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The Screenshot Thread

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Hey MigratoryEagle (and anybody else that's interested)...I think I may have found a way to port RMXP games to iOS (iPhone, iPad, iPod Touch). Any solution of course would require the developer own or have access to a Mac with XCode to actually build the project. Also, because the iPhone screen resolution is 480x320, some additional scripting might be required to reorganize game scenes to fit (it's half the size of RMXP's usual resolution). I might be willing to develop the interface between the Ruby game engine and the RMXP scripts, but this is one project I wouldn't just give away, since the reason to port RMXP to iPhone is to try and sell it for like $4 each to millions of people (imagine if everyone bought a copy...you'd be a millionaire!). So I'd like to gauge interest and how many people would be willing to pay money to port their RMXP games to iPhone. And if you're wondering "What about RMVX?" then, well, the only thing preventing me from that is a VX Tilemap rewrite and a way to implement sprite wave effects.

Now, so as to avoid being the guy that always advertises his own stuff but never shares, here's what I've been working on lately: a tilemap editor in the Unity 3D game engine!

unity_tilemap1.png
(seriously? Mac includes the window shadow in screenshots?)

You might also be spying another project I was working on that's a bit on hold right now...a ship tileset based on TheInquisitor's tiles. That's actually a fairly old version there because the most recent is too big to fit onto a 1024x1024 texture and would have to be split into multiple textures...so it was just easier to use that one for testing. Not that you can see much since I apparently took the screenshot while using the Erase brush...
 
Holy crap, that editor looks great.

Is the actual mechanics worked out for you when it comes to actually creating the game?

(And yeah, window shadows are the bane of my existance)
 
Well, the TileMap that you see also has a mesh collider attached and a character can in fact walk on it. I've been trying to figure out the best way to set up the camera so that the TileMap can be pretty real in 3D space for physics purposes but still appear at pixel perfect accuracy. I'm thinking I'll end up putting the camera above looking down at a 45 degree angle and I'll figure out some kind of matrix transformation to stretch it vertically by sqrt(2). Also I seem to be having problems with border interpolation or whatever...all I know is that I've seen this before in an explanation of a libgosu feature.

Now that I've got tiling working correctly (even the pencil mode works properly), I can work on my serious goals. Besides the above issues, I intend to implement heightmaps (vertex only), autotiles, and prefab sets of tiles so you can create a complicated pattern and turn it into a simple brush. I'd like to tackle animated tiles as well; the easiest way to do it would be to switch textures but I'm not sure if it's better for performance to do that or to rebuild the mesh dynamically. Rebuilding the mesh is super fast in the editor, but I don't know how fast it would be on say an iPhone, and I haven't done anything with thousands of tiles yet.

(also, it just occurred to me that I should point out exactly how much of that screenshot I am responsible for. Unity is a professional quality game engine and editor application for which there is a free version but also a super expensive pro version. I'm only responsible for the tiles/brush cursor in the scene view and the controls in the right-most panel; for that matter, I'm only responsible for the part under "Tile Map (Script)" and above the Ship Tileset material information)
 
RedRedd":x7effgxo said:
I take it you are making a FF12 remake?
Looks very nice :)

No, I'm not. But I will be using my system in Medina Stories (my project). It's also open source. I have the script posted here in HBGames.org if you care to take a peek.
 
The game looks graphically gorgeous. That being said, there's an introduction forum and a project forum. You can advertise your game in these forums. The Screenshot Thread is mostly for comment and critique.
 
Agreed, looks pretty nice. I however would like to know of your story to see if the graphics are just another thing going for you or not.
 
Everything looks pretty good except for that random irl statue. Might want to at least try to make it blend...or pixilate it or filter it to blend in a bit more. It just sticks out in a really bad way compared to how nice your other maps are.
 
@Juan J. Sánchez:
Very creative! I want something like that in my game. I can't wait to see more dude!

Yes, I will make a topic pretty soon. I'm just posting some a lot screenshots of mine.
 
@Zankoku no Yami
2lo22c6.png

212fpzc.png

2iactxt.png
Credits: Hanzo Kimura, Alisa_Tana, Benben (in no particular order) Orginal link
Hanzo had them for a game of his on another site and released them not too long ago. I believe some are custom and others are recolored rips. Enjoy~
 
RavenTDA":1mcduo74 said:
@Zankoku no Yami
2lo22c6.png

212fpzc.png

2iactxt.png
Credits: Hanzo Kimura, Alisa_Tana, Benben (in no particular order) Orginal link
Hanzo had them for a game of his on another site and released them not too long ago. I believe some are custom and others are recolored rips. Enjoy~

His game is probably where I first saw them, haha. Just been seeing them more often.

Cool! Thanks a ton! I just LOVE how these trees look. Especially cluttered. Gives off the clutter foresty feel I actually have been wanting my mapper to pull off, hehe.
 
I seriously love that last screenshot. I'm using the same battle system, but edited to my likings as well. Btw, will your game be released in spanish or english or both (at the same release date)?
 
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