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The Screenshot Thread

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luv_kitty12":2f8wmfdc said:
Here is a screenie. I don't know, but it feels like it's just a map with some events and a fog. <_< I can't seem to get the right feeling...any suggestions?

Screenie.png
The landscaping is quite well done. However, the colors seem a little bland. Maybe you could add a little more contrast to the tileset or remove the fog. Also, you could think of adding more scenery: butterflies, particles, birds, flowers, weather effects, etc. In the end, I think your main issue is lighting. Try adding shadows and beams of light.
 

SPN

Member

medinastories":9cbuzdjl said:
The landscaping is quite well done. However, the colors seem a little bland. Maybe you could add a little more contrast to the tileset or remove the fog. Also, you could think of adding more scenery: butterflies, particles, birds, flowers, weather effects, etc. In the end, I think your main issue is lighting. Try adding shadows and beams of light.
Personally, I'd say after fixing the slight contrast issues, I wouldn't try adding too much more to the map. It's quite busy as it is, you wouldn't want to overcrowd it.

Not trying to argue, just throwing another opinion out there :)
 
Decided I should probably post my WIP screens in here rather than spamming up my project thread with them.

Finished the hotbar rendering, item/spell placement and the input detection. Also finished writing the global button handlers. I can now create a button struct and the engine will automatically handle the different states and their corresponding texture changes (normal, mouseover, mousedown) as well as a generic trigger which'll spark off the button-specific procedure.

lolhotbar.png


Also created the shop UI design. It's subject to change, but I'm fairly happy with the design. Also has an early concept for the item description tooltip.

robinsnewgui.png
 

SPN

Member

RobinP":1tx1croo said:
The main reason why I'm quoting this is just so people have the opportunity to bless their eyes with it twice. This looks incredible. Might be kind of a weird question, but how did you go about making the different stat/inventory windows so nice? Not what's in them or anything, but the actual "drawing" of them. You know, the art.

Wow, this should absolutely not be this hard to explain. I shouldn't post right after waking up.
 

euros

Member

I kind of felt like posting this. Wacky first try at spriting, I used lots of Stamp xD
RTP mixed with aute autotiles (whoever made that grass, I don't know).

screeniecweb.png
 
SPN":1ilq91r1 said:
Might be kind of a weird question, but how did you go about making the different stat/inventory windows so nice? Not what's in them or anything, but the actual "drawing" of them. You know, the art.

Wow, this should absolutely not be this hard to explain. I shouldn't post right after waking up.

Do you mean the style of the windows? The entire thing was actually built up with block colour with a couple of strokes and some inner glow. After the wooden areas were designed, the indents where items would go were added by simply deleting parts of the wooden areas. The wooden texture was then set as an overlay and added afterwards. Then, for the character screen, parchment was added for the text rendering area.

It's very simple to do the actual style of the layers. The reason it looks so nice is because of Rory's amazing ability to choose absolutely fantastic colour schemes. There's some great contrast on the screen, and it all seems to work.

If that's not what you meant, then I'm sorry. Just woke up myself. I won't be able to articulate myself very well till I get my morning dose of nicotine.
 
@RobinP: That's simply beautiful. It's pretty simple yet nice and beautiful. ^^

@euros: The grass doesn't really go well with the rest of the tiles. It looks to be more RM2k like. The character style doesn't blend in so well either. However, on the other side, I really like the lighting. ^^

Another screenie from me. This time is a little cave in the game. For the first time, I think it actually has a good atmosphere but still seems a little empty to me in terms of characters. Any suggestions, guys?

screenie.png
 

euros

Member

screeniecerbosi.png

Better? And would RTP style characters really look better? Before I start spriting positions and such I have to decide what character style to use I guess :) Thanks a lot for your advice!

I think you overdid it a bit with the flowers. And some wildlife would look great too to get some movement into this (rats whatever). Only my opinion though.
 
My first try at the evented title/menu for TCT:
menuts.png

Also, logo and words are credited to Jbrist.

euros:
Your map looks above-decent but some problems here:
The cereberus like being at the top really sticks out in a bad way. You might as well improve the lining and color or leave it out.
Your cliffs need bottom edges, also make them more random like nature!
The cave entrance is TOOOO SQUARE.
Where is that waterfall coming from? It better not be coming out of thin air. Waterfalls have to come from some source, whether being a river or lake.
The ground looks too plain...spread things out a bit and add more stuff. Threes of stuff in triangles work great.
 

SPN

Member

RobinP":wxk7w2ko said:
Do you mean the style of the windows? The entire thing was actually built up with block colour with a couple of strokes and some inner glow. After the wooden areas were designed, the indents where items would go were added by simply deleting parts of the wooden areas. The wooden texture was then set as an overlay and added afterwards. Then, for the character screen, parchment was added for the text rendering area.

It's very simple to do the actual style of the layers. The reason it looks so nice is because of Rory's amazing ability to choose absolutely fantastic colour schemes. There's some great contrast on the screen, and it all seems to work.

If that's not what you meant, then I'm sorry. Just woke up myself. I won't be able to articulate myself very well till I get my morning dose of nicotine.
Yep, that was just the info I was looking for. Looking back, I probably should've picked out the stroke/glow additions. I'm just not familiar with their usage outside of text. Still learning!
 

euros

Member

@Miles Castea

Thanks for the list, it's a lot but I won't get depressed xD
The only thing I don't get is: Make the cliffs more natural. This is supposed to be part of a valley/gorge.
The waterfall is coming from a lake on the top of the gorge. Unfortunately I did really bad with layering the trees and thus couldn't position it more to the right...

Well I will finish following your advices tomorrow, but this is the last result I'll post here. The eagle is a place-keeper for now :)

screeniemissionxx.png
 

euros

Member

I really want to crit your post but I'm afraid I can't say much. Well, two things: I really love the title screen, did you make the 3D background yourself? The font is still a bit rough at the edges (literally), do something about the white pixels :)

Oh ok thanks, I'll see what I can do about this.

screeniemissionxx.png
 
Nah, I think it was a vector ST released when they originally advertised for Sonic Adventure during the late 90s.
Believe me, I've used paint.net to clear off all stray pixels so tis is the best I could do.
 
luv_kitty12
Perfect RTP use in this cave map. Really beautiful.
The town also got good, I liked the way you worked with the colors at most things. You can improve the trees that are a little opaque, also the grass color tone could match with the common grass. Talking about the mapping, your houses looks a little "random", they can use some symmetry.


RobinP
Very nice interface design, clean and objective, the way it haves to be.


This is my last lighting effects try. I used a differente technique this time, here is the result:
Obs: This map wasn't made by me, it was made by a friend.

mapadracunsoriginal.png


mapadracuns.png
 
Those are very nice screenshots, Andarilho. I had to look twice to see that it in fact was the same map, it looks alot different with those lighting variations. I don't really have much to say, but are the tilesets done by yourself? Maybe you can put those toy bears in two tiles horizontal to each other, it's a bit weird as they are all placed with the same distance between them. But that is just me :biggrin:
 
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