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What are you working on? (Game Making Thread)

Started working my epic map and realised 200 tiles just aren't enough.

Funnily enough my first ever xp game involved one 500x500 map... I just know how to do it WELL now.
 
Just an hour on C2 and I've got something pretty sweet going.
The player can pick up random equipment from the floor.
So far I've just got a sword going on, and it doesn't slash at the moment, but it will.
I don't quite know how it'll work, but when you pick up any item, you have the choice to drop it, use it, or put it in you inventory.
Edit: And if you already have something in your hand, it'll go into your inventory automatically.
 

Sauk

Sponsor

Currently working on a script for TPB game and trying to pick out the most important scenarios/best scenarios for fun and fluent gameplay.

I'm also looking at software different than RPG Maker XP to potentially use/pay someone to use for me since, as stated by many on this site, RPG Maker is really only meant for RPG/JRPG games and doesn't really support enough features for a sandbox action game like I plan to make (even with scripts, at least I've found).
 
Sauk":1sn7rni7 said:
I'm also looking at software different than RPG Maker XP to potentially use/pay someone to use for me since, as stated by many on this site, RPG Maker is really only meant for RPG/JRPG games and doesn't really support enough features for a sandbox action game like I plan to make (even with scripts, at least I've found).
*eternally whispers "C2" in your ears*
 

Sauk

Sponsor

Potion":3d0jztzl said:
Sauk":3d0jztzl said:
I'm also looking at software different than RPG Maker XP to potentially use/pay someone to use for me since, as stated by many on this site, RPG Maker is really only meant for RPG/JRPG games and doesn't really support enough features for a sandbox action game like I plan to make (even with scripts, at least I've found).
*eternally whispers "C2" in your ears*

0WiYj.gif
 
Star and I had a discussion of what to do about Ghost Shards.

He said he wants to make a tech demo, with just one battle and a simple intro cutscene. That way, he only has to worry about that one part. We decided that depending on the feedback, we may take out "random" battles and even levels and possibly only go with story related fights.

I'm not sure what the player can do in-between, yet, but I'd figure it out. Probably talk to NPCs, do side-quests, and maybe even puzzles. *shivers* I also think I'd utilize abilities to be useful outside of battles as well, like field skills in a way.

There might be minimal stats, and perhaps changing accessories or whatever could influence how one faces combat. Sadly, this may make dungeons or whatnot boring without monsters to fight or treasure to find. Unless I make items useful for something later on and we have gathering spots.

Hmmm...

So many ideas. @_@
 
Sauk":31gt9lwc said:
Potion":31gt9lwc said:
Sauk":31gt9lwc said:
I'm also looking at software different than RPG Maker XP to potentially use/pay someone to use for me since, as stated by many on this site, RPG Maker is really only meant for RPG/JRPG games and doesn't really support enough features for a sandbox action game like I plan to make (even with scripts, at least I've found).
*eternally whispers "C2" in your ears*

0WiYj.gif
L6d0U.gif
 
Melanii":2qb2fu51 said:
Star and I had a discussion of what to do about Ghost Shards.

He said he wants to make a tech demo, with just one battle and a simple intro cutscene. That way, he only has to worry about that one part. We decided that depending on the feedback, we may take out "random" battles and even levels and possibly only go with story related fights.

I'm not sure what the player can do in-between, yet, but I'd figure it out. Probably talk to NPCs, do side-quests, and maybe even puzzles. *shivers* I also think I'd utilize abilities to be useful outside of battles as well, like field skills in a way.

There might be minimal stats, and perhaps changing accessories or whatever could influence how one faces combat. Sadly, this may make dungeons or whatnot boring without monsters to fight or treasure to find. Unless I make items useful for something later on and we have gathering spots.

Hmmm...

So many ideas. @_@
I remember the Argon's Past demo was incredibly simple and had a great pace and feeling to it, so I suggest go with the intro cut-scene, remove random encounters and only have story encounters up to the point where the plot thickens during the opening.
 
Remember that a demo, not being the full game, needs to show off the best of the project and leave out the "worst" (ok, not worst, but the mundane). As demos are short, random battles clogging it up don't show off much, not as much as story fights would where you can tailor the fights to specific skills and other such stuff you want to show the player. If dungeons are going to be boring without enemies, don't have them in, or design a short dungeon to show off what they're about.

Probably all a load of crap. But anyway, the main thing to remember with a demo is that a demo is not an unfinished game, or a short part of a game, or the game up to x point. A demo is a produced thing in itself, designed to showcase the game. A lot of the demos out there in the project boards are just the game itself cut off at a certain point where development stopped, and that doesn't demo-nstrate much at all.
 

DJ

Some guy that did RMXP before
Member

Hey guys, it's been a while. Actually i have almost quit doing anything on RPG Maker. Instead i started learning Unity since now the engine has independent 2D mode and my college has it as curriculum. Here is a video i took yesterday, testing out aiming and shooting. Everything on screen was all coded and designed by me ( Except that character is edit of Metal Slug Sprite, and explosion effect that i've downloaded from web. And yup, i used sounds from several games. I can't make sounds x.x sadly )

http://www.youtube.com/watch?v=bF1x3e9xQE0
 

DJ

Some guy that did RMXP before
Member

Princess Amy":3vzrt0mm said:
Wow, that really does look good. And possibly a little suggestive. :eek:hdear:

Unity can be actually a good tool if you use it well. It's better than RM in some aspect, and It's worse than RM in some aspect. What i can say is it's much more pretty flexible and less platform dependent. It feels a bit similar to that of Scirra Construct 1.x ' _ ' . Also as the game engine is basically built for 3D, it can pretty much can be 3D and 2D at the same time. But managing data and accessing resources can be a bit pain in the ass ( which is the problem that i'm having right now ) Also, even if it's in 2D mode, it's basically 3D. Works a bit different from normal 2D, and it's pretty hard, and i also found out there is no "Sprite/Texture Plane" to loop textures, unlike RM. Making a Tilemap can be really hard.

Ah, yeah, almost forgot to tell. The Unity uses C#, Javascript, and something called "Boo" as scripting language.
 
Unity's 2D setting is just a fixed-camera on a plane, I am not sure if it's an orthographic or perspective camera, but either way it was criticised at my university for not having an obvious 2D mode, it just toggles how the editor treats your editing view port and locks your camera.

Then there's draw layers for when you want to do certain effects which are a nightmare to manage...
 

DJ

Some guy that did RMXP before
Member

Xilef":32c1ijub said:
Unity's 2D setting is just a fixed-camera on a plane, I am not sure if it's an orthographic or perspective camera, but either way it was criticised at my university for not having an obvious 2D mode, it just toggles how the editor treats your editing view port and locks your camera.

Then there's draw layers for when you want to do certain effects which are a nightmare to manage...
True. And actually you can switch between Orthographic and Perspective as you want. But well, just as you talk. It's not really stable and obvious 2D,
which is a pretty big letdown.... I've already fed up with "Pixels to Units" which is really hard to convert and manage.
Basically not like simple 2D Coordinates ( like x integer pixels ) it uses 3D Coordinates ( x Float Units ) which is really hard to use.
That's what taking me so long to build even a single stuff. If it was more like real "2D" tool then i think i would have been showing some more results.

But well, i can't complain x.x. And they've also released another new version of unity recently, with tons of bug fixed. Also Unity 5 is coming,
So I think they'll eventually have better 2D support and so on.

PS ) We had chance to meet David Helgason ( CEO of Unity ) and ask some questions, and i remember him saying something like :
" At first our engine was so bad, and we're trying to make it better " - which is, quite seems to be real.
 
Was working on a side project in RM*, just kind of a psychological experiment I may unleash upon you fellows one of these days. Was tired of the "alias" way of handling things, so I threw this together.
viewtopic.php?p=920031#p920031
I'll add more events/features if there's interest from the community - all I was after for my own ends was the framework itself.
 
DJ":d0mlz9z9 said:
PS ) We had chance to meet David Helgason ( CEO of Unity ) and ask some questions, and i remember him saying something like :
" At first our engine was so bad, and we're trying to make it better " - which is, quite seems to be real.
I got into a big argument with that guy over email, he actually ended the argument on the same point, he is willing to defend his engine and product but at the same time he will admit it's faults and tell us how they are resolving them, which is admirable.

He also said he'd look into my personal problems I have had with talking to Unity Brighton, who gave us false information about Unity and told us "why bother, what's wrong with Windows?" when I asked about potential Linux support (This was literally 3 days before Linux support was announced, so they had no reason to be that rude).

They also told me "Unity is not for you" when I asked about technical solutions, so Helgason was pretty upset that their Brighton team would do that.

TLDR: Helgason is a cool guy and I had an argument with him over a couple of days
 
*UPDATE AGAIN*
Fully clothed and ready for service!
AjS5IUC.png

eJ1b62N.png

(I know this should be in the artwork boards, but I put it here by accident and am too lazy to move it :P)
*Older Post*
*Update*
I did a coat for him!
H9Ejh2t.png

yIHRxts.png
I'm actually happy with how that turned out I think!
I'm still not 100% on the hair though...

Anyway, any tips or things to improve this?
So I've been working on a sprite for a character I designed a while ago.
HMPU4mL.png

7IMCiej.png
I'm not really sure if this is good or bad, but I was trying to keep on mind that gradiential shading is bad, and should be avoided. Case and point:
SI015mq.png


I'm really (really) shit at shading, and I can't tell if I did a good job on this.

Any advice as to how to improve this?

(The top sprite)
 
That hair...

Add more contrast to it atleast and those shoulders are super bulky, lower them so they are at an angle.

The front of the coat can be lowered too to hide the fat legs and your strange waist line :U

You seem to have the right idea of avoid absolute gradients in your shading but there is no contrast in your colours at all, a good test is zoom in 4x to your sprite and squint your eyes so it is blurry and see if you can notice all the colours in the hair/coat/legs, if you can only tell 1 shade then you probably don't have enough contrast.

A cheap thing you can do is outline your shapes in a darker colour, look at the skin template you'll see it's dark around the outside, you can do something similar so your shapes and colours pop out

Put it in sprite improvement
 

DJ

Some guy that did RMXP before
Member

Oh silly me XD

It took me almost forever to find out really simple but important part of Unity. the Blending method! Unlike other tools i used, it has no " Normal / Additive / Subtract " Blend option right on the sprite render. I saw that i needed to make Material file(*.mat) but i didn't had any idea how am i going to do that. But today i realized that i just had to make a new one by right clicking the project view DX So i made new material file with no texture, but has additive shader. Then that was it. Works as the way i expected.

Also, I made more realistic touchup on explosion effect. Since i now know how to make additive blended sprites that i can use as alternative light, I added short and strong orange glow when explosion happens. Plus, added several debris jumping out with explosion.

Explosion01_zps844f5d9f.jpg

Explosion02_zps8da22c5b.jpg
 

Jason

Awesome Bro

Potion":1dxeshdv said:
*UPDATE AGAIN*
Fully clothed and ready for service!
AjS5IUC.png

eJ1b62N.png

(I know this should be in the artwork boards, but I put it here by accident and am too lazy to move it :P)
*Older Post*
*Update*
I did a coat for him!
H9Ejh2t.png

yIHRxts.png
I'm actually happy with how that turned out I think!
I'm still not 100% on the hair though...

Anyway, any tips or things to improve this?
So I've been working on a sprite for a character I designed a while ago.
HMPU4mL.png

7IMCiej.png
I'm not really sure if this is good or bad, but I was trying to keep on mind that gradiential shading is bad, and should be avoided. Case and point:
SI015mq.png


I'm really (really) shit at shading, and I can't tell if I did a good job on this.

Any advice as to how to improve this?

(The top sprite)

Maybe I'll go over this with you sometime, but right now I'm tired and all I'm going to say is: Eww.
 

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