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The Screenshot Thread

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Very nice title screen. I'm not sure about the light blue on the top and the bottom, maybe a warm color instead?
Here's a short video of my game. It's XBOX not RPG Maker.
http://www.youtube.com/watch?v=RZQeKA3UmQQ
 

titiy

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Charlie Fleed":2j95tm3k said:
Very nice title screen. I'm not sure about the light blue on the top and the bottom, maybe a warm color instead?
Here's a short video of my game. It's XBOX not RPG Maker.
http://www.youtube.com/watch?v=RZQeKA3UmQQ

The light blue border is actually the sky. It starts out at night then it switches to day slowly then night again and so on. I thought it was cool :boo:

And dude your game looks ridiculously good.
So when will I be able to get it on my xbox? :robot:
 
titiy":1xyqdahb said:
The light blue border is actually the sky. It starts out at night then it switches to day slowly then night again and so on. I thought it was cool :boo:

I see. It's the transition from the middle image to the sky on the top, and with that yellow-gold text, that looks wrong to my eye... but hey, it's just my taste.

Hartacon will be out not before Autumn 2012.
 

titiy

Member

Charlie Fleed":2vuh47j0 said:
titiy":2vuh47j0 said:
The light blue border is actually the sky. It starts out at night then it switches to day slowly then night again and so on. I thought it was cool :boo:

I see. It's the transition from the middle image to the sky on the top, and with that yellow-gold text, that looks wrong to my eye... but hey, it's just my taste.

Hartacon will be out not before Autumn 2012.

At first I had a little movie in the back but it got too crowded. And I decided to go from night to dawn/dusk/night and skip day :lol:
 
Decided to start up production on Odyssey again, after a several month hiatus. All the feedback I was given from the demo is being taken into consideration. While most of the issues have already been addressed, others are still being worked on. Older areas are also currently getting an overhaul, so I decided to post some before and after pictures of the first dungeon:

cavesbefore3.png
After:
cavesafter3.png


cavesbefore4.png
After:
cavesafter4.png
 
C-7.. I like it.. its interesting to see that you went for platform style.. Once my games
finished im looking into maybe making a platform game using rmxp and it's graphics. You
don't get to see many games platform made these days with rmxp.. will be interesting to
see where this games going.
 
This might not look like much, but because the engine I'm creating is modular there's a lot of problems with version control, someone may use different versions of different modules, if there's any problems then we need to identify what version of what module of the engine the user is running.

So I made a program that generates a version for the program when you build, which is ran at the pre-build step of the main project.
When you're running a debug version of the engine, the build number and date will appear on start-up, when you're running the release copy of the game, the build number will serve as a version number and will be displayed on the title screen.

versiondebug.png


Again, it looks like nothing, but with the engine design and the elegance of the code behind this, it's quite a big achievement for me and is mega useful if you want to make an auto-updating program that will only update modules that have been changed since the user's last version (Which is very cool, saves having to update through downloading the entire game again).

Of course, I plan for a Steam release so this auto updating idea won't be used if that is the case, it's more for internal version control.

It's weird how the engine's source folder is already 352MB in size and I haven't even got any resources, graphics, logic, AI or anything yet. It's all preliminary stuff before the project kicks off next year.

It's mandatory that I get a 2014 working demo completed, so I have a lot to do.

I also coded a texture manager that loads textures within the game loop without causing memory leaks and with a minimal memory footprint itself.
 
Jason":1esjcbxg said:
You make waaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too many engines and do nothing with them, what gives? D:
This is all the same engine, just rewriting the graphics and input systems and porting the logic into modules :U

Put it this way:
This one is better because it supports online battles.

Here is a slow version of a window opening animation test.
http://www.youtube.com/watch?v=9SKm84J6pNM

When framerate calculations are done I'll animate this in full speed, for this video it's locked at 500fps.

This might seem like nothing (Because it is) but to me it's quite a lot.

Here's the code behind it:
Code:
Menu::windowDraw(50, 50, 100, 100, "myWindow"); // Opens a window at 50, 50 with size 100, 100

Menu::windowDispose("myWindow"); // Closes a window
The animation is ran on different CPU threads to reduce any load on scenes that may be occurring during the animation and it automatically cleans up the memory for you when the window is closed.

Along with that, the texture loader is nearly done, I need to implement the timer systems (Which isn't done as stated above), so when the timer is done it will unload textures that haven't been accessed for a while, freeing up memory. I'll try to make the unloading time based on how much free memory you have, but for first tests it will unload any texture that hasn't been used in the last 5 minutes.
Textures are referenced by their file path and are loaded into the data manager with the line:
Code:
Data::getTexture("my/texture/location.png");
The data manager will load sound and other file types in the future, but I haven't decided how they will be done (A texture can only be displayed or used, a sound however needs to be manipulated before use).

I want to use OGG sounds with tags, so I can have music that controls the battle camera, so when a faster section plays the camera moves to a different angle, I'm also looking into inserting battle commands at sections of music, so bosses will do certain moves during a section of music.
 
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