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The Screenshot Thread

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I really like that animation rey meustrus. Nice and smooth.

Working on a UI right now, trying to keep it simplistic:
screenshot01.png


Also the "disco flowers" are scanners and if you happen to cross into one you can expect the police around shortly. :smile:
 
Here are a few screenshots from a game I'm working on. They still need a lot of work, especially the cave map, but I think they look pretty decent. Oh, and I'm not going to be using the default font or windowskin in the complete version.

test1.png

test2.png

Abeo2.png

Cav1.png

For1.png

DSGH.png
 
@Superman Prime: the outside grass/mountain maps could use a little more work. Try not to place the same small weed tiles next to each other. Reduce the number of trees in those clumps-- some of them look too messy. The straight water autotile doesn't look right near the curved one; I would just pick one and stick with it. Don't put plants in the water without editing, as right now they look like they float above the water. Finally that last sunlight overlay doesn't look good, get rid of it.

@stefanzzz: maps are faar too dark to make out anything. You can create a good atmosphere without limiting the visibility so much.

@green raven: Your maps look pretty solid. My only complaints are the repetitiveness of tiles (like the desert, slime cave, and the building with a carpet). But otherwise the style works.
 
Regi":1szwslkh said:
@Superman Prime: the outside grass/mountain maps could use a little more work. Try not to place the same small weed tiles next to each other. Reduce the number of trees in those clumps-- some of them look too messy. The straight water autotile doesn't look right near the curved one; I would just pick one and stick with it. Don't put plants in the water without editing, as right now they look like they float above the water. Finally that last sunlight overlay doesn't look good, get rid of it.

Thanks for the tips, I'm working on them right now. Also, I was going to just remove the plants from the water, but now I think I can edit them in photoshop and make them look right.
 
levelendcopy.png


Mockup of the Mission End Screen in my SHMUP. Not Finished yet, and I will be adding something that's not cliche, like "Mission Accomplished" in bold or something.
 
I'd suggest staying with one color for each word/character, or allowing the text to be a bit more legible against the top left window. You also might want to make the background a bit more interesting than a gray screen, but seeing as it is a mockup that can be overlooked at this point.
 

JoRu

Member

Some WIP screenies from a "experimentation-project" I'm working on. It was done in a short amount of time so please have mercy. ;)

VdUBRhNLp.png


wOAmjSXoS.png


RjobArUUS.png
 

JoRu

Member

@WalkingAbomination: Yeah, I know what you mean, but on the other hand that's exactly what the character does as well. Also trees vary alot in size, at least in real life, so I don't find it that weird to have two much bigger trees on the map. I might consider removing the bigger trees, but we'll see.

@mark1707: I actually have a solution for that problem that will suit everybody! I'm going to make an evented brightness-control system later on which allows people with different monitors than mine and people that simply likes it a bit lighter to adjust it so it fits them. :D
 
The screen is kind of dark for me too so maybe that's partly to blame for the smaller trees looking like bushes when compared, something you can also do is to edit that bigger tree by lowering the foliage by about 4 pixels or so.
 

JoRu

Member

I tried editing the trees making them one tile smaller both horizontally and vertically. I don't know whether it looks better or worse but here's a updated version with the smaller trees anyways:

wvFbSxoiO.png
 
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