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The Screenshot Thread

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Nice screenshots, but please don't save your screenshots in JPG. PNG is better. I like the last screenshot, but the first one could use some work.

Stats1.png
 
What should I do to the first one? I mean, I thought of putting things on the walls, but its a tent...that's not really a logical thing. Ace's garbage tent tiles might be to blame for it as well. XD
 
Mundane: I like the mapping and everything looks pretty good. There's just no defining features in the screenshots. Right now you have a nicely mapped snow forest area and thats fine and dandy but because there is no schitckt to it they come off as average. Think of some defining world building features to maybe have. What you have is good but expand~
 
Yeah, I see what you're saying. I'm really trying to focus on gameplay and narrative with this little "experiment". What I kind of want to do is get some more ruins tiles and blend them through the landscape a bit.
 
I feel like I'm always in the same spot in my game :\ At least now I have actual screen shots and not mock ups. But I'm really starting to lose my patience at how slow I am at getting anywhere.

Title screen:
d8ksn.png

Prologue:
2hellsl.png

My message thanks to BlueScope:
2v2ea7s.png

More of inside the castle:
spx8h4.jpg

Outside the castle:
1dy6qa.png

And a WIP I'm working on now:
ke9mpj.png
 
I think the ground on the last screen looks too intricate :biggrin:

Gotta say though, now that I'm seeing individual screens all at once, I really like the style you got to them... I missed that looking at the moving game, for some reason...
 
Wyatt, the icons look a bit pixelly compared to the rest of the graphics, and the border is a little thick for the chat window/inventory, but otherwise it looks great!



Been working hard on a bunch of new and edited systems for Scavenger. Here are a few screenies depicting not so much the puzzles in the dungeon, but the scripts' features. After weeks of coding, I present:

Golmar%20Mines2%20Past.png

flashback in the mines. hint: you can listen to what the miners were saying!

Golmar%20Mines3.png

uh-oh, better chuck that thing before it explodes! (yup, you can pick up and throw bombs now)

Golmar%20Mines4.png

falling stalactites and mine-tracks... but where's the cart?
this section of the mines inspired by HarryE's CoG:LoZ~

Still working on a couple more features (cave lighting that blends with torches on the wall, and the local mine's miniboss, of course), but I can say I'm almost halfway done with the dungeon! :boo:
 
^Very nice regi, I like the HUD interface, very clean and colorful. I like the classic mine puzzles, looks like a lot of fun. One thing I would mention is that the maps themselves look rather bland. The first screen for example has no variance in the floor detail, there isn't much to look at. I understand that in this type of game, function is far more important than appearance, but at the same point you may want to go over some of the more bare areas and maybe add some different tones to the ground soil, some sparse pebbles here and there. It doesn't have to be anything too busy, just helps break of the monotony of an empty floor.

Another tip I found to make otherwise boring maps a little more exciting is adding height and depth, giving the map some dimension. It makes getting from point A to B a little more amusing when you have to climb a ladder, or descend a rope; plus it's a great way to break up the puzzles. But overall, looks like a lot of fun, will certainly be trying it out. (I played through Newt, I did enjoy that one!)


Contributing my own while I'm here. New sexified, animated Splash and Title screens. (Odyssey logo courtesy of Radeth!)

splashscreenf.png


titleodyssey.png
 
Thanks for the input. I was showing off the script systems there more than the actual map, but any criticism is welcome! I should mention that the first screenshot is in a flashback, while the latter two are present day, which explains why there is much less rubble and cracks in the ground; but I'll try and decorate the map a bit more to make it less boring.

As for your screens, I imagine they must look pretty fantastic animated. My only gripe is that the "Ace of Spades" / "Press Space or Enter to Start" text could be smoother/anti-aliased more (if you noticed how clean Radeth's logo looks?) But I'm glad you're still working on the project-- that demo was one of the better ABS's I've played!
 
Ooh, space shooter. The bullet hell works right now? Having all those projectiles moving at once is a big part of what makes those games fun and hard, so kudos if you're already that far with your project.
 

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been quite a while since I've posted in here. I remember when this thread got at least 5 new screens a day.

SS1.png

SS2.png
 
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