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The Screenshot Thread

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Lol, yea, unless I can find a decent reflection script that works with pixelmovement, ill just have to make all the sprites go without a reflection and maybe substitute it with a shadow.
 
A new WIP tileset for my project, it's meant to blue not green so not dodgy colouring :P
gallery_2782_66_407708.png

Any C&C are welcomed. Sorry for quality I resized to fit everything in, though the overall look isn't altered.

There's rough grass (Darkest), long grass and short grass.
 
Just out of curiousity, why is everything blue?

Aside from that (or maybe even related to), it's difficult to tell recognize certain heights, or recognize specific terrain because of the lack of shadows and monocromatic color scheme. It has some real potential, and if you need any help with making things 'pop' out properly, let me know and I'll help you out.

docking.jpg


New picture from my game. I need to adjust a few lights in this image, but otherwise I think it's alright. (Specifically the entrance/exit lighting).
 
@Norton: Keep up the good work, dude. You've really captured the Mass Effect look in 2D. I can't wait to see some stuff with gameplay and dialogue. Oh, and out of curiosity, you aren't planning on releasing those graphics are you? I'd love to take a crack at an ME game in XP, just for shits and giggles.
 
While I would have no problem with releasing the graphics to the RMXP community, it would be up to all the artists in the end. I've done a few tiles, sprites, etc for the game, but the art team is responsible for a majority of the visuals. After the project is completed we'll have a meeting about whether or not to release all the artwork or not in a "ME:2D Toolkit".
 
@Norton: Epic Pic is epic... Btw, picture lighting can be used with larger maps too... just use MapLock Picture Script... Dunno who made it.. D: ... I know i found it around here...
 
Rekiem":2dbylcay said:
@Norton: Epic Pic is epic... Btw, picture lighting can be used with larger maps too... just use MapLock Picture Script... Dunno who made it.. D: ... I know i found it around here...


You....are my hero.
 
Holder":1tki6tgx said:
A new WIP tileset for my project, it's meant to blue not green so not dodgy colouring :P
gallery_2782_66_407708.png

Any C&C are welcomed. Sorry for quality I resized to fit everything in, though the overall look isn't altered.

There's rough grass (Darkest), long grass and short grass.
Looks like namek :shades:
 
Norton":30mxwuh5 said:
Just out of curiousity, why is everything blue?

Aside from that (or maybe even related to), it's difficult to tell recognize certain heights, or recognize specific terrain because of the lack of shadows and monocromatic color scheme. It has some real potential, and if you need any help with making things 'pop' out properly, let me know and I'll help you out.

I usually get the 'why's it blue' quite a bit :smile: , basically to save a load of text it's not earth. So I went for a colour scheme that was different to show this.
The types of grass wouldn't normally be this crammed in, I actually had to resize the image down aswel. So it would be rare to see them all together. Plus I know the screen shot is all blue but it's like posting a picture of a standard grass field.

I've tried doing shadows from the trees, though the ended up quite bad. What area's from that would you say needed to be popped out? I'm always up for receiving advice on how to do things.

EDIT: This has yellow/orange water though so sorry Rukiri, not DBZ this time.
 
Norton":2n1ii4d2 said:
While I would have no problem with releasing the graphics to the RMXP community, it would be up to all the artists in the end. I've done a few tiles, sprites, etc for the game, but the art team is responsible for a majority of the visuals. After the project is completed we'll have a meeting about whether or not to release all the artwork or not in a "ME:2D Toolkit".

Yeah, it'd be interesting to see what the community could do with it. Whatever your decision, keep up the good work.
 
Just about done with a short adventure game, just need to complete testing and sound. Here's a screenshot:

Courtyard.png


If anyone's interested in helping test, send me a pm. Beta should be ready within a week.
 
Norton, those maps are just epic. Although in that, I guess that's a restaurant or something, I'd add more tables. Looks kinda bare...

Been a while since I posted some screens. Been kinda busy, and this puzzle has been a bit of a bitch to code.

FuergoDungeon29.png

http://i51.photobucket.com/albums/f359/brunotherhino/LoZ%20Stuff/FuergoDungeon29.png
At the bottom of the shaft, you find this mine which has been abandoned halfway through construction due to eroding lava. (Oop, nostalgia. Anyone know where from?)

FuergoDungeon32.png

http://i51.photobucket.com/albums/f359/brunotherhino/LoZ%20Stuff/FuergoDungeon32.png
You find these mine carts that are carrying mine cart tracks in them.

FuergoDungeon30.png

http://i51.photobucket.com/albums/f359/brunotherhino/LoZ%20Stuff/FuergoDungeon30.png
Pulling the brake on them causes them to topple over and form new bridges that both you can use on foot and creates new paths for the cart to use.

FuergoDungeon31.png

http://i51.photobucket.com/albums/f359/brunotherhino/LoZ%20Stuff/FuergoDungeon31.png
You get three carts, use them all together to form a string of bridges to reach new parts of the map!
 
Fallen-Griever":h9m37m90 said:
nmnptv.png


Still not happy with this one. Something about the desk/computer doesn't sit right with me...
Move the chairs closer to the desk and rotate the computer screen to face away more towards the window?
 
This may or may not help you... but your problem is all in perspective.

perspective.jpg


perspective2.jpg


Your chairs and computer aren't sitting at the right angles.
 
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