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The Screenshot Thread

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JoRu

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@EMOPOPTART: Wow, looks really professional and fun to play. I really like the dark, cartoony style and the mix of colors. Pretty much flawless visually. However, to be really nitpicky, remove the apostrophe from "it's" in the first screen, otherwise it'll be "a monster with a giant coffin on it is back". :thumb:

Two pics from a segment in my game, one of a few horror-segments in the game. It's a surreal place, I got alot of inspiration from Ocarina of Time for this place, especially from Forest, Shadow and Spirit Temple. The first pic is outside of the temple and then it's the inside of it:

DCbWNFuvA.png


QcajVOicq.png


This area isn't fully detailed yet, I actually did these just now. However, I'm probably not going to add much more detail to this, I don't want this place to be overloaded with stuff and seem cluttered.
 
Carrying on working on some stuff, HUD is made in photoshop but it's just for personal use atm, easily transferable to the game. Characters aren't mine but I thought a similar style will work well when the time comes, but perhaps a little more simple for mass production:

biw2ee.png
 

JoRu

Member

@Calibre: I like that screen and especially the tileset, but those characters don't fit at all with the tileset. The colors stand out too much on the characters, and the fact that they have big outlines on them makes the mix even more unfitting. The character design is good, but doesn't fit at all with the rest of the graphics. Apart from that you have very good graphics. Nice, colorful graphics with good mapping.
 
THANKS FOR YOUR COMMENTS BUT...

Calibre":1zzjmr28 said:
Characters aren't mine but I thought a similar style will work well when the time comes, but perhaps a little more simple for mass production:

I was just saying I'll probably hope to use similar sized sprites. Colours while of course be picked to match, though i like a solid black outline on a pastel graphics, im taking inspiration from modern tales of... graphics.
 
Ahem. I know that THIS IS THE SAME FUCKING MAP I ALWAYS SHOW. But I wanted to show off the faces system I think I'm going to implement from now on. I was debating whether or not I should use the balloon message system or this. I'm really leaning towards this. I do have some real progress made with my game, I just don't feel like it's ready to be shown yet. Good god why haven't I stopped this madness yet . . . Anyways yeah.

If you've been following Samurai Burst (formerly Chasing Citsuaki) then you might notice that Hayato's been completely revamped. The rest of the cast are soon to follow. Here's a little preview:

ss.PNG


I've cut some characters and added a few new ones, and I've also decided to take more of an asian-tone with the game, since it's about a freaking samurai and I basically had next-to-nothing that reflected that influence. I'm thinking something really similar to Legend of the Mystical Ninja for SNES in terms of how I want the feel of the game to sorta' be like. Anyways yeah. :D

goodgod1.PNG
 
@J.D Slasha: The art isn't really my type but I think it looks nice and gives a cartoony feel. But it's feeling sort of empty, since there is nothing but trees, water and grass. I noticed the flowers but I think you should add more so that it doesn't look just some grass with some trees. Also, the trees are looking somewhat symmetrical and it isn't giving them a nice look.

@mark: Oh goodness, man, I love this map. It is giving some nice atmosphere and I am loving the looks of it. The farming crops look a little weird, though, so you might want to fix that. And there are two lines of symmetry with the yellow flowers. One is horizontal and the other is vertical. But other than that, it is looking really great. ^^
 
Where to people get that sun-beam picture for their maps? It looks so nice and it really adds to the map. I don't know if I'll ever use it because my game is so dark and depressing, but it's nice to have access to something like that. Good work, Mark! I especially like how you managed to make that grassy-path autotile actually look good. As Love said, the crops look like they're cut off the way you put the tall grass on it. Unless the guy in your game never farms, leaving overgrown greenery to occupy the crops, you should remove it.
 
@BrunoTR: It's not the same one but similar to it. That one he posted, he was showing an example of his tileset.

@MCSepiroth: It's making sun beams pictures using Photoshop and adding it as a picture. That easy. lol
 
MCsephiroth13":icu1j3fo said:
Where to people get that sun-beam picture for their maps? It looks so nice and it really adds to the map. I don't know if I'll ever use it because my game is so dark and depressing, but it's nice to have access to something like that. Good work, Mark! I especially like how you managed to make that grassy-path autotile actually look good. As Love said, the crops look like they're cut off the way you put the tall grass on it. Unless the guy in your game never farms, leaving overgrown greenery to occupy the crops, you should remove it.

Most of the maps you see using this effect use a picture file that ccoa made of sunbeams. I forget where I found it but if you want it PM and me and I will send you it. Credit must be given to to ccoa of course.

@mark1707: Nice map although I think the grass sections you have on the crop soil looks a little odd. I would edit the tileset to make it look like it belongs there or just scrap it. Other than that its a very well put together map.
 
Love":1bmp1l5r said:
@J.D Slasha: The art isn't really my type but I think it looks nice and gives a cartoony feel. But it's feeling sort of empty, since there is nothing but trees, water and grass. I noticed the flowers but I think you should add more so that it doesn't look just some grass with some trees. Also, the trees are looking somewhat symmetrical and it isn't giving them a nice look.

I'm definitely adding a bit more of variety and changing up a good portion of the tileset, my apologies; I was aiming more to show off the message system. Anyways, I appreciate the insight.
 
The train tracks (the curved parts and track-switching-rails) are placeholders, I know they aren't level and look shite. The train is also a placeholder (and is by Euphony). But, regarding the general... idea, thoughts?

These are two maps from the future version of the Peak District.

You can see here the Dwarvern Land Railway (DLR, it's a pun on the Docklands Light Railway... don't ask) passing through past the polluted River Dove.

screen_aug2.png


screen_aug3.png
 
I am actually loving the look of this, Wyatt. The only thing I can comment about, though, is that bridge. I think that when the train passes, this kind of bridge won't take it and will fall down immediately.
 
Hmm, I definately see what you mean. Thanks, I'll work on a steel bridge for it. At the moment I'm going through the RTP seeing which bits I can nick for various purposes (like the steel fence, which is just edited from the smaller fence :wink: )
 
The little green plants don't fit with the darker colored mood here. Same goes with the sign, did you just paste an icon onto it? I would darken the skull a bit.

Also why is there a tree between two rails and rocks on the top track? That looks rather dangerous.
 
@Ragnarok:
The layout's pretty nifty there! c: The tile underneath the cave entrance there should probably be changed to the same stone as right before it, since otherwise it abruptly ends the stony ground and leaves a seam (if that is indeed what's going on there; it's a little hard to tell).

@Wyatt:
I have a feeling that when I watch those train scenes I'm always going to be wishing the train would turn at one of those many curves and it never does, hahah. Great stuff, I really like the earthy palette. The very light trunk in the first screen and the rocks in the second one could probably be darkened a bit.

~~~
WIP of a little underwater mini-game; hoping to make it some sort of a cross between platform and shooter:
UnderwaterPewPewChap11.jpg

[The air bar is both the HP and the Ammo bar. When you get hit, you lose a minute of air supply. When you shoot an air bolt that can paralyze a target for 10 seconds, you lose 5 seconds of air supply per bolt. Air supply can be replenished slowly when you're positioned at any of the weedy plants underwater, or when you surface (but I'll have to find a way to restrain surfacing any time somehow).]
 
I like the look of that, can't help but think some air bubbles would go a long way though.

The screenshots I posted are... dual-purpose. There'll be a cutscene of the train travelling through the "countryside" near the start of the game, and then the player will be able to travel through it later on. I do want the train to be able to turn round corners, I'm not a good spriter myself so I probably won't be able to do anything but make a straight train though. :(
 
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