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The Screenshot Thread

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MagitekElite":85vzji99 said:
Oh, okay! So I need to make them something like this, right? :?:
http://i51.tinypic.com/v3em3l.jpg

well i use more modest house design, cause i don't like making house sizes too large as they unncessarily take up space on the map (making the map bigger, thus harder and longer), and makes the roads between houses a bit of a longer stretch. Also, i'll just say that the house is now too large and is taking up s[ace/hiding the road from the player.
 
Argon's Past had excellent house design, small, yet not ridiculous and it used the tiles fantastically to give each building more detail beyond the standard use of tiles.
 
well i would recommend that as it is literally blocking the path of the road.

also, making a much larger house isn't the only way to make a 2 floor house. the second floors of houses are generally smaller, so for a town screen like that you could just make to top half smaller but adding a faux building on top...
not sure if you got what i was going for, and i'm too lazy atm to map something out and shit >.<
 
MagitekElite":dpmkvsqw said:
I have two houses at the very very top. :eek::

But okay, I'll mess around with the top houses.
I wonder which one is closer, eh?
whichoneboy.png
 
Hey man no need to be a douche; I understand you're trying to help, but when a user's honestly questioning your feedback and advice you don't have to give her such a hard time about it. Besides, "very very top" is ambiguous when one house is larger than the other.

My comments are more directed at the village ground; some of the paths and clumps of grass are rather arbitrarily placed. Remember, paths are made by passersby who walk over the same ground (or laid to guide people to places, if brick). Patches of grass and flowers would grow in other places, where people rarely trod (or on one's lawn).

By the way, just a general rule of thumb, the Mapping Improvement Thread is a better place for this kind of in-depth crits. Screenshot Thread is more for comments on overall design, graphics, appeal and whatnot.
 

mawk

Sponsor

GameBoy":18oo1n41 said:
epickakolaboracjaftw.png

Still WIP (some elements are missing or need fix) but take a look and critique.
Background was made by me (it need some fix too) and other graphics was made by my friend Amakuro.
I hope that not all maps are so low-contrast, but this looks really nice, man. you pull off the whole foggy thing very well. the shadows underneath the cliffs on the top-left seem a little weird, though, since the lip protrudes a little farther than the shadow and the shadow itself cuts off so abruptly.

like I said, though, this effect is definitely best if some other maps are going to have more contrast and less haze to them. it's an excellent atmosphere, but playing an entire game with this colour scheme might get pretty dull to look at.
 
@Mundane: Don't spend too much time on "the menu system and other aesthetics." Make your gameplay look that nice and make your menus functional. Nobody cares how pretty the menus are, unless the rest of the game looks crappy in which case they'll be thinking "Why doesn't the whole thing look like this?"
 
rey meustrus":1dms0t9z said:
@Mundane: Don't spend too much time on "the menu system and other aesthetics." Make your gameplay look that nice and make your menus functional. Nobody cares how pretty the menus are, unless the rest of the game looks crappy in which case they'll be thinking "Why doesn't the whole thing look like this?"

Meustrus is absolutely right. The first version of Aedemphia looked like crap, used borrowed charactersets, borrowed tilesets, borrowed music, and had absolutely no cutscenes or videos. Now it's amazing.
 
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