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Screenshot Critique Thread: Read Rules Before Posting!

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I've updated my graphics for the battle HUD in my game according to some of the suggestions I've got that I agreed with.

 

@Brakev: I've changed the graphic for the bonus items. I thinks they look less clunky and less childish.

 

@Quasi: I changed the VIT font color to hopefully stand out more.

 

@defined: I'm not going a cartoony, happy feel but, I'm not going for a real dark, gothic feel either. I've changed the color scheme a bit. I like it better.

 

sample_by_humanninja-d7b95vx.png

 

I'm curious as to what anyone may think of the new look.

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I've updated my graphics for the battle HUD in my game according to some of the suggestions I've got that I agreed with.

 

@Brakev: I've changed the graphic for the bonus items. I thinks they look less clunky and less childish.

 

@Quasi: I changed the VIT font color to hopefully stand out more.

 

@defined: I'm not going a cartoony, happy feel but, I'm not going for a real dark, gothic feel either. I've changed the color scheme a bit. I like it better.

 

sample_by_humanninja-d7b95vx.png

 

I'm curious as to what anyone may think of the new look.

I like it. Amazing how just changing something as small as a window color and slightly darker shades on text can make a difference. Huge improvement imo. I really like everything about that screenshot, from the awesome looking flaming guy with his matching sprite to the right, right down to the colors of the windows. If I had anything to say, it MIGHT be about the several different types of fonts. I can't put my finger on it, but something is clashing in there. I think the VIT, HP, and MP font might be the wrong font. If that were all anyone had to say I would be very proud of this.

 

Since I'm critiquing I figured I would take the opportunity to post another screenshot. Let me know what you guys think. The left house is going to be the herbalist, the one on the right is the blacksmith.

 

Swampish_Town.jpg

Edited by undefind

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@undefined: Thanks for comments! The fonts won't match though. Mainly because the VIT, MP, and AP are just drawn in via an image editor and saved into the game as a picture. I've already tried to mimic the font that I'm using in-game, it doesn't work. I've also tried using a text box but it doesn't look clean, the text looks fuzzy around the edges. Also, the numbers used on the Player Status are imported pictures so they don't match the font either. However, I would like to have it all match. I agree that it would look better and more consistent.

 

Also, I like your swampy town. It all looks like it fits together nicely. The only things I would point out are: the bridge (is it supposed to only have one side of rope railing?), the blacksmith house (the front eave over the door looks as if it should have pillars to support it), and the colors (some of the smaller graphics like the all-brown vines and some flowers seem a little too bright and/or faded compared to the rest of the colors).

 

It's really a nice looking map though. It definitely looks like it's in a swamp and makes me wonder what kind of music plays while you're there in-game. I like it!

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@HumanNinja Thanks for the tips. I haven't been able to figure out how to fix that thing with the top half of the blacksmith hanging over like it needed some support posts, but it's just a matter of time. I recolored the map with some darker shades and gave it a pretty significant overhaul. I didn't put the bridge back in because I just didnt have enough time, but I know exactly what needs to be done. Anyway, I spent about the last 6 hours trying to figure out how to properly parallax map but I need to go to bed, so here is the incomplete product, let me know what you think. Oh, and ignore the doors ;)

 

Swampish_Town_2.jpg

 

P.S. I was going to try and find a sound bite with crickets and cicadas and use that as my BGM. Not sure about music yet.

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@ HumanNinja; I'm really digging your screenshot, and the colorful elements your look has. I'd just say be mindful of clutter when it comes to the battle menu and design.

 

Hey guys, this is a screenshot of my game that I'm working on that's hosted elsewhere. I love working with edits, so my game has a lot of them

 

liberationarmy.png

 

 

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@Feldschlacht IV: I dig the look. It reminds of the old SNES rpgs.

 

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No thoughts on my screenshot when compared to my earlier one?

I liked the swamp town, but the sticking out roofs above the doors bothered me a little

now you've changed the swamp into a parallax mudtrack and it looks a lot better, but the roofs haven't changed,

so those still bother me quite a bit, but other than that, it looks very cool!

@FeldschlachtIV: Oh I like that! I have such fond memories of rpgs from that time, it looks very good!

 

I'm about done with my Status Scene, and Equip Scene, I didn't script them myself though, but I did make some edits.

(again, please don't mind the character description.. (and the class name will be replaced by the nickname (with Galv's Nickname Functionality)

Please, any and all critiques, comments, death threats are more than welcome.

 

[Yanfly Status Screen Ft. Blackmorning's Addon & Yanfly Equip Engine]

 

 

Screenshot2.png
Screenshot3.png
Screenshot4.png
Screenshot7.pngScreenshot6.png

 

Edited by TheHarmp
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@TheHarmp: Looks pretty nice, and fancy polygon stat representations. Only thing I'd change are the Grphics for HP,MP, ATK, and so on, they seem so small compared to the font.

 

@Topic:

MundburgVersion3b.png

3rd and hopefully close to final version of the main base for my game, size is the same as used in the town building system.

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@Feldschlacht IV:Looks awesome,I like the old SNES graphics style.Reminds me of Final Fantasy 6.

 

@Lihinel:Looks so simple ,and yet so EPIC! :o :o The cliffs are nicely done(too bad you can't really see them in game)and the walls are just...damn I really like this map,I think It's flawless and I wouldn't change a thing on it. Looks a bit like one of the cities from Elder Scrolls Oblivion,I think Bruma was its name.

I'm going through my Xp tilesets and I can't find those walls... :blink:

 

 

Most of my new menu:

 

 

3_zpsf17bda75.png

 

 

1_zps76e91cfc.png

 

 

4_zps286ebe06.png

 

 

6_zpsf8844f7f.png

 

2_zps8dbc901a.png

 

 

 

 

 

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Like the look, Feldschlact IV, but definitely FF6 graphics edits at work. I'd recognizes parts of that anywhere.

 

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Just realized I never popped in and said thanks to everyone for the comments on my mine entrance parallax a few pages back. Thanks! Also, J0pac, the rocks were from Celianna's temple tiles. I pretty much use Celianna's, Mack's and Hanzo's stuff (with credit obviously).

 

@ff6shadow: Yep, I immediately noticed the FF6 graphics as well. In my opinion, you put yourself up to a crazy high standard when using those graphics since the first comparison is back to the origin, FF6.

 

@J0pac: Wow, you have inspired me to attempt to redo my menus a bit. Your system looks awesome, keep up the good work!

 

@Lihinel: Excellent castle map. I really like your cliffs at the top, very well done. Since I am in the process of creating mountain maps currently, I know what a pain they can be. My few minor comments would be: 1) What are the dark spots scattered throughout the castle wall? I know that stones can be different shades, but those circles look odd to me, 2) Are you planning on adding more shadows? I think some shadows could really bring out the elevation differences better, 3) Lastly, why is there no snow on the castle itself? Do they shovel it off? If so, it would be kind of cool if you created snow piles/drifts against the walls (I am assuming you parallaxed this). If nothing else, you might consider scattering a bit of snow over the castle using a photoshop or GIMP brush.

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I needed some motivation to get back to Rpg maker so I made a map for this contest : Farm contest map

 

Rules : use only RTP or Celianna on a farm theme.

contest_map___moss_cave_farm_by_chaoss17
Inspired by Dwarf Fortress and Rune Factory.
It's a moss cave farm.

Edited by Chaos17
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Like the look, Feldschlact IV, but definitely FF6 graphics edits at work. I'd recognizes parts of that anywhere.

 

Oh of course, my FF6 edits are something I definitely intend on. Hopefully I can make some of them distinct enough to be interesting.

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@Chaos17: I dig it, that map is pretty slick. The details are awesome. The chimney sticking out of the side of the mountain (?) is hilarious. I like the trees used. Basically, I think it is a great map. Can you walk past the dog to the door? My only question would be what is the purpose of the wooden boards leading the well? Never seen anyone board up grassy ground. They look unique though.

 

Well, I finished my mine :-), thanks for the comments on the entrance. Now, I just tried my hand at my first woodsy area parallax. This is the path leading away from the mines. Let me know what you all think!

 

 

 

ZalranHills1B_zps45020377.jpg

 

 

Edited by YummyTiger
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I like the layout of the map in general, it has a nice feel to it.

It's defiantly a map that looks nice to walk through.

 

Few things that catch my eyes.

 

1: You use a stone with moss on it , but it looks a bit to blurish.

Near the stairs you have a tree and next to it that the stone ,you see a big difference in texture quality.

Maybe a slight touch of a sharpening tool might help with that.

 

2: Same with one of the tree models, it looks like it doesn't fit in (mid south is one)

 

3: You could consider resizing some trees , perhaps recolour some slightly.

Just to add some more colour variation.

 

4: Idea would be to add some traces of past/current human activity near the mine (not sure about the story just tossing it in)

 

That said it's defiantly something to work with.

Can't advice you much on shadows, in my eyes you made some nice ones.

But with the trees it can be a pain to do it ' correct'.

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Thanks for the comments Sneakaboo, I appreciate it. I did resize some trees, but that blurry problem you mentioned is what limited me from doing too many. I have never used the sharpening tool, so I may have to investigate that. I also did see the difference in the rocks, but man I like those mossy rocks. I just chalked it up to different geology :-). Again, will have to check out the sharpening tool, maybe that will address these limitations.

 

Beyond that, I actually struggled a bit with the past/current human activity. While I do have the small campsite, I am not sure how much, or what kind of, human activity would be present in a forest scene. Slight background, this is a path leading away from an abandoned mine. It has not been used in years and only the occasional "adventurer" passes by to look for treasure in the mines (and maybe a hunter or two scouring the area for game). If you have any suggestions as to what type of human remnants I could leave, I would love to hear them!

 

Thanks.

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@J0pac Behind the charactor pics you have some background graphics that distract the viewer. I'm talking about the sword growing out of some of their heads. I'd keep that area simpler.

 

@YummyTiger Wow! I am impressed! That is high quality work that you did.

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Hey Yummy,

 

It's also a bit hard to see on a screenshot how much it blurs, in game it tends to look different.

Another option is to find a stone with more textures and add grass ontop of it.

 

That said in the end it is also about getting a map done and think what you like.

I've the bad habit myself to keep remaking stuff because of minor details.

 

Idea for old trails of a mine, just tossing the in.

 

1: Opening of a mine and have some of those wooden lines ontop of it (or maybe cover a bigger part of the wall).

 

2: Old mini mine kart rail road

 

3: broken crate, with some grass against the edges.

 

4: old camp, could drag some grass and dirt over it.

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*work in progress*

 

I didn't draw flowers and other stuff yet but wanna know your opinion

 

P.S. I wonder about script to animate paralaxed water :(

post-32559-0-45262000-1396027940_thumb.png

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@Sneakaboo: Thanks for the suggestions! I appreciate it. I used the "smart sharpen" on the rocks and it worked pretty slick. I also started playing with the "hue" and "saturation" settings on the next map in line to tweak the trees a bit. So, thanks for suggesting that. I think it really helped to diversify everything. I do agree though, it is too easy to just keep fiddling with a map and never make much progress :-)

 

@Ronoke: It is a good start, but I would want to see the map with clutter (plants, etc.) to properly judge it. The foundation is there though.

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@Ronoke: There's a way to do it--somehow (I haven't gotten it all the way down myself) you have to make three copies of the map with the water in each frame, and then somehow get them to loop parallel process in the background. O_o

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@Ronoke I like the style that it's done in, but I agree that it needs some rocks or flowers or something.

 

p.s. I love the signiture you have.

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About animating water with a parallax map.

This guide helped me a lot (just some quick links)

 

http://www.rpgmakervx.net/index.php?showtopic=48327

 

Link to the VXA script for animating.

 

http://rmrk.net/index.php?topic=44635.0

 

http://www.rpgmakervxace.net/topic/13220-parallax-mapping-advice-needed/

Alternative (from this site).

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@Ronoke I like the style that it's done in, but I agree that it needs some rocks or flowers or something.

 

p.s. I love the signiture you have.

as i noted before i didnt draw it yet, just a first try with parallax mapping. Tnx btw ;)

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