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Screenshot Critique Thread: Read Rules Before Posting!

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21 hours ago, Remi-Chan said:

In malls its very common for one entire side of the storefront to be open to the public's view, this allows them to have a very large and open storefront that attracts eyes. In a lot of the stores here you have almost back-alley-esque entrances to something that would never be an issue to get to.The two centre chopes are good examples of this. The bottom right also shows this well, a shop wants to make it as easy as possible for its customers to see and come to the counter as possible, else they'd be discouraging traffic.

Thanks for the insight on this. Context: it's only the mall's interior. Yeah, there are parts that are made to look like they're external, but that would be a separate map.
Of course, this here is only a concept map; it's not really going to have use, at all. If I were to create an actual mall, I'd likely go with a Celadon Department Store kind of layout (multiple floors and one to three shops per floor).

21 hours ago, Remi-Chan said:

...it also looks like it'd be pretty tough for the player to navigate- but it's hard to say knowing not much of how the escalators are meant to hook up.

The escalators are broken (mainly because the asset pack doesn't provide them as aforementioned), so there is a funny story I made up to go with them, that some idiot in a shopping cart decided to ride down the up escalator, and that didn't go well at all... 🤣

21 hours ago, Remi-Chan said:

Alright, I have gotten more done, so I shall show you that work today.

Excellent art though, so you're part of an art team. I like, I like very much (and wow does that sound weird in English!).

So...there has been an issue with my main project for some time, but with help (and Falkor's luck-lots of it), it has been resolved. Truth be told though, I'm not sure why the font used (Cambria) was problematic in the first place.

Spoiler

image.png.629e28866afe55d45e33c745ee8c3fb9.png

I use icons (Modern Algebra's global codes script) to represent the various buttons, though mainly cosmetic. Not sure if that was part of the problem...ah well...it works now at least, so that's one more hurdle/obstacle taken care of. 

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On 9/1/2022 at 12:18 AM, PhoenixSoul said:

So...there has been an issue with my main project for some time, but with help (and Falkor's luck-lots of it), it has been resolved. Truth be told though, I'm not sure why the font used (Cambria) was problematic in the first place.

  Hide contents

--screenshoot--

I use icons (Modern Algebra's global codes script) to represent the various buttons, though mainly cosmetic. Not sure if that was part of the problem...ah well...it works now at least, so that's one more hurdle/obstacle taken care of. 

If I had to guess that's most likely due to RPGmaker's odd way of rendering text. It takes a font and splits up the letters and then pasted them in a sequenced grid and thats how dialogue and most of that stuff is printed.

When you use a font that is wider than usual it can cause problems due to odd bitmap limitation issues. This is a mighty fine crafting scene by the way. Takes me back to when I was developing the crafting system in Menagerie and Mr Bubble was presently working on a script, and I was able to suggest some banger features that helped us both out.

Also, I'm only a small-time artist in my big games. For them, Xiie and Pjcr do the vast majority of the work. I'm more the project lead, writer, storyboarder, character designer, cinematic producer (where in I use a combination of their and my assets along with the game's music) to make the cinematics that definitely haven't already been posted elsewhere on this board, ha ha!

The Seventh Heaven is my core team, with seven seats, me taking the Seventh... I'll do us all a favor and spare the ingratiating details of all that. But suffice it to say that Pjcr and Xiie and Members I and II. As would be expected, there are four other seats, that of the Apocalypse Muse (III) was held by Jake Gamelin, the composer for the vast majority of my mainline releases. He's had to resign due to real life stuff taking over, but yeah!

Since by now it seems my presence here is largely secure, I ill probably make a 'coming soon' thread for my current game. But for this threaddo here!

Finding that which was Lost

Awakening the Snorebeast

Upon a strange sleepwalking sojourn through a jungle and city both, our green friend Rolly can only be woken by a kiss! As he causes untold mayhem in his innocent wandering, the rest of the cosmic defense force works to wake up the sparking truffle.

Plight of the G0Ds

Screenshotty time!

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FPgIqI2VsAkmUrW?format=jpg&name=large

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Edited by Remi-Chan
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3 hours ago, Remi-Chan said:

If I had to guess that's most likely due to RPGmaker's odd way of rendering text. It takes a font and splits up the letters and then pasted them in a sequenced grid and that's how dialogue and most of that stuff is printed.

Guess that also explains the occasional pixelated cutoff with certain fonts (especially with italics). It's not the only time I've seen it either (Windows Live Movie Maker).

4 hours ago, Remi-Chan said:

This is a mighty fine crafting scene by the way.

Yeah, it's Venka's crafting script system. Only thing I didn't include from the demo was the High Res stuffs (the one DLL and related scripts that are forever locked behind some kind of restriction and due to vanish to internet volatility).

4 hours ago, Remi-Chan said:

I'm more the project lead, writer, storyboarder, character designer, cinematic producer...

That (to me) is still quite significant. Even if you're not necessarily the physical illustrator, you're still an artist.

This here is a part of a town (I don't know how to do full map screenshots in RMXP) I've made using Pokémon Essentials:

Spoiler

image.thumb.png.e4a0fa4edf0d9ff7e66f10977c7ea76d.png

It's a WIP, for certain. 

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On 9/1/2022 at 11:02 AM, PhoenixSoul said:

That (to me) is still quite significant. Even if you're not necessarily the physical illustrator, you're still an artist.

Oh, it was never my intent to downplay my significance, what I do is a lot of work! The work order sheets I make for my artists to use is just one incredible example of this. It's not as if I couldn't be the artist for my games either- my arty threaddo thing over in creativity section shows that well enough, or my game Junked where I did do all the portraits, or Boned where I made all of the art assets. The good thing about having artists like Xiie and Pjcr is it lets me focus on my stuff which is already time consuming and means i can release a game every three to five years instead of every decade.

As for your pokemon town, it's really too early stages to give much in the way of feedback at this stage. :0

The lack of paths shrubs, and details beyond the base buildings and trees make me think it's just very empty and incomplete. Which you yourself confirmed.

Since I mentioned it earlier... here's how the game "Junked" looks with my haha funny character portraits. The trailer, so to speak! My second game to have a crafting system.

Junked: Heavensent Apocalypse - Demo Trailer

I should also share some of my screenshots for games I've exclusively worked on, including art and sprites!
The Anomaly: Glitch in the System
4qii7R5.png
A game I made very much during my matrix phase. The character known only as the Anomaly or "Ano" for short, was an undetected variable who upon the Gods deciding to erase, fought back against. A notion that surprised and worried them. Due to her lack of presence during the 314th Clash, it's likely this story is not canon and was just a fun experiment in an odd time of my life.

Crowfeast: Saga of the Sepulcher
Oa28Gfq.png
A game i will begin development on once Fantasia is complete. In the version that begins then, Xiie will be the artist. This screenshot is from a proof-of-concept build that also showed the samurai jack-esque aesthetic. The walk animation does need to have some credit given to Amy who did a couple in-between frames to make it work.

Boned
U3SpSsI.png
A whimsical short and sweet game that is fully finished, it takes place in a world with a darkened sun that saps the color from the lands, which is an in-canon excuse to excuse the lack of color (beyond the occasional red for important details). This game was actually created for the purposes of a college assignment (I've a diploma in game design) which required I make a game that grounds itself in nine keywords. This goofy wacky adventure was the result.

Edited by Remi-Chan
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