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The Screenshot Thread

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screenie1.jpg

trying out the camera and the untextured and static model of dylan.
 
craybest":16m3fsku said:
Can't wait to see it finished and shaded Rachael :)
Some more pics of my new project, now from real maps (the screen before was just a test map)
A small village in the woods.

Still have to add npc's. (BTW I fixed the map errors you see in there)
somewhere inside the forest

I had to use shadows for text instead of outline because for some reason when using outlining the game lagged a bit when fighting enemies...
Now I just need to think of a story XD

I'm really impressed. Which filter did you use to scale it up? It isn't Scale2x, it isn't the normal nearest neighboor filter.
It's really sharp and good filtered, respect.

@Firgof Umbra
Nice effect, it gives a lot of atmosphere.
Something I d'like to see are higher resolution for these ring textures around galaxies (?) they are getting blured and don't look really good on the HUD.

@Diegoale2000
Looks good, but could you render a shadow/take a darker texture under the grass? It looks like it would 'stand' ontop op the grounds, which makes it look strange.
What will you do about the texture on the tree? It looks like it's a lowres texture. Have you thought about a second texture which will be loaded when the player approaches and the original texture begins to blur.
I think it's a real good visual gimmick for a game with lowres textures.

~Ragnai
 
craybests's graphics look unfiltered to me, except for the text and gradient bars in the second screenshot which are in full resolution. IMO, low resolution looks nice for the maps, but doesn't work that well with the character sprites. They need more detail.
 
@spdude: I think it looks pretty good, but maybe a bit too cluttered as far as weeds go. I think you overused the little sprouts tile for sure, and maybe the weeds tiles. I've always thought the five-weeds tile never looked good, as it makes the grid more obvious. Also, maybe a little more prominent path would be better, if someone lives in that house it probably would have a clearer path to the right, and maybe a little cut through the grass in the bottom left portion of the map there.

Also, the tree at the bottom right under the other house has the wrong tile used for its left edge.
 
@Ragnarok: The trees I'm using are actually placeholders, all with low-res textures. for the actual trees we will be using bilboarded leaves, similar to Speedtree's technology. and yes there is already a LOD for the model and Textures, but since we use these models as placeholders we just stick to these textures. the real trees will have far more detail and proper textures.
Also, as of now, lightmapping isn't possible for the terrains and grass, we're working our way around that and surely before release we will solve that issue.

@Mr_Smith: I'm using the Unity3d engine (Which is free now) as well as a rapid RPG creation tool, similar to RPG maker, but for unity (Will be out for the public in about 2-3 months) the models are free terrain models, and the terrain and textures are made by us. the textures are painted in corel painter, photoshop and SAI.

The model was made in Maya 2010 and textured in photoshop, we're using a placeholder cel-shader and will eventually build our own cel-shader that can create a better look.

I'm trying to make the game look JUST like an anime, and thats a VERY VERY hard thing to do, if anyone has suggestions, i'd really appreciate them.

Here's another Update, Dylan is finished and textured, some changes will be made to the face and hair, but its pretty much done.
Picture%206.jpg
 

opaj

Member

Diegoale2000":2luw4tb3 said:
@Mr_Smith: I'm using the Unity3d engine (Which is free now) as well as a rapid RPG creation tool, similar to RPG maker, but for unity (Will be out for the public in about 2-3 months)
...

........

Have I... died? Am I in heaven now?

Anyway, definitely looking good! :thumb:

@spude: Also looks pretty good to me, though with all the overgrowth it doesn't really look like anyone actually lives in that house. Also, the two boards patching up the roof of the house on the bottom look a little odd, being on a sloped surface and all.

[[Edit: Fixed a typo.]]
 

zchin

Sponsor

The Unity program looked quite extravagent so I tried to download it and see how good it actually is (yeah right, I really wanted to use it for a scene in my game :3), after reading opaj's post above about how it was free now, I might have misunderstood it though... It keeps asking me to register and start a 30 day trial, is it free or not?

Thank you and have a nice day...
 

Nolund

Sponsor

The trial is just for the advanced version (the one you got to dish out a clusterfuck of cash for), that has features the normal version does not.

Unity itself is free.
 

opaj

Member

Unity is a full-on engine. I got to see it in action at last year's GDC Austin, and I have been wanting it in the same way that a man wants a woman since. However, my operation is too two-bit to even dish out the $300-someodd that the indie version of the engine used to cost. (At least, too two-bit to dish that out and still afford graphics and etc.)

But yeah, the 30-day trial is for the pro version. You only need to use that if you're a company making $100k a year or more (or if you have the big bucks to spend on a few extra bells and whistles).

(Note: The above is all off memory, so if I got anything wrong... oops.)
 

zchin

Sponsor

Oh, I found the free version, the price for it for the US is over a thousand dollars, but I'm sure it's worth it, thanks for the help, but my graphics card keeps saying that unity uses 4 texture units and my card only supports 2, so... yeah...

Thank you and have nice day!
 
This map is for a contest with a city as a subject:
muhahaaha.png


And these is for a tilesetcontest were you only may used the woodstileset. :)
contestmap.png


there both for contests at a dutch forum. ;)
 
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