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The Screenshot Thread

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@sandgolem: Yep. I'm just feeling like making the charsets until I've finished the next 4 exterior tilesets. ^^;

@Flamerfox: That's a nice, eh, simple map? Oh wait, you made the walls yourself, didn't you? Heheh, they look so good I didn't notice. xD
 
http://i148.photobucket.com/albums/s11/durdadan/1.jpg[/IMG]
http://i148.photobucket.com/albums/s11/durdadan/2.jpg[/IMG]
This isn't my real game, this is just me trying something out
I did an airship system that works. Except one little Mistake
http://i148.photobucket.com/albums/s11/durdadan/3.jpg[/IMG]
i can land anywhere.

i've only had RMXP for 2 days. I'm not used to it, If anyone can help me solve this problem I would be very happy. http://www.rmxp.org/forums/showthread.php?p=156450#post156450

I'll send some pictures of my full game once i've done more then 1 continent on the world map
 
Make a new variable, and look at the second option from the bottom. There you will see a dropdown box on the right where you can choose to set it to the terrain tag. Then, make a branch that checks for the value of that variable when you are landing, and only make it land if the terrain tag is set to whatever number you gave to tiles that you can land on.
 
urza220;156542 said:
Make a new variable, and look at the second option from the bottom. There you will see a dropdown box on the right where you can choose to set it to the terrain tag. Then, make a branch that checks for the value of that variable when you are landing, and only make it land if the terrain tag is set to whatever number you gave to tiles that you can land on.
Done, But it still wont work

It doesn't check the Terrain like it told it to, at the start of the paralelle process i told it to constantly check the terrain, i get on the dragon and it fly around a bit. and then i can still land anywhere, although i told it not to land on 1 (water)
then i tried again and Mid play i pressed F9 over the water to see if it was reading it, and it was still at 0, it doesn't check the terrain. and i don't know why.
 
The progress with my game has been slow, but finally I'm done with the first dungeon of the game. So, here's a screenshot of the moment that occurs before a boss battle. Although they're not featured summonable in the game, some of the classic summons still make an appearance in the storyline. I'm going to change his face graphic, so it fits with the rest of the faces.

http://img.photobucket.com/albums/v293/Laudon/Scrn1.png[/IMG]

Ifrit-character graphic was made by Sithjester and the fire effect by Militantmilo.
 
Done with the first dungeon? Demo now!

You have a nice compact mapping style. I can appreciate it, because I know how hard it is to map like that. You've definitely put the effort in and produced a product that looks good, to say the least.
 
That does look good Crescent, I obviously don't know about your locations but if it's where ifrit is based shouldn't it have lava instead of clear water, or at least a tinted water, and you couls edit the rocks to have a more red feel. Though the seagulls suggest it's not a fiery type place, if so ignore all of the above.
 
The_JSTREET;156746 said:
Done with the first dungeon? Demo now!
Unfortunately I tend to make this game in a random order (I already have the final battle sequence done!). There's almost half of the introduction that's incomplete right now. But I'll work on it. :thumb:
Calibre;156750 said:
That does look good Crescent, I obviously don't know about your locations but if it's where ifrit is based shouldn't it have lava instead of clear water, or at least a tinted water, and you couls edit the rocks to have a more red feel. Though the seagulls suggest it's not a fiery type place, if so ignore all of the above.
He's there because he was once sealed underwater, so he couldn't draw power from heat in order to break free. He'd usually be a god-like opponent, but the surroundings weaken him enough for the party to defeat him.

Thanks for the comments, both of you. ;)
 
OT:
Well it's a common misconception that a demo must start at the beginning. I think starting in the first dungeon would be a perfect place. As long as you introduce any unique features that do not go without saying.
 
@flamerfox: You've done a really nice job with your edits. I especially like the bench. The only thing is that I can't really tell apart your windows from your doors. For instance, it looks as though there is a window behind the bench, but there's no glass. Same with the three windows behind the green couch. If I was playing your game, I would probably try to go through them because they are floor length.

Okay, on to mine. It's amazing how much a tileset can add to/change your map. Thank you Kraft for making that wonderful tileset for Wyatt. I edited it a little by changing the color of the grass and the steps and I did some other little odds and ends.

http://i145.photobucket.com/albums/r228/yisuz/church2.png[/IMG]
http://i145.photobucket.com/albums/r228/yisuz/churchredo.png[/IMG]

In-game shot
http://i145.photobucket.com/albums/r228 ... ingame.png[/IMG]
**EDIT**
Just noticed some errors. They're fixed now but I'm not uploading a new screen.
 
@crescent:That's maps looks good.As well as the skin.It really makes me want to try out your project.

@Alexia:In my point of view,I would advice you to makes your maps smaller.So that's there wouldn't be much empty spaces.Try smaller maps and fill in every tile you can with something like trees,bench,water,etc.Overall,the screens does looks better than the one you started with.
 
A couple of new shots from the revamping of Cast Aside's Tactical Battle System; instead of centering on the action and "pausing" while an attack happens, all attacks and movement are real-time now. Attacks can happen at the same time, and it's up to the player to know what's going on. I think I was holding their hands too much; so much it was actually holding up gameplay and making fights much longer than necessary.

Now the game is only "paused" if you have a menu open or you're choosing a target/moving. I'm also working on changing stat balance a bit, since testing showed some issues in the late game with damage not scaling enough to make it fair to some other builds. I'll be releasing Episode 1 with the changes once they're finalized, probably after additional testing tomorrow.

Thanks to Mea for the windowskin that makes the menus look much more graphical than the old simple-style I had. :D

http://www.rmxp.org/anaryu/CA/CAScreens/Screen10.png[/IMG]

http://www.rmxp.org/anaryu/CA/CAScreens/Screen11.png[/IMG]
 
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