THE SCREENSHOT TOPIC RETURNS
Posts
KoG, I based my sprites on bof2 the characters are looking in the exact same direction in that game, so it doesn't bother me.
LockeZ That's how RM2003 handles the character window, I don't think I can move the numbers...
EDIT: nevermind, I was able to edit the character window, so now the numbers are not over the faceset.
LockeZ That's how RM2003 handles the character window, I don't think I can move the numbers...
EDIT: nevermind, I was able to edit the character window, so now the numbers are not over the faceset.
Felipe: It's looking good so far, but you desperately need a strafe system (where the player can keep looking the same way but move around). Combined with how clunky action tends to be in RM*, it should be just right for a RE game. Do the zombies stay or respawn when you leave? The most annoying part of RE1 was that you had extremely limited ammo (not a problem) but the zombies respawned (problem!).
No, the zombies does not respawn, and yes, you can move while you aim (i didnt want to do it btw XD)
No, the zombies does not respawn, and yes, you can move while you aim (i didnt want to do it btw XD)
Really like the lighting in that screenshot, Treeghost! Looks about as nice as the empty interior of a house can look :)
Right, lens flare is 90s, SNES is 90s, first RPG Maker was 90s, I'm a kid who grew up in the 90s. ^_^ 90s ftw (except the music of the 90s which sucked as well as today's music or 80s music).
Whatever, the "little boxes" are achievements. You will need them all to reach the very good ending. (if anyone noticed: I have changed their design, the old one was very ugly).
Whatever, the "little boxes" are achievements. You will need them all to reach the very good ending. (if anyone noticed: I have changed their design, the old one was very ugly).
author=StarSkipping
I'm looking for some feedback before I release a demo some time next week.
Besides centring the text in the command pop up and raising the HP and TP text above their respective bars, does anyone have any suggestions on improving the menu layout or even the battlechars?
Ignore the daft Demon Ninja x2 troop name, thats just a placeholder for the time being :>
Why would you change "Demon Ninja" ? is it because they are secretly... CYBORG NINJA??
I only did a quick glance but uh, I think the top portion of that screen is kind of wasted. In other words, you can "shift" the actual ground level of the battle background up to make space for the interface itself (so it doesn't interfere with the sprites - which are delicious I must add). I don't mind smaller box and text if that will help.
author=Craze
Your characters have stats.
The skulls on the top image are your Kill Kount. For every normal encounter you defeat (out of eight total on each map), you get +1 to your Kill Kount. The higher your KK, you get more/better rewards at the end of the floor.
Craze, one thing I liked most from your screens are the (promise of game) mechanics and the stats organization interface. If I can emulate those in Rm2k3 (which I have been trying to) it'd be awesome.
However, those are still VX RTP faces so...
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Since this is a new page I can freely quote image yes?
I want my advertising cut now.
Just thought I would share one my best screens of Aftermath on RMVX. I cut these guys out and edited them in photo shop. I will be doing this with every monster in the game.
You know you're in a post nuclear wasteland when the rats are the size of a car.
You know you're in a post nuclear wasteland when the rats are the size of a car.

author=Dyhalto
For some reason, your wonky background makes me think of Earthbound.
Yeah, that's what I was going for. I love earthbound. I figured, why not add the bio-hazard floor since the RMVX background isn't exactly realistic either. Not to mention, I don't want a fully realistic game. Having some bazaar stuff here and there really makes a project stand out from the rest. After all, That's how Quentin Tarantino got popular with his movies.





























