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The Screenshot Thread

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Twin Matrix;155700 said:
Wow, those look incredible. I love your creativity with those monsters! But I wonder -- doesn't your game use SIDE-VIEW sprites?

Umm, nope, lol. My game uses a customized version of the DBS. Think Dragon Warrior or Earthbound.
 
About the names of the Enemies:
I am trying my best to create a completely different world, It's a completely different culture, so i imagined they'd have some interesting scientific/folk names.
Most names of Enemies are in OLD LANGUAGE, and they can be translated. for example, Ehhenro means "Webbed Head". their full description can be read in the encyclopedias and books available throughout the game. some monsters are also mentioned in folk tales, etc.

It's teh idea i had, and i think it makes it a bit more 'otherworldly".


anyways, here's the New spriting style, which i think blends in perfectly:

http://img294.imageshack.us/img294/5128 ... hotvu6.jpg[/img]
 
^
It looks gorgeous. I love the tropical, South American sort of feel to the village, with the big market and the architecture of the houses. Really great. =) And the sprite style does match much better now.

Personally I don't find any problems with the name idea...I think it's cool that you have a backstory to it, and I think people may be analyzing the name thing a bit too much. :x Sure it's not the most traditional of words, but I think it's perfectly fine.
 
That looks awesome.Original.Good though.Can't wait fot its completion.Hm...but for me its looks too empty but the sprite together with those background looks perfectly match.Good work.
 
IT IS empty, you'll see a lot of NPCs buying stuff, walking through the streets, and i'm trying to make a system so that some NPCs can walk around the whole city (as in, move from map to map)

as i said before, i am simply trying to test the new graphical style.

and yeah, I want to avoid having the common "dragon" or "cockatrice" "slime" etc.. I want monsters that aren't seen anywhere else, they're animals in a completely different world, they live in different areas, have different ways of acting. etc, all that can be read in encyclopedias, making the world much more realistic, in a way...monsters aren't there just to be there, they're part of the world.
 
Names - yep. Though translated into ancient tongues there's still a logic that names follow. If you can create a solid logic for your naming patterns nobody will have much to complain about. If it's totally random "Globber", "Bufo" and then suddenly an "Ixidiwhalshomikinunu", people will obviously wonder what's going on. You've got the concept down, just stick with it. If it doesn't work down the line, you'll know, but I doubt the fate of the game rests on whether people here like one name or another. :)

And the screenie (and sprite!) looks incredible. Don't worry about defending things, just keep working on it! I love the artwork. I too have gotten a bit cheesed off at the limitations of pixel art - I can't create decent cliffs! I have to sketch things instead. And I really like Painter IX.5 (though why the little menu bars on windows sometimes is invisible I'll never know, buggy little program) and it's good to see that small sprites that work can be created like that.

@ Twin again, gorgeous.

I gotta dissect the work done by both of you and learn an art style somewhere in the middle, I must. :)
 

Tim.

Member

@Diegoale: Wow, I really like that new art/sprite style. The idea of having books in game, especially large ones like encyclopedias is interesting, reminds me of when I was playing Oblivion, I'd read a ton of books in that game.

As for the NPC's moving between maps, I think there was a script for that somewhere around here, somewhere in the scripts forum.
 
Scriblette: yeah, I'm def. working on a pattern so that they can be translated, t's not too complex, mainly basic words that when put together, you get a meaning. there'll be a book (or more) on that too hahah
The characters start off understanding just a slight bit of the Old Language, but as they grow (the game takes them on a quest almost of intellectual growth) they begin understanding more complicated phrases, etc.

Flamerfox: yeah, the books will range from novels, encyclopedias, dictionaries, History books, geography, etc.

and I'm planning on having a custom script for that, mainly because of the commercial nature of my game, i can't use free scripts.
 
I'm more interested in seeing how you manage to make a complex puzzle using pre-rendered backdrops. If I can see that in effect then I will be impressed, but it still seems that it alienates activity with the environement itself.
 
actually, it's a matter of seconds to turn any of those props seen in the maps into events, so it's very easy to make puzzles, a bit more challenging than normal puzzles but not enough to stop me ;)
 
I don't really like the mushrooms on top of the flowers, but like you said, that's part of the mapping. You might want to think a bit about the direction of your shadows, though. With most object, the sun shines straight downwards, but the huge leaves have a small southeastern shadow, and some of the bushes don't have a shadow at all. I like the holes in the ground, by the way. Perhaps you could convert those into autotiles?
 
@psgels: The shadows are all on the south-eastern side, but with some sprites if I make the shadow any larger, it will take up an additional space. And then there'd be one full tile occupied with a 8 pixel shadow. :S
 
Twin Matrix, that looks nice. Similar to St3v0's old stuff. Are you going to be doing your characters in that drawn style as well? :)

Diego, great job making the sprite match the background. That's not always easy to do, especially with background styles like that, but you nailed it.
 
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