THE SCREENSHOT TOPIC RETURNS

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So I did a parallax map, never thought I'd be doing that.
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
Your parallax map looks supiciously tile-based. All those trees are still lined up perfectly into rows and shit, and the dirt and water still zigzag with 90 degree corners. Isn't the whole point of parallax mapping to avoid that kind of tile-based look?

The saturation of the middle house and the cuttable plant from pokemon is noticably much higher than the rest of the map. Probably worth adjusting slightly. As it stands it almost looks like they're real and everything else on the map is a dream. You can lower the saturation of them without making them any lighter, and I think it'll help.

Good use was made of the tiles, though.
author=LockeZ
Isn't the whole point of parallax mapping to avoid that kind of tile-based look?


I wouldn't say that. It's probably the most likely reason. You could use parallax mapping to free up a layer that would otherwise be used for trees and grass. If the style of the game is tile based, and the engine tile based, it makes more sense to keep that look.
For me, parallaxing is being able to use smaller ratios are using infinite layers to create something nice. I wouldn't say it's only to avoid getting a tiled look.

Wow, that house really does stick out. Never really paid that much attention. heh.
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
Ah, that's fair. I prefer XP over VX or Ace for similar reasons. I like having infinite tilesets that can be infinitely large, and more than two layers.

What do you mean by "smaller ratios" though? Are your tiles smaller than 16x16?
@TheRexion: It looks very nice and Pokemon-y. I like the style of outlining the trees, etc. I do feel, though, that the path is obstructed by too many bushes. It might be hindersome when walking through.

@Demi that's a very nice desert town you got there. The cliffs on the sides look very realistic too, especially the pond. Is the house on that cliff just for decoration, though? Because I see no way of getting to it except maybe jumping off that roof.

@Sana that looks very lush and beautiful. I like the large trees and how much detail they have in the leaves. The light effects are very artistic, too. No quibbles about your screenshot. :)
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
Does your font really randomly change thickness between 1 and 2 pixels, or is that just from you stretching the screenshot by something that isn't exactly 2x?

If the former, I strongly recommend fixing the font. It's really distracting. Both because it glitches back and forth like that, and because it has the only one pixel thick lines in the entire image.

I've decided not to comment on your choice of graphical styles, to be polite.
author=LockeZ
Ah, that's fair. I prefer XP over VX or Ace for similar reasons. I like having infinite tilesets that can be infinitely large, and more than two layers.

What do you mean by "smaller ratios" though? Are your tiles smaller than 16x16?

Usually they're 32x32, but being able to place them on a 16x16 Grid makes an enormous difference. I did a sample map (Not a finished product, if I am going to finish it at all. Still unsure of what to do.), and it really looks infinitely better than the regular 32x32 squares. As for "smaller ratios", I really have no idea what I was implying. I sometimes type something in the heat of the moment, and then go back a few minutes later thinking "What in the world was I talking about?"
Before anything else, I want to know if you're... serious? Because I honestly can't tell, lol...
Puddor
if squallbutts was a misao category i'd win every damn year
5702
author=LockeZ
Ah, that's fair. I prefer XP over VX or Ace for similar reasons. I like having infinite tilesets that can be infinitely large, and more than two layers.

What do you mean by "smaller ratios" though? Are your tiles smaller than 16x16?


I think he means that by parallax mapping though you stick to the basic grid for ease of passability settings and movement (because setting it up any other way in an RM* engine is a pain in the ass), you can have tiles that overlap the grid, even by a small percentage.
In stuff like this:


Even in an XP tileset that carpet would be a pain in the ass. Composite tiles, such as the bar, the noticeboard itself, the desk, are smaller than 32x32. The entire map still snaps to VXA's grid, but creating something like this would be painful even in an XP environment.
I prefer to parallax, even if it isn't completely necessary, just for the sheer ability to use any tile I want anywhere I want without really worrying about cutting issues or trying to arrange said tiles onto a tileset or map grid in a strict fashion. If I think something looks off by one pixel, I can move it by one pixel. :D
Work in progress garden area I'm working on for a new sci-fi game. Those 6 empty patches of dirt are where you're supposed to grow your own stuff, so ignore their emptiness. Anything missing/not satisfactory?
@SnowOwl: Trying really hard to spot anything wrong in your screenshot, but everything seems to be in place.

Anyhow, I've been tearing my hair out with regards to my HUD in this zombie/mutant shooter. I like the simplistic look and it doesn't obstruct the screen that much. It's just that something feels missing :<

Like the HUD, I feel that it would be perfect with a little something that popped up over an enemy that takes damage, like a "-1" or something along those lines.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
That is quite the pleasing screenshot, SnowOwl. Reminds me of RE1 with the plant room.
Thinking about including HQ4x as an up scaling option. I'd need to get background tiles and sprites rendered separately though to get rid of things like the water tops blending in with the backdrop, and not even sure if there's a way to do that in Game Maker.