THE SCREENSHOT TOPIC RETURNS

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See if you can figure out what's going on here.

Hint: custom damage system. All "basic" attacks are switch skills, so certain equips/conditions can get ignored. I just finished the system, so it distinguishes between guard and miss.
SunflowerGames
The most beautiful user on RMN!
13323

author=bulmabriefs144
Hint: custom damage system. All "basic" attacks are switch skills, so certain equips/conditions can get ignored. I just finished the system, so it distinguishes between guard and miss.

Very tricky to use white there.

Are the character all wearing a costume, status effect there.
Yea, I guess you're right, with the pointer thing and all.

They're Reapers (the term "Grim" is offensive to them, though, as they don't all cause death). There's a bit of a uniform thing going on.

Eventually, I plan to give each their own shade of uniform though. Eventually, as in right now, since you mentioned it.



Yep, they're distinctive now. But I'm not pleased with the color scheme. Also, I'm gonna have to add the black outline back to the hoods.
That's the hair/faces under the robes (but for the third one, it's about the same). And no, this is their faceset, it even has emotions.

The robes are symbolic. Reaper #1 (Rinne) governs the afterlife, so gold which has some symbolism with eternity and is also close to the colors worn by Buddhist monks (more orange there, though) seemed to work. Reaper #3 (Yomi) wears black, because duh, black is associated with death (except in SE Asian cultures where it's white). Reaper #2 (Seishi, working name) is associated with birth, and I could either go with white or green. But I'm thinking white because there's another Reaper that controls nature.

Which is alright, except that means the middle one needs to be more white and less grey.
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
@bulma: I think either version of the robes is fine, they don't have to match the characters; they're in the same order as the faces below so no one's gonna be confused.

@itaju: I can tell those cliff tiles weren't made for such a complex configuration, but you did a good enough job with them that I wouldn't be able to tell while playing.
Well, yea, until pincer or surround. But by that time, presumably you know who is who.

Hmmm, one minor problem with that cliff. Near the top left make it taper out more so it looks like an overhang and not like the cliff is "growing out" of the stone wall. The bottom part is actually sitting on top of the wall there.


Those cliffs look really bad. Look at those tiles below the hero, a big block of obvious mismatch. Along with many other clear lines of mismatch. Aren't these custom tiles? Fix that shit or use the tiles properly, although I assume that if you are ok with them now you will be in the future.
The mismatch is forgivable, the growing out of the stone wall thing, not so much (although I'm sure I'm guilty of this too on occasion).
Changed it already. ;)

Onwards to the next screen.

Aside from the fact that the upper left white tiles don't match the other bricks... nothing.

Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=bulmabriefs144
Aside from the fact that the upper left white tiles don't match the other bricks... nothing.



Thar be windows, lad.
Ohhhhhhhhhh...

Then, no, it's pretty much awesome.
Itaju, that's a dungeon I wouldn't mind to explore! But what I love the best is the window detail that let's you see the panorama. Awesome! And great ambience as well...

~~~

Here are two screenshots from my game, Unholy Sword:



An island that serves as background for a long sidequest! Hope you guys like it. Keep up the good work ;)
That guy totally looks like a caveman. Which is okay, since the mapping kinda looks "wild." Don't really connect it to any swords though, unless that comes later.

I figured out (more or less) how Itaju did jaw movements for the game. That's really absurdly complicated. I'm gonna Nominate for Best Technical Prowess. Because that's kinda insane effort to have no award attached to it. Especially since that's only text, and I've seen the guts of it on the editor. Good work!
The second screenshot is too symmetrical (the lake and the cliff with the waterfall). Also, where does the water for that waterfall come from?
First time posting in here~ Hi people!
I've finally started using light effects in my second 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
Lighting effects too strong, cannot see map. With a chandelier and a bunch of lamps and candles, the room should be totally visible with only some very subtle darkened areas (like 10% opacity tops in the darkest spots).

I can't really tell what's underneath the lighting effects, but it looks like it's probably pretty good?

Here is a pyramid! Made using RMXP RTP edits. A challenge, since RMXP RTP does not have any pyramid tiles.

@sawworm
Hello there. I would make the overlay slightly more see-through, the dark parts are pretty hard to see, and people with meh monitors won't see anything.
map looks good, from what I can see.