Game & Map Screenshots 6

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SilXver

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Guys I need your opinion on this. What can I  do to make this better? Thanks!

 
 

EternalShadow

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You'll need to use shift-mapping (copy and pasting basically) to improve some of the edges - also, use the pen tool to designate shadows.
 

Simon D. Aelsi

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Echoing what HFL said, also on your cliff faces count in your head how many tiles high they are, so if (random number) your cliff is 12 tiles high, make sure it's 12 tiles high EVERYWHERE (for that one cliff face) otherwise you get perspective errors and the illusion can be ruined. :)

They're toward the center of the cliff wall, notice how the ground edge on top doesn't match the cliff edge in those two spots, toward the mid-right and left sides? :)


Edit: You also use corner tiles where the straight tiles should be used (They're all there, getting it to behave just as you want can be tricky! But the extra effort is worth it.)
 
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Galenmereth

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@DaveyAlpaca: Holy alpaca (pun intended!) that looks sweet. That's a very nice looking tileset mate. Love it! :D

I was going to bed, but then I had this idea... What if button hints changed their appearance based on what device is used to interact with the game? Well, a "few" hours later at 4:37am:




In case it's not entirely clear, it'll show xbox controller buttons when a controller is used, keyboard buttons when keyboard is used, and hide the button hints when a mouse / touch device is used. All automagically.

Thanks to Avery for the magnificent icons  :)
 
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C-C-C-Cashmere

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@Galenmereth Holy crap that looks awesome. Your menus are out of this world. It's crazy. I don't think I've seen an RPG Maker menu as slick as yours, ever. Major props. Can't say I didn't call it, though. I saw your talent in typography from a mile back. I remember when you first gave me the demo for Intra Mundum. One thing I was immediately impressed by was your typography and the way you animated things.


@Davey Looking excessively cute I might say!


Edit:


Well, this is just a mockup, but I might as well show it here because it can easily be transferred into a real map.





Just playin round. Don't tell me that yellow boy ain't swag tho. I will pop a cap in an n-slur.
 
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Galenmereth

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I completed full seamless integration of mouse/keyboard/controller navigation to all parts, as well as selecting items and bringing up a popover window (which isn't finalized) :D There are a few bugs you might notice, but that's because I'm in the process of migrating completely to the event driven system I've been implementing.
 
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CzarSquid

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Here is some screenshots of the next Friend game I'm making. I don't have enough content yet to make it's own thread yet. However, I know some people are excited to learn more about the game.



The delayed camera movement is something that I feel will be a welcome feature to the game.

Just going on an afternoon walk.

A quick sprint around the town.

There is a lot of work being put into this game. The game itself has turned in to a monster sized project but it's definitely worth it. The required features of the game are now set in place and all is left is content pumping.
 
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C-C-C-Cashmere

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Cool stuff, Czar. Just one thing - that camera ease script honestly makes me feel motion sick. I've seen it used in other games and it feels like a gimmick, I mean it makes it harder to see what's going on, just for me. Great graphics though. Looks like it's a step up in scope than the last Friend. This should be interesting.
 

CzarSquid

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Cool stuff, Czar. Just one thing - that camera ease script honestly makes me feel motion sick. I've seen it used in other games and it feels like a gimmick, I mean it makes it harder to see what's going on, just for me. Great graphics though. Looks like it's a step up in scope than the last Friend. This should be interesting.
I can make a non-delayed camera for the game if you need it. I don't want any players to get sick from playing my games. For me, it actually feels much smoother than having the camera pan with every movement of the player.

As for scope, it's a lot more content but still manageable. Instead of a short story, I'm writing a small novel of a game. The real challenge is just keeping track of all the individual events that will occur in the game.
 
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Simon D. Aelsi

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I personally like the delayed camera motion.  Hey, whatever works!
 

C-C-C-Cashmere

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Cool, if there's an option, even better. I think it's because I'm trying to focus on elements of the game to interact with, but if the camera is constantly moving my eyes have to be constantly moving as well, so it's harder to keep track of. I wonder what it would look like if the effect was more subtle, i.e. less drag?
 

Zeriab

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@Galenmereth:

Looks good :D

Extracting the input logic into separate logical units which parse the various input streams and transform them into events sent to the controller classes makes perfect sense. I followed a very similar approach in my unfinished Ace Mouse script. (Feel free to use for inspiration, and any part actually)
Such an approach allows for a more fine-grained and precise control than the typical approach such as the one used in Shaz's mouse script. On the downside new scenes and windows likely need to be deliberately implemented, unlike Shaz's script which may work without changes. It's a cost benifit thing. Personally I have found your approach to feel better overall.

*hugs*
 - Zeriab


 
 

YakuzaMakoto

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Re-Made the SciFi-Flat! i like the "white version" but the feeling wasnt right so i did it again.

I edit the tiles from Celianna - so the tiles go with my idear.

Some edits (not based on celiannas) are on a set i am working on (bed included).

Tiles from Celianna, Future Tiles Ressource Pack, PandaMaru, Avery, Enterbrain

and yes... the light i must do again... done with my mouse and that wasnt the best idear...

 

Kes

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@YakuzaMakoto

That is much better.  I am, however, still a bit bemused by the whatever it is that looks like it's falling off the desk.  It is the same graphic that was on the desk in the first image, and I am referring to the sloping section on the left.  It looks like it's hanging in mid air, and I can't make any visual sense of it.  I'm not entirely sure I know exactly (as distinct from 'vaguely-yeah-well-sort-of') the similar tile to its right is.  It looks like it ought to be a diagram, but what is it being displayed on?  Or is it some sort of hologram?
 

YakuzaMakoto

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@ksjp17

yes it is a hologram. and it shows something for work. the idear is you can open so much "desktops" like you need.

thats why its flying.

this version is only for work and shows some file datas.
 

King Sangos

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Edit: I'm so sorry! I forgot to read the rules of this thread and accidentally posted sprites alone. I revamped my post to include some screenshots from my game.

So I've finally completed the third level of my game, so I decided to show everyone a few screenshots of what you can find in the newest version of BLANK.

 
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