Game & Map Screenshots 3

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hian

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@shingamix

I really like your battle setup. Is that the same system as in grandia?

I also wanted to have shadows under my actors, but I'm using a simple side view setup, so when my characters die the shadow is turned sideways together with the sprite, which looks strange to say the least, so I dropped it...
 

ShinGamix

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@Hian

Grandia..No.

Honestly it's about 7 different battle engine scripts combined and a few custom scripts.

and the enemy hud is unique and was just finished. 

(I didn't want to have 8 enemy hp bars moving around with enemies.)
 

Engr. Adiktuzmiko

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Doing some battle customization... Command selection only shows the skills, nothing else

Pic of the command selection

When a command is unusable

Took me a while yesternight to finish editing the command related scripts to arrive at that... now time to do some rework on the graphics

and still thinking if I should make use full mode or semi mode for the ATB... (full = ATB only stops during animations, semi = ATB stops at animations and target selection)

@Shin - yeah, it looks quite a bit much... it looks nice though, but maybe a little resize of the HUD can be good... and I hope you find sideview battlers for that... since having the enemy facing front when your party is looking side-view is not really good looking...

@Hian - that scene map looks good... I hope we can get an in-game screenie showing the middle part... XD
 
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hian

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@soma:

The faces are just styled that way. I didn't like the original color scheme, the thin lines etc. Besides, if you look at the rest of the screens, you'll see that my set up has very deep and rich colors, so the original unedited faces clashed a lot with the rest.

@adiktuzmiko:

You get to see the entire map in game.

As the intro finishes the map scrolls up and then fades into the credits.
 

Engr. Adiktuzmiko

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@Hian - Oh... nice...

hmmm... modified the cursor, had a semi transparent background and a text saying COMMAND

and, finally got to disable skill sorting...
 
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Soma

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@Hian Ah, okay. Yeah, I noticed you were applying that to everything, just that the faces caught my attention the most~ :)

@Adimiko That's pretty cool, does it show the same style when choosing items? :D

Any thoughts on the map I posted on the previous page? Anything that needs changed? o:
 
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Engr. Adiktuzmiko

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well, on my game, the only commands that you can use in battle is the skill commands... this is because I'm implementing a command system in which you "equip" the commands that you will bring into battle...

Just curious about why there's a darker shadow on the boxes part...

EDIT: 

side-view mode... and my mushroom sprite... and seaside battleback

edited version of battleback:

and added some lighting to the room
 
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ShinGamix

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I'm sorry but the room lighting makes the whole map look blurry to me.

and I am more for the Mystic Quest style view of your early shots.

but the side view option is a nice touch.
 

Engr. Adiktuzmiko

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the light is actually, blurred... maybe that's why it makes the whole area look blurred... I'll try to make a non-blurred lighting...

hmmm... maybe I'll try to make the sprite battlers front view... or just use the normal battler style of Ace... I'm still personally doubtful of the whole side-view thing as it means I need to create my own sprites, which I'm still on the process of early practice... 

I'll try to make the command window smaller first, because one reason why I tried the side-view thing is it looks cluttered to me when I have the sprite in the lower area...
 
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cosmickitty

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@adiktuzmiko is the lighting for a night scene or just a dark room? if it's night I'd add a blue/purple tint, if it's just dark... maybe it's a tad too dark?
 

WNxTyr4el

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@thatbennyguy: yeah I'll do that as soon as I get my computer back :( . The power supply fried yesterday :( :(. No game making for me for a while. I guess it lets me get down my ideas though
 

Engr. Adiktuzmiko

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@cosmic - just dark... yeah, it looks too dark... XD... gotta tone it down a bit...

EDIT: 
 
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Kes

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@ adiktuzmiko

Much better.  But I still wonder about the width of the light given by those windows.  No narrow window is going to give a light which flares out so much, so quickly, and I think that's why it still looks slightly odd.
 

Engr. Adiktuzmiko

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do you mean that it's too wide?
 

Kes

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Yes.  If you look at how light comes through windows you will see that the 'cone' shape never flares out into such a wide shape (unless they are set in very thick walls and have angled internal facings precisely to allow maximum light - cf some medieval castles and Georgian houses in the UK as examples).  I would suggest making the lighting a lot narrower and, if you can manage it, slightly sharper nearer the window while keeping the blurred effect further away.  Tricky to do that, though.
 

Engr. Adiktuzmiko

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I see... thanks! I'll try it out...
 

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Time for one of mine. This is a project that I am working on that is meant to be a short one. I am trying to stay within the RTP, no parallax or anything else, just what RPG Maker VX Ace ships with.

This is the outside entrance to the final area of the game.

 

WNxTyr4el

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@Shinma that looks great dude! Good job with only using RTP!
 

Dalph

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@adiktuzmiko:

What the...is it Warcraft 3 graphics in the background of that two screenshots? :)
 
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Ossra

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I have had an idea for an episodic, science-fantasy detective game for some time now, but tonight I hashed together a 'sketch', of sorts. I wanted to poke around at my available resources to make sure I had everything I needed to do a futuristic setting, so I decided to create one room of an apartment. Lots of empty space for decoration and clutter, but the piece served its purpose.

 
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