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Jonnie91

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Hmm, okay...

Though changing the light layer to soft light or overlay won't help me, since these layer modes are not available in the RPGMaker. So I won't be able to reproduce that effect. I need to work with the layer modes that the RPGMaker gives (normal, add, sub + opacity).

Since I won't include the light in the background pic for the editor, but put it above map, character and so on, so that the character walks under/in the light.

 

Okay, but I can make my glow softer nonetheless, thanks again!

You guys really helped me! :)

Edited by Aeris

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Nicely done! Although, you may want to watch out for overlapping and disected shadows. Like, for the central statue.

 

Alright. Continuing with my game, which now has the official project name of S-Class - Samsara, I give you the first two areas of the game!

 

The Calendam Train Station

calendamstationpng.png

 

And the Royal Calendam Hotel's Lobby (this is a work in progress still)

hotellobby.png

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@ Meinos Kaen - I like the tilesets you used on those maps, but that's a lot of empty wasted space. I would compact those maps in a bit tighter :)

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You mean cut on what I don't need? Like?

Edited by Meinos Kaen

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Hmm, I'll dodgy-up a quick edit for you on what I mean:

hotellobby.png

Could be compacted to something like:

example_zps0624abcb.jpg

 

To reduce the extra unnecessary walking.

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Hmmm... Yeah, I understand what you mean. No useless space. What about the station?

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@Meinos: I agree with Galv. There are too much empty spaces, try to reduce that a little and add more details, like flower vases, pictures on the wall and etc.

 

This is some animations I've been doing with Victor's Animated Battle to my samurai game. What do you guys think?

 

Edited by Wendell

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@Wendell: I think that looks quite nice overall, but the only concern I have is about the second one casted by Tetsuo. With that much flash and brightness, I hope that ability is not something common. I could see myself guarding my face from the onslaught of light if I'm going to be using that every other round.

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@Fated: That second one casted by all members is a special technique, some kind of "limit". They were free to use only to show in the video and I doubt that the player can use them more than once in battle.

Edited by Wendell

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@Wendell Nicely done. Just, you could use a beta for the names of the techniques. While Galactic Collision sounds cool, Spear Soul... Not so much.

 

Okay. Following your advice, I present to you the new versions of the Calendam Station and the Royal Calendam Inn.

 

calendamstation.png

 

hotellobby.png

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@Meinos Kaen: The added details look nice and make the maps look much less "blank." You could also throw in a few dummy NPCs just to take up even more space and give the illusion that there's more going on.

 

Here is a small, rushed portion of a forest map that I made. I'm trying to get a layout down that I can expand into an actual forest. I am not going to be using an auto tile, so I'm trying to figure out if I can get away with just placing trees around the map and filling it up with other details and fog instead of resorting to parallaxing. Primarily, I would like to know if the amount of trees in the screen shot could pass for a forest, or if it just doesn't look like there are enough. Advice about the other features on the map is welcome as well.

 

 

ForestExample_zps92b32977.png

 

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@Fated Oh, the NPCs will be there. Those are just the 'bare' backgrounds.

 

The forest looks nice enough. I like the colours. Maybe you should make the river a bit bigger, though. And, for the fog, it depends on when and where you want the forest to be. Like, forests mostly have fog in the early morning or during the night hours, and not in every climate and season.

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@Fated

I think the number of trees will be fine once you fill the spaces in between a bit more. The dappled light is nice. The flat grass could use some low-growing plants, fallen leaves etc. I know you said you weren't using an auto tile, but a long grass auto tile is good for filling in maps like this. Subtle sound effects add a lot to the atmosphere too - rustling leaves/birds twittering and such.

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@ Meinos Kaen - much better. Looking very nice!

 

@ Fated - I like it. A few more grass inconsistencies (not very obvious ones but enough to make it look more natural) would be cool. And the XP trees I think need to be darkened a little to fit in, as well as their shadow. Their shadows are a lighter grey and look a little out of place.

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@Fated: Hmm, I think for a forest it looks to sunny, more like a meadow. If there were numerous trees, the sun wouldn't be able to come through that much, I think.

 

When you have shadows for your trees, that rock and the tree trunk should have a shadow as well. That would be my suggestions.

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Since there was no screenshots to comment I'll just upload my quick gameover scene for you to enjoy!

 

gameover.png

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Thats  awsome Nicke !!I've been looking for something like this myself .

 

Couple questions : Are you releasing it for others ? is it compatible with abs games (like if you resurrect you re-appear on the zone that you were before ).

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@ Nicke - looks great. I would personally move the  "Please choose an option..." text down a little, the gap between the options and that text looks out of place (That's a very minor critique, though and probably just personal taste!).

 

I was testing some ideas for mapping and visual effects and how much I might be able to use before it starts lagging too much. I threw together a test using a variety of scripts such as Victor's Fog Overlay, Mogs weather, a few of my own scripts etc. The graphics are nearly all XP and VXACE RTP (apart from the Secret of Evermore dog) and were quite rushed but it's more the style/effects I am interested to know what people think of.

 

  • Like 1

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@Galv: I'd love to give you some constructive feedback, but whenever you do something graphical, it blows me out of my seat and I suffer from injuries. I think that video clip looks absolutely amazing and I don't even get the sense that there's any lag at all.

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@Fated I think you might need a bit more detail. Maybe flowers and animals.

 

Here's another Map

 

0yJjKGh.png

 

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@Galv,Oh I know I saw that dog sprite somewhere,anyway nice art work

@Joey I like it,it reminds me of some sci-fi rpg I played before

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@Galv: I really like that map! The thunder and rain with well with such a secluded and thick forest. It especially creates a nice ambiance with the dog running around as a lonewolf!

 

This is not really a screenshot to show off something, but more to request help. I'm having a hard time deciding on the layout of my main menu I'm limited to the size of the sheet in the screenshot. The main party CAN (player chooses) hold up to 6 members at a time. However, there are times in my story where the party needs to be bigger than 6 people, so I was thinking about putting in 4 additional 'reserve' slots. However, with this many members, I'm getting the feeling I've too little space left to display information... I don't know, it just feels a little cluttered to me.

309h3tk.jpg

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This isn't a thread to request for help, it's for showing off screenshots. :) If you'd like some help/advice with how to do something than please use the Engine Support Forums. 

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@Artorias: No the gameover script is only for my game, might release it later on and yes it does support the ABS I am using. :)

 

@Emerald: I like it, it seems to work, at least it does for me. Maybe you can change the resolution to 640x480 also?

 

A new screen of mine showing of my next dungeon called Ancient Caverns...

ancient_caverns.png

 

Not sure if it is finished but I kinda like it at the moment! :)

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