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The Screenshot Thread

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It has to be you, because you're putting words in Steve Urkel's mouth. Unless this is a reference I'm missing (and probably plenty of others will too). I guess, though, that it's probably not as big of a deal here than it would be for a larger public figure, where crazy media people would make a big deal out of it and the "important" black people (you know, the ones that are somehow supposed to represent all African Americans everywhere) would denounce you and demand an apology. Here it's just possible you'll get flamed.
 
Am I a troll? Or is he a troll? If you're accusing me, I'm insulted you haven't even seen me around anywhere, but alas, HBGames is a large place and I don't participate in most of it. I'm just well aware there is strange baggage with that word. I'm also increasingly aware this isn't the "is the n-word OK in a game" topic, so I'll shut up now.

But I agree that the quote about his "grand grand dad" was pretty funny.
 

Bernd

Member

Of course I wasn't serious about my last post. I just wanted to show how ridiculous I find this discussion. This is the only forum my little screen caused such a discussion by the way.
And if I was a troll I guess I wouldn't take the time to create such screenies, would I?

But I have an idea: I have black friend down the street. A former colleague. I could erase Steve Urkel's dialogue, invite my friend and let him type in the sentence again in RPG Maker. Then it would be okay I guess, as long as he agrees to that?
 

Dust

Member

This is a screenshot of a map I'm currently working on, from my project Numina. The territory is called "Nebelpfade" which translates into "fog paths", but I guess I'll have to look for a more stellar name for the English translation ;D A fog-shrouded, slightly gloomy place. Where you always have to carefuly think about your next step, in order not to fall into the bottomless abyss:
e9dva8s2.png


The clouds are partly animated, some of them are below the player, while others "hover" above the player.
 
Well.. definitely foggy. It'd help if you could find a way to help the players pop out more - the whole map has a rather limited pallette, and things are hard to see under the fog.
 
Nice map and as action said it should be a little less foggy..

Also, on the stairs...
it should be like this
[]
[][]
[][][]
[][][][]
[][][][][]

Not like this
[]
[]
[][]
[][]
[][][]

Your stairs look like the first (front view) but are tiled like the second (side view)
But that is just a little detail
 
I honestly loved the fog, it's very atmospheric.
Which is hard to pull off with 2D.
Some might see it as too much, but i see it as imaginative.
It reminds me of the thick fogs of Silent Hill, only not scarey. *laughs*
 
For an overlay fog, it's too much. For an actual atmospheric fog, superb job! The fact that some layers are below and some above the player makes it very 3-dimensional. Are you working any cool puzzles or dungeon design around the concept of fog?
 

Dust

Member

Thanks for the feedback!

@action That's true. The fog get's thicker and more opaque at certain spots but I intend that you'll always be able to see the player. Yeah, the palette is toned down, but actually there are also some rather green parts, with plants and a few trees. You can see a small excerpt of this on the upper left side of the screenshot =)

@LiquidMetal91 I don't really see your point regarding the stairs, sorry ^^". The only stair I see on the map is the one at the top of the screen and it kinda goes like this:
[][][]
[][][]
[][][]

I think you meant something different, right?


@Mikepjr Thanks! Oooh, yeah...The atmosphere shouldn't be as opressive as in Silent Hill, I don't want to make a horror game after all ;)

regi Actually yes! As I already wrote the fog is partly animated, so the fog clears at certain times, which gives a better sight on the surroundings. I thought of playing a little bit with that, but that's just one of many possibilities for puzzles and other gameplay-related things ^^
 
Dust, he means the way your stairs look now, they'd have to be incredibly steep to get up to the top floor, since they stick out from the wall just a tiny bit, one tile. Personally, stairs have been mapped that way since forever and I just go with it. So it's up to you if you want to change it.
 

Dust

Member

Ah, now I get it, thanks HarryE. I guess it would be more logical if they'd stick out more from the wall since the stair isn't that steep. I'll try it out, thanks for the feedback =)
 
It's been a whole year since I've even touched my project and for whatever reason, I had the urge to look through it again and I got inspired to work on it. Still have a long ways to go and I'm only really working on it now because of Thanksgiving break, but maybe my continued work on it means a demo will appear finally after like almost 7 years of casually working on it? (seriously started working on my project in 2005 right after high school!) Anyways, I'm going to try to dig up an older screenshot of the same battle scene for comparisons sake. Anywho, here's what I've been working on. (I actually finished the boss' animation)

Edit: Found a relatively older screenshot from like 09'. You can see sprite differences here and there.

Buniroot%20ss.PNG

Forest%20Scene.png
 
Why is it I can never view images from bb.xieke.com? Or access the site at all, for that matter.

Here's another 3D engine I made
http://www.youtube.com/watch?v=4qGaWsX1NJc
 
So, it's capable of not rendering blocks which are completely invisible? That should save some processing, if the check itself doesn't introduce undue overhead. I'm guessing the transparency thing was just for testing, and that the feature would be disabled if you intended to really render a transparent block (window, perhaps?). It was a little hard to discern what was going on...
 
omg I have no idea why I am so motivated to keep working on my project all of a sudden but i am happy with newer and newer results. Batch-o-screenshots nigguhs:

My first boss character is now fully animated.
enemy%20attack.png


So are most of my character battlers. LOOK AT CELLA SKILL---ing. :D
skill.png


I just finished Kaiser's new battler today.
3.png


I mean jesus christ look at what these foos first looked like when I attempted them in 2005, then 2007, and then now.

wtf1.png

wtf2.png
 
Threw back in 3D models
modelsprites.png


EDIT: Oh yeah @meustrus -
It uses traditional ray-casting to calculate what's visible and then draws the polygons and the contents of the sectors accordingly (With some overspill if the contents of the sectors is wide enough to appear in another sector, eg. a wide sprite that's just around the corner).

It's faster than drawing the individual wall slices and gives the option of a free-look camera, it's also super easy to expand on making development easier, the draw back is distance fog will be a bitch to implement.
EDIT2: The other drawback is that when looking up and down the ray-casting become inaccurate at the corners of the screen, I fixed this by repeating the ray-casting in the side-way directions as simply expanding the FOV actually doesn't help as it doesn't capture the new directions sharply enough, I overcame any slow downs with this extra processing by using the current game tick as the identifier for if a sector is visible as opposed to erasing all the flags after each frame is drawn and reduced the amount of trigonometry used as much as possible and replace square roots (Used for the ray-casting mostly) with a cheaper estimation, the errors produced with that inaccuracy were already repaired with the side-ways ray casting.

EDIT3: Those of you who had doubts:
tabletextured.png
 

Cait

Member

vxacescreen.png
:heart: . :heart: I downloaded VX Ace and I just have to say that they've really impressed me. You can do things with this program you couldn't do, except with events or not at all. I'm impressed. Sure, this map isn't anything you haven't seen on Vx before. But I thought I'd play around with it and post a map.
 
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