SCREENSHOT SURVIVAL 20XX

Posts

That's an interesting idea. I don't know if I like the whole thing getting brighter or darker, but maybe I'll give it a shot and see what it looks like.
I'm making a stupid, light-hearted gam for once.



Maybe Therese should be a Cookie Stomper... She looks like one.


And I can't for the life of me make a serious gam with THAT sprite style.


About a group of heroes who go on a quest to free their town from a greedy, cookie-eating ogre. And yes, they love their cookies too. So don't cross them.

God damn it, I swear I always post my stuff right as the page is ending!

At any rate, those tiles are utilized perfectly Luchino. Nicely done.
author=JosephSeraph
I actually really love how dark it is. It creates a really amazing compositional contrast, and a really beautiful tone. It's indeed jawdropping. My only complaint is the bottom part of the floating island tiles because I think they should fade to a lighter color in order to blend better with the clouds, or have some floating rocks etc to better emphasize the idea of floating islands.

Yeah, agreed with this comment. It's a great color composition, but you could take it even further, depending on how frequently it's in the game.

Are you using an overlay to "mask" parts of the map, pixel-by-pixel? Or did you darken the tiles in the chipset itself? XD If you're taking the former approach, it wouldn't be too much trouble to lighten the bottom edges, like Jo suggested.

Just a rough/quick edit, but you get the idea.





If you can find a way to actually make that look right, I'd be up for doing it. I haven't found a way yet. It's not the chipset that's darkened though, it's a picture overlay. I went ahead and took out the lit up cave entrance on the left and replaced it with a dark one.

As for glowy stuff near the edges, I suppose I could, but that's not really what an illuminated backdrop does to stuff.

That angle is very different, though - light coming from below and object would shine up into it. Light coming from behind an object throws it in relief, hence the darkening. Also, the further away you are from said object, the darker it would appear and the less details shown.


I did a little editing:
This one is obviously white.


And this one a more pinker try.


just an image overlay, but it adds a bit of light to the image. I think I like the whiter one better.

this could be drawn on the picture layer itself, instead of displaying two. and then voilá, you're done!
Craze
why would i heal when i could equip a morningstar
15170
luchino i am very excited to slay the cookie monster
unity
You're magical to me.
12540
hehe, I agree! ^_^

That looks like a fun game, Luchi! :DDDDD
author=Liberty
That angle is very different, though - light coming from below and object would shine up into it. Light coming from behind an object throws it in relief, hence the darkening. Also, the further away you are from said object, the darker it would appear and the less details shown.

just an image overlay, but it adds a bit of light to the image. I think I like the whiter one better.


Hm. I'd think the angle wouldn't matter. Either way, you've got a light source behind something that's blocking it. Like, if you took my example picture, it'd look the same way if you said that was rotating on its z-axis 90 degrees, so that those mountains were the floor. That wouldn't cause the effect that you're showing. Or maybe I'm not totally understanding you.

Now, the ceiling of the cave would be illuminated, but I don't think it'd cause that glowy effect that you're showing.



Wouldn't this look the same way even if you put this up in the air and rotated it 90 degrees so it was looking down at the sunset ocean?

EDIT: Oh, I think I see what you're saying. That's not a "glowy" effect, it's just you trying to lighten the side of the cliffs, as though light were shining on them and gradually fading as you get higher.

I'm not sure that can be achieved convincingly with picture overlays without alpha blending, unfortunately.

At any rate, this scene is at Sunset, so I think the angle would create the same lights.
Been working on a character creation thinger. Using it to kill a few birds with one stone: A) Finally learn some network programming. B) Expand my GUI module a bit. C) Revisit an old idea for fun. Below the image is a clip of what I've done over the last few evenings.



Video

Right now the Save button just sends the character data to a server, which the server then just acknowledges but does absolutely nothing with. Some new additions to my code base: A) Text input boxes in my GUI module. B) Parallax scrolling backgrounds.
Been a while since I've posted something. Here's some shots. We should have a playable demo by year's end!









Erave,

Everything is looking so great.
A few comments you can pass along if you want:

I hate the battle UI. The graphics in everything are so awesome, it really brings everything down in my opinion. I have seen the other battle screens and the whole layout doesn't do it for me.

I would center the words Weapon Armor Artifact vertically in that box, as it stands there is too much space at the top and not enough under artifact.

The top right of the menu, the curved window looks blurred and weird. I noticed that in some other shots as well, idk if thats a stylistic choice or what.

Being overly critical, since that's what you guys need, you already know that shit is looking on point.

Good work.
I agree with the menu thing. The smooth gradients in the menu kind of clashes with the low color-pixel-style. Everything else looks amazing.
Hey Dookie, nice catch on the Weapom/Armor/Artifact alignment. We had spent weeks aligning text but for some reason I never noticed it.
@Erave: It looks pretty good overall! The edge next to the green ladder in the second screenshot appears to be cutoff. I'd suggest giving it the same treatment as the edge to the right of ladder.

@Jude: Very slick looking. Good job! Maybe the character + background got get a little frame as well.
Here's some other shots of the Battle UI. Any thoughts are appreciated. Most of the last few weeks have just been spent tweaking minor things, text alignment, cursor positions etc...still a bit more to do:





Dookie, I fixed this! Thanks for your great eye:


@Erave: The font kind of ruins it because it's a different pixel density from the art. It's a huge pet peeve for me, but so many games do it these days anyway, so whatever. In general, I can never tell if it's something done intentionally, or overlooked due to a lack of understanding of how pixels work.

Also, the Triangle pointer next to "weapon" is not centered on the line compared to where it is in the previous screens. It's also missing the highlight. The "HP" in that 3rd screen is a little darker in color than the HPs in the previous 2 screens. Everything looks great otherwise!
@Erave: That castle is so rad, holy shit.