THE SCREENSHOT TOPIC RETURNS
Posts
Do you? I'm really debating about it at the moment. I've wanted to play on the idea of an octopus invasion, but without making a blunt pun like "Octoplosion" or something... I'm not 100% on the title yet but it's good to know it has potential.


Find the spirits lingering around Fort Adder to unlock new passives to apply to your heroines, and to learn a little bit more about their mission.
EDIT: The new second image is the battle against the Star Snatcher and the Catharsis. When one falls, you shall feel the wrath of the other... it's a battle teaching how killing an enemy will make other enemies angry/take more actions each turn. This applies to every multi-demon encounter in the game. You'll have to weigh the costs of killing off an enemy with another enemy (or enemies) growing more powerful.
I think the that portrait is way too big and covers too much of the screen, but other than that everything looks fine.
There's no dialogue in this game. You get a single message box for every spirit you find, with a large portrait of the character associated with the memory. If this was a talky game I'd agree entirely, but I think in practice this is perfectly fine.
i don't think large images really hurt high resolution graphics. idk, i think if it was like 8bit it would be pretty awkward, but it's fine in this format.
I've been gone for a long time, but it doesn't mean I stopped making games. Since taking a game dev class at my university I am now making games exclusively with XNA, which is a C# based library.
This was a team project that I worked on in that class. It was a mix between shmup and tower defense. It didn't get finished, but it did win us some Zunes(oh boy) and got me really interested in working with C#. I did all the art and some of the coding for this game.
This is the project I'm currently working on by myself. It will be a collection of party games similar to mario party. All I have working so far is a few menus and several half finished minigames. I figured since I have been working on this game long enough that I should post something.
This was a team project that I worked on in that class. It was a mix between shmup and tower defense. It didn't get finished, but it did win us some Zunes(oh boy) and got me really interested in working with C#. I did all the art and some of the coding for this game.
This is the project I'm currently working on by myself. It will be a collection of party games similar to mario party. All I have working so far is a few menus and several half finished minigames. I figured since I have been working on this game long enough that I should post something.
I really like the top one, though the menu part seems a bit dark to me, as for the bottom one, nice and professional, not sure I would put white around the red and blue guys though.
Edit : oh, congrats for coding your games, that's the way to the top!
Edit : oh, congrats for coding your games, that's the way to the top!
author=chana
Looking nice, interesting, why isn't the water glittering all the way down?
Well, it doesnt do it in the sonic games iirc (I can fix it if it does)
Here's a screenshot of my game's second dungeon.
http://imageshack.us/photo/my-images/442/smighthelmsleymine1.jpg/
http://imageshack.us/photo/my-images/442/smighthelmsleymine1.jpg/
I mainly put this screenie up for the dialogue, I do have some pretty good maps I might share with y'all at some point, and those novels are more... the kind you find in places like Oxfam and stuff.
author=Craze
Find the spirits lingering around Fort Adder to unlock new passives to apply to your heroines, and to learn a little bit more about their mission.
EDIT: The new second image is the battle against the Star Snatcher and the Catharsis. When one falls, you shall feel the wrath of the other... it's a battle teaching how killing an enemy will make other enemies angry/take more actions each turn. This applies to every multi-demon encounter in the game. You'll have to weigh the costs of killing off an enemy with another enemy (or enemies) growing more powerful.
This looks impressive (and exciting)!
author=Pyramid_Head
I really like the tilework here, nice o:

Digging through an old HS project from a couple years ago -- ripped assets, a sickening mix of both badly-structured GML and drag-n-drop, a platform script taken from an old GM Community tutorial and absolutely no direction at all, but holy hell was it fun to just go at it and throw something together. I wish I did more with this :c.
Also yay plagiarized pseudo-mode7 lol
Thanks for the suggestion Craze. I made some updates to the map.
http://www.gophoto.it/view.php?i=http://rpgmaker.net/media/content/users/15647/locker/Helmsley_Mine.jpg
http://www.gophoto.it/view.php?i=http://rpgmaker.net/media/content/users/15647/locker/Helmsley_Mine.jpg
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

Mess hall in the prison transport ship. Experimenting with wall textures. I swapped out the overused, pixel-arty-looking metal wall I was using for this grittier one I found by searching for "metal wall" on Google Image Search.
If you want to critique it, don't read the following until after you've looked it over, since it'll affect your first impression:
If the crates on the right side look weird, it's because they're stacked. You have to destroy two crates to make a path across the top of them to that chest. I felt like the puzzle was kind of visually confusing from this angle, but couldn't come up with a good way to rotate the map, so I put some stacked crates and a second raised mesh platform near the door to clue the player in. My question is: did that work? Or was it not enough, and should I redo the map with the puzzle rotated somehow?




























