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The Screenshot Thread

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@Hiccup

I'm sorry but I have to agree with the others, your maps are bland and empty with no actual thought on what actual disabilitated places look like. I suggest you look at some tutorials, other people's screenshots and next time you try to map a new map type what you are trying to make it look like in google and take suggestions from the images shown.

@Ace

Very nice map indeed just 3 points I'd like to mention:

1 - Ops it's not a minimap lol :blush:
2 - Like I said the map is very nice but how come the water ends just like that? I mean I know it's hard but why not make a sort of waterfall that goes down?
3 - That monkey is huge!
 
I actually think the first map (Hiccup) could work if the tileset was modified a bit, the coast certainly looks fine and the sand isn't too monotonous. I'd personally like to see the rocks broken up a bit to be less uniform, which could be achieved with some simple tileset edits and such, or perhaps finding some matching tiles in other tilesets (I think the mine comes to mind as matching these tiles?).
 
Its not like yo cant make a map look good using the RTP; I've made pretty good maps over the years with using just the RTP. The tile size affects where you put things and what you put.
 

DJ

Some guy that did RMXP before
Member

st1.jpg

st2.jpg


Status screens. I did all the graphics (including face) and scripts..
This shows short biography and physique of characters, abilities, and I have to make
Actor improving screen... (My game's exp system works a little bit like Skyrim, except mine has no "Level")
I tried my best but i dunno what others will think about it.
 

DJ

Some guy that did RMXP before
Member

rey meustrus":2dyehqen said:
You've got a pretty stunning visual style going there. I'd love to see more of this project of yours.
Thanks mate. Here's more of that.
J3.jpg

This is the title screen of the project. It uses quite more unique way.
CAP0288.png

The Map System. It shows the whole map and waypoints.
4.jpg

There's day and night, and also lighting system which activates in the night.

I'll post more screenshots when i make some progress.
 
DJ, your work is awesome!
+1 awesome point to DJ

On another note.
@Jason and Pipeface, you guys are right, my mapping is very very sucky. I know I'm not the greatest, or even a good, mapper. I will learn and I will look at those tutorials.
@Amy` I also agree with you that it is hard to make something nice with the RTP, but I'm not going to blame all that bad mapping on just that since it is also my fault.
I don't understand why you guys hate the ">:"
I mean look:
8b5517fbe1a8465e872e5cf.png

It looks bland as fuck.
I just like it...

@Reaper* You're right too, I haven't put thought into it (It was a project I quickly started and rushed into)
I will take a look at deserted islands and try incorporate that into my mapping.

Thanks for the feedback guys.
 

DJ

Some guy that did RMXP before
Member

Juan J. Sánchez":lp9t3khm said:
I'm a big fan, DJ.
Thanks bro :biggrin:

Hiccup":lp9t3khm said:
DJ, your work is awesome!
+1 awesome point to DJ
Thanks mate :biggrin: For the map, I think You can do better if you practice with other pictures, or other RM Maps.

I got voice actor, So I did "pain/death voice test". It turned out pretty good.

For the screenshot, the screen becomes stained with blood as character's HP is drained.
blood1.png

blood2.png

blood3.png

blood4.png

blood5.png

He is dead now. But dying in this game don't jump right to the gameover scene, Instead it shows dead
actor for a while, and notify that player is dead.
blood6.png

And this...is game over screen. quite creepy for someone who is not used to it.

A lot More to come when... I finish my school project (which is not about RM and game making..)
 
DJ: While some effects are nice, I feel like that amount of bloodstains is overkill. You're severely handicapping the player's vision with that much blood on the screen (which I guess could be part of the challenge); but you don't want to overdo it. I feel a little bit of blood, and a reddish screen tint would have the same effect without hurting gameplay too much.

Now, for a sneak peek at a secret project I've been working on, Retrograde:

CrumblingPlatforms.png


Walljump.png


Won't say much for now, but this 2D platformer (coded with Flixel in AS3), runs a little backwards, as its name might suggest...
 

Jason

Awesome Bro

Reminds me of the Zakum Jump Quest from Maplestory... anyone played it? no? just me? ...okay I'll go back in my corner and be a loner :sad:
 
regi":d41c5va3 said:
Juan J. Sánchez":d41c5va3 said:
I love everything but the IUD.
Any particular feedback on what you don't like/could be improved?
Some of the icons are hard to understand, and I don't like the circular golden framing. The game seems to be in gray and red palette and the yellow seems a bit out of place. Maybe plain white?
 
regi":2vqm9vf5 said:
DJ: While some effects are nice, I feel like that amount of bloodstains is overkill. You're severely handicapping the player's vision with that much blood on the screen (which I guess could be part of the challenge); but you don't want to overdo it. I feel a little bit of blood, and a reddish screen tint would have the same effect without hurting gameplay too much.

Now, for a sneak peek at a secret project I've been working on, Retrograde:

CrumblingPlatforms.png


Walljump.png


Won't say much for now, but this 2D platformer (coded with Flixel in AS3), runs a little backwards, as its name might suggest...
Your backgrounds should be less contrast than your foreground. Especially if you are using simple colors like that.
It would be unfair if I died because i thought the background was the foreground.

But it might not even be a platformer so idk
 
Hiccup":vkuomk45 said:
I don't understand why you guys hate the ">:"
I mean look:
It looks bland as fuck.
I just like it...
Because text isnt supposed to look pretty, its supposed to communicate. Words are just a group of symbols which we recognize when they are in certain patterns. When you have an unknown symbol, it breaks the fluidity of the reading. You have to break for a brief millisecond to interpret what that symbol means, which is essentially nothing. Therefore, it becomes more taxing to read.

In the long run its not a huge deal but its not going to help better the actual context or meaning of the text in any way.
 
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