Game & Map Screenshots 3

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Indrah

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Hoenslty I do not like the glare. If it was a onetime event (such as the intro the first time you go outside as it shows you the village for the first time) it woudl be fine, but overall i do not like reliance upon overlays and fog/light effects, they sort of just get in the way and desensitize the player later on :x If anything, playing with very slight tint screen settings (emphasis on slight here) would probably create more ambiece than slapping a mist everywhere (not saying its your case, but a lot of people seem to fall back on that).

If you want to use an overaly of some sort, id recommend slight clouds (shadows over certain areas) moving rather than a mist. If it's so sunny (what with that glare) that makes more sense.
 

PixelLuchi

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Two little screens from my forthcoming project.



 

VegaKotes

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For the map you might want to touch up the walls.

The back section on the left randomly has a split and on the bottom there's no guard rails on the inside.

It looks like anyone who would be standing on those walls could just fall off.

Those waterfalls feel off.

They don't sit right.  I'm not entirely sure how to go about fixing it though...

Perhaps put them on some sort of cliff?  As it stands they don't so much look like they're flowing down as they do flowing south.

I really like the 2nd one, that text box is sweet looking, and the characters are too. :3
 

Choco-Elliot Wyvern

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It looks pretty cool but yeah I'd change the castle walls and the second screenshot looks awesome! I really like the message skin and the portraits looks very nice :3

Some gmd-side project stuff :D




 
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blueperiod

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@Luchi- is Tristian supposed to be a guy? His hair makes him look really feminine.
 

JayDee15

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@BluePeriod:

No, it's a woman. Notice the breast shape under the armor and the slender figure.... Unless it is a shading mistake, which I doubt.
 
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Doobles

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Dungeon tileset I've been working on.  I still feel as though it is very incomplete.

Any ideas on what I can add... besides torture devices?
 

gRaViJa

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simple stools, chests, barrels, warning signs/posters on the walls, inscriptions on the walls, rubble, puddles...
 

Thalzon

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@Doobles: The map probably does not need to be as big as it is. You could cut out half the cells and get the same feel and content. Perhaps, though, adding a little guardsmen's area before the cell block would help alleviate the uniformity.
 

hian

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God damn it, still not finished with the initial forest area.

Still just working on gameplay, balance and polish.

But, I'm getting there.

So, here hunting rabbits, which requires some stealth and a combo/quick time event -



And finally a little knife action to take the buggers down.



You acquire meat and fur etc from hunting which you can use to keep alive, or trade for money.

I'm currently working on resizing the battle status window to fit my one actor set up, but it's proving to be harder than I thought.
 

Goatrider

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@hian

Looks pretty cool. The hunting element looks interesting too.
 

Carillon Nightmares

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The indoor map of this in case you didn't see it before:

Lunar Temple.png

Is right here:

mytemple.png

I know, my indoor mapping is complete crap. =P I need some feedback on it.
 

Engr. Adiktuzmiko

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wow, that was nice Hian... really nice idea... 

btw, how did you managed to have that kind of effect on the first screenie?
 
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hian

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What kind of effect are you referring to?
 

Engr. Adiktuzmiko

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the shadowy effects on the map... :)
 

Elements

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God damn it, still not finished with the initial forest area.

Still just working on gameplay, balance and polish.

But, I'm getting there.

So, here hunting rabbits, which requires some stealth and a combo/quick time event -



And finally a little knife action to take the buggers down.



You acquire meat and fur etc from hunting which you can use to keep alive, or trade for money.

I'm currently working on resizing the battle status window to fit my one actor set up, but it's proving to be harder than I thought.
Pros:

Love the ideas behind the huds.

Cons:

Hate the blurry maps(only the effect, the maps themselves look pretty functional) and the font used on the HUDs.
 

hian

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The shadowy effect on the map is drawn. I make all my maps using a combination of GIMP and paint.net, so no effects really.

As for the blur - I'm sorry you don't like it, but that's one point I probably won't be changing. Firstly because I don't like the sharp pixelated look of the standard design.

Secondly, because it seems to work very well with the overall scheme of the artstyle of my game.

It isn't all that strong to begin with, and it makes for smoother transitions between tilesets by different authors.

Consistency is a major goal for me.

The font I might be willing to change, but I'd need a little more to go on than just the fact that you hate it.

Personally I chose for its neutrality, as I hate the abuse of eccentric and over the top fonts.

Give me something to go on though, and I'll consider it.
 

Elements

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Yeah I'm not telling you to change anything lol, that'd be quite pointless, specially since it is just a matter of personal preference, just gave my first impression over the composition of everything.

You like the blur, I do not, not a breaking point really, mere stylistic choices we don't agree with~

As for the font, I wasn't  thinking of something unreadable or fancy, as I don't like that either, but something about it is killing that battle screenshot for me.

If I were to analyze it carefully, i'd say it is the size of the font plus the spacing between the characters.

For instance:



This is a really similar font, but the spacing and the font size makes all the diff to my eyes.
 

hian

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Thanks, I'll give it some thought! Spacing between the letters can be adjusted, and so can the size, so I'll see how it pans out.
 

Engr. Adiktuzmiko

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by drawn, you mean they are part of the parallax? or are they added as an overlay?
 
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