THE SCREENSHOT TOPIC RETURNS

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One man's trash is another man's cheesy saying.

EDIT: Goddamn bloody buggering double post screw it damn it blow it all to hell.
Crap.
Ocean
Resident foodmonster
11991

Remapped the town in Adalyn, here's a screen.
I'm digging the new hi-res look overall, Ocean.

I will say though, on first impressions at least (to be fair it probably looks fine after a few minutes of play) I find the lines of the roofs to be a little stark and not so pretty, even if they're higher-res and accurate depictions. It feels like there needs to be something to break up all those parallel lines.

(Edited)
Ocean
Resident foodmonster
11991
I'd say it's probably too pretty for what it needs to be used for (slums), so maybe I'll add some variety by having cracks in it and things like that! Most other roofs outside of the slums are red tiled ones.
author=Ashley_Lacure
@Allen: Thanks once again I feel that it really made the menu looks nice, as you see the before. :) Whats the news on RC?

Hey, no problem. I have decided to modify mine so that it doesn't look so Final Fantasy IX-ish.



I'm currently working on some mini cutscenes where you will need to move your character around quickly.
author=Ocean
Remapped the town in Adalyn, here's a screen.


I think the plants clash with the grass; they're too vivid, while the grass has a less saturated color.

Also, is that a blond hooker?

A screen from an earlier project, called "Source of all evil". It's from
february 2011.

This is from my current project "Uroboros", guess the most of you recognize the add.
A little tribut for my favourite Sitcom, which is very unknown in Germany... what a pity...

@Allen Hunter:
Very very nice! Hope we'll get something to play in near future. :)
chana
(Socrates would certainly not contadict me!)
1584
@Diaeitsch : like both of them a lot, great work!
Ocean
Resident foodmonster
11991
author=Large
I think the plants clash with the grass; they're too vivid, while the grass has a less saturated color.

Also, is that a blond hooker?

I wanted it to stand out more, makes the game a bit more colorful.

And yes, yes she is. There will be all kinds of people once I get around to spriting them all. A lot of the NPCs are actually going to be quite poor.
Does she have a heart of gold? :P
Adon237
if i had an allowance, i would give it to rmn
1743

Modified Wora's Battle Retry. YAY
Max McGee
with sorrow down past the fence
9159
author=Ocean
Remapped the town in Adalyn, here's a screen.

I think that this looks great. Also this sprite style is amazing. (Because it renders boobs with enough pixels for them to matter.) Seriously though, you have really, really improved a lot in the past five or six years and I ain't even saying you were bad to begin with.

author=diaeitsch
A screen from an earlier project, called "Source of all evil". It's from
february 2011.

This is from my current project "Uroboros", guess the most of you recognize the add.
A little tribut for my favourite Sitcom, which is very unknown in Germany... what a pity...

This looks pretty amazing.

***

Battle Retry Script, eh? Neato! I might want to look into one of those for a few of my projects. How tough was it to modify, and what did you modify about it?



These battle portraits look nice. While I'm sure it's a coincidence, the one on the bottom looks a lot like a slightly recolored version of one of my characters although I could add "gender-flipped" to recolored.
Max McGee
with sorrow down past the fence
9159
Wow, okay I went back a page and there's even more stuff to praise. God damn we gots some good shit on these last two pages.

author=Indra
I'm just gonna sneak in here and...yeah, dump some stuff. Feedback is much appreciated ;-;

Note: These are all done with the default Ace RTP on PURPOSE (actually it was the requirement), therefore they have no customs (It's for a map donation pack of sorts)

This is Dermod's Capital, Tramian:
(My main project's location, ported to ace. I had to do away with the market at the fountain to follow a strict RTP only style, which is why it looks kinda empty now.)
http://rpgmaker.net/media/content/users/20322/locker/Tramian.png

This is the lake town of Lachlan
(A sword goes into the altar to the left, and the church is the oldest building and holds a bell, which is kinda important)
http://rpgmaker.net/media/content/users/20322/locker/Lachlan.png

A vampire-ruled town in Rumen
(Vampires here are pretty much just old snooty music lovers, the big building is a music school)
http://rpgmaker.net/media/content/users/20322/locker/Rumen.png

The hunter's village of Calren
(The bare area at the bottom right is an archery training area of sorts. I modified one of the RTP sample maps for this one (basic structure))
http://rpgmaker.net/media/content/users/20322/locker/Calren.png






These look fucking awesome. I sure wouldn't mind being donated these maps. : )



I really, really like the way the "coastline/cliff edge" looks in this map. Very fluid.
Adon237
if i had an allowance, i would give it to rmn
1743
Well, more like I added to it, and fixed minor things(that were probably my fault in the first place.)
I added a Checkpoint system, in which the MAP ID, MAP X, and MAP Y you are transferred to are controlled by variables. Here it is:
#===============================================================
# ● ◦ Battle Retry ◦ □ With an added Checkpoint System by Adon237
# * Enable player to retry the battle after losing *
# ** Note: Read the setup part before using this script **
#--------------------------------------------------------------
# ◦ by Woratana
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 29/02/2009
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Update:
#--------------------------------------------------------------
# □ Version 1.0 (29/02/2009)
# - Set switch ID to enable/disable battle retry during the game
# - Editable command's text, command's window width and Y-coordinate
# - You can choose to record party actors stat (HP/MP/States) before battle
# - Use Variables to keep track of what map to transfer to for Checkpoints.
# - Controlling can be done from any old change variable command.
#
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 0 method(s):
#
#
# □ This script will alias 5 method(s):
# Scene_Gameover.perform_transition
# Scene_Gameover.terminate
# Scene_Gameover.update
# Scene_Battle.battle_end
# Game_Interpreter.command_301
#
# □ This script should work with most scripts, except for some modifications
# of Scene_Gameover
#
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST BEFORE ▼ Main Process.
#
# □ Like this:
# ▼ Materials
# ...
# ...
# * Battle Retry
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Place this script and setup in the setup part.
#
#=================================================================
# ALL ABOUT >>> THE CHECKPOINT SYSTEM
#=================================================================
=begin
Checkpoints are areas a player can decide to return to by selecting the
'Return to Last Checkpoint' option in the game over screen. Checkpoints can be handled
by events. You will need to set the variable you chose for "LASTCHECKPOINT_VAR" to the map
ID the player is currently on, "CHECKX" to the current X, "CHECKY" to the current Y.
For example, if you have 'save points' you would set so each time they use the savepoint,
the variable for "LASTCHECKPOINT_VAR" to the current MAP ID. Then the variable for
"CHECKX" to the player's current X position, and "CHECKY", to the player's current
Y position. Then next time they "GAME OVER", if they select the "RETURN TO LAST CHECKPOINT"
option, they will be transferred to that save point.
=end
#
#=================================================================
class Scene_Gameover < Scene_Base

#=================================================================
# ++ Setup Part
#-----------------------------------------------------------------
BATRETRY_SWITCH_ID = 998
# Enable Battle Retry if this switch ID is ON
# Disable Battle Retry if this switch ID is OFF
#Retry Battle # Return to Last Checkpoint #Return to Title Screen
BATRETRY_COMMANDS =
# Text on command window asking for Battle Retry
# E.g.

BATRETRY_WINDOW_Y = 240
# Command window's Y-coordinate (Top: 0, Bottom: 416)

BATRETRY_WINDOW_WIDTH = 200
# Command windows' width

BATRETRY_RECORD_PARTY_STAT = false
LASTCHECKPOINT_VAR = 101 # Variable that keeps track of the map ID that you transfer to when
# selecting the 'Return to Last Checkpoint' option.
CHECKX = 102 # The ID of the variable that decides the X location to transfer to on that
# specific map.
CHECKY = 103 # The ID of the variable that decides the Y location to transfer to on that
# specific map.

# Record party members' HP/MP/status before going to battle? (true/false)
#
# - If this set to true, if Ralph has HP 30 before battle and got poisoned.
# When player retry the battle, Ralph will still has HP 30 and poisoned.
#
# - If this set to false, all the members will get full HP/MP and no bad status
# after retry the battle.
#=================================================================

alias wora_batretry_scego_pertran perform_transition
alias wora_batretry_scego_term terminate
alias wora_batretry_scego_upd update
# QUICK DEFINE CLOSE COMMAND WINDOW
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update(*args)
if $game_temp.battle_retry?
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Battle Retry
# If recorded party stat, load recorded data
RPG::ME.stop
unless $game_temp.last_troop_actor.nil?
$game_temp.last_troop_actor.each_key do |id|
data = $game_temp.last_troop_actor
$game_actors.hp = data
$game_actors.mp = data
$game_actors.real_states = data
end
else # If not, recover party members
$game_party.members.each {|actor| actor.recover_all }
end
# Setup battle
last_troop = $game_temp.last_troop_id
$game_troop.setup(last_troop)
$game_troop.can_escape = last_troop
$game_troop.can_lose = false
$game_temp.next_scene = "battle"
$scene = Scene_Battle.new

when 1 # Return to last checkpoint
Sound.play_decision
RPG::ME.stop
$game_map.setup($game_variables)
$game_player.moveto($game_variables, $game_variables)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
when 2 # Go to Title Screen
$scene = Scene_Title.new
Graphics.fadeout(120)
end
end
else # Normal Gameover scene
wora_batretry_scego_upd(*args)
end
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition(*args)
if $game_temp.battle_retry?
# Add command window if need battle retry
@command_window = Window_Command.new(BATRETRY_WINDOW_WIDTH, BATRETRY_COMMANDS)
# Show battle retry window in the middle
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = BATRETRY_WINDOW_Y
@command_window.openness = 0
@command_window.open
# Perform transition
wora_batretry_scego_pertran(*args)
# Open command window
until @command_window.openness == 255
@command_window.update
Graphics.update
end
@command_window.active = true
else # Normal Gameover scene
wora_batretry_scego_pertran(*args)
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate(*args)
@command_window.dispose unless @command_window.nil?
wora_batretry_scego_term(*args)
end
end

class Scene_Battle < Scene_Base
alias wora_batretry_scebat_batend battle_end
#--------------------------------------------------------------------------
# * End Battle
#--------------------------------------------------------------------------
def battle_end(*args)
unless (args == 2 and !$game_troop.can_lose)
# Remove last troop data if won battle
$game_temp.last_troop_id = nil
$game_temp.last_troop_actor = nil
end
wora_batretry_scebat_batend(*args)
end

end

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :last_troop_id, :last_troop_actor

#--------------------------------------------------------------------------
# * Check if battle can be retry
#--------------------------------------------------------------------------
def battle_retry?
return ($game_switches and
!@last_troop_id.nil?)
end
end

class Game_Interpreter
alias wora_batretry_gamint_com301 command_301
#--------------------------------------------------------------------------
# * Battle Processing
#--------------------------------------------------------------------------
def command_301(*args)
# If enable to record party stat before battle..
if Scene_Gameover::BATRETRY_RECORD_PARTY_STAT
$game_temp.last_troop_actor = {}
$game_party.members.each do |actor|
$game_temp.last_troop_actor =
end
end
# Store last troop ID in Game_System
troop_id = @params == 0 ? @params : $game_variables[@params]
$game_temp.last_troop_id = [troop_id, @params] unless $game_temp.in_battle
wora_batretry_gamint_com301(*args)
end
end

class Game_Battler
#--------------------------------------------------------------------------
# * Return real states
#--------------------------------------------------------------------------
def real_states
return @states.clone
end

#--------------------------------------------------------------------------
# * Set states with states ID array
#--------------------------------------------------------------------------
def real_states=(states_id_array)
@states = states_id_array
end
end

for some reason, using the HIDE and QUOTE tags do not work together.
Scourge
I used to make games. I still do, but I used to too.
1605
Trying my hand at Mack tiles. Thoughts?
Craze
why would i heal when i could equip a morningstar
15170
Ditch the bizarre lighting and it'll be solid. All it does is detract from a good map. =|
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
Lots of NPCs! Even on the rooftops! I like the amount of life. I'm not sure the lighting makes logical sense, but it doesn't bother me. I do think the buildings are kinda crazy small, the ones on the lower left especially are the size of a small tool shed, but combined with the VX RTP charsets they actually give the entire town a cute chibi look.
Max McGee
with sorrow down past the fence
9159
I like the lighting, actually.

And I'm immediately curious why those two are on the roofs.
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
Clearly they are assassin's creed cameos. They are about to jump down and backstab that cat.
Well i guess i can show mine




Kinda inspired from Secret of mana 2-god beast dangaard for this boss scenario