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THE SCREENSHOT TOPIC RETURNS

Posts

Decky
I'm a dog pirate
19645
I asked agentnevada to post the 2 relevant screenshots here (a cutscene and a snow map; the others are menus, battles, etc.) If 5 people approve of the screenshots based on the sample size given, I will approve of the game profile as is.

RMN has minimum standards; I will continue to uphold 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
@Agentnevada: We only accept games that the staff thinks look like good games. I'm not on staff but I appreciate that they take the time to keep crappy games away from the site, so there's a place players can go when they only want good rpg maker games.

@Deckiller: That's sort of a waste of time since the staff's criteria for accepting games are already probably way too lenient for the tastes of most of the more active members. If you put me on submission denial duty I would be so mean. I'd have denied three of my own five game submissions. Maybe four - I honestly might have denied my own flagship game. I'd have denied eight of the fifteen most recent games that were accepted. I'd rather RMN miss out on five good games than get one bad one. The moral here is that giving people like me any input into the denial process, even for one day, is a terrible idea. Trust your own instincts!
I'm considering yet another graphic style for my western project.

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
That overhead style works fine for games that don't really have characters. If your gunslingers are all generic recruited units, no problem. If you only have one character and no cut scenes, it's also no problem. It makes it really hard to tell who anyone is though. Not being able to see their faces/eyes makes them less memorable even if they're unique-looking, plus I've heard eyes make characters seem human and help us identify with them. And the prevalence of wide-brimmed hats in a western setting probably won't help you much, haha. You would probably need to put people's names over their heads at all times, kind of like how character names are done in MMORPGs or Star Fox.

Also: The desert in arizona and texas is made of dust, not sand. I realize that's just a graphics test, but you'll get a better feel for how it'll look if you use the right kind of ground outside.

Also also: It's really hard to tell where the door is, you should add some steps or something outside of it. Or maybe a porch. All the buildings always have front porches in western movies.
If I stick with this view, I have a couple ideas to address the issues you brought up. I'm planning for an old-school face creation option in character creation. Eyes, noses, mouths, hair and beards. Customizing the pop up graphic for conversations might help connect players to their avatar. I'm also planning to allow the player to but different clothes and hats to customize their appearance, not that it will make much difference from the birds-eye perspective.

I had an idea for a "look bar", a section of the hud that would display a description of whatever the cursor hovers over. It would show the names of characters the player has already met. Maybe having the names of things hover in a box above the cursor would be a better fit.
author=Killer Wolf
I'm considering yet another graphic style for my western project.



This reminds me of a game I played in Little Big Planet 2, made by some japanese person. GFX look pretty good. black borders bother me a little but it's style issue in the end.

Remember to have those balls of weed jumping around!
author=LockeZ
Post

Deckiller is too nice, really. ...Dear Kentona, please give Deckiller's job to LockeZ. (Or to me. xD)

author=Killer Wolf
Screen

Man! Those colors are way too vibrant. They almost get out of the screen and punch you on the face... Why don't you take inspiration from some old western movie to make a palette more fitting for the game?

Besides that, I find the floor texture to be too busy, it should be something much cleaner so the object that matter or you can interact with pop out more. Btw, try to avoid the use of full black to make your sprites. That doesn't help the situation.

Lastly, you know how it's customary to make everything dark around when you're mapping interiors? Well, that's no an accident, it helps to frame the scene and bring attention to it. But in this case the bright sand works more like a distraction, so why don't you try to use a 50% dark overlay over it instead? That way you can frame the scene and still be able to see what's outside.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Killer Wolf
I'm considering yet another graphic style for my western project.
I like this. I couldn't tell at first the chairs were chairs, so if I had to give one suggestion it would be to lower the saturation/brightness of the floor a bit. It looks great nonetheless.

EDIT: I like the revised version. The floor still seems to blend with the tables/chairs a bit. But that perspective is really tough to nail.

Here's some gameplay of my side-project, Heroes of Umbra. Still just 16 colors.
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
author=Killer Wolf
Side by side after some revisions.


Sexy improvements. Stamp of approval. Lighting effects are better too.

author=dragonheartman
Here's some gameplay of my side-project, Heroes of Umbra. Still just 16 colors.

What? Zelda? No, my name's Marin.

(This video is really really good. If you abandon this game I will be super upset.)
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=LockeZ
(This video is really really good. If you abandon this game I will be super upset.)

Shameless inspiration. :)

It's going to be fairly short; less of an emphasis on story and more of an emphasis on fun. I have been keeping my ambitions in check to ensure the game gets finished in the coming months. (Did I mention it works on Android?)


New Chipset in an early version. (Started today from scratch)
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Itaju
New Chipset in an early version. (Started today from scratch)
The colors go together really well. The bottom-left areas of the tree-thing on the left looks a bit copy-pasted and the outlines surrounding the creature seem a bit heavy compared to the character. You could add a bit of cliffs and maybe some fog and you'll have a really solid map. I like it a lot already though.
@Killer Wolf: I like the changes. The floor is cleaner now but like DHM said, is still a tad difficult to differentiate some things apart from the floor. Besides that, I notice on it a diagonal striped pattern that is slightly distracting... Regarding the colors, they look worse now, if you ask me. They look even more 'burnt' than before, but if you like them that way, I won't push the issue.

@Itaju: Wait, you made all of that in ONE day? That's a lot of tiles for one day, I think. Well done! =) ...I like the shapes of the trees and the washed-out colors you're using, but maybe you still want to use different shades of green for the grass and the canopy of the trees. Notice how they almost blend in the lower parts of the screen? ...Or maybe you can disguise it somehow.

@dragonheartman: Cool game! I'd nag you about the shape of some things (Trees, mostly) that aren't exactly aesthetically pleasing, imo, but I'd rather not. One thing that I've been meaning to tell you, though, is about the size of the HUD - It's too tiny. In most games I can still keep tabs with the HUD even if I'm focusing on the character, but in here I feel I have to look completely away in order to see it. ...Something similar can be said about the message box. It's too far up, but that's less of an issue for obvious reasons.
Decky
I'm a dog pirate
19645
author=alterego
author=LockeZ
Post
Deckiller is too nice, really. ...Dear Kentona, please give Deckiller's job to LockeZ. (Or to me. xD)

I am not going to set the barrier to entry so high that we become an exclusive club of games. At the end of the day, we are a hobbyist community...however, I have been gradually increasing the standards for inclusion.
Dudesoft
always a dudesoft, never a soft dude.
6309
Yeah, someone lenient like Diplomacy Deckiller is a good thing.
We want young developers to show up. You have to make bad games before you realise you've made a bad game. No one cares about your bad game, ultimately, so it goes unnoticed.
Once that's said and done, the young maker will try harder, and more importantly, be one of us.
Assimilate~

Also, maybe make the grass a little less busy so that it doesn't blend in as much, Itaju. That way you've something that your eyes can relax on, instead of everything demanding you to check out the details. Ground tiles should be simple even with variations.
Otherwise I really like it. Those trees remind me of weeping willows (probably the texture).
Decky
I'm a dog pirate
19645
Still trying not to accept outright bad games. I'm looking for demonstrated competency in the maker and English. In other words, can they write, map/tile correctly and with detail, etc. Some first games end up on the site, some don't. I probably would have denied a couple of games in hindsight, but oh well: live and learn.

Anyway, we digress! Killer Wolf, I really like the second screenshot. Those colors fit the whole location and mood of the game.
author=Itaju
New Chipset in an early version. (Started today from scratch)


The tiles are looking very nice. I don't think the grass is as busy as others have suggested. You definitely want to change the color of the tree canopy, though. Right now it's using the same colors as the grass, so when its overlaying the swamp it stands out fine, but when it's overlaying the grass it gets really muddy like at the base of the screen.


Okay, I changed some stuff based on the comments you made. :)