SCREENSHOT SURVIVAL 20XX

Posts

author=Pizza
Some GIFs:


This looks splendid. My only suggestion is to put "Oh my god" in the next proceeding message box on its own in the actual game. Though I imagine it was all fit on one line for the purpose of the screenshot.
Roden
who could forget dear ratboy
3857
Well, it wasn't just for the screenshot, but you're right, it should be in its own box.
author=Kaempfer
@djbeardo:
That screen scrolling is truly terrible. Why would you want to outrun the camera?


Ha! Not a fan, eh? Man, I was so proud of myself when I got that script to work! It looks nice when you walk... But crappy when you run. And since my maps are pretty large, I'm definitely not going to can running.

Did you find the cloud overlay overpowering/distracting? The town is supposed to be slightly ominous and I definitely want weather to influence that tone. But it turned out really dark in the video... I was thinking about turning down the opacity a tad.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The cloud overlay is fine.

The way the camera moves is neat, but the positioning works the opposite of how it probably should. Normally, if it's not centered on the player, you want it to look ahead of the player. Not be struggling to catch up to them. They don't need to see the shit behind them, they've already been there.

What you should do is have it work mostly how it does now, but have the moving camera trying to reach a tile three squares in front of the player, instead of trying to reach the player. You'll need to detect which way the player is facing for this. This will make it so when the player turns, the camera will move significantly, like in Super Mario World. I think that would create a really great effect.
Punkitt
notorious rpgmaker 2k3 shill
3341
author=Kaempfer
@djbeardo:
That screen scrolling is truly terrible. Why would you want to outrun the camera

It's probably impossible to outrun the camera, but I would increase the lerp rate all the same, personally. I would also modify its destination based on how long a player travels in a given direction. As you continue to move to the right, the lerp point would migrate further to the right of the player, for example.

author=LockeZ
What you should do is have it work mostly how it does now, but have the moving camera trying to reach a tile three squares in front of the player, instead of trying to reach the player. You'll need to detect which way the player is facing for this. This will make it so when the player turns, the camera will move significantly, like in Super Mario World. I think that would create a really great effect.

I do not recommend this and would go even further, saying this is shit advice. The wildly swinging camera is disorienting, and your assessment of how the camera works in SMW is inaccurate. You want the lerp point to swing back gradually, rather than towards s fixed position based on player facing. The lerp point should be based on motion, not facing, like I said earlier.
Okay I took some advice, I modified Garbagia's grass to look less lush and lively, updated the tetxure, made it more overgrown with weeds etc.

Still plan to add more trash and whatnot to the trees as well

@Dookie:
The new messy grass tile/overgrown grass everywhere really helps. It makes it look neglected and dumpy without removing any of the vibrancy. Looks great.

@djbeardo:
I don't mind a bit of delay in the screen following, but it shouldn't be that long. If a player can run, they will: and seeing three or four tiles in front of you is not a good way to get people excited about exploring.

Jude is right about the camera being oriented on movement rather than facing; otherwise everytime you faced back the camera would have to travel a huge distance. Super Mario World uses a deadzone in the center when changing direction, which means you can go back a bit if you missed something without the camera suddenly flying off on its own. If you don't want the camera to move tile for tile with the player character for aesthetic reasons, try out that deadzone. I'd suggest a smaller deadzone and a smaller advance on the camera position, though. SMW's camera was mainly meant to assist in you moving in one direction for long periods of time, whereas you want your camera to be able to swing to whatever direction you're going without it being dizzying.

lerp lerp lerp


InfectionFiles
the world ends in whatever my makerscore currently is
4622
That looks great, Dookie, much better for the grass!
Pulits
Jack Daniel's Evangelist
1168
Excuse the large image size.

What do you guys think? This is for the forest area in the game.

oh nice
fire does tend to tint things yellow/orange/red a bit
Roden
who could forget dear ratboy
3857


Water animations WIP. Spray for waterfalls isn't finished yet.


me and friends battling monster me

i'm making a wine % roses / obelisk devilkillers clone using my friends from a brazilian community. rofl
YEAH I'M MAKING A CRAZEGAME WANNABE THATS GONNA BE REALLY POORLY EXCECUTED AND A SHADOW OF ITS INSPIRATION BUT STILL YO SPANNING FANGAMES MATE THATS COOL

also wow you guys. that's all looking great. I wanna drink that water. and that fire effect looks super great.

also dookie wow.
Finally working on the first story dungeon

Punkitt
notorious rpgmaker 2k3 shill
3341
Looking awesome, pizza! Can't wait for that waterfall mist.

@JosephSeraph
Looking pretty good, but those icons go off the screen! it looks kinda weird.

Ramshackin, I love the little overhangs with the lanterns. The lights and snow create a really warm, wintery night feel. I like it c:


Working on a creepy floaty dude for an RMVX Ace game. I made three variations of his animations. What's better?
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
@Ramramz-The only complaint I have would be how tiny those builings are. It doesn't really make any sense :P But I'm absolutely LOVING the first screenshot.
@Punkitt-I likey <3 I personally like the third animation the best. I don'y even know why but I do :P
Craze
why would i heal when i could equip a morningstar
15170
i feel bad for the all the drugs that henro is on but the rest of you look cute

but are you swallowing yourself there or something in the monster battler x_x

ramshackin: I suggest opening up GIMP or PS or something and making some off-center bits to help make those maps pop. The structure is okay but imagine if, like, that tree top didn't line up exactly with the cliff above it, and you had some pebbles up against the cliff edge, etc...
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874


Alright, I want you guy's honest opinion. Would you like it more if each character had a defining faceset like this, or should I keep it simple and just have the charset without the border be the faceset? Should I do this for every NPC or have a separate selection for the important characters?
@JosphSeraph That screen looks cool. The monster is pretty crazy looking, but I Like it. You may want TDS's Battleback Stretch Script so that you do not have to resize every single battleback since you're using a bigger res for the screen.

@Ramshackin Those are pretty good maps. I am not goof with giving critique on maps but that is better than what I can do with some things.

@Corfaisus You should only give the main, and important characters a faceset not the npcs, but that is just my opinion.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm not sure the background adds anything, but that might just be because I know nothing about the characters. If the backgrounds are meaningful in some way then go ahead and keep them, since RTP charsets actually provide negative insight into who each character is due to the player associating them with other characters from other games.