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Arekkisu

Arekkisu's Game Screens

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Hey! This is where I'll be keeping my screenshots for my game, Questers (Working Title), that I (and the rest of Electricfying Games) are creating in coalition with Stray Dog.

 

A little bit of info:

Electricfying Games is a small group, who design Video Games, create Webcomics, do Let's Plays, and write Stories (some FanFiction, some not)

 

Stray Dog, is a larger group, who although have no video game programmers, bring music artists, voice actors, animators, and artists to the table, whom we're working on other projects with currently.

 

Questers (Working Title) is an RPG game made in RPG Maker VXAce, originally designed to test my skill to create a very nice RPG using no extra scripts, graphics, other media, or even custom characters made in the character generator. Obviously it has evolved much, has many added scripts most likely recognizable, custom music and art, custom characters and much more, it is designed to be a commercial product, unlike our previous games. (As a side note, every script writer is credited in game, and each script I've used under the Terms of Use was allowed to be in a commercial product).

 

The screenshots are game size, 544x416 pixels, and there are currently 5, as a warning to any with a slow internet.

 

Battle:
eciu.png
8y23.png
Town (Fallenmure):
fygf.png
Dungeon (Strange Tower):
gzq.png
Mission Log:
6gx7.png

Class Selection:

4gtw.png

 

First as a note, yes that's an enemy radar in the corner in the dungeon screenshot, if you're smart you can dodge the enemies, but they still work like random encounters, and it's harder to dodge them than you think.

 
Also no, the Electricfying Games Logo is not always on display during the game, they're just on top of the screenshot, like a watermark.
 
So how's it looking? Any Questions?
Edited by Arekkisu

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Well the color is due to the dungeon tint, the battle tint matches the battle tint...

 

Is that "*really*" emphasized, or something else? I can't really tell...

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*image removed because it has been updated*

 

 

What's this a new screenshot? Well I've gotten my class selection system just the way I like it.

 

Although it shows the weapon each class uses, you don't know anything about any of them, and although you can still guess what each class is, I used non-stereotypical names, so the player is drawn to the more common ones (Warrior, Swordsman, Bowman) because the others unknown if they're like the class they seem to be, or not!

 

Yet although there is some draw to the already known classes, others will want to try out the other classes, and see what they're capable of!

Edited by Arekkisu

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Wow, that's well done! ^-^ I would love to see the icons IN the selection box, though--that would probably make it better? (No, better is not the word...more...well, I think you know what I mean.)

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I was using a show choices thing (Tsukihime's Large Choices script) and a show picture for the weapon Icons... and they appeared behind the choice box so I put them to side. If anyone knows how to put them in front I'd like that better.

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I think that Yanfly's message script might have a way to show icons inside text boxes. Maybe it'll work for showing choices? :3

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4gtw.png

 

 

 

There we go! Truth be told, I didn't use a script. I was skimming through Yanfly's Script to see if his script could do it, and it said that if you put \i[x] it will do the icon under the list of default commands (commands you can do without his script) and so I tried it and violah!

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Awesome! It looks great :) I think I like it better this way.

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Cool! How did you make that Mission log? Can you share me the script?  (I'm new here.  :D )

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Cool! How did you make that Mission log? Can you share me the script?  (I'm new here.  :D )

 

Thanks, I PMed you the script cuz it was unrelated to the Screenshot Critiquing.

 

 

This is my World Map

 

World Map

 

It's a link, cuz it's pretty big. It's not 100% done, but I'm liking it so far.

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In that map where you're in the dungeon, it seems a bit empty. Adding small details like cracks in the walls, ground, rocks, rubble, spiderwebs, stalagtites etc can help spice it up. Same goes for the town, theres a bit too much empty space.

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The Dungeon is a bit empty. I think you should add small details. And for the town, you should add NPCs, trees, flowers or rocks.

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o8o3.png

That's the dungeon spiced up a bit. Bear in mind it is a Tower, so it's man-made, but it's also old and abandoned,

 

 

zzan.png

 

That's a Mapshot of the Town. Technically in game there is a tint, clouds, doors, and NPCs in the map, but the mapshot doesn't snap them in there. The town is supposed to be small village style. I know I'm being told add some stuff to spice up the empty space, but every time I've tried to add anything more to it, it feels junky and like the people aren't taking care of the town.

 

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4T8hluQ.png

 

 

Here's a screen, of the gender select, also featuring the new game resolution. (640x360, so it's a 16:9 so it'll Fullscreen without Black borders (I'm using a custom Fullscreen script, so just adjusting screen size doesn't solve it all) also I don't know how it'll look on the older 4:3 screen sizes, as my laptop is a 16:9, I intend to test this before release.

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Well the color is due to the dungeon tint, the battle tint matches the battle tint...

 

Is that "*really*" emphasized, or something else? I can't really tell...

 

I like the artwork of the characters like a vibrant comic.

 

As for tints during battle this can be turned off if required

 

http://www.rpgmakervxace.net/topic/6895-disable-map-tint-in-battles/

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4K3OEo0.png

 

I know technically this is for screens and maps, but I felt like keeping my game content together, so I'm going to link you to all other art:

My Monsters (and other Game Art)

 

So remember to check there to see the art that won't be posted in here, cuz this is for screens and maps!

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o46I8G2.png

 

 

Here's the new artwork in the gender select.

Edited by Arekkisu

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I think the shadows for the girl's hair also need to shadow her eyes. The way you have it now, the shadow is "beneath" the eyes which gives the admittedly odd impression that her eyes are papery pop-outs in front of her face. :)

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I dunno it's kinda the art style. The Eyes go above the hair, some anime's and cartoons do it, (a lot will still show the hair outline on the eye though).

 

The guy has it also, but it's much less noticeable as less hair by the eyes.

 

Also since they have expressions during talking, but like Fire Emblem Awakening it's only their face that change for the different expressions so it's important to be able to see the eyes.

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It's fine to see the eyes, then. (Even I do that pretty often with fringes) It's just the shadow of the hair under the eye that's throwing me off. Maybe cast the shadow on the eye, but not that hair? :x

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Hmmm.... I've been debating responding to this for a while now...

 

I like the eye how it is, because it fits the style, but now that someone (Tsarmina, whom I thank for it) has pointed out how it's distracting, I can't look at the picture without thinking about it. I'm gonna have to change it because it's bothering me because it could bother others.....

 

 

Onto a different note

 

I feel it's been far to long since I updated....

 

So...

 

DXnezU0.png

 

This is Locke Rogers, the Party's Sole Gunslinger (unless the Player also chooses Gunslinger Class). 
 
Story wise he is the first Party Member, the player's best friend character, a potential romantic interest (only if Player is Female) and the first character met in game. 
 
In this scene he has just woken up the player, (during this scene it is a Female as shown by the sprite on the right side of the screen) and is just about to end the conversation and give the first bit of control to the player. (Player has only selected Gender and Class at this point and has not actually "played" yet.) 
 
After this conversation the "training" will commence in which the player joins up with Locke who is a temporary CPU controlled party member, and after the training and the story events that go on throughout the training Locke will permanently join the party, and be player controlled.

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