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The Screenshot Thread

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Only because they're from the same place, doesn't mean they're compatible.
Your character sprites have a lovely simplified, painterly style, complete with outline.
The rest is your usual fare of extremely detailed pixel sprites.

Painterly is not compatible with pixel per pixel detail.
Painterly looks organic and natural, the pixels flow to make soft transitions of tone within the colours.
The other sprites are extremely sharp, each pixel standing by itself to bring out the most detail.

I hope this makes sense now. :)

Edit: Actually here is another comparison;

Lets say the painterly characters are like cel-shaded sprites.
The non-character sprites boast so much detail they're pseudo-realistic.
Cel-shaded sprites on top of pseudo-realism doesn't fit as they're of totally different aesthetic directions.
 
Early start of a house.
mapEngine5.png

Probably won't make it to the final game.

It will have props and decals added to it, I'll have to work out how I'll do the decal system, I may just use flat walls as decals (That way it can be previewed in the map editor!).

Props will be .obj models, I need to learn how to model as I still hate ALL 3D modelling programs.
 
amy":1opup5dk said:
I like that. How hard is it to do? I.e. is it all modular, or are you creating each little vertex every time?
I made a level loading library that is compatible with this editor: http://www.doombuilder.com/
It still has some errors, like texture alignment in my engine is different to the editor (I now think it's the bizarre 90s file standards),
but to make a 3D room it's just 4 clicks with the vertex tool and there you go.

If you want time scale, I got the room defined and all textures in that shot made yesterday in about an hour and made the staircase and tuned the lighting in about 45 minutes.

Been doing this during my lunch breaks at work, so it's not as fast with iterations as my work usually is.

Xhukari":1opup5dk said:
Omfg it looks like one of those stairs from Pokémon games..
... 3D POKEMANS! xD
When it's done you can take the engine, learn some C/C++ and make a 3D Pokémon game with it if you so desire.
The game binary (The lib with game story logic and, in the future, the battle logic) I plan to make open source.
 
Xhukari":joh9xpti said:
Only because they're from the same place, doesn't mean they're compatible.
Your character sprites have a lovely simplified, painterly style, complete with outline.
The rest is your usual fare of extremely detailed pixel sprites.

Painterly is not compatible with pixel per pixel detail.
Painterly looks organic and natural, the pixels flow to make soft transitions of tone within the colours.
The other sprites are extremely sharp, each pixel standing by itself to bring out the most detail.

I hope this makes sense now. :)

Edit: Actually here is another comparison;

Lets say the painterly characters are like cel-shaded sprites.
The non-character sprites boast so much detail they're pseudo-realistic.
Cel-shaded sprites on top of pseudo-realism doesn't fit as they're of totally different aesthetic directions.

With that sort of thinking, FF 6 probably looked the same to you.
1 the characters were VERY outlined, while the surrounding tiles had that same style, maybe at a lower res, but same style...
So i don't think they look bad together even now... ugh
 
Mikepjr":1ypljgy0 said:
With that sort of thinking, FF 6 probably looked the same to you.
1 the characters were VERY outlined, while the surrounding tiles had that same style, maybe at a lower res, but same style...
So i don't think they look bad together even now... ugh
I think they look bad together. FF6 pulled it off because of the low resolution, they needed characters to stand out against softer backgrounds back then, however they didn't outline their characters with solid black, they didn't pillow shade or gradient shade and their background tiles were a fixed palette.
Not to mention that FF6 couldn't use a thin 1px solid line around their characters.

You should aim for this look:
http://theappera.com/wp-content/uploads ... e-pr-2.png
The main difference is correct shading on the character and more detail on their face, hair and clothing.
 
Well it's not happening...... no one has to play it when it's done..
I went with a style less time consuming... i can't sit here and do this crap at the same time figuring other things out.
It's too time consuming doing all that....
The dark outline is simple, and does not take long to work with.
I swear it drives me nuts when i post things.. and it feels like it gets nit picked apart.
Someone always has to get technical ....

I appreciate those of you who just went "i like it good job".. it's all i needed.... someone could suggest a different color for some things or something like that, or maybe it does not look like i put enough on screen.... but no.. it's always this over the top artsy response i get... something about shading... or direction of lighting... or it's not simple enough.. or too complicated.... or in this case "outlines look bad" ugh...

it's very discouraging and makes me wanna give up every time i get stuff like that.

I can only imagine all the crap i'm gonna get about my spelling or god knows what else when i get done with at least a demo for this game....... oh joy...
 
Mikepjr":3tfwr6mw said:
Well it's not happening...... no one has to play it when it's done..
I went with a style less time consuming... i can't sit here and do this crap at the same time figuring other things out.
It's too time consuming doing all that....
The dark outline is simple, and does not take long to work with.
I swear it drives me nuts when i post things.. and it feels like it gets nit picked apart.
Someone always has to get technical ....

I appreciate those of you who just went "i like it good job".. it's all i needed.... someone could suggest a different color for some things or something like that, or maybe it does not look like i put enough on screen.... but no.. it's always this over the top artsy response i get... something about shading... or direction of lighting... or it's not simple enough.. or too complicated.... or in this case "outlines look bad" ugh...

it's very discouraging and makes me wanna give up every time i get stuff like that.

I can only imagine all the crap i'm gonna get about my spelling or god knows what else when i get done with at least a demo for this game....... oh joy...

yes.
The comments you received were in no way, shape, or form hostile they were valid opinions that people spent the time typing so that you could do better in creating your game. Regardless of whether or not you agree with these opinions is your prerogative; however its pretty rude to not validate someone when they are going out of their way to help you. Plus anyways, I dont see the harm in constructive feedback.

This thread was created for the purpose of self improvement and critique. Yes, you are posting in a thread where people regularly critique eachothers screenshots in order to better one another; so please do not act so surprised/disgusted when it is happening to you. If you didnt want people to have an opinion on your screenshots you shouldnt of posted it here or even on the internet.

And please no spawn comments.
If anyone has an issue further regarding this you are more than welcome to PM a moderator or post in feedback!
 

Tuna

Awesome Bro

pipesnogger":2ydxgztj said:
yes.
The comments you received were in no way, shape, or form hostile they were valid opinions that people spent the time typing so that you could do better in creating your game. Regardless of whether or not you agree with these opinions is your prerogative; however its pretty rude to not validate someone when they are going out of their way to help you. Plus anyways, I dont see the harm in constructive feedback.

This thread was created for the purpose of self improvement and critique. Yes, you are posting in a thread where people regularly critique eachothers screenshots in order to better one another; so please do not act so surprised/disgusted when it is happening to you. If you didnt want people to have an opinion on your screenshots you shouldnt of posted it here or even on the internet.

And please no spawn comments.
If anyone has an issue further regarding this you are more than welcome to PM a moderator or post in feedback!
There will always be someone there to criticize your work. If you're absolutely convinced they are wrong, then continue what you are doing and politely acknowledge the comment. Complete ignore it if you have to, but don't leave negative feedback about their feedback.

Sometimes a person's interpretation of your work will be completely wrong, or their criticism will be too harsh. That's something you have to deal with. You accept that you may receive such comments when you post your work for criticism. As pipes said, if you can't handle that then you should not post it to begin with.
 
I know this is technically not gaming related, but I didn't know where else to post it.

It's a scroller and a menu I coded from the ground up. It's all just images, views, and containers that now have friction and elasticity. The cool part is that I coded it in Windows using C++. The guys at DragonFireSDK take my code and convert it into Object C. Now it runs on iOS.

http://www.youtube.com/watch?v=J1UELzjk0XE
 
Here's blob shadows working with the "PSX Mode" that makes the game look like it's from the PSX era.
psxMode.png

It was difficult to get the textures to 16bit but keeping the blob shadow's alpha.
 

Jason

Awesome Bro

This is the first screenshot of the new game I'm now working on, Project Memory (Like I've said in my forum, that's not the final name...), there's not much to see really, and the mapping isn't too great, still getting used to it(And VX) since it's different from XP, but meh, it's good enough I suppose, lol.

Screenshot_1.png
 
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