New account registration is temporarily disabled.

SCREENSHOT SURVIVAL 20XX

Posts

author=Dookie


This looks pretty nice. I like the creativity going into that. It's rare to see a place called "The Hive" being used almost so literally these days lol. I like how it also has the honey oozing out and isn't just in the shape of a beehive

author=orange-
Here's a new screenshot, contains slight pixel nudity:

hanging out with my ghoul pal. I'm starting full time with this project now. Looking for at least 2 months of free time to commit into this.

That's very cool looking. I think the only thing that kind of bothers me is the perfect circle shape on that (torture rack?) thing. The perspective feels slightly off that way because you're seeing everything from top down at an angle, but that one spot very much directly from above it rather than at an angle. I love your character design and environment design though. Very nice looking.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192


Shot of one of the dungeons in PotF chapter 1. I tried to make items easier to see at a glance by adding a white outline. I'll still add extra hidden items without such an obvious indicator to reward further exploration, though.
I like the graphics and the feel of your game, pretty grotesque, but that's just the way I like it :D Is that a turd, you can pick up on the right side of the screen? The white outline gives arcade-ish feel to it, dunno if that's what you're after? I'd prefer something more subtle...

@sicksinz, you're right about the circle base of the 'torture rack?', I'll tweak it. thanks for the feedback ^^
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Aw man that's the second time someone thought the backpack was a turd! And this is after I changed the look!

You've got a point about the arcade feel, which is why the white outline idea is still up in the air. The thought behind it was that, since finding items and equipment are so vital to the success of the game, they should be more visible so players only have themselves to blame if they push ahead without collecting new gear and get demolished.
haha

Maybe try drawing the backpack front-on, with little straps attached to the top flap or something so it doesn't have such a turdish structure? Alternatively you could adjust the colour.

@Red_Nova: hahaha it looks a lot less turd like here, but the problem is that it's got a round, wrapped shape. Here I edited it:



All I did was to make the bottom compartment a bit straighter. I think it looks less like a poop now.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yeah, I think you're right. It shouldn't be too hard to add in a buckle on the front, either. Thanks Kaempfer!
Some screens from my first (and only) project. These are from the world map. I have no idea what I'm doing, so criticism (good or bad) will be met with much love.





WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
author=theloathableone
Some screens from my first (and only) project. These are from the world map. I have no idea what I'm doing, so criticism (good or bad) will be met with much love.






You're on the right track. I actually really like these; Too many world maps are flat looking, while yours has a lot of depth and personality to it.

The one critique I have is with the wood fence atop the brown cliffs; the colors blend a bit too much. Not necessarily your fault, but something else might look better.

That RTP is very boxy, so I'm not sure if you can do much to alleviate that. But it's still good stuff; keep going.
A small forest hub area.



It's filled with secrets as well



Ah, this is my first time posting on these forums. I'm making a game kinda inspired by Space Funeral I guess? You play as a treasure hunter named Quiddity and he starts out in a cave-turned-museum. I'm still working on the museum area though, so tell me what you think!

author=Momeka




These are rad and I wish I saw more map manipulation in RM games. Great job!
guys guys guys please you don't need to quote enormous screenshots that are directly above your post we have eyes

@Momeka #1:
Those are some pretty pixels. Except the portal, which is not so pretty. I'm not sure the style matches REFMAP/M&B, though (it's better).
@Momeka #2:
Great use of that forest tile and great looking edits! The secrets are very juicy.

@theloathableone:
I really like the use of those cliffs and such to give a lot of depth to the overworld, but it's looking really, really busy. Like, the path forward isn't clear. In fact, it's hard to tell what's going to block your movement. Also, the stairs in that first screenshot with the lava (the grey stairs on the left) should be longer by at least one (probably 1.5) tiles to show depth correctly. Do I spot a hidden area behind a waterfall in screen number 3? I think I do!

@scitydreamer:
welcome, welcome, I'm going to be not so nice and recommend you inspect carefully some pixel art tutorials. There's a lot to be said for custom graphics, but you want to avoid looking like you drew some lines with the MS paint pencil tool. I'm not knocking MS paint, I used it for a long time, but you want to escape that feel, not embrace it.

@Red_Nova:
No problem. Post the buckle version!
@WIP
Thanks. I was going for a dense world. When you mentioned the fence in the first screen, I couldn't find it at first glance. That's probably a tell-tale sign it doesn't work.

@Kaempfer
I do believe that once you experience the world map you'll change your mind about the path. It's a sandbox-esque world, so a little exploration is suitable. However, you were dead on with the depth. WAY OFF... and the waterfall ;P. Thanks.

@Momeka
GreatRedSpirit had it 100%. It's relieving to see those in an RPG, let alone RM.
@Momeka I love this. So effective. Effects like that make exploration so much more fun.

@theloathableone I feel like this shouldn't look good at all but its sooo appealing to me. I love detailed overworlds. I love seeing zoomed out map locations.
In the snow screenshot, behind the character im assuming thats a village, but it looks a little large compared to the castle in the corner. I know youre working with limited tiles here but maybe consider trying to make the town read a little better.
Just a nitpick, looking nice. :)


Here's our TOTALLY NOT INSPIRED BY FFVI'S BLACKJACK airship.



Ooo~ hey nice going guys! Lovely screenies here!

@Momeka, I love those graphics! Everything is so pretty... except RTP charset :P I'm fine with the portal too. Awesome map manipulation too!

@theloathabelone, those are actually really interesting screens. You got nice way with your mapping! Even more impressive if that really is your first project! Love all the small details and tidbits.

@scitydreamer, The second screen is honestly awefully plain. Characters actually look pretty cool. Like the poses. But maps need more work for sure!

@Dookie, needless to say, but f**** awesome - like always ^^


I've been playing around with the menu lately. I'm going for really simplified and old-school look.

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
@Dookie: I can't help but think of the time the Mythbusters built an entire plane out of duct tape and then flew it. Also, really nice airship. I christen it THE BLUNKJUNK.

@Orange: I'm down with any game where you can play as a zombie. I would probably extend the border on that left frame all the way down to the bottom of the screen, unless you've got another window that goes in the empty area.
@orange-: I'm trying to make something kinda inspired by Space Funeral, but then again that had much smaller tiles than the ones in MV, so I guess it didn't really stand out as much? But yeah, I gotta work on the battleback, it's way too bland.