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The Screenshot Thread

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So, some strange error destroyed my last little fun project. Now I'm going to try and get a little serious about it - perhaps that will keep away the VX demons. Here's some exterior shots with some flashy tileset additions.
darkjustice1.jpg

darkjustice2.jpg

darkjustice3.jpg

The game is going to be called Dark Justice, and I plan on releasing it in smaller episodic releases. I'll try and get a concept thread or something up soon.
 
Hehe. Thanks, GameBoy. The game is going to take a little inspiration from the Cthulhu mythos, yes. The font is Steinem, I believe. It's easily the best font for any game - easy to read and looks cool.
 
Wow, that IS a great font. But it's not Windows standard, is it? In which case it's not a perfect option to use, in my opinion...

Juan J. Sánchez":vgf8sdoy said:
The scrolling panorama might be unnecessary. A nice background image would do well instead.
Is this kind of a battle background better? Or still too detailed?

http://www.youtube.com/watch?v=f65GG09DoUQ
 

Ares

Member

I think the background looks just fine now, it is much more subtle. I really like how smooth it works, the only thing that bugs me a bit is that the perspective of the pillars isn't completely right i think. Good job!
 
So I decided to do a solo project in order to learn how to map, event, sprite, etc. You know, learn the ropes of RMXP better, so I can help out Star with my new skills on Ghost Shards.

I created a fairy village in the middle of a forest - but I feel it should be more... magical and prettier... It's missing something...

PixieVillageSS.png
 
Things that make me think "pixie village":

- Red and white toadstools
- Tiny hanging lanterns
- Stone circles / toadstool circles

But that looks good.
 

R.J.

Member

Personally I'd go for more tree-houses and more close together so it actually looks like a village and not a field with spread out tree-houses.
 
@Ares: Jep, perspectief klopt daar niet helemaal. x3 Maar dankje!

@Juan: Thanks! That's good to hear.

@Strawberry: Yes, it isn't that magical looking right now. You could add stuff like... little fences, a cart of food, some magical mushroom/stone looking circle, strange fantastical plants growing because of the fairy's presence, a pond, etc.
 
Today I went back to my old ray caster engine and re-created the code base and replaced the old floor code with the polygon code from battle world rpg, I then repaired a lot of the visual bugs and ported the code back over the battle world which fixed the swimming texture problem in the battle system.
flatcast.png


The number at the top left is frame-rate, with the original flood-fill floor code the frame-rate was 50 fps at this exact same position, so there's a 5x improvement in speed.

In this engine it renders the floor based on what sectors are visible from the wall rendering code, these visible sectors are added into an array along with the player's sector and rendered before the next wall rendering, so there is 1 frame latency between the floor and wall sync, but at ~250 fps you will never notice it.
Unlike sprites, the flats (Floors and ceilings) can be rendered in any order.

I also removed the square root from the renderer, so that's only currently used for the input commands.

Finally, I took the system code from battle world RPG and applied it's timing functions to this, I added some mathematical stuff into it and then once again ported it back into battle world.

I may make this ray caster open source for the forums if enough people ask me for it.
 
rey meustrus":2k77noiw said:
Nice. Any chance for some anistropic filtering on the floor and ceiling?
It's not done on the GPU, all software, so no chance at all
EDIT: Also, it's anti-aliasing you want to solve the scattered floor and ceiling pixels in the distant, anisotropic filtering solves a problem with mipmap levels as mipmapping only takes distance into account so is extremely visible when viewing a plane from a non-perpendicular angle.
 
Okay it's a large picture this one, and if you follow the URL for it, you'll find a full-size version. Ignoring the cliffs and the parts that obviously haven't been done so well, does this look like a "not so often travelled River Pass". And most importantly, any tips or hints on the actual mapping itself.

RiverPassScreenshot.png
 
If you want to make it look not-so-travelled then fill the place up with bushes and over-grown plants and get rid of the paths. At the moment it looks like a nice picnic location.

And the tower of rock in the middle look unnatural and foreign, does it have a purpose?
 
Ah, perhaps my description wasn't very apt, I meant that whilst people do travel around here, it's not a very often used area. I have started putting in a few climbing plants on walls as you suggested, I want it to look pleasant however because there's two choices at this point, the River Pass (longer and peaceful) and an Ancient Battleground (shorter but more dangerous).

As for the rock formation in the middle, it's really just there to take up space.
 
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