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The Screenshot Thread

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Ace of Spades":16e7tw79 said:
I recently finished making destructible environments for Odyssey. It's hard to show off in the form of screenshots, but this was a painstaking effort and feel the need to show something.

oyq.png

...Seein' a place like this, makes you realize how awesome nature is. But, if anyone ever told me to live here, I'd tell them to...you know... I'll tell you one thing though, if I did have to live here I'd change things around 'n' make it better. I guess the total opposite of this would be...... the RTP. When you think of it that way, the RTP don't seem so bad... Uuuuuurrrrrgh!! What the hell am I sayin'!? The RTP, not bad!?
 
Ahahaha, Barret I love your enthusiasm about the RTP not being good.

Also Ace of Spades, that map is really cool, it feels very true to earth and if i had my computer and internet connection I'd live there... looks way cozy.

On the note of destructible stuff, is it simply a gimmick for your game or can you actually collect stuff from broken objects. My game in the works, Menagerie actually allows you to cut down trees, strip mattresses and yeah, break stuff down into materials used for Item Synthesis, but as a fun gimmick it also works fine.

Recently I started implementing some sidequests...
http://www.youtube.com/watch?v=xU26rTHmAjo
This one is insanely stupid and I'm exceedingly happy with it.

If you can't view the video you live in Germany.
 
I think I'm allowed to post this now:
engine_5.jpg

That is a very early screenshot (About 2 weeks in?) of the 3D graphics engine I made for my last job, in that shot it's running on Android, but exactly the same code ran on iOS too.

This shot in particular was from my Nexus 4 phone, I remember that because that was the only device I had that could achieve the FXAA shader I have applied to the scene, iPhones and iPads crumbled under the intense graphical output, I guess the 5s would cope fine, though. Even the Nexus 7's Tegra 3 chip struggled and that was apparently a graphical beast at the time...?

This shot shows my dynamic sphere generation, I have I think 5 spheres on this scene, 2 of which are tiny planets in the distance (They are little grey specs), 1 is the moon, the other is earth and there is a giant sun behind the camera, illuminating the earth and moon. The level of detail for the spheres changes as the camera changes distance or the sphere changes size, the blue glow around the earth was my first attempt at a rim-lighting shader. This screenshot is missing the coolest part, though. The planet earth also had a night-time picture, so when you move the camera to the side not facing the sun you see the cities on earth light up as it spins into night, there is also clouds that move over the surface, it looks very cool on an actual device, but I replaced this demo with a different one during my work on the engine.
 

DJ

Some guy that did RMXP before
Member

These are some performance test screenshots of RMXP+RGSS3.

particle01.jpg

Fire Particles (No Lag)
Particle02.jpg

Fire and Explosion. 475 Particles/Sec - No Lag
Event%20Loads.png

180 Events running around the map randomly at highest speed. No Antilag applied at All.
10~20 Initial Frame Drop, 0~1 Real Time FPS Drops.
 
Momiji a.k.a. Sillypieman is moving forward with Lucid Awakening 2. I have been focusing on the battle sprites and systems but there's so much that I haven't done yet. But I can't blame Momiji for wanting to get it out there. I just don't have the time to add/make all the things that I want and think it needs. IDK, I guess he is content with leaving most of it the way it is; default menus, animations, and graphics with minor changes. He posted it on Steam Greenlight. http://steamcommunity.com/sharedfiles/f ... =186448518
The comments so far are pretty much what I expected. It's lacking visually. Boo rpg maker tiles. A handful of custom sprites isn't enough to set it apart..
Here's are some of his videos. I want to hear what you people have to say about it.
http://www.youtube.com/watch?v=ngHtJJ-1OOo
http://www.youtube.com/watch?v=otZvcccsVho
 

Rast

Member

Upvoted on Steam Greenlight. As far as RPG Maker games go, the first one was done well enough to entice me to look at this one.

I don't mind the default stuff that much, and I can certainly understand not having the time to change everything. It's been 4+ years of working on my own project, mostly because I kept going back and revising the graphics and coded systems, not to mention the music. It's literally gone through 3 entirely different arrangements of the OST.

My only real complaint about this so far is how badly the default monster battlers clash with the rest of the game, but I'd assume "working on the battle sprites and systems" is (probably) going to cover that. Other than that, it all looks pretty nice.


263zf9t.png


Here's a test screenshot of my RM2K3 project being redone in RMVX Ace. I was seeing how things would turn out and considering moving the project to VX Ace, but as I've already got a solid system working in 2k3, I think I'll just finish what I started.
 
Looking good.

@DJ: Why is it so lag-free? What's the secret?


This is an improvement... right?

Before:

mZ881AS.png

(Note the whole thing scrolls here including the top bit, awkwardly.)

After:

CUHDzWx.png
 

Jason

Awesome Bro

To be honest, and I don't mean to sound like a dick, it ALL looks like an eye sore... there's too much inconsistency, and the borders breaking the windows up are way too thick in my opinion...
 
A lot cleaner now.

What kind of control do you have regarding text? Any thing like the text shadows you can create in css? I wonder how a letterpress/engraving might look. Or even just a fuzzy dropshadow.
 
Thanks. With text I'm not really sure. I know it looks different on my PC than on other people's anyway (mine pixelates for some reason, no anti-aliasing). I think with CSS3 I could do shadows etc but that would limit browser choices and such.

Redone another scene.

Before:

ALHQBuN.png


After:

5Q6SUS5.png
 
Just a couple of screenies from my WIP untitled horror game

This is how far I have gotten so far with my tileset...
bys6.png


and this is my save screen, the number of bloody hand prints represents game progress and the character gets bloodstains on her clothes at certain intervals in the story, so I've shown this as well.
xiyp.png

hope you all like it.
 
The tileset needs vertical shading, to separate the walls and stuff from the ceiling/floor. Otherwise you get weird depth perception. Because the room is lit by candle light, it might be best to go dark at the top and light at the bottom. Unless you're planing on using cosmetic fog lighting, then never mind. You also want to avoid tangents, the floor seams line up with the wall seams and on the right it looks like the panel extends farther than the rest of the wall even though it actually just the side of the wall.

The hand print idea is pretty cool.
 
coyotecraft":3fcs6rla said:
The tileset needs vertical shading, to separate the walls and stuff from the ceiling/floor. Otherwise you get weird depth perception. Because the room is lit by candle light, it might be best to go dark at the top and light at the bottom. Unless you're planing on using cosmetic fog lighting, then never mind. You also want to avoid tangents, the floor seams line up with the wall seams and on the right it looks like the panel extends farther than the rest of the wall even though it actually just the side of the wall.

The hand print idea is pretty cool.

so pretty much I need to set a gradient on my walls and adjust the floor a bit?
 
Yes. With the walls, probably go dark at the top and light at the bottom. And IMO use cosmetic fogs for lighting effects instead of tint screen. This just uses a simple radial gradiant for candle light. You can alternate between 2 fogs to get a flicker effect too. If you push the shadows too much you might want to use a shadow script so the characters won't look weird being the only thing in to room without a shadow.
shading_zps5abd2062.png
 

DJ

Some guy that did RMXP before
Member

@Princess Amy : It ain't a secret, it's RMXP Project Running on RGSS3's dll and exe.
You can google it and you'll find it in less than a minute. RGSS3 is far better than RGSS1 in both performance and functionability.
And, yes, by largely modifying the original scripts, You can do this.

If met with appropriate antilag script, this will do really great without notable lags.

Also, for particle engine : Is scripted by me and it actually has built-in antilag codes which prevents script from rendering particles
that is out of the screen and cannot be seen. But, In that screenshot every particle is on screen so the antilag does not activates tough.
 
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