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The Screenshot Thread

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Calibre;161698 said:
Paint is fine for screenshots. Just take a few in game, at least then people can get a proper view. I for one don't like being too critical of screenshots from far out, closer in you see what the player actually sees, which is ultimately whats important. Just press print screen button in pull screenmode then paste straight into paint. If you take it as a large screenshot, you need to set it to show all layers in rmxp.

@durdadan - That screen doesnt worl for me with that panorama, the perspective needs to be higher in the panorama and it's too real in comparison to the tileset. Bopth together means it doesnt quite work.

i agree, i'ts hard to find a nice animated city scape though
i'm actually looking for one
 
That doesn't suit it either. :/

One, it's now a completely different theme to the buildings themselves. The picture to the back looks more like a Spanish town (due to the style of the buildings).

Also, the perspective is still off.

I Suggest making another map, with lots of skyscrapers and such (similar to the one you have now, except with many more). Then take a screenshot of that, make it smaller (or, if you're using a multi panorama script, make many different versions where each 'layer' is getting smaller), and then use that as a panorama.
 

sixdd

Sponsor

This is just a shot of my nifty swimming character set combined with ccoa's tileset swap script to make my characters able to swim under bridges :D

Incase you can't find me I'm under the bridge, spying on you through the hole.
 

Anonymous

Guest

That is a very clever use of the script. I never thought about using it for swimming.
 
Arcanum, I really like it. But whats with the like... grid thing in the middle? The square? I take it its not supposed to be there :p

Apart from that, though, it looks great =]
 
The "grid thing in the middle" is supposed to be a section of stone tiles leading up to a temple north of that map, but I guess I'll have to make the tiles look more textured if you couldn't tell that's what they were... Or, if you're talking about the white square, that's the cursor for the tactical battle system I'm using. :) Anyway, thanks. What do you think of the character sprite style? Should I stick with it?
 
I love the sprite style, however they might be a tad too pink, but that's probably just my own view. A suggestion is to make the grid cursor a little more medieval, in order to fit with the rest of the spriting. I think it looks wonderful, keep at it.
 
Myonosken;161901 said:
Use the multi layer script and have a "panorama" map below your main map.

That's more or less what I just said. O.o

Arcanum: I'm really loving that. The colours and shading remind me of older 2D RPGs (DOS like maybe?).
 
Lol, the average time to take a menu screeny seems to be 3 seconds XD I wonder if anyone can beat that... without cheating :P

Anyway, I like the style, but there are a few things to criticize (hell, how the fuck is that thing spelled? -.- ):

- YOU STOLE MY CURRENCY NAME OF A GAME I MADE ABOUT FOUR YEARS AGO!
You have taste! :D

- I really, really hope the colors you assigned there have a deeper meaning, or else they're unnecessarily annoying... IMO.

- The 'Menu' button over the top of the commands seems to be off... mainly because it appears to be a button without being one ^_^

Other than that, it's clear that you put some efford in it... it also appears to be nicely pulled off and it also has fancy graphics... good job on that one!
 

Anonymous

Guest

An autorun event that inflicts "damage" and the poison status, in order to test the menu.

Without revealing too much, Colors are the entire basis of the magic and, to an extent, combat system. What color a character or enemy is currently is very important information.

The menu "button" is supposed to look like the other buttons. When you select something, the button for that selection moves up to the upper left corner and covers it and is present in the next scene. It's an indicator of what part of the menu you're currently navigating and a fancy special effect.
 
Newest addition to the Cast Aside TBS; once you (or an enemy) acts, you have a timer that holds you back from acting again until it's reached zero. That "timer" length can be changed through Stances and Skills and your AGI stat.

http://www.rmxp.org/anaryu/CA/CAScreens/Screen17.png[/IMG]
 
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