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THE SCREENSHOT TOPIC RETURNS

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APATHY IS FOR COWARDS
4158
Several pictures could be displayed in fluid movement thanks to Muybridge's Zoopraxiscope. However, since there was no way to record these pictures quickly, he instead used dozens of cameras lined up in a row:



I discovered a bug today! What's happening: the hero casts a "Thorns" buff on himself, which deals damage to enemies whenever they hit him. The Bomb Guy enemy has a dying attack in which he dashes at the hero, explodes, and then dies. However, the damage dealt by his bomb attack activates Thorns, which re-kills the Bomb Guy, which activates his dying attack again, which activates Thorns again...

Thankfully it was really easy to fix, and I thought it was funny enough to share :) Sucks that the sound got killed though.


(Oh yea, all the sprites and junk are placeholders right now. I'm on a roll with the code right now so I'm gonna get it to a good place before I work on art!)
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
I actually meant the word color not the image color.


WIP. Obviously I want to limit the area the player can walk on since all this map will be good for is using that green teleporter up there, but I was wondering if it looks too obvious. I'm out of ideas about how to accomplish this besides keep piling up sandbags...
Brady
Was Built From Pixels Up
3134
Colour coding alone helps a lot. Everything is blue and gray, with the wholee map centering around a large contrasting colour in the middle. May not be obvious that i's a teleporter, but is pretty obvious that you're gunna wanna action-button it!
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
author=alterego
WIP. Obviously I want to limit the area the player can walk on since all this map will be good for is using that green teleporter up there, but I was wondering if it looks too obvious. I'm out of ideas about how to accomplish this besides keep piling up sandbags...

That's easy- crack the sidewalk/tiles on either side of the teleporter and surround that with wooden barriers on two or 3 sides- essentially the street around the teleport is being repaired and guards have been posted to prevent passersby from trooping through the construction site on their way to the portal. They might even shoo the player away from the wrong areas and redirect him. Also, the arrows point out, appropriate for leaving the portal. If they're going TO it you might want to point the arrows the other way; if it's two-way replace the arrows with safety stripes to complete the "under construction" motif. Also I'd suggest replacing the water with either a pulsing red area or some kind of pad the heroes can stand on as they approach the teleport point.

I know ya'll prefer in game screenshots but I wanted to show the whole map. Anyway, it's one map from a desert 'dungeon' of sorts and I wanted general feedback on it. Any advice would be appreciated! :D
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
@wildwes: I'm not sure what's supposed to be going on with the... bottomless pits or whatever up there on the tops of the ledges. The rest of it looks basically fine, although trees and plants usually grow in clumps, not evenly spread out like that (minor issue though).

@alterego: I'd say make a small brick ledge, one tile high, blocking the path by making the area a different height.
author=LockeZ
@wildwes: I'm not sure what's supposed to be going on with the... bottomless pits or whatever up there on the tops of the ledges. The rest of it looks basically fine, although trees and plants usually grow in clumps, not evenly spread out like that (minor issue though).


Thanks! Those bottomless pits are kind of like fault lines, like it was caused by erosion and earthquake-related stuff and... yeah.
I might get rid of those.

Although I don't hate mapping, I've noticed it can get a bit tedious. I really want to do this dungeon later and start on my magic forest (I like mapping forests) but I'm almost finished with it, thank goodness.
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
They don't look like fault lines so much as... manmade trenches dug in weird snake patterns and then filled with crude oil. A fault line would be mostly straight or somewhat jagged, and not pitch black.

For a cellphone RPG project I'm planning...
This'd be the menu. It's meant to get the most out of the touchscreen, as such you click once on a character to highlight him/her in the status section (currently highlighted is Jessica) and to see a quotation relevant to the plot (a la FF4DS os Romancing SaGa) and you click twice on a character to bring the equipment and status window. The rest is kinda self explanatory, though I realize the menu is kinda cluttered and awkward. That's just first attempt though
I expect to turn this into something solid D= D= D=
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APATHY IS FOR COWARDS
4158
The actual graphics look really clean and well done, but as you said, the layout is a bit cluttered. I think if you could find a way to separate certain buttons from each other without requiring a whole new box, you could make it look a little better organized. For example, the Invent/Info/Ability/Quit could all be in one box, with some kind of vertical spacer.

In addition, leaving a little extra space with just the black background and no menus will help reduce the cluttered feeling as well. For example, the Map & Area name (Jessica's House) could be on one side of the screen, and the other side could be left blank. I try and do that with websites too :P I think there's supposed to be like a... 70% stuff to 30% blankness ratio? I can't remember.
Tau
RMN sex symbol
3293


Nothing new, just felt like taking a screenshot.


WIP map of... something. I don't like how the plants are randomly littered about in the top version, but the bottom version just feels empty.
slash
APATHY IS FOR COWARDS
4158
The plants in the top version look good! My only suggestion would be to consider removing them from the grassy area, or having them grow in clumps of two or three.


One of the first bosses in my game. The location is not final. I think the outlines are still a bit too strong compared to the other sprites.
@Itaju
Agreed. A dark grey would be preferable.
Hi it's me.




You are Henri, an innoncent little boy who's looking for his missing dad.
Craze
why would i heal when i could equip a morningstar
15170
Well that looks cool. The bubbles in the blue floor look odd though -- I think they're supposed to be some indented and some raised, but it just looks weird. I'd keep the highlighting consistent, personally.
author=Itaju
One of the first bosses in my game. The location is not final. I think the outlines are still a bit too strong compared to the other sprites.

And maybe alter the PC sprite a bit as well. She needs more contrast. Characters and other things you interact with should pop. With those dull colors, it's hard to tell she's important. Hell, in that specific screenshot, she looks like she doesn't have a left arm, ith it looking so much like the grass. Those frogs and spiders(?) seem to have the right level of contrast for the ambient I think you're going for.