THE SCREENSHOT TOPIC RETURNS
Posts
author=Link_2112
I like it.
How about an option to allow the player to change that border image? That would be fun, and anyone complaining about it being distracting can turn it off.
Also, it wouldn't get stale looking at the same border the whole game.
I do like this idea because I have mixed feelings about the border. It looks good, but kinda hurts my eyes. Maybe it should just be darker?
Is it possible to have multiple borders customizable through a settings menu?
@Demicru
Thanks for the quick reply! The text is still buggy (im german not english, maybe thats the cause) - but i gladly accept any corrections.
to answer the first part of your post: it IS hard work, so hard that it is painful. Im now also working with the PicPointerPatch (by cherry as well), it makes things even more flexible. but, you just have to be somewhat masochistic to try something like this :-)
profile open in a few weeks, when the game is more mature
Thanks for the quick reply! The text is still buggy (im german not english, maybe thats the cause) - but i gladly accept any corrections.
to answer the first part of your post: it IS hard work, so hard that it is painful. Im now also working with the PicPointerPatch (by cherry as well), it makes things even more flexible. but, you just have to be somewhat masochistic to try something like this :-)
profile open in a few weeks, when the game is more mature
Thanks for the feedback and ideas, guys!
I have to weigh every design decision and doubling the game screen's size would result in 4 times the work in drawing and editing all graphics, and that would definitely kill the project as I don't have the patience nor the skills to make bigger custom graphics.
I tried to increase the pictures' size to 200% in the editor, but the resolution becomes awful. So I believe I'll have to stick to this screen size in order to finish this game.
My hopes were that since the border never moves compared to the screen, players would pay attention to the latter, but the GB border can easily be changed. Players could swap it for a black border or a special border that uses the same palette as the game, for instance.
Hey, you guys could draw your own borders and send 'em to me to include in the release. I'll give further info about this soon on the gamepage.
I could also lower the saturation of eye-catching colors on the GB border. I didn't edit the original image I found on google afterall.
@Ronove: That is a gorgeous tileset! Drawing in GB colors is indeed tons of fun!
@Spellbinder: The only thing that bothers me is that some items are outlined and others aren't in the first screenshot. Otherwise, this is looking very good :)
I have to weigh every design decision and doubling the game screen's size would result in 4 times the work in drawing and editing all graphics, and that would definitely kill the project as I don't have the patience nor the skills to make bigger custom graphics.
I tried to increase the pictures' size to 200% in the editor, but the resolution becomes awful. So I believe I'll have to stick to this screen size in order to finish this game.
My hopes were that since the border never moves compared to the screen, players would pay attention to the latter, but the GB border can easily be changed. Players could swap it for a black border or a special border that uses the same palette as the game, for instance.
Hey, you guys could draw your own borders and send 'em to me to include in the release. I'll give further info about this soon on the gamepage.
I could also lower the saturation of eye-catching colors on the GB border. I didn't edit the original image I found on google afterall.
@Ronove: That is a gorgeous tileset! Drawing in GB colors is indeed tons of fun!
@Spellbinder: The only thing that bothers me is that some items are outlined and others aren't in the first screenshot. Otherwise, this is looking very good :)
Very, very, VERY early image from my sometime-down-the-road project "London 2105". Based in the Unhallowed Metropolis setting, it has zombies, the smog and ash from the factories and crematoria is so thick that respirators are required, and all electricity comes from ambient energy provided by tesla towers.
This is the first draft of one section of the slums that borders one of one of the enourmous walls that separate the different sections of the city. I still haven't figured out fog effects, and I would like to get a black snow effect to emulate the ash rain in the city.
In short, LOTSA LOTSA LOTSA work to do. Also, the city is a 500X500 map.
This is the first draft of one section of the slums that borders one of one of the enourmous walls that separate the different sections of the city. I still haven't figured out fog effects, and I would like to get a black snow effect to emulate the ash rain in the city.
In short, LOTSA LOTSA LOTSA work to do. Also, the city is a 500X500 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
500x500? Does... the entire game take place on one map?
Good map though. But I'm not sure it's a realistic future version of London. There would still be, uh, streets. Yeah? Even if there are flying cars, there would still be roads for the poor people with street cars, and the flying cars would still need somewhere to park. Even if society has collapsed and cars are just a memory to most people, there would still be roads and parking spots from when there used to be cars.
This is more like what people in 1850 thought London would look like in 2105. (Maybe that's the setting? It's set in 2105, but society collapsed around 1900?)
Good map though. But I'm not sure it's a realistic future version of London. There would still be, uh, streets. Yeah? Even if there are flying cars, there would still be roads for the poor people with street cars, and the flying cars would still need somewhere to park. Even if society has collapsed and cars are just a memory to most people, there would still be roads and parking spots from when there used to be cars.
This is more like what people in 1850 thought London would look like in 2105. (Maybe that's the setting? It's set in 2105, but society collapsed around 1900?)
Like I said, that is extremely rough and I'm still working on yoinking textures from different packs to put into it, and I haven't done anything with the street layer beyond painting on a placeholder tile (Not to mention this is the poorest section of the city, where people are usually too poor to eat,).
And yes, the story goes that the plague broke out in 1905 and wiped out much of the population, pushing them out of the cities. Eventually they were able to take them back, but it took well over 50 years, and scientific advancement took a very different path. It is a lot to explain.
And yes, the story goes that the plague broke out in 1905 and wiped out much of the population, pushing them out of the cities. Eventually they were able to take them back, but it took well over 50 years, and scientific advancement took a very different path. It is a lot to explain.
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, dude, I fuckin' called it. I am awesome. I should start a new service where people post a screenshot of 5% of a map, and I describe their world's entire backstory for them.
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
Even so, my personal recommendation would be to split it into a number of maps, segregating the city into different sectors. This will be more managable for both you and the player, without making the city feel any smaller or reducing the feeling of exploration. As it stands the player is in serious danger of feeling overwhelmed trying to walk from one place to another. That's lot of ground to cover, especially without simple direct paths (and simple direct paths would make the map much less interesting than the way you're doing it)
Dragon Age 2, for example, takes place mostly inside a single city. But instead of being one giant map, it's split into the upper class area, the slums, the sewers, the docks, the military quarter, and the government offices. When you leave the zone you're in, you can select which of the six sections you want to go to. Almost like a world map, but for a city instead of a world. (link to DA2's map)
Not to say your way won't work, but I figured since you were just starting to map your city, it was a suggestion worth making before you got in deep.
Dragon Age 2, for example, takes place mostly inside a single city. But instead of being one giant map, it's split into the upper class area, the slums, the sewers, the docks, the military quarter, and the government offices. When you leave the zone you're in, you can select which of the six sections you want to go to. Almost like a world map, but for a city instead of a world. (link to DA2's map)
Not to say your way won't work, but I figured since you were just starting to map your city, it was a suggestion worth making before you got in deep.
I had planned on doing a quick travel system, so that once you have reached a new section it open up to be jumped to from the menu, and it will just teleport you to a landmark in the section you chose.
@Avee: Ah yes, i knew i forgot something *adds shadows now*
@Neverm0re: The tileset is just great, perfect for an "steampunk london in alternative future setting". just divide the city into districts and get a few more tilesets like this one and you are set. this just screams to be stuffed with sidequests of all sorts.
@Neverm0re: The tileset is just great, perfect for an "steampunk london in alternative future setting". just divide the city into districts and get a few more tilesets like this one and you are set. this just screams to be stuffed with sidequests of all sorts.
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
Good use of lighting, wow.
Yeah that is interesting lighting. Except it is very dark. How will the player know where he/she is going?
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
It's not that dark. The door in the middle is definitely dark, and some other things are partially in the shadows, but you can tell what everything is that matters, and you can definitely see where all the paths and doors are. Maybe your monitor is old and busted, or just set to a crazy level of darkness?
I'm slowly tweaking to get a perfect balance between the level of light and the density of the fog, as well as toying with giving the player a hand-lamp so he emits a light source of his own.
Shiit, that looks great Neverm0re!
Gives it a nice creepy tone, I wanna see some zombies now!
Gives it a nice creepy tone, I wanna see some zombies now!
Bird's eye view of the East End slums:
I'm making a stand-alone version of this map for the first scene, a night-time raid after an outbreak of the plague. I was starting to get far to much lag having so many light sources, so I seperated this particular map from the larger one (which has stuff I'm not showing here).
I'm making a stand-alone version of this map for the first scene, a night-time raid after an outbreak of the plague. I was starting to get far to much lag having so many light sources, so I seperated this particular map from the larger one (which has stuff I'm not showing here).
author=Demicrusaius
Those screens all look fantastic!
I've always wanted to do a custom shop because I want a fluctuating economy. I haven't yet because I'm worried that I would want to change values later and it would be a pain to do it in events versus through database, but maybe after my game is done I'll attempt it.
Creative use of common events and variables can probably prevent this.