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The Screenshot Thread

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Jason

Awesome Bro

Copied straight from the screenshot thread on my forum:

Here's a second screenshot for you to look at, it's the third map you enter, it's the starter village... it doesn't have a name yet, and I haven't added any details to it or other people walking around, except the two you see ofcourse, there's a farmer that walks left and right, checking his vegetables growing, and there's a nun over to the right in the village graveyard, she doesn't move yet, and I think I just stuck her there to make the screenshot look a little better, but hey, she's there!

I'm going to make the game as interactive as possible, whenever you see a box with food, items, weapons etc. in it, you'll be able to take them, there's no moral choices or anything, so go ahead and steal ALL the items!

Screenshot_2.png


I may repost another screenshot of this village when it's completely finished, but for now I think this'll do.
 

Jason

Awesome Bro

Another one copied straight from the screenshot thread on my forum: (I really wish more people would take a look in there!)

A third screenshot so soon?! I told you development has been going a lot quicker with VX Ace! This is a screenshot inside one of the houses in the village, they're all going to have either the same, or a very similar layout. In this screenshot, the woman walks between the cooker/oven, the sink, and the chopping board to make it look like she's busy doing something, while the old man basically just sits at the table waiting for her to finish making his dinner... spoiler: She never finishes it!

Screenshot_3.png


I talked about making the game interactive, being able to search boxes and such, well in this screenshot there's some drawers beside the bed, and obviously that means you can steal from it, not a very nice thing to do to an old couple, but who cares, lol... anyway, I've set it so there are three possible items you can get, and it just picks one at random, but I'm not going to tell you what those items are!

Also: Yay! Monty Python reference!
 
STEAL FROM AN OLD LADYS DRESSER?!?! THATS OBSER--- What's in there....
I'm not really good at mapping, but I assume yours is good xD
Keep the screenshots coming :D
 
Im working in a new project, more shorter and simplier, expect a demo for weeks, the game uses a 8bits styled graphics and playability(but not totally) in rpgmaker XP. Im making all the resources and most of the graphics are mine:
long_night_8.PNG

long_night_7.PNG

improved2.PNG

long_night_6.PNG

long_night_4.PNG

long_night_2.PNG

Note that they are from the spanish version... and that all of its improvable, xD.
 
My project's custom inventory screen:

aliveinventory.png


Grid based, limited items, examine feature which let's you get a more detailed information on clicked item and hopefully in the future items could be sorted by type and maybe items that take more than 1 space.

(Thread on this site is not exactly updated to current progress but will be updated when the demo gets released.)
 
http://www.youtube.com/watch?v=qRpnL3aN79E

Vid update.

Since my last post in this thread, I've removed the "PSX" style mode for now, it will probably return in the future as graphic options, what I have done now is I have moved the graphics code entirely onto the scene graph, which doubled the frame-rate, I created an accurate FPS counter for correct game clocking and have started on adding Lua scripting, as shown in the video above.
EDIT: Now finished off the back-face culling so now the frame-rate hits 1700 fps in some areas of the test map.

The map loader has been revamped so it is now 1:1 with the map editor, making editing maps an even quicker process (And it gained the ability to do stacked sectors, not sure how I'll get the collision for such a thing working, that will have to be in the future!).

The map loader is now incredibly clean (And is read-only this time!) so it's faster and has the capability of generating walk-trees for character path-finding, coupled with Lua scripting that means some serious cut-scenes can be made! I'm going to go with the Aleph-One engine's approach to path finding and do it through connecting lines rather than sectors, this is not a portal-based map format unlike Aleph-One but connecting lines means some precise positioning can be made after the character hits the sector, rather than after they get to the middle of it.

The code has a 2D texture designed for drawing onto at 320x240 resolution, it scales to meet the screen resolution whilst keeping aspect ratio which is why the menu is cropped at the edges when it slides in.
All the code for input and drawing the menu is in Lua, the code for rendering it is within the graphics handler and the code for animating it is in the WindowSystem class which I will end up adding stuff like panels to store various contents of a specific window.

Lua is an absolute nightmare to implement, so unfortunately my implementation is very weak compared to other engines, so the most it will do is scripting cut scenes, battle animations, handling menus and user input.


My next steps is NOT to re-implement the field, I'm going to go for battle system first this time around.
 

Batman

Sponsor

Well I just got a new tablet, replacing the one I had lost >.>
And I have been back working on my game that consists of only MY artwork. Here's some screens of a tileset that I created in under 5 hours:

Screenie2.png

Don't make fun of this faceset! I drew it in like 15 minutes >.>
Screenie1-1.png


The game is themed heavily on the Gothic-Victorian era, (think Tim Burton movies like Sleepy Hollow or Sweeney Todd) combined with a lot of steam punk stuff, like weapons and gadgets. I also incorporate vampires, ghosts, a lot of that stuff!
 
What are you making this game in, Bats?
It looks like the graphics were done in Flash, to me...
I like it though!
The tile needs work on its...tiling, though!
 
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