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The Screenshot Thread

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There's a spelling mistake in the title of the article :p (hes daughter -> his daughter)
The tilesets look good, but i think the color tones are a bit too much.
And oh, the outer glow on the "coming soon" isn't looking good in my opinion.

Allround it might be pretty good. I like the idea with the newspaper, it shows that you thought things through.
 
gRaViJa":3lw8v96e said:
There's a spelling mistake in the title of the article :p (hes daughter -> his daughter)
The tilesets look good, but i think the color tones are a bit too much.
And oh, the outer glow on the "coming soon" isn't looking good in my opinion.

Allround it might be pretty good. I like the idea with the newspaper, it shows that you thought things through.


Thanks becouse my first language is not english ;)
 
No problem. English isn't my first language either, but i have to talk english a lot in professional fields. So i'm pretty confident in my use of english.

These are some screenshots of one of the many traps in a dungeon/tomb in my game. Here the player has to solve the puzzle in a short time:



If you don't manage to solve it in time, well...:



This is just a basic set-up, the puzzle should be a little more challenging and the mapping a little more detailed.
 
Yes I will. I'm working about 18 months on this game now. I know i'm a megalomaniac, but i want 40 hours of gamplay at least. Considering i have more than 10 hours already, it might just work out. I'm planning too finally make a thread here next week.
 
@Gravija: How come the roof comes over the top of the gate at the bottom of the screen? Shouldn't the roof be behind that gate since it is the roof of the room you are in and not the roof of the corridor you came from?
 
That does look cool, Gravija, but my concern is that while the roof decends, it'll cover up parts of the map that you need to see to complete the puzzle, like that lever. It mkght get very frustrating for the player, or have you thought about that arlready?


http://i51.photobucket.com/albums/f359/brunotherhino/LoZ%20Chapter%202%20Screenshots/MapPreview.png

When the last part of my game came out, one of the major complaints was that there was a complete lack of a map system. This is a screenshot of the updated system. In different parts of the world, you can buy different maps for that area. This map was bought in Ocklavania, in South Fateno. The player also own a map of Satenzo (to the south), as shown by the down arrow. Pressing down will scroll to that map, allowing players to seamlessly scroll through the map of the overworld. NPCs will also mark down different types of enemy for you, here showing where Dohan bandits will attack you.

I made this system ages ago, but just never showed it.

Also, CoG Chapter 2 is in the beta stages on another forum, so it'll be out soonish...
 
I like the general design of the map, but i think the black lines and red? lines (i'm colorblind :s) are a bit confusing. Are the red ones roads and the black lines borders or rivers or?

That does look cool, Gravija, but my concern is that while the roof decends, it'll cover up parts of the map that you need to see to complete the puzzle, like that lever. It mkght get very frustrating for the player, or have you thought about that arlready?

When the roofs comes down the hero is squashed a.k.a dead. The puzzle will reset and you'll have to try again. As long as the roof is up, you can see all the levers. (or do i miss omething here? :p)
 
gRaViJa":320wv40m said:
I like the general design of the map, but i think the black lines and red? lines (i'm colorblind :s) are a bit confusing. Are the red ones roads and the black lines borders or rivers or?

The red ones are roads and the black line is the coast. Where there are two, it's a river. It basically seperates water and land. When it's viewed in-game, it makes more sense. Compare it to this map made up of screnshots to compare and you'll understand.

gRaViJa":320wv40m said:
When the roofs comes down the hero is squashed a.k.a dead. The puzzle will reset and you'll have to try again. As long as the roof is up, you can see all the levers. (or do i miss omething here? :p)
Oh right, I thought it descended slowly, like something out of Indiana Jones. Are you saying you currently go in, a timer starts, then when it's depleted the roof comes in all at once?
 
Oh right, I thought it descended slowly, like something out of Indiana Jones. Are you saying you currently go in, a timer starts, then when it's depleted the roof comes in all at once?

Exactly. The player also get's hinted by a SE that plays faster and faster.
 
The start of an F-Zero fan game
formulazero.png
 
An attempt at Town mapping in my project. Personally, I'm not so good at town so I'm not sure
that it will turn out good or not.

There's two pictures here. The Old Town area in Arcadia, Imperial Capital.
testarcadia.jpg


testarcadia-2.jpg
 
@LusiferNazi: I like it! You did a good job merging and editing tiles for the sci-fi/modern feel. What are those floating orange signs? The bottom brick part of the chimney doesn't really fit, though. The bridge is nice, but I would try making it one tile thinner (to match the stairs, like this image):
Quick_Bridge_Stairs03.jpg



Don't actually have a screen, but a video! I'll only post one (you can find the other in my project thread), but it's a quick demo of the scripted ABS I've been working on; specifically, the incorporation of pixelmovement into XAS! See for yourself.

http://www.youtube.com/watch?v=-kpBN4IcXW0
 

Ares

Member

Wow regi, that looks awesome! Nice mapping and scripting!
(though at 0:36 it seems to be having some small bug or something)
Can we expect some kind of demo release anytime soon?
 
I'm still ironing out slight errors with passability but apart from that everything's working nicely.

About a demo, I really have no idea. I'll probably split release into 2 or 3 chunks, but it may be awhile before I get the main scripts and areas done (which I'd like, so saves won't get corrupted by transferring). I'll keep updated with screens every so often, but no promises of a demo soon.
 
regi":3m5p3o62 said:
@LusiferNazi: I like it! You did a good job merging and editing tiles for the sci-fi/modern feel. What are those floating orange signs? The bottom brick part of the chimney doesn't really fit, though. The bridge is nice, but I would try making it one tile thinner (to match the stairs, like this image):
Quick_Bridge_Stairs03.jpg
Those floating oranage signs are holoboard used for broadcasting news, directions and propaganda from the emperor.
 
http://www.youtube.com/watch?v=P0zM0ul-MMc
Skill animations are looking like fireworks displays gone wrong pretty awesome.
Also the Arena is trying to exist. Soon enough.
 
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