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@SGITC: Is that like a flashback scene? If so, I really like the tint/overlay image you used, makes a nice effect... but I hate those small characters and 2 tile walls with one tile doors and 2/3 height stairs.

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As long as its consistent throughout the game its fine in my opinion. 

 

No need for every game to use MACK sized characters.

 

As for the screenshot I like it but the tinting / overlay is a little excessive - the splatter effect with the light looks a little messy. I personally think just the sepia tint is enough if its a flashback.

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@Eviei: Those clothes that are being dryed are missing the left pole and look pretty weard, it looks like they are floating.Also, you should add some shadow to those gray walls, because they look really strange, like the two of them are at the same height but isn't like that. i suppose..., Well, the map isn't finished so i think you will fix some things.

 

Need feedback with a part of my world map, i have never done a full world map before so i am quite unskilled, so this my first time trying to do something decent, (Well, this isn't even a fully world map, is more like an island)

 

 

WorldMap.png

 

 

Some help in what i coul add, what i could take off, etc. Please :c

The cute path leading into the mountains suddenly changes color and width O_o Since you're using the default tile. I might just scrap that and leave it directly into the mountain for sake of continuity. :)

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@RaZzi it's not a flashback :P it's just a scene. The prologue scene though. Anyways, welcome to rpg maker vx/ace bro, it was made that way. Mack resources are limited to my needs.

@AlliedG again, not a flashback. It might be somewhat messy, i'll se if i set down the opacity :) thanks for the feedback

 

Then again, i leave a screenshot. I really like to do it to see the people's reaction to them.

 

Project: Zephyr's Vicissitudes (Vicisitudes del Céfiro is the original name, in spanish)

Version: RPG Maker Ace

Scene: Philo Exchange Menu.

 

Philo_Screen.png

 

Don't mind the text, they are in Spanish. It's for my Philo system. To make it quick: you get a number of Philo, you can exchange it with an spirit for OP abilities. But they're hard to find tho, so that's the point.

 

Ah, btw, it was made by pure eventing. No scripts on it. All was made old-school style, with variables, switches and images obviously :P

 

Edit: just for you to know, they say the following (in order): Empowerment, Singular Blast, Pyroclasm, Enervation, Death.

Edited by SGITC

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@SGITC: Seems like a nice screen. However, the text feels kind of pixel based so maybe it will look a bit better if you change the font or the size?

 

New sceen for me. Not much to say, I just want to get some feedback if the lightning feels ok and if I should change something else? :)

test.png

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Nicke: Very beautiful. I love how realistic the lighting effects look. Also, the tiles look really nice, as well as the furniture around the building.

 

Here's a screenshot of the first dungeon in my game. (Technically the second, since the first is a mini-cave). Since this was a forest map, I wanted it to be very lush and full of life. I also felt that the water and waterfalls go really well in forest environments.

 

 

 

forest_of_dawn___first_section_by_moonli

 

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@Nicke The UI looks pretty neat, i like the style, i really do. The map itself is a little little bit too dark. The lighting effects are awesome and well-made but i feel it a little bit too dark. Nothing serious though, it's a cool screenshot you have there.

 

@LegendaryMoon: the map is cute. Nothing too interesating on it as it doesn't has ambientation, of course, it was taken in the map editor. I would put the grass like below the trees instead of random forms in random places. It'd be more 'natural' but as the way it is actually seems pretty cute. Simple and nice. BUT, let me point out something:  Point.png

 

Anyways, i'm here, again... maybe a little bit too recurrent but... idk.

 

Here is a screenshot of the battle system. Nothing too interestant here. Almost everything is Yanfly's stuff except for the MOG Battler Motion and that there does not exists any form of mana, only TP. Even the mage type of characters uses TP. No mana. And, using the TP Manager script by Yanfly, there are like 15 different forms of obtaining TP in-battle.  OH, BTW, don't mind the background, it was for testing purposes. Edit: Oh and every character has two proper skills that aren't listed on the "skills" menu but in the action selection menu. As you can see, Darrell has "Meditate" and "Riposte" (which means counterattack in Français)

 

Captura.png

 

See ya~~

Edited by SGITC

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@Nicke - really like that a lot. Can't think of what it reminds me of, but I love dungeon puzzles that really bring the environment to life.

 

@Mr.Detective - I wouldn't have noticed anything 'odd' about the text at all, and I definitely wouldn't add unnecessary text just to make it 'look better'.

 

@SGITC - that looks really cool, especially for just eventing. I hope to put a system similar to that in my game. :)

 

 

 

Here's mine.. unfinished but it's bugging the hell outta me. I can't stop thinking that there looks something 'off' about those cliffs, but I can't pick it out.. :/  I've checked over and over that the heights are consistent.

 

 

 

70vyfRB.jpg

 

Edited by downwinds

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Short combat demo, since screenshots aren't really very good at showing what's actually going on. There's still a few display bugs I need to fix, but all that (hopefully) shouldn't get in the way of seeing what's going on overall. Still a WIP, warranty void if seal broken, standard disclaimers apply, etc:

 

 

Don't mind Ralph, he's there to trigger the combat sequence; It's supposed to start when enemies see you, but I haven't implemented the enemy line of sight stuff yet :<

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@downwinds I think I know what you are talking about.  Examine the shadows that are cast by the cliffs.  You have some square ones for the top and a darker section of sand at ground level.  The darker section might need to be extented to some other platforms as well.  Also, watch out for the outside boarder of the shadows that turns lighter right at the cliff face.  Shift-click should be able to tackle that.

 

@Kaelan I feel there is a lot of clicking in your game.  Is there a way of steamlining it more?  The animations that I seen look good.  I'm not sure what else to say.

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@Kaelan: Oh man, I feel like I'm watching some old computer game. It's got a nice charm to it.

ChiP_Storm.PNG

Chip Storm, the Triple Triad clone card game the player can partake in.

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@ Kaelen 

 

I love it! you should post more information.

Looking forward to it. Its a bit too small thought.

 

--

 

Here is a new screen shot for my game in the Kingdom of Elaria's Castle's courtyard 

 

vf83ut.jpg

513rbc.jpg

 

And here is the Kingdom shots :

 

htbevs.jpg

Edited by Eviei

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@Eviei The top picture has square grass leading to sand which looks odd. The second looks pretty good and overall I like your lighting effects except for the odd colored torches, and the third map has a weird window on the top left.

 

Also for a courtyard shouldn't it be less chaotic and more "orderly"? :P Not bad though!

 

Edit: I have recolored flowers on my website in my signature if you want some variety, if you need help on getting them to work since their character sets just PM me :)

Edited by Euphoria

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@Kaelan:Really nice,when I saw the picture the first thing that came to my mind was Baldur's gate.Even though It looks really awesome I don't think I would play that kind of game on PC.Think I would find It boring really quick,no offense.But If you would port it to android,I think you could earn some real money. ;)
All in all as I said It looks cool,really professional.
 
 
Few days ago I've posted an image of my mine city Barjaba,so here's another one in game:

Untitled_zps2d6905aa.png

 


 
Small village,I'd really like some feedbacks on this one since this is the first map I'm doing for a commercial game,so I was quite limited by the amount of tiles I could use since most of them are for non-comercial games:

 

Village_zps69451f16.png

 

 

Edited by J0pac

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The small village looks good but for some reason the position of the gallows seems weird to me, it als looks weird that there's cute bed of flowers near the place where people are killed. You should probably put pavement or something or move it to entirely different area. 

 

lava.jpg

 

Cryptic message in Lava Pit.

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@J0pac your mapping skills (though it is parallax mapping) are pretty good and the ambientation does not fall behind. Very cool.

 

@Mister Big T: the mapping is not too good, i must say. It is like a dungeon but there is tiled floor? also, the color of those rocks are not natural. Btw, isn't a little bit too cliché the "oh look a random message written in blood what could it mean" scene ?

 

And here is the titlescreen of my project : )

 

Titlescreen.png

Edited by SGITC

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@Mister Big T: the mapping is not too good, i must say. It is like a dungeon but there is tiled floor? also, the color of those rocks are not natural. Btw, isn't a little bit too cliché the "oh look a random message written in blood what could it mean" scene ?

 

What does that have to do with mapping? And yes, there's tiled floor. Originally it was going to be black and white but it was too hard on the eyes. The rocks will be changed since I agree, it doesn't look that hot. And just because it's a cliche, doesn't make it bad, I'd never be able to create a game if I'd be trying to just avoid cliches. :P 

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@Mister Big T: the mapping is not too good, i must say. It is like a dungeon but there is tiled floor? also, the color of those rocks are not natural. Btw, isn't a little bit too cliché the "oh look a random message written in blood what could it mean" scene ?

 

What does that have to do with mapping? And yes, there's tiled floor. Originally it was going to be black and white but it was too hard on the eyes. The rocks will be changed since I agree, it doesn't look that hot. And just because it's a cliche, doesn't make it bad, I'd never be able to create a game if I'd be trying to just avoid cliches. :P

 

 

What do you mean with "what does that have to do with mapping?" o.o and cliches are not avoidable, i must say. No one can escape of them but i just was pointing out something, not that it is bad or something. Btw, that large portrait looks cute :P

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@J0pac

 

 

Nice map overall. Couple of points for ya.

1. Is it just me... or do none of the buildings have doors =\

2. I would mix up the roofs a bit more if you want to keep them all made uniformly, I'd suggest a few slight recolors then so it breaks the monotony. It is kind of odd that the church is the only one with the hay roof. Generally speaking in a city the tallest building represents the most powerful institution. If it is a banking headquarter commerce is usually primary, if it is church (as in your case) religion is, so they should get an upgrade from the residential buildings not a downgrade.

3. I am assuming the sand color is worn down from use, if so, I'd move the flowers that are close to sandy portions in the bottom center.. if it is not from wear this suggest can be ignored

 

 

 

@Mister Big T

 

 

I wouldn't say the mapping is poor that comment was a bit harsh, but this limited view ss does make a few elements seem out of place.

1. Flooring: I would have to agree with the oddity of tile flooring in a volcano like cave. Unless there are other elements in the dungeon showing man made structures were built in. As long as it is done consistently with the rest of the dungeon it would work.

2. Moveable Rocks: I feel that rocks that are that color of orange would burn my hand xD If they dealt damage then I think that color is perfect and could add a bit of urgency to planning your moves out! If it is just a normal rock push though, I would suggest darkening the color a little.

3. Crystal: The crystal on the floor in the upper right seems kinda random in this ss. Again there may be plenty of others on the rest of the map that makes it look more cohesive. It might help to do a recolor of the crystal to make it seem a bit warmer to go with the dungeon theme.

4. Wall: This one is minor and more an oddity than anything else. On the upper right under the crystal, there is a protrusion of rock inward. I think the randomness can help the "naturalness" but I don't see it used anywhere else. Not sure if it was intentional from this still. If so then its fine.

 

 

 

@SGITC

 

 

An interesting use of effects for the title screen.

I would suggest lessening the blur a bit or reduce the size of the castle/town.

As someone who is myopic. I would say it looks more like a vision problem than a perspective blur since the building and town are fairly large.

I like to use the death or skull icon for my game quit icon. hehe

 

 

 

I love watching the screen shots in this thread. Many of them are really great =D Keep it up guys. Hopefully I will move on to my mapping stage of development soonish to contribute for some feed back soon too <3

~ Dinhbat

 

**EDIT** Added spoilers. I tend to ramble xD

Edited by dinhbat3

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3. Crystal: The crystal on the floor in the upper right seems kinda random in this ss. Again there may be plenty of others on the rest of the map that makes it look more cohesive. It might help to do a recolor of the crystal to make it seem a bit warmer to go with the dungeon theme.

 

There are more Crystals all around the place actually.

 

 

4. Wall: This one is minor and more an oddity than anything else. On the upper right under the crystal, there is a protrusion of rock inward. I think the randomness can help the "naturalness" but I don't see it used anywhere else. Not sure if it was intentional from this still. If so then its fine.

 

 

It's intentional and actually a hidden secret.  B)

 

 

@Sgitc; I don't know what to say, it's nice and simple title. A bit bland but it's not bad.

 

 

Here are the new rocks, how do they look now?

 

newrocks.jpg

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@Dinhbat3 not sure how i can do that since the background image is the "World" Title that comes with the RTP. I just added blur and played a little bit with the saturation, contrast and lighting. Nothing too radical. The point is, i don't know how to size down the things you mentioned xD

 

@Mister Big T: now the rocks looks pretty nice. Good job there. Btw, that girl is pretty as f*ck. Nice sprite you got there!

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@ MISTER BIG T

- Those rocks are much better =D Although I kind of like the idea of having a hot rock do some damage when you interact with it!

- As long as the crystals are consistent, I do think you should warm them up with a slight color change, maybe a yellowish orange glow. The dull silver just looks too "cool" for the environment if that makes sense.

 

@SGITC

- Take a look at this photo: http://www.joadams.com/Best%20City%20View-Florence.jpg

It is VERY similar to what you are trying to achieve (I think). The foreground bushes are quite large like your rocks, but the city in the background is still fairly crisp, it just get's smaller in the distance. By the time the object gets small enough to be blurry, they should be tiny. If you look at the building in the front center and even the bridge, they are very clear still. This is what I meant by my comment.

 

Firstly, I am assuming you did it for a sense of perspective (rocks MUCH closer than castle).

If you keep the blur then the objects need to be MUCH smaller (you would need a new graphic) OR you can reduce the blur so that it is almost an almost crisp picture. As you can see in the photo, the sharpness does fade a little as you get farther but not nearly by that degree.

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Uh, in fact the original title was just the blurred background with the title on it. The background was blurred so the title stands out. When i was about to put the title i started to mess around with the frames that the RTP comes with (also called "Title2) and i liked the mountains. BUT, i will take your advice and will modify the background ^^

 

Edit: Nope. I'm a retarded... didn't saved the PSD. F*ck.

Edited by SGITC

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@Eviei The top picture has square grass leading to sand which looks odd. The second looks pretty good and overall I like your lighting effects except for the odd colored torches, and the third map has a weird window on the top left.

 

Also for a courtyard shouldn't it be less chaotic and more "orderly"? :P Not bad though!

 

Edit: I have recolored flowers on my website in my signature if you want some variety, if you need help on getting them to work since their character sets just PM me :)

I will check it out Thank you

and I will adjust the map next week.

 

Here is an OLD shot :

 

sc8h87.jpg

 

24mhquf.jpg

 

r2s5fr.jpg

 

ml33wm.jpg

Edited by Eviei

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@J0pac: I actually really like both maps. The mine city is cluttered like you would expect with an underground city. As for the second one, a poorer village would have used the same materials to build with as it saved them money. Having a different material's tended to be a sign of wealth. So I wouldn't worry about it not being varied.

 

@Eviei: I like the fog used. Is it a seaside town? Kinda has that misty look to it. But I've noticed except for one house in the third screen none of the doors are in line with the houses.They need to be moved up just a fraction.

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