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The Screenshot Thread

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Looking much better Juan. Just another little nit pick since I noticed it. There was one more thing that is off in the map. The shadow from the statue does not fall at the same angle/distance as the shadow from the walls on the left and right(the little tower things). Outside of that, it looks awesome.
 
tumblr_lofzo3fLT41qlsez8o1_1280.png


its a long animated title screen w/ birds and it scrolls from the bottom of the forest floor to the top. drawn by the smae person that sprites all of the battle BGs in this game. i made the logo. hybrid of a pre-made font and some editing.

recently started adding classes here: http://thelonggoodbye.bitbonton.com/gameplay
 
jhzf4w.png

A mockup for the CMS for TCT, or how I imagine how it look.

Some explanations btw:
Firstly, ignore the other copies of the character status windows. Just there to fill space.

The meter with the Chaos emeralds (only actually present in Chaoin's status window, if he is in the party) is aptly named the Chaos Meter. In short, it's what you get if you combine Terra from FFVI's Trance skill with Paper Mario's Starpower Meter, but replace magic AP with CP (Chaos Power) and turning into an esper with transforming into a Chaos Chao.

The emotiball and chaos drive (one or two chaos drives, depending on the character's class) represent class, so Chaoin is a N/R chao. Some examples: D/R/F (Spiky emotiball, green and purple chaos drives), and H/P/S (Halo, red and yellow chaos drives)

The sparkle icon is experience, and the orange fruit is SP (Stamina/HP) and the purple fruit is ZP (Zeal Points).
 
hehehe, it's not neaaarly ready for release yet, there isn't even actual gameplay.
maybe in a couple of months.

need to get everything done besides this.
the main character isn't even finished.

the story is, however.
 
I think that there is too much going on
I really think that maybe you should cut down on the grass
believe it or not, I sort of liked the original because of its simplicity
 
I agree, I've heard this from more people, and you are right.
The amount of detail takes away from the main character and the screen loses focus in this way.
We'll be using other trees too (less detailed), and blurring the trees in the background.
I want to get some more detail than there was in the first screen though.
 
RGB_Beams1.png

Trying my hand on a light bouncing sort of puzzle game where you need to get the three beams into one spot. So far, the beams only know how to bounce 90 degrees to the left, so I have to work that out!
 
Well, there is not much to say judging from that screen only, it looks pretty solid and probably the way you want to have it.

As for the issue you having, I don't know where you decide how the beams should bounce, but my first thought was not to have it decided in the beams itself, but use the triangles where they bounce off decide where the beams should go to, if that makes sense.
 
RGB_ReflectAndAbsorb.png

I got reflections to properly work, and added filtering things. Later levels will probably give you multi-coloured beams that you'll have to split and separate with them. Now to make a control scheme that works, and make things movable...
 
9zrdr8.png


These animals will be the basis for my license board. I'm sure you're all familiar with the FFXII License Board system. My boards will have these particular shapes.

If anyone believes you can do it better, please do so. I'm not much of a pixel artist.
 
Juan J. Sánchez":21e5gjlo said:
9zrdr8.png


These animals will be the basis for my license board. I'm sure you're all familiar with the FFXII License Board system. My boards will have these particular shapes.

If anyone believes you can do it better, please do so. I'm not much of a pixel artist.

that's pretty sweet bro. they look really aztec/centralamerican and i always like that kind of artistic influence.

are you limited to just the single black color? i think these would be really slick if we could do just a little bit of anitaliasing. also in a few of them (like the rat), it looks weird where there's like a white like to segment the head away fom the body. making strong use of silhouette i think is key in something like these (like i like the bunnyone a lot).
 
Here's an update showing the new menu system I've been making (Including a progressive blur effect) and background art by thedudethatpwns who is trying out as the background artist.
http://www.youtube.com/watch?v=iG8tURxpb88

Here's a still image of the WIP menu system:
menutest2.png

Icons at top go to inventory, equipment, skills, stats, options, and other stuff that may be added.
The 4 windows at the bottom are for the party members, it will display name, picture, HP/MP, Max-defence and any status problems. At the moment the windows are just drawn as I haven't finished the party troop management.

(Still looking for help with this project, look at signature)
 
holy shit felixio dude that looks fucking great. things seem to look like they're really beginning to come together man. i hope you can find a good spriter because i cant wait to see how things look with the cahracters animated. :rock:
 
I love that kind of faux-3D perspective thing. I dunno what you'd call it. It should be used more often, especially given most RPGs have obscenely not-to-scale cities compared to villages compared to field scenes.
 
Amy Pond":18e66qs3 said:
especially given most RPGs have obscenely not-to-scale cities compared to villages compared to field scenes.
What do you mean by this?
The main benefit to this pre-rendered background is that the artist can cram unique details in that you can't usually get in a regular tileset, so a city can have tall buildings and smog, perhaps even a road with vehicles that aren't in a stupid looking angle of perspective.
 
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