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The Screenshot Thread

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@Regi:
Okay, removing fallen log (That piece is separate from the one above it :P)! :>

@Macon:
So in the middle cluster, with the fallen log, The fluffy looking tree doesn't match...right?

EDIT:

Macon, I really like it :3
 
@bakey: pretty cool! I'm not sure the font is the greatest for minor text though.



Vicari%20Chase.png


Man, capturing a good screenshot took about as long as coding the damn wolves itself :X
Anyhow, here's a pic featuring a wolf chase through Vicari Woods. It's a long winding mazey path, full of enemies and obstacles, not to mention the wolves themselves, equipped with amazing pathfinding sense of smell! Only thing left to finish are a few more sections of the woods and, well, ironing out the irksome lag accompanying the map.
 
Well Regi

You should practice your RTP mapping a little bit you are breaking some rules.

Dont use two different trees with two different palettes that looks silly make sure to be cohesive

Your long grass is really boring and square. Try to make it more arupt. Also, those little one tiles patches of long grass go on another layer around the sides or long grass. It makes it look so much better.


Y...OYOyoietheiy You better get rid of that undulation auto-tile right now mister. you dont put an undulation tile on the same material. You use it to transition between to different types of material/tiles. For example, grass and sand.

And oh no regi you are clumping stop clumping all of your objects. Add some more and spread them out.

I would do some recolors on the big tree to make the trunk the same color as the rest of the trees

And dont put weeks on long grass they stick out too much~

Forests rely heavily on autotiles where are your autotiles mister. You should be having more decayed grass and stuff. And its a forest it needs some more trees.
 
heh thanks for the crits! I know I'm guilty of a few RTP tricks here and here (some due to laziness more than anything else). I'll try and recolor some of those trees; I was looking for variety, but I understand same color palette looks nicer.

What exactly do you mean by more autotiles? The long grass and undulations are. Speaking of the latter, though, imo they look fine for non-transitions, mainly because I replaced the ugly square ones with some rounder ones. They're mainly for adding the extra level of elevation without annoying multiple cliff tiles to deal with. Each to his own, though.

And I know some bits look plain, but it's hard to capture everything in one small screen; overall, the forest map looks nicer when you're traversing it. I'll def take your advice in to account though! Less clumping, consistent colors, etc.; will do.
 
What exactly do you mean by more autotiles? The long grass and undulations are. Speaking of the latter, though, imo they look fine for non-transitions, mainly because I replaced the ugly square ones with some rounder ones. They're mainly for adding the extra level of elevation without annoying multiple cliff tiles to deal with. Each to his own, though.

The problem is that there are no such things as mini-cliffs and even as circles they dont make sense logically maybe i am the only one who never do it.

gosh i was such a prick for a while

anyways its really dark why is it so dark:
83469931.png


let me try to find a better example its so darn dark
 
Oh I see what you mean by decayed grass/path autotiles. I'll see if I can add some in. And the trees probably need some clustering together (layering them in the map editor is getting kindof tedious); guess I should work on editing that tileset.
 
I just spent quite some time adding stuff onto an old tileset I started making a while back. This was for the beginning of a completely absurd game based on the misadventures of a teacher who gets sent back in time. I made this map before, except in a much larger room (a bit too big) and with an incomplete tileset. Still not exactly happy here, but it works. The spritework isn't exactly fantastic, but again, I tried.

janssens_classroom_redux.png


Supposed to be based on an actual classroom I used to have classes in. The cupboard doors against the wall are supposed to be able to slide from left to right, hopefully to reveal some secret items. It's still a bit too empty, but it's getting there.
 
coyotecraft":3twe5scf said:
@felipe_9595:
It always feels strange to see a dark map with fire thats not illuminating anything. I'd suggest doing some cosmetic lighting if you can
viewtopic.php?f=48&t=15030
Also I never cared for the rtp fog. I'm never sure if it's cloud shadows or black smoke?

thanks, that gonna be useful for my 20 x 15 maps (i use a lot of fogs, so i gonna load it as a image :P). Sadly this map is huge so i cant use that method (the fog is essential, that is a boss room :S). Maybe i gonna add some lights using the Charset method.

As a side note, how looks this map?????
barras1.png


EDIT: =D I found a way to put fog and light effects together =D

26621923.png


Gonn edit the boss room in a second =D
 
The background fog in the first screenshot looks really good.
In the second screenshot you could add a little blur to the dark fog at the top so it doesn't look to sharpened.
 
@Magitek: Much better! Try them out in a real forest map now and see how it works.

@felipe: The light effects are nice, but oversaturated in color (try lightening the blue lights). The maps are also quite dark. It's difficult to find the right screen tone, but there definitely exists the perfect tint that conveys darkness while allowing the player to see clearly.
 
@Felipe: Like what you're trying to do, but it isn't quite there yet. In that third shot, it looks like there's a UFO outside with that insanely bright blue light or something. Some of the stuff that's in the dark might want to lose some saturation, and you might just want to take it back a bit as well. Like regi said up there, there's a right screen tone that makes the image feel DARK, but doesn't make it completely impossible to see properly, AND that fits your mood.
I think the shot in the lounge(?) (the one with the blue seats and the bookcases) looks the best, just because the lights don't feel like they're fluorescents balls in that one, it feels natural and real. The first shot looks strange (is there a wall missing at the left side?) and the final two don't really look bad, but the lights are just a small ball of light surrounding their source their. Fire is a pretty strong and distinct lightsource, even in a small way it affects the way everything around it looks.

@MagitekElite: Agreed with above as well that I would like to see these in a complete map to see how well they work. They look great like this, though. I'm not sure if it would be noticeable if a cluster of trees is used multiple times, but if you have enough variation, perhaps the player shouldn't even be able to notice. Either way, it's a great way to break up the monotony you'd otherwise get from just using standard trees, so I approve strongly.

@Gravija: The game probably won't be in Dutch. It may be largely based on real people and may have started as a bit of an in-joke, if I ever intend to release it, I'll want it to be understood by most people. The main character, mr. Janssens, is a Dutch teacher though, which is the reason why there's that poster in his room.


I figured I'd post some more WIP shots of this little area I'm working on now. I feel like I still need to add a few objects and eye candy here and there, even just a little bit. Tried to do a radiator for underneath the windows, but it looked horrible so I put it on fire.
atheneum.png

The idea is that I'm putting all of the adjacent rooms in a sort of dark shade, suggesting their presence, but not completely putting them on one map, so that I have my character enter this room and be on another map. Currently every transfer is accompanied by a fade-out from the last to a fade-in on the new map, but I still have to see if I'll do this everywhere. I don't want it to become tedious.
The panorama is probably a placeholder, something I whipped up quickly with a tree that greenraven sprited and I apparently had somewhere on my hard disk, but it all looks pretty much like what I want to have in the end. The stairs at the bottom of the hallway (which transfer to a lower floor) look pretty terrible too, which I will probably attempt to fix at some point.
The bottom shot is actually pretty much the same one that I posted up there, but it's just for the sake of comparing the full classroom to that what I want to suggest in the hallway map.

janssens_house_wip.png

My spritework on this is prrrrretty lazy, but I'm pretty bad at making graphics all in all, to be perfectly honest. The door obviously still needs to be replaced and I think the smudges on the wall maaaay be just a little bit too much. I dunno, it's supposed to look like a bit of a dump, but then you get that kitchenesque area and ugh. I was intending to, perhaps hang a painting on that wall between the hall and the living room area. This house only really gets visited a while into the game, so I thought it might be fun to have some different choices for paintings there, depending on some choices made during the rest of the game of course, just as a tiny little thing to feel proud of myself.
 

R.J.

Member

Actually, your spritework looks pretty good. Better then what I could pull off, at least. I just can't fit all the details I want to in those little sprites.

Anyway, it looks pretty promising except for the idea that you play as a teacher.
 
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