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The Screenshot Thread

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Listen, folks... *drumroll* the first screen to be shown to the public from my game...

http://img239.imageshack.us/img239/5471/langgd4.jpg[/img]

(Expected a cheap ingame screen, didn't you? XD )

Well, this is part of the startup script bunch in my game to add things Enterbrain didn't gave a shit about... I'll use this thread to try to get some opinions on this one, 'cause all the other forums won't let me ^_^

It's obviously a language selector, and it reads files in a specific folder. If they're valid, they're added to the language list. It uses the same system I used for ScriptKitty's request back then to read out text strings, which can be used ingame then. For example, to display what's written in the screen's right window, these lines are needed in the txt file (the game version number is of course not written in the txt file):
Code:
*00000
Author
*00001
BlueScope
*00002
Language Version
*00003
0.48
*00004
Game Version
Well, I think it's a nice thing for a multi-language community like this, because you don't have to have multiple projects for multiple languages and also don't have to give away the whole project in order to have someone translate your game. You can just release the txt file and people might translate it... unlimited languages supported ^_^

I might release this in the near future if anyone is interested, but the downpoint is that it needs excessive editing of the default scripts and custom scripts because you need to replace all the strings that are displayed later, and also things like $data_system.words.gold with the read code for the file (31 letters each time)... well, first tell me if you consider it useful at all ^_^

Credit goes to vgvgf for helping me out with the file reading bit I missed.

PS: The game version number is something I came up quickly to make it look how it'd look in the finished/further developed version. I still haven't touched the mapping part at all ^_^
 
There appears to be an odd bug. It says there are 34 pages but every time I go to the 34th page it takes me to this one (the 33rd) instead.

I'm hoping that by posting this I will be automatically taken to page 34 and be able to see any replies made there, so please excuse this.

On Topic: BlueScope, though such a thing ay be tedious to use, and though I don't use RMXP anymore, I certainly do think such a thing will be useful to the RMXP community. Ever noticed we get alot of German and French game makers here with their lyrically foreign games with promises of a translation? Such a thing could be considered a godsend.

EDIT: Turns out there is no page 34, so it must've been a bug.
 
@Taurus: I'm German myself, and that's the main reason I did this... I asked myself multiple times if I should make my game German (I consider myself to be a good writer, but only in my native language, of course) or English (the only folks who might ever hear of my game are you guys, so I better make you understand my game ^_^ ), but then I came up with this solution, which is kinda superior to everything else IMO... maybe others think so, too.
Oh, I posted the script just now, please check it out (link in signature).

Page 82 for me, BTW ^_^ But you might check out this link...
 

KAIRE

Member

Raiju;162602 said:
Amazing trees. Wish I could sprite like that.

I just finished this menu after working on it nonstop since Friday night. I don't normally show off, but I really like the way it came out.

http://img159.imageshack.us/img159/5210/menuqf7.png[/img]

I just noticed Alchemy is spelled wrong. Ignore that. ':|

How do you get rounded HP/SP bars? Is it picture you're using? If so where can I find a script like that. Or is it your own script and doesn't want to share...? That's understandable.

Anyways that is a pretty cool menu but...the black background makes it seems empty.
 

Anonymous

Guest

KAIRE;166226 said:
How do you get rounded HP/SP bars? Is it picture you're using? If so where can I find a script like that. Or is it your own script and doesn't want to share...? That's understandable.

It's a script I wrote myself. It involves two pictures and a bunch of drawn rectangles. The "end caps" that are rounded 4 pixel wide pictures, the middle of the bar is drawn on the window by code.

This is the code I added to Window_Base:

Code:
def draw_bar(value, max_value, x, y, width)
    percent = value.to_f / max_value.to_f
    w = (width * percent).to_i
    if percent < 0.25 # in the red
      bitmap = RPG::Cache.picture("red_left")
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
      
      color = Color.new(225, 81, 78, 255)
      self.contents.fill_rect(x + bitmap.width, y, w, 1, color)
      color = Color.new(222, 59, 55, 255)
      self.contents.fill_rect(x + bitmap.width, y + 1, w, 1, color)
      color = Color.new(219, 43, 39, 255)
      self.contents.fill_rect(x + bitmap.width, y + 2, w, 4, color)
      color = Color.new(200, 39, 36, 255)
      self.contents.fill_rect(x + bitmap.width, y + 6, w, 1, color)
      color = Color.new(159, 31, 28, 255)
      self.contents.fill_rect(x + bitmap.width, y + 7, w, 1, color)
      
      bitmap = RPG::Cache.picture("red_right")
      self.contents.blt(x + w, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
    elsif percent < 0.5  # yellow
      bitmap = RPG::Cache.picture("yellow_left")
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
      
      color = Color.new(229, 207, 87, 255)
      self.contents.fill_rect(x + bitmap.width, y, w, 1, color)
      color = Color.new(225, 201, 65, 255)
      self.contents.fill_rect(x + bitmap.width, y + 1, w, 1, color)
      color = Color.new(223, 197, 50, 255)
      self.contents.fill_rect(x + bitmap.width, y + 2, w, 4, color)
      color = Color.new(204, 180, 46, 255)
      self.contents.fill_rect(x + bitmap.width, y + 6, w, 1, color)
      color = Color.new(162, 143, 36, 255)
      self.contents.fill_rect(x + bitmap.width, y + 7, w, 1, color)
      
      bitmap = RPG::Cache.picture("yellow_right")
      self.contents.blt(x + w, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
    else # green
      bitmap = RPG::Cache.picture("green_left")
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
      
      color = Color.new(71, 202, 140, 255)
      self.contents.fill_rect(x + bitmap.width, y, w, 1, color)
      color = Color.new(47, 195, 85, 255)
      self.contents.fill_rect(x + bitmap.width, y + 1, w, 1, color)
      color = Color.new(30, 190, 71, 255)
      self.contents.fill_rect(x + bitmap.width, y + 2, w, 4, color)
      color = Color.new(27, 174, 65, 255)
      self.contents.fill_rect(x + bitmap.width, y + 6, w, 1, color)
      color = Color.new(22, 138, 52, 255)
      self.contents.fill_rect(x + bitmap.width, y + 7, w, 1, color)
      
      bitmap = RPG::Cache.picture("green_right")
      self.contents.blt(x + w + bitmap.width, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
    end
  end

Anyways that is a pretty cool menu but...the black background makes it seems empty.

I dunno. I hate things being too busy. It seems everything is overphotoshoped these days. I think a background image would just distract from the menu itself, and it covers too much to show the map back there, especially once you have a full party of three.

$t3v0, what are those squiggly lines supposed to be? Cracks?
 

$t3v0

Awesome Bro

Dead vines that no longer have a root. I have them on my house and they stay attached to the wall for years! They stick in the mortar deep and steady, and refuse to leave! And if you try and force them out, you destroy the very thing that holds your home together. Don't you just love nature?
 

Sabao

Sponsor

It's my birthday! :D

http://img442.imageshack.us/img442/8824/umslu0.jpg[/img]

Testing out ccoa's UMS for conversation scenes... I still need to add the affection gauge to the right. Also, I'm not sure about using the speech bubble as it leaves a lot of empty space. If I were to keep it, I'd need to change a snippet of ccoa's script to show choices in a different manner.

Okay, I'm pretty sure everyone's getting tired of seeing the same kind of screenshot from me over and over, but unfortunately this is all I have to work with at the moment. We're still adding some touches to the menu and all and the sprites for the battle system are still being worked on. It's gonna take forever, but it's going to get done. :P
 
Seductive little tempress.
You already know I love the entire Steel Hearts project. To see you posting something new is truely a blessing. I thought it was long dead.
 
.Hack? you could've fooled me. There's nothing .hack about that screen :/
I don't really like the map either, but I couldn't say what's wrong with it.
I guess it's just the charsets that don't seem to fit.
 
Just a little proof that Absence of Vagaries II: Silencing The Templar is in the process of creation. Here are a few screen shots. As you know this game was made once, and this is the revision.

http://www.gpp-9mm.com/aovstt/screen01.png[/img]
http://www.gpp-9mm.com/aovstt/screen02.png[/img]

Grave Scene:
For those of you who've beaten AoV:BR this is the scene of "you know whose" grave. Behold, Vice, Maadu, and Azazule paying their respects to him and kneeling before his grave.

Climbing down the mountain:
Ah, here's something a little different. Well I'm using a staged enemy encounter system. This tends to make the game a bit more interesting rather then the random battles thing. Well, the "Instant Kill" option is a result of being highly leveled when encountering an enemy. It has it's advantages and disadvantages, all of which are explained in the tutorial.
 
Damn, the grave scene is so nostalgic. I remember playing the original back on .net so long ago and thinking how awesome the opening was. ^^ And you're using my coffin. Yay! Can't wait to play this again.
 

Snap

Member

http://img.photobucket.com/albums/v194/ ... stscrn.png[/IMG]

This is just a tile set that I've been working on for the past few days. It's nothing amazing, and the shading isn't particularly well done, but I'm having fun making it.

Everything is handmade aside from Cos's Rounded Water (which I edited) and the sprite at the center of the screen (again, edited). You can ignore the sprites though, seeing as though they don't particularly fit the style of their surroundings.
 

Sabao

Sponsor

Impreza;166320 said:
@Sabao:Is the backgroundscreen is real-life background? It looks realistic especially at the tables and chair.I think it looks well with the speech-bubbles system.
It appears to be a mix of hand drawn graphics and 3D graphics. I only ripped this off another game and is only a placeholder til our artist completes our backgrounds.

And Snap, that's a wonderful map. Lovely cartoony effect.
 
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