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The Screenshot Thread

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Anonymous

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It still doesn't look quite right, though. The beam sticks out from the wall a bit (you can tell by the shadow it casts), so you'd expect it to cover a little bit of the window frame on top, not cut off at the exact same height as the wall.

Either way, the wooden beam down the center with a window and door interupting it looks odd. Also, the vines growing on it seem to come from nowhere.
 

Anonymous

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Well, SK, we needed some new screenshots to talk about, first. Hard to talk about anything else when there's nothing new. :P

I see a few niggling mapping errors, I'll just list them by screenshot.

The Farm:

The horse needs something in front of it that it would be tied to, even if you don't draw the halter and rope. No horse is so well-trained that it can be shoed without someone holding its head or being tied. The water hole under the fence looks odd, since the level of the water is lower than the dirt, but the fence poles don't go any lower. The chimney flattens a plant, I'd make that a plain window. Why is there a bunny in the middle of a bustling town? Is it a pet?

Love the flock of birds and the animal sleeping on the roof. Good touches. Overall, a nice feeling map.

The Siege:

This might help you, some alternative down poses for that soldier sprite:

http://img.photobucket.com/albums/v226/ ... n_down.png[/IMG]

No other complaints other than the repetitive down poses.


Volcano:

The bridge doesn't quite work. It starts below the level of the cliff, and ends in the lava. I think it needs to be a little narrower. Good use of the smoke charactersets.


The Fort:

No complaints. Excellent map.


Snow Area:

Once again, why are there bunnies (and now squirrels) running around so close to people? I'd also expirement with more footprints by the snowman, to make it feel more like those kids have been running around playing, but that's a personal prefrence. I think you're overusing the sparkle charset, and the grass ending in the water doesn't quite work, since the water doesn't animate or even come up around the bottom of the grass blades. I'd recomend a quick autotile, charset, or static tile to fix this, or move the grass back. Also, the snow should be melted back around the fire.
 
With the remake of Outlaw City starting up, I figured I'd share some details on the new party control and dynamic party systems I've created by showing off some screens of what it can do. :)

First: The new Trailing system I've created. Those people following you are automatically generated from your party list, and you can have as many people in your party as you want.

http://www.rmxp.org/anaryu/OC2Screens/Screen1.png[/IMG]


Second: You can SPLIT your party up, switch who you are controlling, and even who is following each character. In this screenshot, the cleric and Ccoa's "Modern Girl" are following the blue Mystic sprite, while the two others are following the dark-haired girl in the lower left. You can switch who you're controlling at any time and it will remember who was following you! You can even move members of the party on to different maps and no disruption of followings will occur, including the ability to switch between "parts" of teams from one map to another.

http://www.rmxp.org/anaryu/OC2Screens/Screen2.png[/IMG]


Third: When you get in a fight (I won't be having any random encounters, but it would work for those as well!), only characters within a radius of squares that you can set take part in that fight. In the screenshot, the white and blue robot in the upper right is engaging the lizard thing.

http://www.rmxp.org/anaryu/OC2Screens/Screen4.png[/IMG]


Fourth: A screenshot showing how the party configuration is managed to only include those within a 4 square distance from where the fight started. The new battle system is real-time (no waiting for turns, only casting times) and currently shows Proto and Mystic doing a combo attack together.

http://www.rmxp.org/anaryu/OC2Screens/Screen5.png[/IMG]


Fifth, Sixth, and Seventh: These screens show the use of Ccoa's Universal Message System in action! With a little tweak I made it so by just doing a \e[a1] for example, I can make the text center over the character sprite for Actor #1 in the database, and display their name.

http://www.rmxp.org/anaryu/OC2Screens/Screen6.png[/IMG]

As you can see from all three, their location doesn't matter! I've also tweaked the "Move Event" command so that by using a "Call Script" event with a line like:
$game_system.team_member = "Dark Sovereign"
I can make the NEXT move event run move that actor's character sprite on the screen; no matter where they are! If they aren't in your party, then neither the text, nor the move command are run. I'm also using Near Fantastica's Path Finding script to allow "auto gathering" of your team, AND to use for moving characters around in a scene no matter what their current location is.

http://www.rmxp.org/anaryu/OC2Screens/Screen7.png[/IMG]

http://www.rmxp.org/anaryu/OC2Screens/Screen8.png[/IMG]

These little "tweaks" are the keys I had to make so I could develop scenes, both the moving and conversations, without having to spend a lot of time messing with careful placement and party planning. This way I can create all the text for every character in a story event, and if they aren't present they simply don't exist.
 
@Sion: Er... sorry for being Captain Obvious here, but couldn't you just rip the tilesets from RO since you did that for the characters anyway?
 
pssst wyatt. RO is three dimensional.

Anyways, Anaryu. Nice system. Although I'm surprised you didn't ask me for input on MSN! *glower*

I like that when players are within range of a combat scenario, they join the fight. Although have you set a maximum amount of player combatants, and properly adjusted rewards for fights? I mean, if a single character defeats two monsters, it's a pretty fantastic feat, worthy of some good XP. But if six characters do it, well. Nothing special about that. Yaknow what I'm sayin'?
 
Prexus;118230 said:
pssst wyatt. RO is three dimensional.

Anyways, Anaryu. Nice system. Although I'm surprised you didn't ask me for input on MSN! *glower*

I like that when players are within range of a combat scenario, they join the fight. Although have you set a maximum amount of player combatants, and properly adjusted rewards for fights? I mean, if a single character defeats two monsters, it's a pretty fantastic feat, worthy of some good XP. But if six characters do it, well. Nothing special about that. Yaknow what I'm sayin'?

That's actually a really cool idea. As a matter of fact, the second aspect of world-interaction is that the same rules goes for enemies. Remember in Earthbound, you'd touch something, and if it had allies nearby they'd run and try to join the fight?

Same thing will be happening here. Splitting your party up to take elsewhere, like maybe a second floor to break a loose ceiling to drop rubble in the middle of a bunch of baddies, splitting their party up so you can actually HANDLE the fight, is something I'm going to try stressing. :)

I had planned on basing it more around having to split things up to be able to challenge them in pieces, divide and conquer and all that, but the idea of increasing rewards for smaller parties defeating larger ones is a really interesting one, I think I shall steal it! (If you don't mind.)

I realized the super-hero feel would really be set if it wasn't unusual to have your party split up and each character or a couple of characters perform deeds to help friends or hinder the enemy.

All of the movement currently works through a Faction and Squads system I was making for something, but ArtBane yelled at me until I agreed to redo Outlaw City. That way I can do things like have a squad of enemies rush you when you interfact with one of it's members. :)
 
Squads are how my ABS works, if you remember correctly. So I know all about that.

You're welcome to the idea. Off the top of my head, it seems to be the only way to properly accomplish something like that.

If you, however, have more than 4 people within range. Do all of them join combat? If that is the case, awesome. If it isn't, maybe you could make it so they could be switched in and out, if they are within range but not currently active?
 
Prexus;118245 said:
Squads are how my ABS works, if you remember correctly. So I know all about that.

You're welcome to the idea. Off the top of my head, it seems to be the only way to properly accomplish something like that.

If you, however, have more than 4 people within range. Do all of them join combat? If that is the case, awesome. If it isn't, maybe you could make it so they could be switched in and out, if they are within range but not currently active?

Right now it'll just take the first 4 Actors (ie. $game_party.actors[0] - [3]), I've been thinking about a switch system, but I'm not sure if I'll ever use this with more than 4 actors in the party, so I've been iffy on whether it would be useful or not.
 

Del

Member

Well, thanks for the comments, I'll try to express myself the best I can. Sorry for my english. >_<

ccoa;117987 said:
The Farm:

The horse needs something in front of it that it would be tied to, even if you don't draw the halter and rope. No horse is so well-trained that it can be shoed without someone holding its head or being tied. The water hole under the fence looks odd, since the level of the water is lower than the dirt, but the fence poles don't go any lower. The chimney flattens a plant, I'd make that a plain window. Why is there a bunny in the middle of a bustling town? Is it a pet?

Love the flock of birds and the animal sleeping on the roof. Good touches. Overall, a nice feeling map.

First of all, there is a bug I've seen now, the wooden bar on the house, is missing a shadow on the middle. xD
You are right about the window, yes, when I put the chimney I've seen that, but technically (I'm sure this is not a word xD), just people who knows the graphic knows that is something behind. (What a lame excuse). :X
Well, you can see bunnys in farms too, this one as break from is erm... "cage(?)". :X

ccoa;117987 said:
The Siege:

This might help you, some alternative down poses for that soldier sprite:

http://img.photobucket.com/albums/v226/ ... n_down.png[/IMG]

No other complaints other than the repetitive down poses.

Thanks for the character! I've rotated them to look less repetitive. But everyone knows that they're the same. :X

ccoa;117987 said:
Volcano:

The bridge doesn't quite work. It starts below the level of the cliff, and ends in the lava. I think it needs to be a little narrower. Good use of the smoke charactersets.

This is for a contest where I can't edit the tileset choosed. I just have power to change the autotiles and characters and other graphics that aren't really important. And the watterfall autotile SUCKS, the connection with lava don't really work, so I have to do a disguise, and I put the bridge above. And then the map looks like is habbitated, so I created Lava People. And then I give to the map an even more habbitated look. xD

ccoa;117987 said:
Snow Area:

Once again, why are there bunnies (and now squirrels) running around so close to people? I'd also expirement with more footprints by the snowman, to make it feel more like those kids have been running around playing, but that's a personal prefrence. I think you're overusing the sparkle charset, and the grass ending in the water doesn't quite work, since the water doesn't animate or even come up around the bottom of the grass blades. I'd recomend a quick autotile, charset, or static tile to fix this, or move the grass back. Also, the snow should be melted back around the fire.

Sparkles are that shiny things? I really don't like too, but one of the jurys love that, I'm not stupid. :P
More again I can't edit the tileset 'cause it's for a contest. In this tileset I just have 2 footprints. Vertical and horizontals, I've tried to do that, but the area look to repetitive, and I put less. About the grass and water, you are right... I do that thing a lot... I should stop. xD

Btw, about this map, someone still have that autotile with Ice...? I don't find it at download manager... (I find one, but is not the one I'm looking for).
 
@Anaryu: Will there be a split screen function so you can see what's happening to both parties without having to switch to them? I know I have seen a split screen script here somewhere...
 
Sailor Taurus;118364 said:
@Anaryu: Will there be a split screen function so you can see what's happening to both parties without having to switch to them? I know I have seen a split screen script here somewhere...

Nope, no splitscreen because you can have more than 2 seperate parties, you could be controlling each individual character on 10 seperate maps (if you had 10 characters).
 
Bah! Everyone's making all these big-sized tilesets! Is the RTP truly so hated? :D

It's looking really cool, but yeah, the floor just really makes it hard for me to focus at any one point for long, it's a very strong floor.
 
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