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The Screenshot Thread

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It seems to me like if there existed the kind of scripting community for Unity as there is here for RMXP, people would be able to scrounge the scripts they needed. Maybe such a thing does exist and I just don't know about it. Also, you don't need modeling for 2D games; you do, however, need some scripts to manage the sprites because sprite management isn't built it.
 

R.J.

Member

There is actually such a community, and it's probably a lot more advanced and popular then RMXP scripting community. The official Unity forums probably being the greatest source, and the loads of documentation on the website.

I wouldn't advise a 2D game in Unity though. That's like trying to make a 3D game in RMXP, it's awkward and unnecessary.
 
After hours of hard work, I finally I finished the Medina Stories License Board v2.0.0. It now has an Action List window, and zooming capabilities, among the most notable graphical features. I kept the main code intact, so you can use this script with previously made boards. You will need some additional image files, like those for the borders, etc.

You can find the code here.
Medina Stories License Board v2.0.0

MSLB0001.png
MSLB0002.png
MSLB0003.png
MSLB0004.png
MSLB0005.png
MSLB0006.png
MSLB0007.png
MSLB0008.png
 
rey meustrus":bb49fmqo said:
@Aepriz: Nice. Enjoying the terrain feature? For everyone else who's wondering, yes you can make terrains like that inside Unity, however most other 3D models must be put together in a true 3D modeling application. Terrains are probably the most advanced 3D model you can build with Unity.

I haven't gotten the time to decently test Unity (about 2-3 hours only) but so far I'm really impressed. However, I'm really having troubles with the height I'm totally clueless most of the time how "big" my mountains are.

I thought I made some small ones yesterday, then I added tree and it seemed my mountains made the mt. Everest look small.
But I³ found out about the height pencil so that's a start I guess. x)
 

Tuna

Awesome Bro

I imagine it works the same way the FF12 License Board works (unlocking tiles allows the character to equip new items, spells, etc.), which is really awesome. Very well done!

FFXII_License_Board.jpg
 
@Juan: That looks really good! I love the way you've given the 'license boards' shapes. The only thing I'm not too keen on is the strong similarity with FFXII's -- the texture, the chess-board colors, etc. Even if it is intentional. :3 But yeah, good job!

Not sure if we're allowed to post vids, but if not I suppose it can count as an animated screenshot as it's one scene. :3

http://www.youtube.com/watch?v=Rz05aTlj9-M
 
Twin Matrix":3tmoj8fh said:
@Juan: That looks really good! I love the way you've given the 'license boards' shapes. The only thing I'm not too keen on is the strong similarity with FFXII's -- the texture, the chess-board colors, etc. Even if it is intentional. :3 But yeah, good job!

Not sure if we're allowed to post vids, but if not I suppose it can count as an animated screenshot as it's one scene. :3

http://www.youtube.com/watch?v=Rz05aTlj9-M

I'm not too hyped over the mouse add-on for RPGs, at all, not just in your video, but I love how you use several layers for battle animations. You should clean the screen a bit, though. It's hard to tell what's happening.
 
Thanks for the advice. :) What should be cleaned up? For me everything shown is pretty basic, but I'm used to it so I can't really judge.

As for the mouse, well, you can turn it off but I actually like playing with it. xD
 
It looks nice, but the problem I've got is that theres a lot going on in the background, and it makes it hard to determine between the characters and the backdrop. I like the idea of setting the action on a little floating bit of land (works in a lot of other RPGs) but I think it should be a lot plainer set for the action that then takes place on top of it. After all, thats what's important to the player in a battle.
 
Hm, so basically a less busier platform? A plainer platform. I should say, though, that this is probably the most busy background, with the jungle ground texture and all. Let me make a quick second battle vid later today with a more 'regular' background. x3

And maybe slow down the panorama at the background? I wanted to create a dynamic atmosphere, but perhaps it adds to the business.

@MigratoryEagle: Love your face graphic. <3 But the 'moonlight' on the water looks weird, like water dripping down. They aren't horizontal stripes, which they should be. :/
 
I still think you might want to cut down a bit on the stage itself. Think how Fire Emblem (screen) just has a plain set that mirrors the terrain. I think it would look much better like that. Just my opinion though.

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OK I haven't posted anything in a while so here's something I'm working on (yeah it's something new again don't judge me :P). Title screen for my current project, the background fades in and out of focus, with occasional flashes of light, accompanied with an unsettling track of sounds. The selected menu option comes into focus as you either mouse over it or select it with the arrow keys. (May be too large for some monitors so I'll put it in a spoiler):

Titlescreen.png
 
Hmmyeah, I should remove a little bit at least... Though to be honest, in that Fire Emblem screenshot the characters mostly stand out because of the thick outline & saturation difference. The worldmap background is still pretty busy.

That screenshot is HUGE. What engine are you using? Looks good, but I find the font at the bottom-left to be so thick it's a bit of an eyesore to read. e.g. the O has a barely visible hole.
 
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