WE DID IT FIRST SCREENSHOT THREAD
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If you're talking about my game, it's being made with RPG Maker 2003. I'm way too underexperienced to make it in GameMaker.
The nose... THE NOSE!
Its upside down or something!
For your battle screen, the green MP text is incredibly difficult to read. Use Alternative to give it something better to stand out on or don't use that shade of green.
The screen with saving the kids, I have no idea what kind of place that is. There's nothing there to give it context. (And those are some pretty freaky looking kids too :P )
The pre-boss fight thing doesn't look bad, but HIS NOSE! (Someday I'll come to terms with upside down noses, but today is not that day!)
The right side of the last map looks incredibly messed up perspective wise. I don't know how to look at it, the distance between the upper-area and the lower area is all messed up like an orthogonal-perspective drawing.
Its upside down or something!
For your battle screen, the green MP text is incredibly difficult to read. Use Alternative to give it something better to stand out on or don't use that shade of green.
The screen with saving the kids, I have no idea what kind of place that is. There's nothing there to give it context. (And those are some pretty freaky looking kids too :P )
The pre-boss fight thing doesn't look bad, but HIS NOSE! (Someday I'll come to terms with upside down noses, but today is not that day!)
The right side of the last map looks incredibly messed up perspective wise. I don't know how to look at it, the distance between the upper-area and the lower area is all messed up like an orthogonal-perspective drawing.
author=Spazzgamer27 link=topic=5.msg8971#msg8971 date=1202867049
If you're talking about my game, it's being made with RPG Maker 2003. I'm way too underexperienced to make it in GameMaker.
That's cool. The reason i asked if you made it in game maker is that it has that game makerish look. (i probably made no sense then :P)
Spazzgamer: Also, please download this and copy the font files into your Windows/fonts folder (usually C:\Windows\Fonts). That'll make your font not look hideous.
Also, a few more menu screens:

The most significant visual change from the last menu screenshot has been the new font I snagged somewhere, which I think makes it look a lot better than the old Tahoma. Most of the work was on the backend but its harder to show that stuff off. For example, the characters finally have real classes (before they were just names for display). Each character has three classes (think Seiken Densetsu 3) and based on what level of class the character is on, the text changes appropriately.
In the case that the party has more than the four members in it, the scrollbar appears to show that there's more to see. How to see more? Well, there's always 'Formation' or 'Status', or...

Pushing Right to go straight to the other window!
Its meant to be a shortcut for 'Formation' and 'Status' in that pushing enter on one character than on another switches the two characters, and pushing enter twice on one shows the status screen for them, but neither are currentlyworking implemented.
Its not immediately apparant, but all non-selected characters are slightly faded out to help show the character you have currently selected.
Seeing what window is active is currently the one with the animated pointer (it moves left and right), although I'm also thinking of blittering the pointer for any inactive windows.
Also, there's a graphical glitch in the lower left of the menu where the shadow for the clock and battle count. I'm trying to see what's causing that and see what the whole thing would look like with that added shadow because I think it makes it stand out even more than little-shadow text.
And ignore the top text. I do weird stuff when I get fustrated.

Basic inventory screen. Supports drawing names on two lines if an item name is too long, the commands to change colour/font/style like the top description window. This is another case of two windows with pointers, the active one being the one with the moving pointer. Sort brings up a new window (that crashes the game, but that's because I'm lazy and haven't fixed it yet) where you can sort by different attributes (so far its Item Type and Name).
Portraits are temporary, since I can't use the Shigeru/Reggie/Baby/Batman test characters since they don't have the nessesary data to be instanciated and I'm lazy to fill in that info.
Also, a few more menu screens:
The most significant visual change from the last menu screenshot has been the new font I snagged somewhere, which I think makes it look a lot better than the old Tahoma. Most of the work was on the backend but its harder to show that stuff off. For example, the characters finally have real classes (before they were just names for display). Each character has three classes (think Seiken Densetsu 3) and based on what level of class the character is on, the text changes appropriately.
In the case that the party has more than the four members in it, the scrollbar appears to show that there's more to see. How to see more? Well, there's always 'Formation' or 'Status', or...
Pushing Right to go straight to the other window!
Its meant to be a shortcut for 'Formation' and 'Status' in that pushing enter on one character than on another switches the two characters, and pushing enter twice on one shows the status screen for them, but neither are currently
Its not immediately apparant, but all non-selected characters are slightly faded out to help show the character you have currently selected.
Seeing what window is active is currently the one with the animated pointer (it moves left and right), although I'm also thinking of blittering the pointer for any inactive windows.
Also, there's a graphical glitch in the lower left of the menu where the shadow for the clock and battle count. I'm trying to see what's causing that and see what the whole thing would look like with that added shadow because I think it makes it stand out even more than little-shadow text.
And ignore the top text. I do weird stuff when I get fustrated.
Basic inventory screen. Supports drawing names on two lines if an item name is too long, the commands to change colour/font/style like the top description window. This is another case of two windows with pointers, the active one being the one with the moving pointer. Sort brings up a new window (that crashes the game, but that's because I'm lazy and haven't fixed it yet) where you can sort by different attributes (so far its Item Type and Name).
Portraits are temporary, since I can't use the Shigeru/Reggie/Baby/Batman test characters since they don't have the nessesary data to be instanciated and I'm lazy to fill in that info.
So the RTP battle background wierd stuff and the windowskin and everything are the Vista default still but
I drew a monster! This is a major milestone for me because it's the first cartoon I've ever done exclusively with my tablet.

Not that this is a particularly awesome screenshot or anything but it does demonstrate that I am working on something. <3 If anyone recalls Princess Alanadale this will be much in the same vein.
I know that my cartooning could use some work but its adequate enough for my uses.
I drew a monster! This is a major milestone for me because it's the first cartoon I've ever done exclusively with my tablet.

Not that this is a particularly awesome screenshot or anything but it does demonstrate that I am working on something. <3 If anyone recalls Princess Alanadale this will be much in the same vein.
I know that my cartooning could use some work but its adequate enough for my uses.
Move those windows down, sir!
Also, the monster looks a lot better than your old stuff.
Also, the monster looks a lot better than your old stuff.
author=demondestiny link=topic=5.msg9115#msg9115 date=1203117468
That cartoony monster looks pretty cool. :)
I stick with cartoons because I'm a pretty poor artist. Don't be fooled!

To answer the question- yes, it does work! Like everything else, it needs some fine tuning, but I'm surprised that my plan is working out so spectacularly.
The game this will be in, 'Jasmine', is meant to be eye candy. Right now it's just a bunch of slapped together maps with ripped and custom material, but just you wait until I do my snow village and cathedral chipsets from the ground up. It'll be gorgeous.
I wanted to put my own art of the characters behind the message box while they were speaking- and hey, it worked! Now I just have to draw.... every other character in the game.
O_O;;.
Oh dear. What have I gotten myself into?
Edit: Bigger image this time.
author=Darken link=topic=5.msg9155#msg9155 date=1203176322
Not too sure if you notice but, those trees at the top look collided.
Heh, yeah, I know. ^^;. Like I said, the map is a little slapped-together.... I plan to perfect everything later. Thanks, though! It is a possibility I could have missed it while making the repairs.
@brandonabley: Is it me or does that monster look a little timid with it's paw hanging down like that? "rawr"
My new and (hopefully) improved version of Castle Yur.
Yeah, it's a bit big...but the castle is also very big on the inside as well. <.<

Yeah, it's a bit big...but the castle is also very big on the inside as well. <.<

Hmm... the trees seem a little out of scale, if those black things are supposed to be windows.... it looks like you only have one tile to use for the walls, which makes it kind of hard to look at. And the roof isn't much better. There's too much contrast on those tiles, in my opinion....
....Did you make this chipset, or did you download it?
Overall, I just think there's too much contrast. It's harsh on the eyes- even if the game itself was good in other respects, I may get irritated, being the graphics freak I am. ^^; But don't listen to me if you don't want to, there were plenty of good games in the olden days with graphics worse than that.
....Did you make this chipset, or did you download it?
Overall, I just think there's too much contrast. It's harsh on the eyes- even if the game itself was good in other respects, I may get irritated, being the graphics freak I am. ^^; But don't listen to me if you don't want to, there were plenty of good games in the olden days with graphics worse than that.
Cool map but i don't think the castle has been properly done. It seems to just use the one tile over and over again. But maybe i am just looking into this too much.
I agree! It looks a bit...odd (with all of the overlapping tiles and all) but it was the best castle I could make with the limited tiles. Can't fully blame it on the tiles, though, as it could also just be me and my lack of maping abilities >.<
Anyway, it looks a tad bit better during gameplay.

Anyway, it looks a tad bit better during gameplay.

author=tsimehC link=topic=5.msg9192#msg9192 date=1203211041
@brandonabley: Is it me or does that monster look a little timid with it's paw hanging down like that? "rawr"
That's the idea!
author=Ephiam link=topic=5.msg9243#msg9243 date=1203279070
4-bit color
I think more or less that the map and the tile suit the style you're aiming for. However I must make two suggestions:
- Add little darker green dots randomly on the grass. It will make it look much more interesting without sacrificing the NES style.
- Make the roof tiles a little less busy. People are complaining because the stark white lines make it look like there is too much action on the image and it is confusing the way that those pictures with white lines on them are (ARE THESE LINES MOVING? OPTICAL ILLUSION!!!!). I suggest that you get rid of the entire tiled motif altogether and just make it look like a flat, sloping surface. Maybe color it with dots the same way that I suggested for the grass. Just make sure that the overall tone of the roof is a light color than the walls so that it looks like a 3-dimensional and not a flat object.
I don't know if you made the tiles themselves or if they are Final Fantasy rips or something but those two things would make it look better.
I see.
Well...there are not any dark-green grass tiles in the Chipset. And yes, I downloaded them from Charas-project, so I did not make them. Other then that, well...I would have placed some of that good 'ol dark grass in there somewhere.
Well...there are not any dark-green grass tiles in the Chipset. And yes, I downloaded them from Charas-project, so I did not make them. Other then that, well...I would have placed some of that good 'ol dark grass in there somewhere.
author=Ephiam link=topic=5.msg9257#msg9257 date=1203296431
I see.
Well...there are not any dark-green grass tiles in the Chipset. And yes, I downloaded them from Charas-project, so I did not make them. Other then that, well...I would have placed some of that good 'ol dark grass in there somewhere.
I think you are misunderstanding me:

The only real problems are that you need little dots in your grass and you need to change the white lines on the roof to a gray shade.
author=Komodo Gallant link=topic=5.msg9234#msg9234 date=1203273271
Hmm... the trees seem a little out of scale, if those black things are supposed to be windows.... it looks like you only have one tile to use for the walls, which makes it kind of hard to look at. And the roof isn't much better. There's too much contrast on those tiles, in my opinion....
Well most of the perceived flaws you're talking about are intentional because it's obviously a 4-bit color style chipset (most people call it 8-bit because the Nintendo was an 8-bit console but that's talking about the processor and let's not get into that).



















