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THE SCREENSHOT TOPIC RETURNS

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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
Oh shit, I skipped over Itaju's screen. Made from scratch! Very nice work, A+ on the chapset. Is that a pixie that follows you around and fights with you?
Locke, I just checked it on RMaker. Each map is 70x70. I really don't think that each map in FF VI was much smaller than that. And remember, this is 3 maps wide, 2 maps long.

I really don't see the problem: Estrana, in The Way, was 500x500, the max allowed. This one, even put together will be 210x140
InfectionFiles
the world ends in whatever my makerscore currently is
4622
@Large- Maybe try making it tighter? I think that's the biggest problem is all the open space between buildings and whatnot.
And please show us these maps again when you have all the doodads in order! I think that really helps people's opinion. Because it isn't a bad layout and like I said, I like what you did with the roofs on some of the houses, just make the streets tighter and add in the details, cause' I'd like to see it when it's finished!
Creation
An avid lover of Heartache 101
1446


My, my! More original graphics! What has RMN come to?

It looks good, I really like it. I reminds me of snes games.

The only thing I would consider revising are the status bars on the left, they're kind of subpar the rest of the stuff you've made.

Ocean
Resident foodmonster
11991
https://dl.dropbox.com/u/4502934/RM2k/test1.png

Itaju that water is pretty much just SD3 water, are you gonna replace that?

I would recommend desaturating it a little, like maybe a slightly less saturated grass tile.

The tree trunk is nice, your HUD seems very basic compared to the graphics though. Maybe some shading on the white and puzzle pieces and that could do it. Keep up the pixelling though!
Nice screen Itaju, I agree with most of what Ocean said.

I liked the tree trunk and the puzzle look of the hud is interesting.

Need to ease up on the saturation as it's too high. Maybe adjust the palette a bit as well. Somethings are defined like the grass and second layer of tall grass. While others pale in comparison, such as the stones.

The SD3 water is not complementing the screen at all, I would remove those when you get a chance. I just noticed the face icons besides the orange bars. So you might want to make them stand out a bit, maybe create a border of some kind to put behind them, or just make the faces larger.
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
Face icons will be pretty obvious when the game is playing, I expect, since they stay still while the background moves. I don't think they need to be changed.
Craze
why would i heal when i could equip a morningstar
15170
EDIT: this is not the "what are you working on" topic, is it
Ocean
Resident foodmonster
11991
author=LockeZ
Face icons will be pretty obvious when the game is playing, I expect, since they stay still while the background moves. I don't think they need to be changed.

I did not know they even existed until I saw "face icons" and wondered what they were talking about. I'd definitely say that Itaju should make that bigger or more noticeable somehow. With the health bar that big the faces can afford to be bigger.
I like the screen Itaju. I'm very curious about this battle system... is the order in which you select the jigsaw pieces a factor in what actions you execute?

Anyway, to complement the map, here's a video showing some of the houses and places you would be able to visit in this city.

InfectionFiles
the world ends in whatever my makerscore currently is
4622
I don't know how you look at the health bars and not see the faces...
They don't need to be changed, but it wouldn't hurt either. I saw them right away, and it probably is easier to see them in game.
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
Slowly continuing to attempt to turn Iniquity & Vindication into something more than vaporware



This is the second dungeon. Character is a blue mage; thus learning the Engulf skill during the boss battle.

Some things aren't done yet. Most notably, there's no animation yet for the walls exploding, there's no animation for the Analyze skill, and the battle menu covers up the battlers during the last battle. I'm honestly not sure how I'm going to fix the last problem. I hate where that battle menu is, but I also don't want it to cover up the character status at the bottom. I might do what VX does and leave about 150px to the right of the character status for the command menu. I kind of hate everything about all of my game's interfaces and menus and status screens right now, except for the window skin and the font. I just need to start from scratch on interface stuff instead of doing the bare minimum to edit stuff to my needs.
@ Miracle:

Thank you for the little Puzzle sprite. Maybe I will find some use for it!

Yeah, the colors and saturation is something I am definitely working on, but a quick Palette swift can always be done.

The graphics of the HUD will be redone as soon as everything is in it's place and working, of course. Right now, functionality has high priority for this HUD.

The CBS is an Action CBS. Three Players (two of them can be controlled by up to two players) vs. five monsters. The puzzle pieces are used to determine your next action, adding some randomness flavor. I will introduce you to my system once this project is developed enough to start an own page on this site. Pixie can be controlled by Player 2. :)

No plans currently to changing that face sprites. When you start playing you will only see your health bar + face of the very first character. So one you've seen those two items you know what the face is about. There won't be any big swapping of characters so you never need to know which one out of 10 or so are your active characters (like in FF series).
chana
(Socrates would certainly not contadict me!)
1584
@Craze : I decidedly really like your"monsters" and how they fit with the background.
Creation
An avid lover of Heartache 101
1446
I like your battle system, Lockez, as usual. The story is intriguing too, I like games that take place in the ''real world''. I like how the battle transitions take place in real time too.

I have a few comments about the graphical aspect of the game but last time I did I didn't get any feedback so I'm not sure whether or not you're looking for those. Let me know if you do and I'll let you know what I think.



I like the art direction you're going for here, and the music is nice. It reminds me at certain points of some tunes heard in Parasite Eve and that's always good. Also, the battle victory theme reminded me of getting a Crystal in A Link to the Past; I don't have to mention the gotten item theme, right, Justin Bailey?

However, I do NOT understand the logic behind putting a seemingly vital keycard behind walls, without any other means of retrieving it but blowing up said wall. Wut?
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Large
However, I do NOT understand the logic behind putting a seemingly vital keycard behind walls, without any other means of retrieving it but blowing up said wall. Wut?
I'm sure others have the keycard? The intruder blows up the wall, people within have a card to use themselves.
It makes sense to me...

@LockeZ- Awesome video, I don't think I didn't like one thing about it. Loving the battle system, well done. (Creation pretty much said it all)
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
author=Creation
I have a few comments about the graphical aspect of the game but last time I did I didn't get any feedback so I'm not sure whether or not you're looking for those. Let me know if you do and I'll let you know what I think.
I am definitely interested in feedback about the graphics. I have some things in mind that I think need to be changed, but I'm very interested to hear what stands out most to other people as being possible to improve. Same thing goes for the gameplay, for that matter. Also, like I said before, I kind of hate the battle windows right now. So I'm very much posting this video as a way of fishing for suggestions.

author=Large
However, I do NOT understand the logic behind putting a seemingly vital keycard behind walls, without any other means of retrieving it but blowing up said wall. Wut?
I was kind of thinking there was a door into the side of the building from there, that you couldn't see from that camera angle. I was considering actually adding some visible steps up to the side of the building there, but I was worried that if I did so, the player might think that he had to go through the building to get the keycard, and not pay attention to the destructible wall. Thinking about it though, this is probably a stupid thing to worry about since the player had to blow up an identical wall in the previous room. So I think I'll fix the logical issue and let the player deal with the gameplay issue.
As I said, the art direction is nice. The Laser Shark is hilarious...

What I would like to see is perhaps a little more detailed animations. You kinda have to watch out for the shooting officers, and attacks; perhaps make them a wee bit more visible. I do LOVE however, how some of the officers kneel to shoot, and others have different poses.

The logical issue is perhaps a pet-peeve of mine. You don't HAVE to explain it, but I like to see those little details in there sometimes.

Any feedback on the video I posted?
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
@Large, I don't remember any of the buildings in the city being anywhere near that big. I really hate it when you go inside a building and it's bigger than it is on the outside. Drives me insane trying to figure out what the game's scale is, especially since all the doodads and furniture and objects and everything are at the same scale inside and outside.

Aside from that pet peeve, which might just be me going crazy, they do still seem overly spacious even just taken on their own. Not ridiculously spacious, just somewhat bigger than they need to be, especially if it's not set in modern day. If you go back 150 years, non-nobility houses were a third as big as they are today, and they get even smaller if you go back further. And it feels like too much of your floor space is empty (though this is of course also solvable by just adding more stuff).