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The Screenshot Thread

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Hey guys, haven't been here in quite some time. Here's a gameplay video of my newest project, 1800. 1800 is a historically based minimalist RTS made with Game Maker Studio, and is my entry for the Stemfuse Got Game competition. I'd really appreciate it if you could vote for the project here!
http://www.youtube.com/watch?v=MaNVmLYcUTQ
 
OrigamiRose, I really like the forest map, it seems alive and natural. It isn't too sparse, but not cluttered either. I really like that you put objects underwater, and the wildlife. I might suggest trying a few more variations of trees, even taking a couple others from RTP can help things from looking so monotonous. I also think the waterfall should extend down a tile further, right now it looks strange that the water falls flush with the wall, especially on the biggest waterfall on the right.

Wizered67; I admit the game looks pretty cool in action, but it seems pretty hard to tell what was going on. It may be because the video was sped up, or because of the minimalistic graphics. Either way, it looks like it took a lot of time and effort, good job!


I just finished implementing a new feature into Odyssey. Early in the game, our hero will encounter this eager fairy sidekick. If you're willing to accept, she'll follow you throughout your adventure, and help aide you in your journey.

Here you can see her as she flies beside you, while you walk, run, climb and fight your way through the island.
emv3.png


If you walk close to a point of interest, she'll fly over to that area and a small icon lights up in the lower left of the HUD. The player can then press Z to initiate a conversation with her, which will give a general hint about what to do in the current situation.
ikg8.png


The idea of adding the fairy was to allow me to expand my horizons and make more difficult puzzles, without leaving players feeling lost, frustrated or confused. I've also given the player the option to put her away and taker her back out of your backpack at your own free will. This will give players a chance to play through Odyssey in a more classic style, without getting any hints.
 
Is this placeholders, or are you going for the low detailed style? (Not saying that's a bad thing, just curious given your abilities). Either way low detail is hard to pull off well but I think this is getting there.

One big problem though: perspective. The tower is using proper perspective, while the floor is using org maker's weird top-down-but-head-on view, and to my brain they clash. The top of the tower should be circular, or, the floor styles shouldn't be exact squares.
 
the style's intentionally cartoony; think earthbound.

as for the perspective; that's been bugging me too. unfortunately i can't do much with the sidewalk because LOLRPGMAKER
 
noise shaman":2b497oi4 said:
the style's intentionally cartoony; think earthbound.

as for the perspective; that's been bugging me too. unfortunately i can't do much with the sidewalk because LOLRPGMAKER
The sidewalk is fine, it's that circular tower that bugs me.

The top of it looks tilted back, the top should be a circular flat to meet the 1/4 orthogonal perspective that RPG maker defaults with, at the moment it looks really thin/leaning backwards.
Once you fix that I think it would look amazing.
 
uHfkjmd.gif


I recorded a little gif of Luminux (Psst: There's a free web demo Here!). Sorry for the bad quality! I'm not good at recording gifs yet.. X_X Also apparently all the gif recording software I can find hates bloom / glow effects.

In this gif, a player (me actually) gets a combo. I also accidentally record the post-game but then decide that I like how it shows up at the end anyway and keep it in.
 
Erichermit":1jhzp2a3 said:
I recorded a little gif of Luminux (Psst: There's a free web demo Here!). Sorry for the bad quality! I'm not good at recording gifs yet.. X_X Also apparently all the gif recording software I can find hates bloom / glow effects.

In this gif, a player (me actually) gets a combo. I also accidentally record the post-game but then decide that I like how it shows up at the end anyway and keep it in.
The gif format hates bloom and glow as it interpolates across a high number of colours
 
[OFF TOPIC]
I just want to say that this is the best indie game-dev community I've ever seen. Seriously impressed by all the work you guys are showcasing here. Seems to be a lot of talented people around here.
 
Erichermit":3rd3nuyj said:
He just arrived and was overwhelmed with appreciation and joy from the first three pages, which he assumed to have been recent.

That's my guess.
Actually it was the last 60 pages, but close enough.
 
Luka S.J.":1v17hhlt said:
[OFF TOPIC]
I just want to say that this is the best indie game-dev community I've ever seen. Seriously impressed by all the work you guys are showcasing here. Seems to be a lot of talented people around here.
Thanks, it's good to hear :D
 
I myself must admit that I'm impressed by this site, in fact it's been the main source for feedback for Menagerie, I should really dick around here more often.

I apologize for the extended window in which I fail dramatically to post, as I finished off Menagerie I confined myself to my time of relaxation, which consisted primarily of playing games and ignoring everyone who tried to get me to do things. Unlike the release for Intelligence releasing Menagerie was stressful, partly because I had so much to do but mostly because I had lost faith in the project a year and a half back, it still came out great but it shouldn't have taken two whole years to finish, just... golly.

However, I have started on some new things...
http://www.youtube.com/watch?v=jbnj7ZrnFcY

And here's a teaser for a small project estimated to release in March this year.
http://www.youtube.com/watch?v=SKuisW9VoTo
 
BM, that was great to watch! I have a question though, will that (awesomely made) intro cutscene be a one time thing? I mean a first game-run scene, or does it always appear before the Title Screen. I'm assuming here that this is all part of the game, not some specially made trailer right?

Anyway, whatever it is, and however it works, it looks great! That must have taken a while to make.
 
Luka S.J.":3paiaahe said:
BM, that was great to watch! I have a question though, will that (awesomely made) intro cutscene be a one time thing? I mean a first game-run scene, or does it always appear before the Title Screen. I'm assuming here that this is all part of the game, not some specially made trailer right?
I'm glad you asked that! The introduction sequence is played unless a save file is found, then only the skippable CCC Logo is shown before it warps to the title screen.

A similar technique is used in Menagerie, I asked my friend "Yo scripting dude sup sup, is there a way to check if a save file exists in a conditional branch?" and he was all "Yeah dawg all you gotta do is make a conditional branch with the script part saying 'DataManager.save_file_exists?' without the enclosing apostrophes and you can set them up the mad title screen tricks, yo".

I proceeded to abuse this knowledge as such. It is not pre-rendered, no.

Luka S.J.":3paiaahe said:
Anyway, whatever it is, and however it works, it looks great! That must have taken a while to make.
The biggest difficulty with picture cutscenes is getting it to the stage where I am happy with it, it took just shy of a day. Though it was eased along tremendously by both assets that had already been provided for previous endeavors that my team assisted in, and also my ability to be lazy enough to abuse Google's satellite technology and royalty-free stock images in general.

I also made this recently, which shows my video editing growth:
http://www.youtube.com/watch?v=dFPBq5mRjBg
This one is... I don't wanna say pre-rendered, because all the game footage is from within its own game, but it's edited a lot more heavily than I usually deem appropriate.

Also, I made an introductory thread, after being here for... 5 years?

Sorry I guess?
 
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