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The Screenshot Thread

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Yeyinde":1toyfq9r said:
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...

these are really cool and i think the concept is rad bro, but the screens aren't graphically impressive. in other words for a game like this i'd want to see the action. god any videos dude?


now dude i've always had an unfair DISLIKING of you because that name was totally someone else's but i don't think you were aware of that anyway so it's not fair but i thought were kinda a loser

until i saw that image. and bro that's some really sick pixels. you do a great job with very few colors, and in terms of that I have to wonder how far can you really PUSH IT? i do see a few colors in there that have some redundancy: in other words,  .

i rally like what you're doing with the colors, but it looks like this is a pretty straight grayscale, am i right? i mean BLACK AND WHITE could be taken literally but with the capabilities of the game engine there's no reason to restrict yourself. in other words, i'm wondering if you could create a grayscale that still FEELS black and white but has some personality.

when i open this up i realize that I don't like your sidewalks, they're just obvious pixel squares. can you do something to give them a little more...idk DISTINCTION?

funk.png


this was fun. i didn't make too many edits but enough where you can see how i would aproach this style of project. i really love where you're at and where you're going. keep it up pal.

also delete every other streetlight there are way too many.

anyway here is my latest. nothing really new or fancy but hey.

maria_swing_down1.gif

i REALLY want to add more frames to it and make it like super smooth but i'm not sure if that would havea negative effect on gameplay.

EDIT: okay wow so this wasn't the pixel art thread but it's totally still valid and also that .gif is probably the closest you'll see to a screenshot in a damn long time.
 
Xilef":9r3rf3h5 said:
Amy Pond":9r3rf3h5 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.

I mean how, in most RPG Maker games at least, everything is on a 20x15 screen, with all tilesets the same scale - so the tiniest village looks the same as the largest city if you're only seeing part of it. Having this kind of scaling allows you to show really vast cities compared to tiny villages, etc. I.e. Final Fantasy VII - epic shots of the inside of the reactor done by making the character tiny at that point. It works well for really emphasising scale.
 
Dr. Funk":39trtn71 said:
a&d_screenshot3.png

ok I think I'm done with the exterior, now on to the interior!

Generally in Britain, at least, lampposts are spaced out at alternating intervals. Like one side is 1,3,5,7 the other 2,4,6,8. I think that would improve it.

Also some sort of variety in the road. Potholes, small cracks, litter, etc would really go a long way even if it's just a slight change of tone.
 
Amy Pond":2qswe42l said:
I mean how, in most RPG Maker games at least, everything is on a 20x15 screen, with all tilesets the same scale - so the tiniest village looks the same as the largest city if you're only seeing part of it. Having this kind of scaling allows you to show really vast cities compared to tiny villages, etc. I.e. Final Fantasy VII - epic shots of the inside of the reactor done by making the character tiny at that point. It works well for really emphasising scale.
Yes this does have perspective and most city street-scenes will be close to the ground to show the tall buildings, smaller settlements would be more top-down.
Want to abandon your project and join mine?

Movement animation and collision detection.
http://www.youtube.com/watch?v=0hfjrqdrX88
 
That looks friggin' awesome! One thing I notice that collision detection wasn't really working at the bed? I may be wrong though. Can't really say more about it.
 
Mr_Smith":28bbrw5a said:
That looks friggin' awesome! One thing I notice that collision detection wasn't really working at the bed? I may be wrong though. Can't really say more about it.
That's because there's no collision there yet, the bed was added by the artist and now I need to record some points to make a polygon for it, the design process is create 3D map -> artist draws scene -> tweak 3D map to scene.

I'll do the bed now.
 
Amy Pond":2u8aurdr said:
How do layers work in that? Are they individual pieces, or is it just a case of "this layer goes in front", "this layer goes behind"?
They're just pictures slapped over the 3D scene at different rendering points.

Background is drawn (Behind everything), then the objects are drawn from back to front, then the foreground (On top of everything).
 
@RavenTDA: that's how they are in my town... :huh: But I guess not in the rest of the world! I'll fix em after work today.

@noise: wow, thanks for the great critique man. I like your edits, but they seem to differ a lot from the style I was trying for. But I'm definitely going to work on some things you said (sidewalks and whatnot)

@Xilef: That is awesome. Carry on.
 
In this image, you can see some particle effects (the white lights) in the title screen.

MS0002.png


In this image, you can observe two things: the shadows on characters and NPCs, and the message system.

MS0003.png
 
Hey, looking good. The text looks nice but I wonder if it would look better bold? I dunno. (For message boxes I mean)

All in all though it looks pretty cool though.
 
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