SUMMER SCREENSHOT SPECTACULAR!
Posts
@deadramone:
Now I love me some dark-as-hell-RM-gaming, but those screens make some of my ridiculously dark screens look highly visible. Brighten it up- it won't cost you anything in terms of atmosphere. The player has to be able to see/not adjust their monitor to enjoy your game.
In the first screen (which I had to get 2 inches away from the screen to see any detail in) I like some of the creepy touches in the mapping, like the wastepaper basket on its side and the sweet ass chainlink fence.
The second looks okay, but way too big for the kind of atmosphere you're trying to make. Tighten your mapping up, don't have long expanses of wall with nothing on them. Add another light source and brighten the whole thing up in general. Keep in mind what the exterior of the building looks like, and try to keep it within reasonable dimensions so you don't have its-bigger-on-the-inside-srsly-guis syndrome.
I definitely like the stat screen- if there's some other miscellaneous helpful info you could throw on there to help fill up some of the blank parts, that would be awesome.
EDIT: LOL NEW PAGE :P
Now I love me some dark-as-hell-RM-gaming, but those screens make some of my ridiculously dark screens look highly visible. Brighten it up- it won't cost you anything in terms of atmosphere. The player has to be able to see/not adjust their monitor to enjoy your game.
In the first screen (which I had to get 2 inches away from the screen to see any detail in) I like some of the creepy touches in the mapping, like the wastepaper basket on its side and the sweet ass chainlink fence.
The second looks okay, but way too big for the kind of atmosphere you're trying to make. Tighten your mapping up, don't have long expanses of wall with nothing on them. Add another light source and brighten the whole thing up in general. Keep in mind what the exterior of the building looks like, and try to keep it within reasonable dimensions so you don't have its-bigger-on-the-inside-srsly-guis syndrome.
I definitely like the stat screen- if there's some other miscellaneous helpful info you could throw on there to help fill up some of the blank parts, that would be awesome.
EDIT: LOL NEW PAGE :P
@deadramone: I have no complaint about the darkness... but the red graffiti in the first screen doesn't fit in very well... it just looks sort of flat and stands out too much. Try to put some more detail into it!
You may want to consider putting a few lights into the first screen... and in the second screen, maybe you can make the lit up area (the toilet area) a little brighter in general. However... if you're sort of new to making lighting, that's pretty good. It's a lot better than some of my older experimentation anyways... >_>
Also, I agree with tardis that rooms should be made pretty small to add sort of a claustrophobic effect to them. But don't overdo it too much...
You may want to consider putting a few lights into the first screen... and in the second screen, maybe you can make the lit up area (the toilet area) a little brighter in general. However... if you're sort of new to making lighting, that's pretty good. It's a lot better than some of my older experimentation anyways... >_>
Also, I agree with tardis that rooms should be made pretty small to add sort of a claustrophobic effect to them. But don't overdo it too much...
Thanks for the suggestions guys, point taken about the darkness, I'll definitely be lightening it up. As for the room size it is in keeping with the size of the building from the outside, but I agree that making it smaller (and maybe making it less square-ish would be better. As for the lighting, I'd never lightmapped anything before yesterday, I'm quite pleased with it, but it might need some tweaking here and there.
Tactics minigame anyone?


Nothing flashy right now, but all the ridiculous variable work is done with. Just need to add an HUD for CP and simple enemy AI.


Nothing flashy right now, but all the ridiculous variable work is done with. Just need to add an HUD for CP and simple enemy AI.
It looks interesting and well done. I guess you have to use the blocks to either attack the opponent or build stuff?
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New character, new sprite:

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New character, new sprite:


Not that I'm one to talk, but that map seems sort of overloaded with an excess of FLORA. Is the whole area like that? I imagine it'd be somewhat tedious to navigate.
The sprite is nice, though. =]
The sprite is nice, though. =]
That's not RPGMaker, right? Looks great, but I'd suggest turning the fog down a bit and using a different fog graphic... that one's a bit generic--I see it everywhere.
Some screenshots from the newest entry in to the "Dragon Fantasy" series of games entitled "Dragon Fantasy: Venaitura."







post=94464
Some screenshots from the newest entry in to the "Dragon Fantasy" series of games entitled "Dragon Fantasy: Venaitura."
I honestly cannot tell the difference between this and your last game, nor do I understand what people are exactly praising here.
Because it's good at what it is; emulating the look of Dragon Quest and other old school games like it.
post=94630
Because it's good at what it is; emulating the look of Dragon Quest and other old school games like it.
That sounds hard.
Who said it was hard...? Or that it had to be vastly different from the last DF game? I just find working with it fun, and that's about all there is to it.
post=94632
Who said it had to be to look nice?
and you're putting words in my mouth... why? I understand perfectly well that this game is emulating a style from a time before RPGs had things like... Plot, Characters etc. I just don't understand why everyone falls head over heels over something that could be done with RPG maker's random level generator.
Not only has this classic style grown stale and predictable, but these screenshots lack basic consistency: for example: The second screenshot isn't even centered properly, and the fourth screenshot's enemies are more pixelated than they should be. It looks like someone scaled the original enemy sprites up 200%.
I dunno, man. While your technical criticisms are valid, as for the quality itself, it just looks nice. It has a consistent style and graphical theme, which is more than a lot of people can say. And as for 'stale and predictable', you can say that about almost...anything, really. Not a lot blows my socks off, but if someone does something simple and does it well, that's good enough for me. Anything could always be better, but generally, good enough for me.
post=94638
I dunno, man. While your technical criticisms are valid, as for the quality itself, it just looks nice. It has a consistent style and graphical theme, which is more than a lot of people can say.
So what? Consistency doesn't equate to quality here. The fact that the community as a whole fails on this basic principal has no meaning when you look at the big picture.
And as for 'stale and predictable', you can say that about almost...anything, really.
Let me take a swing in the dark here. In Dragon Fantasy : Advent Rising you get to choose 4 silent protagonists, each with a different job and different special abilities. After a short wall of text you're dropped into an NES themed fantasy world where you're expected to talk to villagers, grind, and traverse random encounter infested dungeons in order to proceed.
I dont think I'd have such a problem with these games if some of them went the extra mile to make things more enjoyable. Most of these games seem to prefer disregarding the lessons learned in design in favor of a more frustrating and authentic approach. Hellion is probably the only game of this type I can stand, as it had an interesting concept, well paced battles, and classes that were designed fairly well.



















