ask. just be careful as in my opinion your maps are borderline cluttered for some peoples tastes. Making it look vivid with life but open enough for movement and not cause claustrophobia is tough too. that's the only thing i can pick at it. i'd just give a little more space to maneuver in.
 
fox5":2iam6wth said:
Wow, nice screen. Looking good. I can only see one error, and that's on the house. One tile to the left and right of the window, the border under the roof has a white line. Just thought I'd point tthat out. Not really important, though.
EEj Fox, thanks, and thanks for that error..
 
@mark1707: Awesome, as ever. However, the text may become a bit hard to read in game. But still, great mapping.
@stefan: Nice. Great use of soft lighting there. However, in the second room (with the pink carpet) in the day, wouldn't the chest infrount of the window block half of the light? Just a small detail.

Nobody got any comments on my screens above?
 
fox5":2aspvz8f said:
@mark1707: Awesome, as ever. However, the text may become a bit hard to read in game. But still, great mapping.
@stefan: Nice. Great use of soft lighting there. However, in the second room (with the pink carpet) in the day, wouldn't the chest infrount of the window block half of the light? Just a small detail.

Nobody got any comments on my screens above?

they look awesome,
the second one is very creepy :P

and thanks for your comment :) youre right about the chest

And i have updated my night screenshot, this looks way better i think.
More mysterious

nightscreenie.png


And downstairs, with still a little light from above, and only 1 lamp in the kitchen

downstairs.png
 
fox5":625z2u07 said:
Nobody got any comments on my screens above?
Maybe you're screens are always good, and everyone has seen you're screens in you're concept topic. But I like you're screens, you have a own style, you've made it al by yourself isn't?

Stefanzz, nice work you did there with the lighting. Maybe a little bit to dark, if you ask me. Were can I see the lamp in the kitchen, I see none. Maybe the kitchen gives light? :)
 
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