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The Screenshot Thread

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More before and after updates from Odyssey. Slowly making progress going over some older maps, keeping the same core fundamentals, but making things more interesting.

Before:
grasslandsbefore1.png


After:
grasslandsafter11.png


Credit for Euphony's light house and piggman77 for the super sexy water.
 
I've probably mentioned before but your HUD is great, a good example of how to keep it clutter free etc. The graphcs really come together well too. I like the variation you've used in the rock face - it keeps the sometimes necessary flatness but makes each bit a little bit different.
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Trying out some interior maps here. I haven't mapped like this in a while so I'm a little rusty. The arrows are animated (red = door, green = ladder/stairs, to borrow FF's style for familiarity). Graphics REFMAP.

interiors.png
 
Have you considered using <canvas>?
With the adoption rate of HTML5 browsers on the rise, I actually gave the JS+canvas business a try and I am incredibly impressed, I straight away thought about Afar and how that could benefit from it.

Gone too far in the PHP pure direction to step back? Or do you already use <canvas> and I'm just being a bit blind?
 
Too far I think. Canvas might be better in the long run, but restarting now would mean the game would have no content for much longer. I'd rather add content to the game as it is than recreate it from scratch, for now. But thanks.
 

Jason

Awesome Bro

@Ace of Spade: It looks nicer in the fact that it's more cluttered and looks busier, the water also looks nice, but for some reason the lighthouse just doesn't fit properly... it doesn't blend in with the rest of the map, and the perspective of it seems to be off too, personally I'd get rid of it, but at the end of the day it's your call since y'know, it's your game, lol.

@Wyatt: The interiors look nice, and I like where the arrows are placed, actually by doorways, but there's one thing I dislike about those screenshots, and it's not even related to the game screen (Sort of), the borders, I'm not a fan, I think they look too thick, I thought this before actually when I actually checked out the website after your update, I think they'd look nicer being... simpler, and not as thick, not 100% sure what I'd do, probably something like half as wide, a little lighter, and get rid of the "brick" feel of it, y'know? Buuuuuuut like I said to Ace, it's ultimately up to you since you're the one making it.
 
Thanks bro. I get what you're saying, but I really like them personally, so I'm kinda torn. The area itself has to be that size to make it easier to turn it into an App later, but other than that it is mainly there for clutter, to remove the monotony of the background.. Sortof like early RuneScape, you know? They compensated for the small gameplay size by making a big-ass Hud stuffed with clutter, if that makes sense (which it probably doesn't). (I don't mean to say "I'm copying RuneScape").

Edit: some new maps just to shove more screenshots in here.

port.png

shop_portfish.png

shop_portinn.png
 
Xhukari":1wsvdzwi said:
Wow, these screenshots amazing guys!
I agree, I'm kind of new here haven't really explored this site out much yet. It's refreshing to see some cool screens and games in development. Well here's my contribution!

Rainfall: The Sojourn
jpZa7.png


The girl on the far left is the protagonist, Talyssa. One of the themes in this game is that the world is changing in an abstract manner. Humans turning into monsters, animals becoming "weird". The screen above, the deer is mortally wounded and as it's drinking the water... The blood (more like ooze) sprouts life in the stream, the flowers.

Most of the characters in the game have their own lives / motives. However, the main plot is the investigation of these strange events. There is a parallel story that is that unfolds that help provide an explanation as well.

Talyssa travels with a little girl seen in the last screen I posted. People with the same motivations as you join your party, some of the party members that join you are more integral while others only join temporarily.

If you're interested in learning more about the project, I made a site / blog thingy. As of this post it's missing a sidebar with some important links, so I decided to just talk about it a little bit in this post.

http://www.rainfall-game.com
 
Made this level loading library.
mapEngine2.png

Here's a larger image showing the lighting and a stair case

I'm going to look into improving the frame-rate, my last rendering engine ran at 2000fps and with simple maps so does this one, at the moment it renders everything, some BSP could help, but as it's an RPG game the maps should be small and it loads different maps for sections, so it shouldn't be an issue.

This is the goal:
http://www.youtube.com/watch?v=Nds_QKLWs9o
 
Spritework looks so awesome x.x
I just thought though Wyatt, that attack button looks a lot like those on BattleOn xD
I like the overhaul on the battle GUI, but I feel those skill buttons do need a border or something. They don't feel so uniform anymore.
 
Yeah I tried to go for that effect, but maybe they are *too* much like them. I like the style and tried to emulate it.

I'm not sure about the skill buttons. They need to pop out of the screen more but I'm worried they might clash or something. Thanks for the opinions. I'll try and work it out.

Edit: here's an attempt.

itemimages.png
 
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