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The Screenshot Thread

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The Constellations seen in the starry sky represent the brands worn by most Galaxion's you'll see in the game. It doesn't have anything to do with the four ghostly figures in front of them, they are just their to say "oh hey, we are the heroes, lol" and compliment the title of the game which refers specifically to their group of four.

Just because I like explaining this or, rather letting dictionary do it for me:
Dictionary":2qwo3jsb said:
me·nag·er·ie [muh-naj-uh-ree, -nazh-]
noun
1.
a collection of wild or unusual animals, especially for exhibition.
2.
a place where they are kept or exhibited.
3.
an unusual and varied group of people.
The third meaning relates to the title of the game.

Also, made an early game preview of the intimidating army soon to be faced.
C1zFx.png

Now if you were a group of four normal people, would you be so keen to mess with that? This is why oddballs are enlisted. They will be challenged, but not twisted. I'm going to quote a character of mine for the best effect.
Pep Cookiedoe":2qwo3jsb said:
If you want to change the world, if you want to make something happen outside of the normal, you yourself... have to be outside the normal. The crazy can accomplish the crazy, the insane can accomplish the insane, the unlikely can do the unlikely. The normal... can only accomplish normality.

For all of its hype, being normal is fairly overrated.
 
wooo, nice screenies strawberrii.. theres a mappin error on the middle waterfall, you can see edges that
shouldnt be seen, to sort that problem out, Id use 2 events and in them use the map tileset and that bit
of mountain-side as the picture.. set it to "on top", that should sort that out if you cant sort it by mapping
it normally, waterfalls alway mess up if only 1 space until another drop :(

in anycase, if those are just exmples and not in your game, ignore what i just said bout the waterfalls.

nice menus too ^^ i so wana play this.
 
It's probably slipped all of your minds, but Menagerie is released on your forum right now along with 7 or so others, so your next course of action should probably be to play it if you aren't already. ^.^
http://www.youtube.com/watch?v=yAQI-ma0fas
It's in the same subforum as this topic and if you really don't want to go to the effort of looking through the list to find it, you can click my brightly colored cybertech signature and find all the links you'll ever need.
 

onzephyr

Awesome Bro

bearstill.png

ld25_sc01onzephyr.png

working on a game for Ludum dare compo . I'm just a bit under half way done. problem is I got a lot less time left then I would like. Still going to try.
 

Tuna

Awesome Bro

Strawberrii":2lbl5guu said:
Hmm... I'll post again. D=

maybenewmenu.png
This is beautiful! Looking at the earlier screens I was going to suggest making a mild change to the letter shadowing, but the new color scheme you posted in this screenshot fixed that issue and it looks fantastic! It looks pretty professional!
 
Here's a test of some faux lighting, the only real lighting aspect is the stencil shadow (Which is still massively buggy).
http://battleworldrpg.net/images/bwrpg_irr_lighting.png

I'm trying to utilise the map editor as much as possible to test if it has any obvious limits, some tweaks to the renderer solved the obvious problems, it's all looking pretty good and I think I'm ready to re-implement sprite characters.
Got animated wall textures working, unfortunately it stretches the animated frames across the wall so can only be used for set-sized walls and I haven't quite figured out a way to access the animations from the scripting engine, each sequence has it's name etc but I don't have a way to access the UDMF line data (Let alone the material extra I've added in) from the scripting system (Something that definitely should be added).

Might look into animated floors now, would help for animated water.


Also I'm looking for a 3D character modeller if anyone is interested.


UPDATE:
Here's a shot of what the map looks like in the editor
http://battleworldrpg.net/images/bwrpg_editor.png

And this is it in-game
http://battleworldrpg.net/images/bwrpg_cave.png

Next I need to re-implement how the things are made aware of what sector they're in and have their lighting and position change accordingly, after that I'll need to see if I can re-plug the original collision system, but it may need a more elegant re-write with the path finding mechanism I am working on.


UPDATE2:
Woo hoo, finally learned how to use Blender, it took a heck of a lot of swearing to complete but I finally understood how to use the bloody interface.
So I spent the whole of today trying to model a barrel!
first_model.png

And then I made a save ring!
bwrpg_save_ring.jpg
 
onzephyr":37be1zci said:
this looks pretty random (nice though), what am I looking at?
Xilef":37be1zci said:
This is niiice too, did you grab textures from some place or make them yourself?
Charlie Fleed":37be1zci said:
http://www.youtube.com/watch?v=Mv5iajk7PYs
Man this is sicker each time I get a glimpse of it, nice interface, nice art, nice systems. I liked FFtactics, and this is looking similar, but multiplayer too(?) seriously good work, I'd even play this man. Does it have a decent story too?
 
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