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The Screenshot Thread

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Namnls-77.png
 
Pretty cool Wyatt. The undulation tiles look a little odd though.


@ The Shadow:

The northern-most room is perfect, but the room with the staircase looks a little bland. It needs more purpose, otherwise just pop the stair case somewhere else and get rid of the room. Also, try cosmetic lighting.
 
Wyatt, the center pond looks kinda funky because the top shoreline is identical to the bottom shoreline. Just makes it look kinda weird I guess. The whole screen looks pretty sweet though.
 
Huh, yeah. I can never get undulation + water table to work out right. I'll fix that.

For now a better screenshot:

scr_nov4.png


The chat you see there is a live and working IRC chat channel.
 
Early graphics development for my own game project

Sol City


Do you like the "clean" look or would you want higher detail to textures? If so, any suggestions on
how to tackle the asphalt?

Cheers!
 
Waiise, the sprites are higher detail than the environment, so you can change the environment to be higher detail or the sprites to be less and more "clean" and either way would look better. I sorta like the environment now, though; the cleanness isn't bad. I have no suggestions on the asphalt but the fence? in the alley looks flat, like it's on the ground. Maybe have it casting a shadow somehow.
 
Okay this is just simply a mountain path here. I've been experimenting with using Inquisitor's tiles and his style and trying to blend it with the RTP. At times I think it works then I think it doesn't. Opinions:

InqRTPTest.jpg
 
Asch":1kkvjwuz said:
It doesn't work. RTP is too bright and smooth compared to Inq's tiles.
Seconding this. The RTP meshes horribly because they're done in a completely different style from Inq's stuff. The palettes are too different to work togther without clashing. You're better off just sticking with Inq's tileset flora. There's more than enough variety in it, anyway.
 
Post in PNGs so we can see the map in full glory next time. :smile:

I personally think that it could work with a little bit of edits on the RTP.
 
Actually, there are two types of trees, and both have bare no-leaves versions. They look very similar, though. Somebody (a good pixel artist) ought to make some better trees for it, with more variety. Inq's trees are too flat, imho.

The one tree in there which used Inq's trunk looks way better than any of the others, but it's still too blurry (looks like it came from a JPEG) and low-contrast to fit in. The palette fits better than Inq's trees though, methinks.
 

moxie

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That looks like a nice use of the RTP... the fog's not too overpowering but it's still very present. You could improve it a bit by making the campfire put off a little light.
 
@Wyatt:
Great, I really like that new style you're going with. The slanted cliff tiles add a nice natural touch. That stone chimney thing for the house on the left could probably be darkened a bit to mesh better (I think it's also too big for the house).

@Petros:
Aside from the consistency issues already stated, you can make the cliffs more natural by adding more curves to the straight-line parts, e.g. top left corner. Really like how you mounted/arranged the cliffs and formed the trail below though. c:

@Shadow:
Looks good, though I suggest adding a subtle add-blend gradient orb on the fire to make it emit light through the mist.

@Siewnik:
Cool style! In the second screenshot, the chair on the left could be desaturated a bit to mesh better.
 
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