First screen of the topic :fogetcool:.
Ok I've got a large crop to help start this off. COMMENTS REQUIRED, Not requested. :fogetcool: Also: DONT tell I need more filler bullshit like npc, I already know. im looking for overall design tips.
http://www.youtube.com/watch?v=JjL_oPrKSXI
And finally the intro to my game. I apologize for the size and quality. WATCH IT IN HIGH QUALITY IF YOU CAN! This is what I want the most comments on. I promise that my game isnt quite as cliche as my intro!
And as far as who they are and why they are attacking. Well thats something I want people to play the game and find out :D.
Can you be more specific on which parts of the dialogue I should cut though? I'm already assuming I should remove the crew member dialogue, but let me know of anyhing else.
really i thought you coould put a little info other than screens :SThis topic is solely for screenshots. If you want to post what you're currently working on, we have a thread (http://www.gamingw.net/forums/index.php?topic=9174.0) for that.
Since when are "boy" and "girl" genders???Since sd4 decided to do monopoly... :fogetshrug:
Note: I made this because it has been TWO DAYS since the last one 'ended' and I was next up anyway. Also, The_Ghost, feel free to repost your stuff here.
@Silver4Donuts:You should totally add a futanari option ; after all, it is not like your game is being taken seriously anyways.
Yeaster, I think they should hover over the top left of the characters face. It seems wierd to have them in any of those places.
ATTENTION S4D: PLZ READ:
This monopoly game would be much more interesting if the game had some slightly altered rules, something new to offer players. I play monopoly with my friends, and I have a few different versions of the game.
One of them, the monopoly mega edition or something has a few new rules that add's a whole new dynamic to the game, without jepordizing the traditional version of the game. They include:
1.)No anime gimmicks.
2.)An added property to each monopoly on the board. (ie the boardwalk set has 3 instead of 2)This changes the ammount of properties and the size of the board obviously.
3.)Bus Tickets- If you get a bus ticket by rolling one on a new third die, or from a boardspace, you can skip your roll, use the ticket, and go to any forward space on that street. Very usful for skipping properties, going to one you need, or going to jail for safety.
4.)An added die with 2 major functions. One is a bus icon, see above. The next is an icon of mr. monopoly. (we call him "guy") With this you go to the next unowned property, which speeds up the game, and allows you to buy multiple properties in the same turn. If all the properties are owned, you go to the next space where you would have to pay.
5.)You can build on railroads if you have all 4, which doubles the price from 200 to 400. These are deadly, if you get lucky!
6.)You can now, build on top of hotels, and build skyscrapers, which produce in enormous ammount of profit, if someone lands on the property, making the game much more deadly, especially with the addition of "guy" on the third dice.
Now I don't expect you to think of all these great ideas, but don't use anime to sell the game. If you actually play, or are familiar with some of the different versions, you can use these elements to make it have a new twist. You don't even have to use these but be creative and think of your own fun additions to the classic monopoly game.
@Yeaster: The Background map is entirely too bland and boring, I would recommend the use of pictures ripped from some other game and such. In the use of a First Person Battle System the background is just as important as the enemy. Perhaps for the Party Icons you could simply use Blank Squares and place them behind each character box. The smartest thing to do is to make a site bar like in FFX. Making a simply Box Menu and then make the Battle Character Facesets which emote when attacked and such. If you need help with resources of the set up I can help, I am interested in dark game :)
Hey how about I put some poison in the cookie dough, would you like that :).
Edit: I think the hearts encircled look better than the ones with the line through them.
Yeaster, what the fuck is that? Where are the real life face pictures? Come on; where's Michael Phelps and Tom Cruise teaming up to fight ... things.
Honestly though; the hearts look better on the bottom; and that is looking far more consistent and better than anything you've shown.
@Yeaster: The background is a bit cluttered and is not the greatest use of the tilesets. Perhaps do something like this.Hidden content (Click to reveal)(http://gamingw.net/pubaccess/58026/RPG_RT%202008-12-24%2016-10-23-56.png)
First "true" metropolis screenshot, give cookies now or elseHow could you guys miss this screenshot.
@Yeaster: I like the system2 set it is looking very nice and I prefer the hearts with the silver rings around them because it looks much better whereas the hearts with a diagonal line through them looked like you had lost a heart and not how many you have remaining left.
http://gamingw.net/pubaccess/26889/simcity2008.png
*EDIT - This isn't a planned game, just showing off a chipset I made for fun :).
I decided to scrap all the MP3 files I had. They sounded beautiful, but my filesize was over 150mb, which I know noone would want to download so I replaced everything with midis.
the building graphics are massively out of resolution to the rtp stuff. change one and this will look awesome, but then it would just be a simcity mockup xDNah. I'm happy with it, you can change it though :wink:
I'm having a lot more fun re-mapping Selva than I thought I would. It's gone from a 'city' with a small residential area and a couple of stores to having factories and manors. I've also made it look larger (more like a city) by adding little 'peeks' at different areas around the central city borders.
School of Thought, Arts and Sciences, Manor Lane and Residential Corner D
(http://gamingw.net/pubaccess/36728/Selva%203.png)
Factories
(http://gamingw.net/pubaccess/36728/Selva%204.png)
(just uploaded it so it may take a few minutes to show)
I fixed the things everyone pointed out to me as much as I could. I didn't speed up the timing though, I like that he does his killing calculated. It's really part of his character. Basically rewrote the last 20 seconds of dialogue because it wasn't in keeping with the spirit of the game. I only spent 2-3 seconds on each message box so the vid would be shorter, so you will probably have to pause to read them. OH ALSO: You may notice the music has changed. I decided to scrap all the MP3 files I had. They sounded beautiful, but my filesize was over 150mb, which I know noone would want to download so I replaced everything with midis.
Love the changes you made to the intro. My only criticism now is that lord william just appears on the ship. It would be cool to see him fall from the sky onto it. The intro is all about presentation. I'd go for broke.
I'm having a lot more fun re-mapping Selva than I thought I would. It's gone from a 'city' with a small residential area and a couple of stores to having factories and manors. I've also made it look larger (more like a city) by adding little 'peeks' at different areas around the central city borders.Hidden content (Click to reveal)School of Thought, Arts and Sciences, Manor Lane and Residential Corner D
(http://gamingw.net/pubaccess/36728/Selva%203.png)
Factories
(http://gamingw.net/pubaccess/36728/Selva%204.png)
ATTENTION S4D: PLZ READ:
This monopoly game would be much more interesting if the game had some slightly altered rules, something new to offer players. I play monopoly with my friends, and I have a few different versions of the game.
One of them, the monopoly mega edition or something has a few new rules that add's a whole new dynamic to the game, without jepordizing the traditional version of the game. They include:
1.)No anime gimmicks.
2.)An added property to each monopoly on the board. (ie the boardwalk set has 3 instead of 2)This changes the ammount of properties and the size of the board obviously.
3.)Bus Tickets- If you get a bus ticket by rolling one on a new third die, or from a boardspace, you can skip your roll, use the ticket, and go to any forward space on that street. Very usful for skipping properties, going to one you need, or going to jail for safety.
4.)An added die with 2 major functions. One is a bus icon, see above. The next is an icon of mr. monopoly. (we call him "guy") With this you go to the next unowned property, which speeds up the game, and allows you to buy multiple properties in the same turn. If all the properties are owned, you go to the next space where you would have to pay.
5.)You can build on railroads if you have all 4, which doubles the price from 200 to 400. These are deadly, if you get lucky!
6.)You can now, build on top of hotels, and build skyscrapers, which produce in enormous ammount of profit, if someone lands on the property, making the game much more deadly, especially with the addition of "guy" on the third dice.
Now I don't expect you to think of all these great ideas, but don't use anime to sell the game. If you actually play, or are familiar with some of the different versions, you can use these elements to make it have a new twist. You don't even have to use these but be creative and think of your own fun additions to the classic monopoly game.
1.)No anime gimmicks.
Instead of baltic ave it's psyburn. I can be saint james place. Orange spaces is beast.
No, just no. Have you ever played the videogame versions of Monopoly? They're all freakin' awful. That someone is trying to re-create an accurate form of Monopoly in this way is not only interesting in principle (because of how nostalgic it makes me feel) but it is also interesting because it is probably going to be better than the official attempts to recreate Monopoly in videogame form. Obviously, the best way to play Monopoly is always going to be using the boardgame, but I think this is an ambitious attempt to recreate the mechanics of a pretty complex boardgame and there is no need to altar the Monopoly formula just because this is going to be an amateur videogame and not a "real" videogame conversion.
yeah def drop the anime, it looks terrible. Especially because it's... Monopoly. instead you should use... picture of G&D members...
Instead of baltic ave it's psyburn. I can be saint james place. Orange spaces is beast.
I need a threadsoonlast month.
Also, Craze, update those scores son.
(http://gamingw.net/pubaccess/47817/intro.bmp)
This is my intro of a vehicle moving through the scene.
@Bandito: I like the intro screen it looks like the cars on some kind of motorway driving past buildings.It looks exactly liek that man...are you spying me :fogetshifty:
(http://gamingw.net/pubaccess/47817/intro.bmp)
This is my intro of a vehicle moving through the scene.
Screenshot of the new dungeon, the submerged temple. This dungeon will keep me busy for a while...That is so beautiful, man. I say this a million times but I like the style of your game and how you actually design things. You focus on making an actual dungeon rather than posting just MAPS. You can tell it's not just a map with pretty effects over it, it has purpose and style. Plus the dungeon looks so much better than Generic Cave #30.
I am very interested in knowing where that chipset is from... But, yeah, like other people said, get a new sprite for that van because it is pretty ugly.FYI it is a theo chipset actually.
wow, lost universe, I loved that series when they passed it here, remembered me so much of the slayers.
It looks great, the movement is fluid and the character art is very nice. What program are you making this in?
Oh man, I just have to say work on the new and cooler looking map because it looks identical to the first old and ugly map, which sucked ass btw...[/sarcasm]
That dead soldier looks like he's just standing awkwardly.
@bandito: I like the idea of making him move backwards. But I honestly have no idea how to make it so that you can damage him before he touches you. It took me long enough to roll out the bugs on this version.no I meant vice versa, the player damage him before it touches the AI. Alos it is pretty simple, I mean if you made this you can surely do what I said, just make some coordinates and shit like that. I can try to explain but I am so sleepy now, but I may have a demo of what I am talking about I might look for it...
Care to elaborate?not really... :fogetlaugh:
Change is good! Anime sells for our Japanese friends, I got a lot of Asian friends who jumped the gun when they saw the anime, I cannot disappoint them. As for G&D members...lol, you could always hack and add it in. :fogetshifty:
Eww! Bugs!
hhaha
I wanted to do more with it like make the chopped up dead soldier poses and more bugs but I'm really tired.
Corfaisus, that's some cool looking RTP mapping.
Page needs more screens:
(http://gamingw.net/pubaccess/42411/thumbs/lennus%20intesiatis-3.bmp)
Pretty grotesque looking dude, hope in counts towards points. It's not really a screen, but like a splash page/promotional poster for Lennus Scott, which no one knows about and is due for a redux. Was practicing high contrast/volumes and low colors, and also a frank miller style of manly detailed exaggerated mugs.
Tell me what you think/how to improve.
Page needs more screens:
Pretty grotesque looking dude, hope in counts towards points. It's not really a screen, but like a splash page/promotional poster for Lennus Scott, which no one knows about and is due for a redux. Was practicing high contrast/volumes and low colors, and also a frank miller style of manly detailed exaggerated mugs.
Tell me what you think/how to improve.
Supposed to be his arm cannon, but foreshortening is kind of hard. Yeah the way he talks is on purpose, just part of his characterization. It's for fun/practice but the character is from the game in my sig, Lennus Scott. I could use it for that or for a future sequel to Lennus Scott, but yeah that's who the character is.
Yep he's alien.
@sleeping_wind
Why do the trees and the skyscrapers have the same size? It looks quite weird to me...
@sleeping_wind:
Schwing! Best city ever! I would love the chipset if you've got hand-outs :woop:.
Any more gritty/realistic and he would blend in TOO well. The only thing that sets him apart from the rest of the environment is the white shirt.well, you do have to bear in mind that the shots are small, stationary and on a white forum background instead of in motion and in full-screen, as it would play.
I don't think anybody can match the style you have, bi0hazard. Lots of games try to pull off something like that, but they never look as good. Your game is very, very good.
Ralph I'm sorry, but I see nothing good about it. I know some people complimented you, but some people are crazy. If you want to make a good game out of poorly made sprites, they need to have a lot of charisma. Your... stick with a gladiator helmet doesn't, I guess.
Jaffer, the text is very very hard to read! Couldn't you have a darker window or outline the text? My eyes! THEY BURN!!!
Jaffer, the text is very very hard to read! Couldn't you have a darker window or outline the text? My eyes! THEY BURN!!!I have a feeling your monitor is brighter than mine... if it gets really bad, I'll try to change it, but you must know, any pixeling abilities I have are so terribly limited that if I try to edit it it'll instant win the :blarg: contest.
I really like the look of your graphic style, man. Looks good!
. . .SWAMP with bonus nasty little creature:
(http://gamingw.net/pubaccess/48612/abc.png)
dulcinea, that looks AMAZING!!! i didn't watch the vid, but great mapping :D
[Desert town picture x2]
http://gamingw.net/pubaccess/24310/CamelJoe.png
Much to my surprise, someone actually whipped this up for me on a whim. I'd like to thank Mblack for the sprite.
I think it fits pretty well with everything else... Oh no; wait. It's original sprite work; so I'd best protect it!
http://gamingw.net/pubaccess/24310/CamelJoe2.png
It seems like there's a little too much empty space in those screens, to be honest.
It's pretty good nightblade, but yes it does need some contrast. The main issue with the map is that the road feels really out of place to me. It doesn't help that the map is just 3 different shades of yellow/brown. A good way to fix this is to make the houses a completely different color (like a gray). The best example of this that I can tell you about is the town of Dao in Illusion of Gaia.
Ugh this is the only screenshot I could find unfortunately. And the message box in this game sucks and covers 1/2 the screen. There are youtube videos of the place too if you need a better idea. Xenogears did a similar color scheme with Aveh as well. Hopefully you see what I'm getting at, though. I'm not going to tell you to remake the whole thing, because it's still good and doesn't warrant a full remake.
Hmm, good idea neophyte, I'll edit the colors of the houses (easily via photoshop) to see if I can get a better balance.Quoteps the map isn't necessarily empty, folks. I would keep the houses closer together, but ADDING detail to this isn't necessary. A bit of greenery could help, but nothing too drastic.
That's exactly what I did, actually.
Desert Town Image Blah.
Nightblade - There's nothing wrong with the spaciness of the map. It's not like it's a giant ass dungeon or anything, there should be more room in a town. Everyone's always so set on cluttering everything up.
The houses are too large, King Tetiro (the roofs specifically). They completely cover the road and it's impossible to see where to go or if there are any doors you can walk into. It isn't necessary to make things that large, the roofs cover more than half the screenshot and offer nothing in terms of direction or anything that is remotely interesting.They're not too large. They're in proportion. That's what makes the game's style work. And to be honest, there's nothing of any interest on the path anyway. And for the doors, nothing of interest. And of course it's meant to be crowded. It's a city. Not a village or a town. A city!
Your graphics are pretty though, I checked out your topic. Hopefully you can fix things up a bit, at least make the road visible.
What is up with those chars man?they look better than 99% of any other character used in rpg maker.
What is up with those chars man?Found some resources at gw resources page and I really like em and decided to use them and edit them. Plus I wanted to use it cause I am kind of tired of using rtp edit...
They're in proportion, okay. That doesn't mean you need to sacrifice visibility and navigation over it, though. I like to know where I'm going, even if there is nothing interesting on the path. All you have to do is move the bottom houses down a little bit so the whole path is visible. It's almost like a rule of thumb, you don't want to obscure the players path for no reason! There are lots of games that have cities just like yours, so it's not like you can't have a balance.
1) What chipset did you use as a base? I know the characters are RS3 is the chipset as well?
2) If you're willing do you mind sharing it with me? Unless a lot of it is custom, in which case I completely understand that you'd like to keep it to yourself. I'd just really like to see what other pieces are on that chip. I've been trying to find some reference for those little towers since they are very "Arabic" in design. I'm using Mac and Blue, so that chip won't really be useful to me in any other way that reference.
where is the "dont post porno" rule in the first post of this thread?
Calunio, I have hope for your game man, excited to see how it will turn out, especially since it's a serious take on it. About the map, the Xavier mansion/school is not in the forest man, haha. Slap up that sd3 with some theo. It might not work because of clashing textures but I think it's worth a try. You know, give it more of an urban feel.It wasnt in a forest but the mansion is sorrunded by trees, if my memory serves. I remember I saw an ep. of spiderman and he was web slinging using trees and he was going to the x's mansion.
shrumpsWhat
Just out of curiosity, what is that crest-sorta thing that appears on two of the buildings? (The same building, only one's blue and one's red)
That's an excellent chip, sleeping wind. I can't wait to see what the map itself will look like.
Some menu shots from yet another game.
Some menu shots from yet another game.
SCREENSHOTS
Going for the classic green and black computer style look. The faces are just temporary, the effect isnt.
That's pretty rad, are you perhaps still working on 10 thousand bullets? :fogetgasp:
Mikemc: I like the overall structure of the city, but you should add more stuff, all the houses look the same, and you need stuff like trees, flowers etc to give more variety, looks a bit plain for now.
ok, I'm almost done with this big dungeon in Lost King, I think it takes around 30 mins to beat it completely. So here's a bunch of screens from it.
This last screen shows the pictures I use for important moments, believe it or not, that tiny sea horse is the Submerged temple boss, don't be fooled by its size though. It really packs a tough fight.
@Bunsen.05: My only suggestion to give a stronger computer look is to put horizontal lines across the facesets. In a slightly lighter translucent green would give a nice screen effect. Hopefully you know what I'm talking about. I was trying to find a reference picture, but I had no luck.
Some battle chars and they respective characters:
(http://img443.imageshack.us/img443/3877/reavenui6.png) (http://img443.imageshack.us/img443/3877/reavenui6.png)(http://img177.imageshack.us/img177/5757/festussb9.png) (http://img177.imageshack.us/img177/5757/festussb9.png)(http://img165.imageshack.us/img165/9960/hanzoos3.png) (http://img165.imageshack.us/img165/9960/hanzoos3.png)(http://img91.imageshack.us/img91/7070/pietronf5.png) (http://img91.imageshack.us/img91/7070/pietronf5.png)(http://img228.imageshack.us/img228/1431/elemoi6.png) (http://img228.imageshack.us/img228/1431/elemoi6.png)(http://img502.imageshack.us/img502/9003/alinedb6.png) (http://img502.imageshack.us/img502/9003/alinedb6.png)
@ MArcus: thats some awsome work man! I want to see more! :shocking:
@ KOG: What changed? His gun? Still looks cool.  
@Ratt: Rad statues, but I dont like those bridges, they just stick out too much. Try darkening the gradient on them a bit.
Ok and here is my vid for the finalized intro of Red Skies. SIGNIFIGANT CHANGES HERE!
NEW VIDEO
I basically went through and redid the whole intro from scratch based on the criticisms i had recieve here and from my main beta tester. COMMENTS PLEASE!
I honestly think these two intros look like they were made by diff people. Constantly using rm2k3 is slowly improving my skills I hope.
Come on, man... I know Shadar's face picture was just a shabby color swap and paintbrush job but... Please? Can you maybe find another face picture? If I'm not mistaken there was a refmap version made for that exact sprite... Also, try panning the panorama so the airships actually look like they're moving.All decent games will have something stripped from them, its the way of the rm2k/3 community. If I mentioned every time something was ripped off of my game, I'd have double the post count.
All decent games will have something stripped from them, its the way of the rm2k/3 community.
This is exactly why the rpgmaker community never produces anything of merit.You're missing the point... I was merely stating a fact. Honestly, encouraged or not, it will always happen. No use trying to change that was my point.
It's pretty awful to encourage that sort of thing!
Besides... it's Rpgmaker... it's supposed to be for fun. Not everyone is trying to win an award. :mellow:
@ MArcus: thats some awsome work man! I want to see more! :shocking:What was wrong with the old one? I like it better than this..well...intro.
@ KOG: What changed? His gun? Still looks cool.  
@Ratt: Rad statues, but I dont like those bridges, they just stick out too much. Try darkening the gradient on them a bit.
Ok and here is my vid for the finalized intro of Red Skies. SIGNIFIGANT CHANGES HERE!
NEW VIDEO
I basically went through and redid the whole intro from scratch based on the criticisms i had recieve here and from my main beta tester. COMMENTS PLEASE!
OLD VIDEO
I honestly think these two intros look like they were made by diff people. Constantly using rm2k3 is slowly improving my skills I hope.
Well some people play rpgs because they have deep storyline and character devolopment and couldn't care less about eye candy. People like you would never make it in D&D.
DM: "Your warrior faces a door".
You: "What? Where? I don't see a door?! This is lame!!!!11111"
The point is, people put lots of time and work into making their own custom graphics (and music, etcetera) and it shouldn't be an instinct to STEAL STEAL STEAL just because it's there.
@ MArcus: thats some awsome work man! I want to see more! :shocking:
@ KOG: What changed? His gun? Still looks cool.  
@Ratt: Rad statues, but I dont like those bridges, they just stick out too much. Try darkening the gradient on them a bit.
Ok and here is my vid for the finalized intro of Red Skies. SIGNIFIGANT CHANGES HERE!
NEW VIDEO
I basically went through and redid the whole intro from scratch based on the criticisms i had recieve here and from my main beta tester. COMMENTS PLEASE!
OLD VIDEO
I honestly think these two intros look like they were made by diff people. Constantly using rm2k3 is slowly improving my skills I hope.
woot lets keep justifying how shitty our community is and strive only for mediocrityLol.... dude, chill. Nobody said anything about a shitty community...
this isn't even about just stealing original material. it's stupid even with rips.This is what I was trying to explain earlier. Some people don't care about that kind of thing. I'm not saying that I don't care. (I've changed my project 7 times... just to keep it looking different from the people that jack the resources or make something identical to a screen)
i've seen this happen so many times in the screenshot topic. someone posts a screenshot with some obscure rip and like 3 or 4 people demand to know where it's from so they could insert it into their project as well. why do this? why have chunks of your game look completely identical to a bunch of other people's games?
not gonna lie, I seriously cannot tell the difference between this and, say, legend of the philosopher's stone or pretty much any other rm game that uses these rips.It's funny that you would compare it to Philosopher's Stone. That game is a big compilation of everyone else's game... I mean, a lot of the ideas or graphics came from a great game called Kindred Saga. (A demo was released years ago.) A couple of the puzzles and/or battle animations came from Forgotten Origin, my own game. (That I'm gonna have to change again to avoid comments like yours.) Don't get me wrong, Philosopher's Stone is great game. (I would know, I tested it.) I'm just trying to make a point here, and you're not seeing it obviously... Every new and great game will bring a new style of design to the table. Look at Naufragar Crimson... after it came out, EVERYONE and their mother were using Star Ocean graphics. The big rudra phase didn't really hit until Balmung Cycle came out... and that game is still fairly new. My point is... if you want to keep everything to yourself, then don't release anything. I understand how authors may not like it, I can't stand it. (Makes me cringe too) But lets face facts... it's GOING to happen, people will always rip something off.
I don't care about keeping things to myself, I don't even use rpgmaker. I'm just saying I don't get why people don't mind that their games look like exact copies of each other and why this behavior is not only tolerated but actively encouraged.
working on a platform adventure game... or something.
i know the character sprite completely clashes but right now i have NO IDEA how i'm going to make consistent sprites. probably will have to draw and paint all of their frames at full size then shrink them down (kind of like how the sprites in RMVX look).
Not trying to be ironic / sarcastic here Marcus, but I just remembered something I meant to comment on, but didn't. The picture's concept is really quite nice; but something about it seems odd and flat, maybe the perspective could use a bit of work here?
i've seen this happen so many times in the screenshot topic. someone posts a screenshot with some obscure rip and like 3 or 4 people demand to know where it's from so they could insert it into their project as well. why do this? why have chunks of your game look completely identical to a bunch of other people's games?
I am learning AGS, here's my 3 frame walking animation:Reminds me of The Beatles - Abby road cover.
(http://gamingw.net/pubaccess/26889/mike_at_crosswalk.jpg)
- Mike
Because it'd work in the said game? :welp:
(http://gamingw.net/pubaccess/54146/Mary.jpg)
Some people have thought the name of secret project is literally secret project. It's not, that'd be a very silly name to have for a game. However, the actual name is secret.  
Could you fix those trees, or is that intentional?
I'm usually looking for an enthralling story that FEATURES good gameplay, graphics, music, etc. All the eye candy will only keep me entertained for only a short way into the game.
(http://img161.imageshack.us/img161/6277/projectscreenshotlb6.png)
Just started this HUD, tell me if the Lighting and HUD stick out too much.... please! :fogetnaughty:
This is what I was trying to explain earlier. Some people don't care about that kind of thing. I'm not saying that I don't care. (I've changed my project 7 times... just to keep it looking different from the people that jack the resources or make something identical to a screen)
I understand where you and Rpg are coming from... but not everyone takes it so seriously.
These are older screens... but they're better than none: (Considering how none has been posted in a little while)
Case and point... EVERYONE uses Rudra rips nowadays... they used to be quite obscure. :sad:
rpgs don't have deep storylines or character development though
@Anaryu: That is awesome, are those sprites custom? is it being made in game maker?
(http://i704.photobucket.com/albums/ww48/Simtor/Screenshots/McBay.png)
Uh nah, last time I checked there were only 2 games that used rudra, LotPS and Demon Hunter 2 or something...You must've not been around in 2004-2005. What happened to all of the original gamesters? Guess GW has undergone a new generation of designers.
None the less, great just what we need more fuckin' rudra.
But nice maps they bring attention to my eyes and appeal with the green tint, good stuff. I'll have something up in a minute or two
@misterbigt: For the love of god learn how to map correctly. I don't like seeing tree with a quarter of it missing, and whats with that one just awkwardly in the middle? seriously =/
testing sprite
(http://gamingw.net/pubaccess/26699/minuet.jpg)
playing the flute is like 8 frames. pulling out the flute is another 8 it will take me longer to animate than it will to actually program the game >
CANCELED
I know how to map correcttely. Play more Bedtime Story games noob. :shh:You learn to map to map correctly noob :shh:
Ever heard of a lil rule called the 3 tile rule???
3 tile rule was come up by some guy in his mom's basement when they had nothing else better to do so it has less than zero credibilitty, really. I have no idea why people follow it for some reason. :welp:I also think the 3 tile rules is dumb.
Mike, I think 3 tile rule is something along lines that you can only use 3 different tiles in one map or something equally as stupid as that. I forgot what it really was because the stupidity was overwhelming, especially the fact that some people actually thought you'd have to follow it.
Also I made the room smaller. I didn't want to fill it with tons of random crap, VX doesn't let multiple chipsets so my armory related stuff are seriously only those. :hmm:
I also think the 3 tile rules is dumb.
But when I see this, a room where there is absolutely nothing, it just rubs me as a bad game. The sad thing is that you think that is good mapping :fogetlaugh:
Also can't you add some rugs or something? Or make the room smaller? Like a form of a T? Is not that I want the room fill with unnecessary stuff, but you can't let it be empty just for fucks sake. I made better maps with VX than that and I seriously suck at mapping, so it say much about you. I just want you to make better maps, cause your dooms game were seriously weird as fuck, and your mapping hurt the experience a lot.
Also I made the room smaller. I didn't want to fill it with tons of random crap, VX doesn't let multiple chipsets so my armory related stuff are seriously only those. :hmm:
@ Mr Big T: You have been here a long time, you know how to make a game, the only guy with credible games to his name said you were cool. And I think youre cool too. Having said that now, Plz phil rmz! kthx! I like those demons you are using in the last pic too, pretty sure those arent rtp, which is a bonus. RMXP rtp is HORRIBLE! I hate it more than I hate anything else I can think of right now.
Ehhhh you know what, forget about it. There's something seriously wrong when I get more constructive criticsm from Digimon hentai site than on site meant for RPGmaking.Us digimon hentai fans are just naturally critical people, that's all
http://www.youtube.com/watch?v=JSkp47A1mN0
(Looks MUCH better when you watch it on the actual youtube site for some reason)
... You haven't even seen the new update.  It looks a lot better. :woop: Continue making your empty maps this way, smaller doesn't mean exactly worse. :naughty:
(http://www.vgfuture.com/host/givemebeer/Angelissaupdated4.jpg)
Oh and Mark, Digiartistsdomain works now again, that must be a good news for you then? :woop:
The sticky thing is easy to turn off anyways, but yeah Nackster, about the abs. The animation is really minimalist, it doesn't feel like he's performing any action. I know animations are hard but you can play around with the sprite to be a bit more dynamic and also remember that in an animation you don't dwell on one pose for too long (0.01 sec is p. good.) so they don't have to be too detailed/specific, enough to know what's going on though.
Also I would say there is a contrast issue btwn the rtp grass and those trees. I like the color of the trees more, so I would play with the grass tile to make it match, maybe making it a bit more yellowish green. I mean you could also tint the trees but I'd say they're a better color.
The energy on the enemies is a nice touch, but it's kinda silly how it goes over hero, I know there is no way around this bcz pics/BAs go over sprites at all times, but it just blocks the view a bit. A possible solution would be to put the enemy health in one of the corners like the hud.
So yeah right now it looks kind of confusing, almost like the dude is feelin up on the slime and the slime backs away, so I guess just do some experimentation.
Quick question, does your game use the typical "shift for attack" or are you using the spacebar/enter key?
I'd suggest the spacebar/enter key because of Windows "sticky key" function if you press the Shift key 5
times in a row (if I remember correctly).
Your abs is not fun.
I finally came up with the first musical part of Angelissa's Quest and man, is it ever so fucked up. In fact, it'll be probably the most fucked up thing I've ever done. (At least, untill I'm done with later parts of the game) Not even Dooms 4 was this morally wrong. :shocking:
No screenie because no ammount of nsfw tags would let me post pic of it and not be banned. :blarg:
But there are shadows in a dark room. How do you explain that?
because rpgmaker vx is retarded and forces you to have ugly looking autoshadows whether you like them or not
But there are shadows in a dark room. How do you explain that?Refer to this.
Of course there's no roof, otherwise that boss wouldn't be able to stand up in there:fogetlaugh:
-If you get hit from the slime in a certain position, your character will autoface him so you dont have to walk away to get him
-If he gets you on the way up, its a 5hp penalty (vs the 1 if he hits you normally), so its important to use the terrain to block him from getting to you.
the dithering / perspective on that monster is all wrong.I know about the dithering, but I can't edit pics that good yet, but what's wrong with the perspective? I don't see it wrong at all.
This looks unique, Bandito. What kind of game is this? Is it modern?
I like Robo dog. It looks cool.
http://gamingw.net/pubaccess/47817/Title%20DSW.png
This is the title screen of the name. I found the pic using google search and took out the watermarks the best I could.
Now release it and start something else so we can move on from this dark chapter in gamingw history.
@ Lennon - NO TOPIC UNTIL GAME IS DONE! PERIOD!!! And another thing! I'm wiping the site out because I wanna get this done SOONS! Not LATERS!!! And I'm trying to hang on both GW & RMN now, it's tough to leave this place, and it's hard NOT to leave the other place cause it kicks so much ass. ^^Funny... I spy a devlog.
Please dont take offense mr big T when I say that its nice to see you taking your mapping seriously for a change. ^_^
That fire overlay is way too bright, MISTER BIG T. I'd recommend toning it down a bit. Those are flames, not neon lights.
I've been at it like a mad scientist, I cant stop trying to make it better... In an attempt to make enemies less predictable I am giving them their own special moves.
-Trying out a new character gfx I found
-You can now walk and attack at the same time
-If you get hit from the slime in a certain position, your character will autoface him so you dont have to walk away to get him
-Added blood when hero gets hit.
-Slime goes underground, you cant harm him until he reeapears.
-If he gets you on the way up, its a 5hp penalty (vs the 1 if he hits you normally), so its important to use the terrain to block him from getting to you.
The animation of Varsh in battle mode looks a little weird but I can't seem to out the finger where.
The animation of Varsh in battle mode looks a little weird but I can't seem to out the finger where.
Just dropping by to say that my game has over 200 sprites per character, all made from scratch by myself. I'm no ARTIST or whatever, but at least i'm doing my own stuff that looks pretty decent.I am not talking about the sprite art, it's the animation, he looks a little stiff when he moves. Is like you need to use more frames in the animation to make it look more fluid.
Consequently, if there is some artist/spriter reading this who can help me improve these sprites, I gladly welcome your help.
Nessy@ I'm a battle theme whore and that battle theme is 1337ing aWESOME!It does case closed. Also she never said it was hers. Or did she? :fogetgasp:
pretty good although doesn't it belong to Gutts?
Fuck, these make everyone else look bad. I mean...wow...
(Also, I just realized, I need a better video capturing program. FRAPS suck ass) :mellow:
Corfaisus: Hmm, all I can really think of to say is that in the New Mausoleum map, the arch things look way too thin/weak and flat. The graveyard map also has an incredible amount of dots. This strains the eyes a little, although maybe it's fine in game.
Nackster, I can honestly say that I can't wait to play Red Skies now. That's Power Mode 2003 for the title, right?
^ Surprised? Remember, most RPGs do forget that there are such things as bathrooms. I am just one of the few who brought bathrooms back to business in game mapping =^_^=
And I'm the only one who gives you option to use toilet as motor cycle.I seem to remember I had a mod for GTA1 that reskinned one of the motorbikes as a toilet with a newspaper for handlebars
And that's how you go to the loading screen? I don't get how you can go to the loading screen using that. I mean, how do I load something? I don't mean the CMS you did, heck I can do a simple thing like that.
EDIT: How do you call the loading screen because I didn't see it in the commands, I'll tell you that.
As far as I'm aware, posting this isn't a contravention of the rules:I was looking for this today dude, nice find and thank you. Also thank you nackster for telling everyone of the existence of this patch.
http://translate.google.co.uk/translate?hl=en&sl=de&u=http://forum.rpg2000.4players.de/phpBB3/viewtopic.php%3Ff%3D15%26t%3D88210&ei=_v2RSbypLJmzjAfUgNW1Cg&sa=X&oi=translate&resnum=2&ct=result&prev=/search%3Fq%3DAEP%2BPatch%2BRM2K3%26hl%3Den
A brief Google search led me to the page above. The patch in question, as Nackster states, is the BetterAEP Patch. When the Variable 3350 is set to 1 and the 'End Event Processing' command is executed, the Load Game screen is called. If the aforementioned variable is set to 2, and again the command is executed, the game shuts-down.
A very nice find indeed, Nackster. I shall certainly be making use of this.
Big T: So you're using the default settings for that battle system without changing it at all?
4 Directional tile based movement does not make for a compelling game experience. Right now, with simplistic enemies it may seem adequate; but as the game progresses you will find that it is exceedingly difficult to add any kind of interesting enemy or boss characters.
Mock, srry again gw isn't uploading =(
(http://www.vgfuture.com/host/givemebeer/Tifa.jpg)
Making Tifa's 3 D model isn't easy. She look anything at all like her origin? (FF 7, not Advent Children) :hmm:
That just looks like a generic female head from The Movies.It is a generic female head of The Movies.
Did you sprite that yourself? Looking good!No, I wish I could sprite that well. I've just been splicing together chipsets from different sites like Mac & Blue sets and stuff and doing some minor edits. I'm compiling a full list of the chipset makers for my credits list.
The only thing I dislike about them is the spike sprites (the bumpy gray half-circles)Reminds me of Sea Anemones.
@MISTER BIG T: The FF7 version Tifa is drawn with an anime face. So the answer is no.
No, I wish I could sprite that well. I've just been splicing together chipsets from different sites like Mac & Blue sets and stuff and doing some minor edits. I'm compiling a full list of the chipset makers for my credits list.
Trying to make THAT would render her incredibly ugly and cross eyed looking, seeing as anime is all about reducing other facial features and increasing eye size. She already has slightly bigger eyes, making them even bigger would make her look like a fish when standing next to another person. :shady:Yeah if its already a community shared chipset or graphics it shouldnt be as vital as if it was made specifically for your game
You really shouldn't bother with the list unless people really ask for the credit and even then, that's totally gray area. Go ahead if you do but I'd use that time as well to work on the game itself and/or things for it.
To make it sound less pompous to certain "special" people; I'm saying unless the chipsets weren't done for your game in the first place and they were from a released medium (demo/full game, shared resources) then you have no obligation to really credit the resouce because it was already released and by that became public domain. If they were done especially to you or you stole them from a WIP game specifically shown to you, then yes; credit is must.
Or are you going to credit the people who made the music? Is it 100% custom or if not, are you going to credit people who did the musical songs, including remixing/arranging/altering of the said song? What about the people who made the sound effects? Are you going to track every single person who made every sound you've used, or are you going to make all the sounds yourself?
Giving credit to person who's work you are using isn't making it any more yours than the original resource makers. It just means you're using same resources but trying to justify that someway more than another rpgmaker.
Making Tifa's 3 D model isn't easy. She look anything at all like her origin? (FF 7, not Advent Children) :hmm:
screen from my new mini project "Elemental Crisis vs The world"
(http://img8.imageshack.us/img8/3466/20090213183615eh1.png)
Trying to make THAT would render her incredibly ugly and cross eyed looking, seeing as anime is all about reducing other facial features and increasing eye size. She already has slightly bigger eyes, making them even bigger would make her look like a fish when standing next to another person. :shady:
You really shouldn't bother with the list unless people really ask for the credit and even then, that's totally gray area. Go ahead if you do but I'd use that time as well to work on the game itself and/or things for it.
To make it sound less pompous to certain "special" people; I'm saying unless the chipsets weren't done for your game in the first place and they were from a released medium (demo/full game, shared resources) then you have no obligation to really credit the resouce because it was already released and by that became public domain. If they were done especially to you or you stole them from a WIP game specifically shown to you, then yes; credit is must.
Or are you going to credit the people who made the music? Is it 100% custom or if not, are you going to credit people who did the musical songs, including remixing/arranging/altering of the said song? What about the people who made the sound effects? Are you going to track every single person who made every sound you've used, or are you going to make all the sounds yourself?
Giving credit to person who's work you are using isn't making it any more yours than the original resource makers. It just means you're using same resources but trying to justify that someway more than another rpgmaker.
I don't like taking credit for other people's work. Not giving credit, to me, is just that. I do a lot of editing, so I like to make sure I give credit to the people who originally made the sets I'm editing. Also, yes, I am crediting for the music, since the soundtrack will be 100% custom made for the game by a friend of mine.
lots of crap
Oh my dear NB... prepare to be proved so VERY wrong.I have some bosses planned that are going to BLOW your MIND.
Each individual enemy character takes approx 8-9 events. Its all about the imagination, of which I have plenty. :)
This is new. As porn as it gets.
(http://gamingw.net/pubaccess/46803/mb5.jpg)
Corfaisus: Are you seriously asking me about proportion correctness of RTP-like chars? Well, I don't know what you mean by stretch armstrong. She's just lifting her arms up... and that char wasn't actually made for a bed scene. About her thunder thighs... check the RTP ninja girl. The shape is hers. I don't think it looks weird, does it?.
Well... in what kind of place you have chairs facing a tree?
UPRC: Looking good, except that the sprite stiles are clashing big time, but that'll be resolved, right?Or the monsters will be changed to something BoF-ish. I just grabbed something that looked isometric, so yeah.
RIGHT?!
Here's something I made for a brazillian community award. Theme was posting a screen of a terror scenario.The atmosphere here is absolutely gorgeous.
http://gamingw.net/pubaccess/51866/2.png
I've been dicking around in Game Maker recently.
Game is still very WIP.
(http://img120.imageshack.us/img120/2070/fstukj6.png) (http://imageshack.us)
(http://img120.imageshack.us/img120/fstukj6.png/1/w482.png) (http://g.imageshack.us/img120/fstukj6.png/1/)
The atmosphere here is absolutely gorgeous.
My Waterfall. @___@
About the map, yeah, I didn't create the Waterfall to be gameplayed, like Dragol said. It's just a map that I made in a creative moment.
It's an interesting map, considered you used like... 12 different tiles.
@Jude: Nice, are those graphics ripped or did you draw them yourself?
I ripped them from The Depths of My Asshole.:fogetmmh: right...
I ripped them from The Depths of My Asshole.Nup, can't say I've heard that one.
(http://gamingw.net/pubaccess/46803/mb6.jpg)
(Compared to an image of Cerebro)
@Yeaster: YES good to see your working on MMZ, those new charsets look great too! I like it!
By reading the text in your latest project, it looks like your dialog's improved Yeaster! Not that it was bad before of course.
Dummmm.........
Postttt.........
I was wondering if it's really necessary to have.... a video of the default battle system. Like, did you code something amazing in it? or is it like "see my 3d dinosaurs lulz"?It's typically done to gauge how people will respond to the chosen graphics, music, etc. Isn't that easy to understand?
Not taking a jab or anything, just asking since, you know, we all played the DBS a million times already.
That's because its fundamental layout is strong, which is the most important part anyway. Anybody can smother a map in rocks and doodads and then overlay some fog.
Also, some WIPs:
... Untitled... side project.
@UPRC: 1 and 2 damage per attack? My 9999 mind can't take it!! But no, I actually like that idea. However the FFT-esque battle characters seemed odd in that positioning...Maybe it's just meYeah, I know. It's something that I'd like to fix if I could.. But it's hard to position them properly or to find monsters that fit their perspective.
@kelikan: Whoa nice chipsets I am surprised that it goes with the RTP doors so well. I :3 like those chickens.
Yeah, I know. It's something that I'd like to fix if I could.. But it's hard to position them properly or to find monsters that fit their perspective.
Yeah, I know. I'm in a weird situation because I don't want the usual side-view battles. I originally wanted to do a Breath of Fire sort of thing and have everything isometric and the characters in the bottom right corner, but I can't seem to make that work with the party placement settings in the terrain tab.
Jude? Jude... is a familiar name...
(http://img93.imageshack.us/img93/5792/museshot5cmsre.png)
dynamic inventory or something I guess...
^
Probably because you showed a pic with some sort of menu system followed by the statement "dynamic inventory or something I guess...". What exactly is it that you're looking for a comment on?
Why did I get completely ignored.
Why did I get completely ignored.
(http://gamingw.net/pubaccess/28368/fstu3.PNG)
Yeah, I know. I'm in a weird situation because I don't want the usual side-view battles. I originally wanted to do a Breath of Fire sort of thing and have everything isometric and the characters in the bottom right corner, but I can't seem to make that work with the party placement settings in the terrain tab.idk how you are doing this but I thought manual placement was pretty easy to handle? also this would probably be better if you wanted to force a left toright facing battle or something for a bit of variety.
Photoshop brush does not equal lighting effect.
That is a lighting effect though. Nowhere in that picture is ther a stock photoshop brush or any added ones that I've seen, it's just gradients, which should be used for lighting effects.yup smooth gradients with pixel-based graphics this is a recipe for success!
There's a few chipset errors here and there, but that's just because I haven't set the passability on some of the tiles.
I think those really deep red stands at around 1:20 could have a lower saturation/contrast. It stands out too much. Other than that, very nice.That is my exact thoughts and feelings! And desires.
@Zatham: Any suggestions for a signature Arabian item? Furthest thing I got were some of the custom/edit windows and some other small custom chips. Other than that I really can't think of specific items that really scream Arabian, to me it's a general atmosphere, but if you (or anyone else) has some ideas, I'd love to toss them in!
Why did I get completely ignored.That is a very nice screenshot. What project is that, may I ask?
That is a very nice screenshot. What project is that, may I ask?
It's from Muse (http://www.rpgmaker.net/games/902/). (demo is there, lots have been changed since it though)
It can be even better? )
Ooh Yggdrasil 83
I like it uprc although trees inside a tree...
then again <_<;;
BEHOLD... A MAP!
It's supposed to be the bottom of a colossal tree called a World Tree. Anyone who has played World of Warcraft or is familiar with Norse Mythology should know how big this tree is supposed to be. For those who haven't, it's supposed to reach the clouds, almost... But of course this is all that the player will see of it's size up close.
The tree is mostly custom as well. I just used the cliff edges and bottoms as a base and then went from there.
Ooh Yggdrasil 83
I like it uprc although trees inside a tree...
then again <_<;;
Last post by me in here for the next little while. Just figure I'd actually sort of... Make it clear that I'm not just making retarded maps.
Two maps and a video clip are enough for now. Time for me to buckle down and work now!
I'll make a devlog tomorrow while I'm at work so that I don't go Silver4Donuts on you guys.
I think your intro could use more text and cliches.
Wait. C# Windows GUI or XNA? It makes a different. Windows GUI is freakin' stupid to work with for actual games. But yea that's looking really good, a lot of polish.C# Visual Studio (Windows GUI)... and yeah, I know. But it does work, however inconveniently. I actually almost made this in Torque, then got curious about OGRE, but ended up dropping that because it was too bloated for the simple things I needed, and finally just ended up downloading C# VS Express. (Don't get me wrong, I like OGRE, just not for this project)
AlchemyX: I like the Mario feel to it. But the graphics definitely lack consistency. Those green platforms are completely flat and 2D. The character, on the other hand, is somewhat 3D. The shading of the tree and clouds doesn't match that of the platforms. And those grasses are just ugly. The whole thing would look a lot better with a few adjustments.I'm a SHITTY artist :-) I can try to make stuff look better, but I can't make animations, sprites, or anything else to save my life, so I figured I'd go with an abstract and aesthetically eclectic style instead. At least I can do that much.
It looks great as usual LWG but where do you start and where the fuck do you go on that map. I mean It may be easier to see ingame but as it is now I can't figure it out?
LWG, it's confusing because you didn't connect your roads enough, and you're using road tiles as if they're grass and placing them randomly. It gives off a bad feel, and is confusing to look at. You make pretty maps, but you're forgetting the most obvious rule of thumb to follow ever, and that's giving the player some sort of direction. I don't know how many times I've given this advice to people. What you're doing isn't making the map prettier, and it isn't helping the player. =|
Hidden content (Click to reveal)(http://gamingw.net/pubaccess/27434/woobyworld5.PNG)
workin on the west continent world map. its too big to post the whole thing, but how does it look so far? the
weird lookin coast line is an area called Sherbet Shores, so thats why it looks kind of wacky. Also, can you tell thats a crater?
this demo is takin so much longer to prepare than I thought... cheers.
bottom of the page like usual :sweat:
workin on the west continent world map. its too big to post the whole thing, but how does it look so far? the
weird lookin coast line is an area called Sherbet Shores, so thats why it looks kind of wacky. Also, can you tell thats a crater?
this demo is takin so much longer to prepare than I thought... cheers.
bottom of the page like usual :sweat:
@Killer Wolf: AWESOME, I think the female looks a lot like Jill from Resident Evil 3, just like a 2D version with a palette swap.
@Lennon. Crap, Dreamer was so damn promising. Any chance you'll ever continue working on it?
I'm sure the game will be nauseating and awful but that is one nice screen
@Mister Big T: Did I read correct? Did he say he worshiped a power called Dooms?
If someone has any better tile for the balcony that'd be swell.  Why not lay a fence or wall tile over the top?
EDIT: You could also make like, a shadowed tower shape to place over the entire screen, partially transparent, like you're looking down from above, inside the tower or something.
I'm sorry to dissapoint but this game isn't nauseating and it's actually said to be best game I've made ever during all the closed test screenings. I'm glad you like the screenie. :)
Yeah. I see someone hasn't played Dooms series. Which is a shame, since Angelissa's Quest will explain a lot of stuff about them; including the origins of the Terror Mask.  
Angelissa's Quest has no hentai in it at all though, and only one scene contains any sort of a nudity in the entire demo. :laugh: (And it is during bath, so that's sort of a reason not to wear clothes)
The game's timeline goes between the time when MISTER BIG T had been killed by the light heroes in Final Phantasy XXX and before his revival at 2, I'd say 70 years prior to those events and somewhat before the start of Saga of Element story series. :)
EDIT: OH what the heck, I'm liking you guys at the moment so....
(http://www.vgfuture.com/host/givemebeer/Moon.jpg)
If someone has any better tile for the balcony that'd be swell.  
quit destroying dooms with this all dogs go to heaven bullshit.
@Ashramaru: As you can see, I have the message box edited a bit. Now my only concern is the way text will look once its crossed over onto the art, if it will still be readable. As for the canopy, it's really there to add "cinematic effect" if you will, not to portray realism or anything.
@Ashramaru: As you can see, I have the message box edited a bit. Now my only concern is the way text will look once its crossed over onto the art, if it will still be readable. As for the canopy, it's really there to add "cinematic effect" if you will, not to portray realism or anything.
Yeah. I see someone hasn't played Dooms series. Which is a shame, since Angelissa's Quest will explain a lot of stuff about them; including the origins of the Terror Mask.  
@sleeping_wind: I am really liking the look of that Exfont.He's quoting some of my old screens from earlier in the topic.
Organ disruptor?Oh yeah, not the funnest energy weapon to be hit with. It essentially makes you shit out your liver = bad status effects against target, very bad status effects.
(http://img12.imageshack.us/img12/2561/mmzscreen275.png)You can't handle the thruth!
@Foliage: How can you have a small iota of something? A bit redundant, no?
It is. Thankfully spoken speech discards all rules of grammar and just goes with what sounds cool.
Which looks better?
(http://gamingw.net/pubaccess/36728/Thing.png)
Now Ive been working on some of my pixel art for the intro ( i editied the background from something a long time ago i don't even remember the original resource)
(http://gamingw.net/pubaccess/27434/wooby%20crock.PNG)
and yes the cape blows awesomely in the wind
(http://i704.photobucket.com/albums/ww48/Simtor/Screenshots/DustFields.png)
He's quoting some of my old screens from earlier in the topic.
Looks cute, T. I think you should move the bottom part of the angel's body closer into the main character set, cause at a glance it looks like the angel is kinda following the guy, not on his back.
@Oddbutinteresting
Guess I'll take this as a compliment, but since I'm relatively new at this forum I don't know Crossbone or Staind. Could you show me some of their work?
(http://img24.imageshack.us/img24/3558/magicsidebyside.png)
*disappears into the shadows as quickly as he appeared*
That's fine and all, but when will you be posting any sort of demo for us to even check out the menu? Don't pull a Silver4Donuts and hype your game to hell without any sort of anything to show for it aside from screens/videos.
What Corfaisus means to say is, he's really looking forward to seeing this game, and doesn't want to be hurt anymore by false promises.
@Jman: Ryo is gonna be just like that purple robed dude from Tales Of Vesperia, isn't he? C'mon, he even looks like the exact same.
Well, I guess I just have a negative thing about you then, after discovering that Phantasia 2's opening was pretty much a carbon copy of the knight characters opening from Seiken Densetsu 3, I just automatically assume that you copy a lot of stuff. (Sorry if that sounded offensive, I was trying not to)
IMAGE
Update, with "Dan-Phans" in it this time. If anyone can think of a better name, then send it my way, cause I'm really not liking Dan-Phan.
Well, I guess I just have a negative thing about you then, after discovering that Phantasia 2's opening was pretty much a carbon copy of the knight characters opening from Seiken Densetsu 3, I just automatically assume that you copy a lot of stuff. (Sorry if that sounded offensive, I was trying not to)
You have me a bit confused there Icemanual... I don't really get what you're saying at all, I know you mean theres a problem with the shadow, but I can't understand the problem you're trying to point out.
(I'm glad you're still working on this)Me too. I actually took 2 months break from it and then picked it up again a few weeks ago because for the better part of last semester it had been the only thing on my mind.
That's fine and all, but when will you be posting any sort of demo for us to even check out the menu? Don't pull a Silver4Donuts and hype your game to hell without any sort of anything to show for it aside from screens/videos.
That's fine and all, but when will you be posting any sort of demo for us to even check out the menu? Don't pull a Silver4Donuts and hype your game to hell without any sort of anything to show for it aside from screens/videos.Just reread your post and realised you said a demo of the menu. I'll think about it. The thing is I want this game to be released as "open source" to the rpgmaker community and then as a simple binary to the greater community, the problem with releasing just the menu as open source is that its very easy and probably tempting for someone to pick it up and start doing their own things with it. Not saying I'm very worried about it happening, but its something I have to consider. I do have a few people at the moment helping me with internal testing and will probably be getting a new build out to them in a few weeks - I'd be very open to considering expanding that team by a few people. On that note if people are reading this and thinking "wow I'd like to help with internal testing" then you're welcome to PM me and I'll think about it.
The shadow makes no sense. It looks like the wooden bit is floating at one end. Is it supposed to be planks angled downwards to connect two levels of terrain? If so, the shadow needs to be triangular to represent the change in angle. As it stands, that is the shadow you would use to link two terrains of the same height. Capice?(http://gamingw.net/pubaccess/58026/Bridge%20Thing.JPG)
(http://img5.imageshack.us/img5/7145/wipmenu.png) (http://img5.imageshack.us/my.php?image=wipmenu.png)
Work-in-progress menu for my current project.
That's really pretty (no homo) Alot of custom menu systems have tons of work put into the coding behind them but are the visual equivalent of a vanilla ice comeback. Your backgrounds and frames work well together without making the information seem, whats the word, dunno. You know when the HUD makes everything look cluttered.
Echopax, your menu has a typo. It's equipment, not equipement. Otherwise it looks pretty good.
Lennon, the whole style looks fantastic!
http://benys001.thg.se/asdasd/nice light.png
I think it makes the explosion a bit cooler?
@Ephiam: That looks good right now, although I think a char in an RPG maker game saying fucking seems wierd right now, it'll probably grow on me once I see more. I'm guilty of the same thing with one character in Dreamer actually.
Nessiah: Isn't the pillar out of perspective? Well, in comparison with the grass tiles.
http://www.youtube.com/watch?v=tIM0Ujl7uuw
Castlevania fangame.
Nessiah: Isn't the pillar out of perspective? Well, in comparison with the grass tiles.
Nessiah, everytime I see a new screen from your project I get even more confused with what it is haha! Is it platformer? RPG? Mix of both? Care to shed some light?
Seems awesome, but I really like to see that animated.
Castlevania fangame.
Done! ;DI am sad that you didn't kill yourself with a grenade in that video.
@ Calunio
Done! ;D
@ Calunio
Done! ;D
windows movie maker or fraps screwed up sounds and colors though but they're okay I guess! :welp:
@Killer Wolf Thanks! Sorry for not keeping in touch with you before, I'll still PM you when it's beta ready though if you're still up for tha
@thernz: Already did that in an earlier video ;)(in the end of it) (http://www.youtube.com/watch?v=voV5-J7f-kQ)It was actually because I was anticipating how much more epic a death by grenades would be in-game since I already seen that video. The lighting really add a punch to the explosions that was lacking in the last video.
(http://img6.imageshack.us/img6/5691/screenk.png)
The entrance to a lava dungeon thing. I'm thinking I'll need to recolor the cliffs as well to match, but I'm not sure.
That looks amazing Weird Guy. What is that made in?
Echopax, that's incredibly sexy.
Is this OK?
Btw, love the Menu System.. :3
@Nessiah: I don't know what it is but something is not right about that screen, I mean it doesn't look like it all 'fits' in together. Actually I think it's just those orbs with the black outlines.
@Nessiah: It doesn't fit together because of the various different styles used; the icons are very pronounced and have black lines while the battlers are much more detailed. However, both of them at least are obviously works of pixel skill, whereas the actual menu bits are ARROWS POINTING IN EVERY DIRECTION I am guessing someone made by overusing the gradient tool in Photoshop. Get someone will pixel art knowledge to draw more crisp menu pieces for you.
Nessiah if your game is a left to right platform, it seems weird that the battles are right to left.
Also, just my opinion, but the names seem very japfaggy, for lack of a better word.
Nice slo-mo effect, it's slow down even the bullets.)
BTW, slo-mo also was in Conker's Bad Fur Day.
I expect episode 1 to be out around june/julyish I guess, I still have a lot to do before I can get things going at a steady pace.Like finish "Dreamer" :nyd: Mmhmm.
Like finish "Dreamer" :nyd: Mmhmm.
My game is basically trying to illustrate the concepts of "Gnosticism" and setting it in space, just for kicks. In Gnosticism there are 32 (iirc) spiritual bodies that embody certain virtues/concepts (like "Mind" or "Word") and each of these spiritual bodies come in pairs. One man and one woman. These are called "syzygies". Jesus ("The Willed For One") and Sophia ("Wisdom") are two syzygies and are also the protagonists of the game. The idea behind this connotation of syzygy is that, while these two operate independently from each other, they move synchronistically (hmm, turns out that isn't a word) toward the same goal. I think being syzygies is actually a sweet alternative to marriage. You maintain your independence and function, still striving for the same goal, but without homogenizing with your spouse. Excellent...
uggh I miss working on this game. Why did I ditch it? I think I was just busy or something. It will always be ~ in my heart ~
A playable map from my secret project: It's basically a camp assigned to investigate a strange site that just appeared from nowhere.
Why are all the buildings exactly the same?
what is an RTP game without ships that also serve as airships? the answer is bologna because they are excellent. still gotta add the actual balloon part as a picture and some little viking-esque guys to crew it. what has started as a joke game has rapidly become something more serious because if there is something I have grown to love it is the RTP.
(http://gamingw.net/pubaccess/50022/airship.png)
corfaisus: because they're standard issue portacabins.
top left building has a little issue though, the nearest oil drum is cut off by that rock. lay the bottom oil drum tile and use an event to lay the rock over the top.
update!: well that didn't take any time at all. how does it look?
(http://gamingw.net/pubaccess/50022/airship_02.png)
KENTONA HOW DO YOU LIKE THEM APPLES
Haha, I don't think that you can compare Dreamer to the game thats always in my heart, if thats what you're attempting to do. The game that is always with me is Neo Lescia, as it was the first game I ever thought of making (At age 6) and it embodies my stance on gamemaking (The mysteries of the world).I wish you'd finish Neo Lescia, I like how it's beginning to turn out.
That first screen is looking real nice though.
So... it's like Xenogears? :welp:considering they're both set in space and have to do with Gnosticism, they have surprisingly little to nothing in common plot-wise, gameplay-wise, or otherwise. But I can't say that for sure as I've only played the first little bit of Xenogears. Though I think I did read a plot analysis or something. And I've played Xenosaga 1 - 3.
So many conflicting opinions on what to work on....I recommend you do what you wanna do... if your heart's not in it it will seem halfassed
Although, I haven't worked on Neo Lescia in months now, so are you getting something confused here? Unless you're talking about something recent that I forget.
I might do it, I really want to, more than anything else, problem is that there was never any support for Neo Lescia really, not as much as Dreamer, and I pretty much despise Dreamer right now.
That's much too square Nessiah. No other complaints besides I'm not liking the propulsion system, but whatever.
needs just a touch more depth of field, maybe? (and less stealing of mine own thunder)
Are you really using internet-speak in a game, or is that for the sake of the screenshot?Aww hell no. Yes.
The weird coincidence was we were working on airship drafts before you posted yours, very funny how the universe works.yeah well I was working on mine before I posted mine (truisms are the best)
Magic 83
I like the airship Nessiah, but maybe you could try to make it look less square?
very nice sprites indeed sleeping, I don't have any critiscism to make.
WIP of an almost finished tileset, HEAVILY inspired from the Secret of Mana series.
untill I find a good SoM battlesystem, I'll keep doing graphics for it. (ignrore the out of resolution top right sword)
The high grass and the water animate btw
thanks, that was the idea XD I want to make a custom game that looks (and plays) the closest possible to the original games.
@IceManual, ever played ff8?
@Azn - I guess he missed the train then? Also there really isn't much to comment on, is it the color tone because since I don't know what your going for all I can say is it fits the scene well enough.
@Cray wow at first I couldn't see the difference between your custom with the original aside from shadingBasically This. Great work on the Tileset!
I am really digging the hairstyles of your human sprites, sleeping_wind.Yeah, I use a lot of time making hairstyles for the sprites. Especially for the main characters since I want them to look, you know,
@sleeping_wind, awesome, stick with rm2k3 btw >:3I probably will since RMVX's scripts confuse the heck out of me. Not to mention the side battle script still have parts written in Japanese :welp:
@Sleeping Wind: God I wish you'd make something with all these amazing sprites ;_;.
You could throw together a completely cliche game with good graphics, and I can promise you that at least a few people would play/enjoy it.
{Top of the page, looking for a screenshot to post, be back later}
@ SW: You could throw together a completely cliche game with good graphics, and I can promise you that at least a few people would play/enjoy it.
This is very true. Sad, but true. Considering you can make a game with the best story and gameplay ever on here and if it's not eye candy people will turn it off. Trust me, I know.
Aw, no 8-bit music?
Everything else is great though, keep it up. Refreshing to see someone do good with an 8-bit palette. (I've failed at this numerous times)
is the text to hard to read...?
Huge understatement. You might want to use a truetype font. Also, change the battle bg. Since battle bgs have no upper layer, when your character goes to attack that spider in the lower-left, he'll run right over the cliff.
Huge understatement. You might want to use a truetype font. Also, change the battle bg. Since battle bgs have no upper layer, when your character goes to attack that spider in the lower-left, he'll run right over the cliff.
Huzzah. Another video by meh. This time it's of my newest project "Classical SaGa." Sort of a mixture between Romancing SaGa and Dragon Warrior.
Is that a Romancing SaGa track done NES style
I remember those were the only games I was really interested in finding an ORCHESTRAL SUITE of it but of course the one rpg soundtrack that didn't have enough fanboys to get covered that way
Edit: http://www.youtube.com/watch?v=hLiTNnDWZgU&feature=PlayList&p=0D815ED62D5FCEAD&playnext=1&playnext_from=PL&index=2 this kind of works
I agree that it is sweet. Maybe the inner snout lines can be lighter though. It kinda seems to not lie in the same style as the Crocs because of that. The shadows also make it seem to be in a different perspective. Maybe. Kinda. Sorta.
I've always admired you're pixel art, Liman.
Whatever happened to that spaceman type game?
I've always admired you're pixel art, Liman.It's so good, Ranmaru! I like the tileset though. :D
Whatever happened to that spaceman type game?
I havent touched RM for a long while, but recently I started a new project. (Now I have a little
spare time on my hands!)
http://pub.gamingw.net/51002/screen2.png
Cyberpunk RPG.
o hai
Dookie, that looks fantastic. Your world map reminds me of early SNES games.
Oh you dudes don't know of him. 4 months ago he came an redid the whole ff7 menu screen on rpg maker 2k3 in a ways that it looks almost the same. He is trying to remake FF7 in 2d something the chinese supposedly (not really sure) did for the NES (there are video of it on you tube too). He did some ff7 you tube videos of the menu but he never released anything.
is this total overlay overkill? i kind of like it and at least i made my own shadow canopy instead of using that one, (i know you know the one)
http://pub.gamingw.net/27434/lungulia.PNG
i couldnt get a good show of it i think it looks better in game but whatever - question remains, should i tone it down
I think Wooby RPG is going to be one of the few RM games that actually MATTER.
... if it gets finished. Seriously, it's got style. I'd maybe play the game just to look at all of
the stuff.
This game is actually complete but whatever. Video. It's a Kamen Rider fan game. I guess Pipcaptor Hatsuya can clap or something.
Basically, you kick the shit out of everything in a futile attempt to not fall down the screen.
This game is actually complete but whatever. Video. It's a Kamen Rider fan game. I guess Pipcaptor Hatsuya can clap or something.
Basically, you kick the shit out of everything in a futile attempt to not fall down the screen.
ha! oh it'll get finished... because the 54 songs I've done for it so far would go to waste if it didn't get finished! :laugh:
and the forest looks fantastic! the overlay gives it a nice vibe.
All right, all right. Actual screen some times later(http://pub.gamingw.net/55040/In%20game%20map.png)
@sleeping_wind:it's not done yet dude. Also no, it's not futuristic metropolis (where did you get that idea) and I have limited capabilities hereeeee.
Some parts are empty yet, if you're aiming for a bustling futuristic metropolis, add more buildings and even possible slums and ala-Petronas Towers-like skyscrapers.
That's 1/1, sleepingwind. :)Yea, the whole island thing is not well mapped yet (but waters are minor details though). Skyscraper sized bubble? which one is that ? The middle one? Well it wasn't suppose to be like that but I got kinda nuts on it so.... Don't want to waste it ya know.
everything on land looks pretty great but I am not sure about the water! GIANT SKYSCRAPER-SIZE BUBBLES seem a bit odd, you might want to go for something a bit more mellow / designed for overworld view.
Wait... So Max pictures size in Rm2k3 is not like the help file said (i.e. 1 - 640 x 1 - 640) but rather 320 x 240 ?Just toss the picture into the picture folder instead of importing it, and it could be about as big as you'd like
Also, I want your animations.But... The game doesn't use animations. Everyone is a still sprite. Well, Faiz has a kick and jump sprite but that's just 2 frames total. The game does however use particle rape.
it's not done yet dude. Also no, it's not futuristic metropolis (where did you get that idea) and I have limited capabilities hereeeee.
Just toss the picture into the picture folder instead of importing it, and it could be about as big as you'd like
But... The game doesn't use animations. Everyone is a still sprite. Well, Faiz has a kick and jump sprite but that's just 2 frames total. The game does however use particle rape.
Added a background and two more Riders into the game.Hidden content (Click to reveal)(https://legacy.gamingw.net/etc/i364.photobucket.com/albums/oo82/_thernz_/game/ch_03.png)
Also,
Love to Wooby RPG.
Judging your current map though.
EDIT: Damnit! No screenies prepared yet! *facepalm*
(http://pub.gamingw.net/55040/In%20game%20map.png)
Overworld map. You move to one place by clicking on icons (later ok). Basically Map viewed at 1/2 and print screened to make a map. 1/1 is too big (not enough details/pics) and the rest 1/3 etc are too big.
Hopefully it's not too small and stuff like that.
Also details are.. wasted by this size and whew, what a mess this city is! (look at the lamps and trees)
More stuff to be added later.details and info (Click to reveal)
1. Top Right = Stadium
2. left mid/top = greeeeenhouseee
3. bottom left = Ugly looking hospital
4. Mid bot = Park
5. bottom left = Warehouse/harbor
Q: Hey, it's still daytime, why are there lights
A: I made two variants, day/night for day/night event but... it's gonna be picture thing, so that would be useless.
Q: What is this game about
A: Cyborgs :welp: I..It's complicated okay
Q: Any stuff on characters??
A: See my previous posts + My sig (not much info though)
Q: Any demos
A: If only...
Q: Can you make sprites for me?
A:Ghow much will you pay metoo lazy/busy for now.
Q: Can Istealsalvageborrowtakeuse your sprites?
A: When I got stuff done, sure I guess.....
Making this city wasted a looot of time and effort. Frfskjfdkjfladsf (and it's not even finished).
Click details for hypeee guys.
EDIT
Wait... So Max pictures size in Rm2k3 is not like the help file said (i.e. 1 - 640 x 1 - 640) but rather 320 x 240 ? Ahahahaha
.....
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Back to the chopping board.
It will take a bit longer though, since I need to resize it and stuff (Help file lies). Also what do you mean by 1/1? this one is 1/2haha, the bubbles in the water are not skyscraper sized but they are far too big. I was exaggerating!
haha, the bubbles in the water are not skyscraper sized but they are far too big. I was exaggerating!Oh damn, I didn't realised that (been Idrawing at high zoom so I didn't notice RM difference). Thanks for the info!
as for the zoom level rm2k/3's zoom levels are misleading. Although this one says it's 1/2 (half-size) if you compare it to the original graphics you'll find that it's actually 1/1 (actual size), and the zoom level given as 1/1 is actually 2/1 (double size).
Well, I was overjoyed for a while, but turns out if the image is > 320x240 it doesn't show it as an overworld map. It's more of a normal map, so... it doesn't work very well in this case. Thanks though OceanIf you mean a panorama, you can still do the same, just divide the image size by 16 to get how many tiles it needs to be to show up on the editor (I think this is what you mean). So if it's a 640x480 pic, you need the map to be 40x30 tiles big. If not, then I'd have to see what you mean. Also, I responded to your PM before... I think. Unless I was imagining that I did.
@sleeping_wind: I think that it looks great! There are some empty spaces in the middle where the roads surround maybe you could fill it up with things...Actually, I am a bit confused which you are referring to (so many empty spaces as of now).
The water tile looks too muddled. I'd try like putting as little detail in it as I can.Yeah, I might have to replace the water later (the latest I posted is a joke btw).
This seems pretty interesting thernz. How far are you in making it?
If you mean a panorama, you can still do the same, just divide the image size by 16 to get how many tiles it needs to be to show up on the editor (I think this is what you mean). So if it's a 640x480 pic, you need the map to be 40x30 tiles big. If not, then I'd have to see what you mean. Also, I responded to your PM before... I think. Unless I was imagining that I did.
Actually, I am a bit confused which you are referring to (so many empty spaces as of now).Oh well all of the empty spaces, but I'm guessing your still spriting the chipset, so nevermind.
Ocean's Dream - Looks good. =) Did you draw the faceset yourself?Thanks! Nessiah drew the faceset for me though. The Background graphics are mine.
@sleeping_wind: I forgot to ask long ago, but did you make those graphics yourself?Yep. The overworld chip is about 80%-90% Custom; however the lab is just a mix-and-match with other pre-existing chipset.
@Sleeping_wind: own style what? But you should take out the Mac&Blue shit imho. It does not fit to the rest.Own style what what? (I don't get this). (I assume you are talking about me using custom stuff).
Hey guys, I wanna' show you a video of my game :naughty:
I had a topic about it some time ago, but can't see it around anywhere so I just post this link here:
http://www.youtube.com/watch?v=8iJuWFDvIEM
Cool but you're missing essential fence corners.
Sleeping_Wind:
Fence corners still missing (Updated screenshots?) and I like the top one with the mountain shadows best.
@olions: I am not amused, I demand videos of the gameplay...
@Ephiam I like the system but within the text "alot" is two words "a lot"
@K-hos not too sure what's going on here, looks interesting though. What's it made in?
@Rockman: What are you planning on coding it in? Rm2k3? If so, then there's not going to be very much coding at all!ffffff you know what I meant, I did not say scripting don't even go there. yes rm2k3.
@Rockman: What are you planning on coding it in? Rm2k3? If so, then there's not going to be very much coding at all!What an unhelpful post... -_-
@Rockman: I would love to see an FF6 battle engine coded from the ground up to properly emulate it in the little ways Rm2k3 fails to. :xthaaaat's the idea!
thaaaat's the idea!
i like the old one better, but maybe it looks off when you actually put it in the mapWell, it's just... too futuristic I guess. Maybe it's just me associating huge domes with some kind of space station where people live in. :shrug:Imagination
I like the old one more too. Also, can you make it one pixel wider so the doors can be equal widths? Something wonky about the reflective glass on the greenhouse too... I'm trying to think of how else you could illustrate that. But I can't. So I'll just be unhelpful. Your world map chipset is looking just gr8. Probably the best "modern/futuristic" one I've seen yet.I am not sure how you define equal, but this one here is pretty "equal" (although you can't put one pixel in the middle to divide it in two - which I guess it what you meant). I will probably make the thing bigger though, so we'll see about that (or find other ways to make the doors).
@Sleeping wind: This is shaping up to be one great chip! I don't understand the ashphalt in between the sidewalk and the grass, though. It kind of breaks the effect, like one big mapping error or something.Actually, it's not just once chip, but 4 (the other 3 are variants/edits though) - each for different area since the chipset is limited.
Oh lordy. Forgot my actual response! Ha ha. Well, the font is for all to use! I posted the link to it in a comment in one of my following videos. It's the same font I used for Dragon Fantasy II.
EDIT: Oop. Looks like it didn't show up. Anywhoo, here's the font for those who want it:
http://www.woodus.com/forums/index.php?s=&showtopic=12458&view=findpost&p=215121
@Ness: Looks pretty cool, is that a Chain of Memories type thing in the corner with the reload thing?
@Nessiah: That battle system reminded me a little of Crisis Core for some reason...
@B.I.G.: Looks nice, but don't the enemies attack your ally?
@B.I.G.: I really like that battle system so far, it looks like it's shaping up to be pretty fun without being overly frenetic. The hit detection seems like its a little off. Not necessarily for four-direction swings, but the arc of the sword doesn't seem to do anything once it leaves a very small angle. Maybe extend the hitbox?Hmm... there isn't really a hitbox but I get your point. I'll give it a try.
@SupremeWarrior: I really like those screens, although some of the items seem sort of haphazardly strewn about. The rubble in the second screenshot is too light, as well. Otherwise, pretty cool atmosphere so far. Also, I spot a treasure chest (looks like a medkit?)!Ah yes the items? I'm guessing your referring to the junk I randomly placed, yes I guess it was too random. The rubble is just there till I find or draw something else, till then it just has to stay there.
Seriously, sleeping_wind, if you cancel this game I WILL kill you.That one (charset) is not for this game though.
The city looks gorgeous and the charsets do too.
@SupremeWarrior: It's looking pretty good, although that road tile is horrendous, it's super repetitive and pretty ugly. The ladder is also one tile too long at the bottom (they're not stairs, the bottom should be flush with the bottom of the building). Otherwise, everything seems to be shaping up nicely! Are you going to perpetually tint the screen ever so slightly to make it seem spookier?
edit:
@everyone who does it: stop using tiny text it's really, REALLY annoying.
@Sleeping Wind: I don't get the layout of the city chip, despite it being a nice chip in itself. It seems like every street has a boulevard surrounding it that stretches thirty metres, which is a little bit insane. Some of the streets seem to have a sidewalk, then a big cemented off area, then... another sidewalk? The only area that really makes any sense is the "center" map (and part of the first map) since it goes road-sidewalk-buildings, which is how cities are set up, not road-sidewalk-boulevard-sidewalk-grassy clearing-sidewalk-buildings.W..Well... Try not to think about it too hard. I didn't realize those white dots are sidewalk btw, I thought that's just how you separate road and the actual part of the city; to make it easier for the people to see (and aesthetic purpose). Althought I agree, after you put it that way, having a two layers of "sidewalk" seems pretty out of place in real life! (I think the 3rd pic is the biggest offender of this)
@everyone who does it: stop using tiny text it's really, REALLY annoying.Uh, I actually use super/sub script, and I thought that wasn't really tiny; but maybe that's because I use bigger word size for the browser...
@Sleeping Wind: A boulevard is an area, usually grassy, between the street and sidewalk. They're usually about a meter in diameter or so. They're used to plant trees and to act as a buffer between sidewalk and street (this is opposed to a regular sidewalk that runs directly next to the street). I thought the lighter tiles with the cars parked on them formed a sidewalk with the cars parked right up next to them (as that's how people park here), but if they're not sidewalks then... well, I don't know my whole world is turned upside down.
S4D the NEXT?
@PepsiOtaku: It's been too long since you last posted screens. I really, really like the concept of that dungeon (it could be because I am trying something similar myself, although I had no luck with roots growing into the cavern!), it's really quite colourful and a nice leap away from "gray" or "brown" or "gray brown". One major improvement I'd suggest is to get a upper-layer diagonal or semi-circular edge for the edges of the cliffs, instead of them being squares all over the place. It's really pretty easy to do with shift+place and it makes caves look way more natural. I really do like the swampy pit idea, though. Is that a replacement for Mog, I see? I really like it! It fits in a bit better with the RTP-themed custom chars better than Mog did. Everything is looking aces.
edit: Here is what I mean (the bottom-right tiles have been replaced by what would be easy to do with an upper-layer tile). Feel free to use the tile if you have inclination whatsoever (I used red as a transparent colour, and I just left the tile where I made it in case you wanted it).
p.s. the mighty boooosh
@SW: Yep, I think you deserve a thread or come up with your blog, or even a Twitter account exclusive to your current work.
@Lennon: That is looking great! The only thing is the second screen, are you currently making the inner tile for the surroundings, you have already got the floor and stuff.
@ Pipcaptor Hatsuya: Share as in letting people use it? Cuz some of those tiles might look nice in a certain area of my game!
http://www.youtube.com/watch?v=19kQUbVTuywMister Big T, the bass in that mountain level song is too low. You should probably equalize it and remove some of the lower levels or else it's just going to sound like a sequence of farts.
Please, oh please give me comments.
Don't say that! It'll end being left that way!
@Killer Wolf: That's awesome man! I'm very curious of how you did that!
@SW: Looking really awesome. It reminds me of an rpg I used to know in where you would walk around town just like this....Live-a-live? If you mean that one, yeah, I used some reference from that.
You plan on having the cars drive, though, right? Will the people be 'tiny-a-nized'?
@SW: The town looks great, as usual. In order to avoid any unwanted comparisons, start to show us what it looks like when the player moves around through the town. Does he drive a car? Does he ride a bike? Show us. It doesn't have to be in video form (in fact, I prefer screenshots) but some means of using that city for gameplay would be nice.to answer both questions: No, there are no cars/bike driving by as of now (what about later? :shrug:A mystery). I am not sure if I am gonna make that, since I am not even sure I can pull off clouds and birds moving nicely in the map. Heck, the player might not even spend more than 2 minutes on the map, so it's purely optional I guess! (As you go to the edge of the map, you are transported into another area, so it's not really easy setting up traffic and things like that/It's not worth it, so unless there are easy solutions, I will keep it static).
Need a high speed battle chaseSpeaking of which, where did he go anyway.
Hidden content (Click to reveal)(http://img140.imageshack.us/img140/9615/cms3.png)
SW: I kind of like the city but it feels like a sim game. Is it supposed to be? Like I imagine myself building the buildings in those screensIt'd be cool if it is - but I am using Rm2k3 so yeah, no chance of that.
Lennon: That's Saturn Valley-inspired, right? Looks pretty cool
@SW hehe nice. the clouds doesn't fit for me for some reasonCan you be more specific? Also yeah, the cloud is made in... few seconds (two minutes maybee). It's kinda random haha (didn't want it to be overly complicated - it's gonna be slightly transparant anyway!). Though any advice will be appreciated - for future works mostly.
I wasn't too fond of it - sure it looks cool but... I wish I could make it spin or something. Alas, Rm2k3.
1. What does Wait 0.0 do? Does it improve the performance in some way? Also where should I put it? (putting it everywhere in picture process seems... overkill/ I don't know if it actually help).
2. Heh, I think I broke the game once while trying to make a rain effect (Loop rain SE without putting wait). It just hang with a screeching sound - I hope this doesn't have any negative effect for the project yes?
Well, technically there's a few ways you could do it. But it takes a bit of working around and might not be worth the effort.
It causes the system to wait for a fraction of a tenth second. I forget how many but it's something like 1/4th or 1/16th of 0.1 seconds. It works like Wait 0.1 seconds in that you're introducing a bit of a pause in order to prevent some code from occurring too quickly or too often (thereby lagging the system). Where you should put it really depends on what you're trying to do.
This could be because you haven't put in a Wait code into your event. You need to use a parallel process that plays it, and waits an amount of time equal to (or a little bit less than) the length of the sound file. It's actually pretty cumbersome to use ambient sound effects like that (and it's screwed up on me before), so you might want to just use it as a music file.
I haven't posted anything in a while, soooooooo....
Edit: On second thought, maybe its better to keep that secret. Gimme a sec to post something else.
Edit2:
Mainly been doing a lot of drawing lately. And chipset splicing.
@SWI agree, but that's all right. Making a new charset for the birds is quite a work - Plus in certain events there will be (normal-sized) charset on the map. In my opinion, it would not be too much of an issue to the players. Sure it looks kinda whacky, but I hope it doesn't reduce too much of the charm.
that map looks great but those birds look a bit out of place (there as big as some of the towers)
Well, technically there's a few ways you could do it. But it takes a bit of working around and might not be worth the effort.This whole sentence is basically my work ethics.
It causes the system to wait for a fraction of a tenth second. I forget how many but it's something like 1/4th or 1/16th of 0.1 seconds. It works like Wait 0.1 seconds in that you're introducing a bit of a pause in order to prevent some code from occurring too quickly or too often (thereby lagging the system). Where you should put it really depends on what you're trying to do.Hmm... I don't really get it, but I guess I will as I tinker with pictures and stuff like that.
This could be because you haven't put in a Wait code into your event. You need to use a parallel process that plays it, and waits an amount of time equal to (or a little bit less than) the length of the sound file. It's actually pretty cumbersome to use ambient sound effects like that (and it's screwed up on me before), so you might want to just use it as a music file.Yeah, I have a feeling it will screw up stuff. Like if you have an event that plays a certain sound, that would make it kinda awkward (as far as I know, you can only have one sound effect happen at a time(?) - probably gonna test it out myself).
I haven't posted anything in a while, soooooooo....
Edit: On second thought, maybe its better to keep that secret. Gimme a sec to post something else.
Thank you from your feedback, that's actually a good idea. I'll see what I can do. Speaking of clashing faceset, which one do you mean?I mean that they clashed with one another, not with the charset.
[ 4 Screenshots ]
@NightBlade
Well if I use the default menu it will be the same as countless other RM2K/3 games, I want it to look unique, and I have wanted to make a CMS for some time now, felt like now’s a good a time as ever.
Hmm... I don't really get it, but I guess I will as I tinker with pictures and stuff like that.
@ SW: I like the retro style, but I don't like the elements from Mac & Blue in your chipset.I believed I had replied to this (you already said it in your last post).
Well to give a concrete example, one thing most people use it for is when they're displaying a continuous animation using pictures and a parallel process event. If you have just "Show Picture" by itself in the event, then it'll lag the game pretty badly since the code is running as fast and as continuously as its capable of. But if you add "Wait 0.0 seconds" to the code, then it won't lag as much because there's a very small pause each time the code runs. Personally, I usually use "Wait 0.1 seconds", and reserve "Wait 0.0 seconds" for anything that needs more precise timing.Yeah, this would be useful all right. I guess I should put more of this thing.
Also, I think that [Inspect] mechanic is a pretty awesome idea. Don't suppose that might be a big part of the gameplay? (As in action commands like [Inspect], [Analyze], [Fondle], etc.)Well... not really. There are [Context] (
Hidden content (Click to reveal)(http://img145.imageshack.us/img145/4761/cms10.png)
(http://img152.imageshack.us/img152/1435/cms11.png)
Actually, no. It sure does look similar, I'll give it that but the only reason it's cylndrical is because when I wrote the prologue I made the surface world houses cylindrical.
What happened to the End of the Deep Blue Sky or something? :<
Completely redid Archeia's portrait:
The whole hack skill always reminds me of IG2 though where you have to hack and press X to not die bypass a computer's security with a random number (1-100) and if you fails, it pits you against three drones, until you get it right. Except I don't want it too be that annoying (I failed three times before I can move on, and there was another computer... and another. I gave up after that). In my case, it's simply Hack or no hack if you aren't knowledgeable enough
The part with the face looks rather empty, maybe put their charset below the face or something like that?I second this. But it looks to be shaping up very nicely and I encourage you to keep at it.
But yeah, I think it'd be pretty awesome if you have different lvl skills that let you access areas you wouldn't be able to normally (like maybe a [Climb] skill for sheer walls, or [Swim] skill for travelling against strong currents, [Talk] skill for negotiating, etc. etc.)Ah Dangit. :welp:
@ sw : I think the orbs is too big, and it's weird to the player has glowing outline
SW, I have a suggestion.Tried the 1st suggestion a long time ago, but it doesn't work (mainly because I can't make a good sidewalk). Also, for the 2nd suggestion well... I would consider it if you said that few weeks ago, but now when the chipset and map is "finished" I can't really change it.
Why not make the sidewalks look slightly different from the roads? You could even make the roads more realistic by darkening the asphalt a little.
i'm digging your world map stuff SW,Thanks, I hope to get a demo done in a few months, so yeah. We'll see.
i've been creeping this board and seeing those screens and it's really cool.
MISTER BIG T, what are those objects below the chained man?
I think I see two corpses and... A clown?
@_@Why hasn't anyone commented on this it looks amazing. Could be a little bit faster and since you said the backdrops and what not are temp I don't see much wrong with it. Great work as usual Hima. Would be nice to know a little bit more about what it actually is though?
I don't think "oh custom graphics, cute/nice/cool" is gonna cut it here. You need to spend more time on these chips/tiles and really fine tune it if you want to make an impression. It's a good start though, just sloppy and not nearly as refined as it needs to be.I actually think it looks pretty good. Reminds me of Rainbow Nightmare except the backgrounds aren't hand drawn.
don't forget the white circle. the white circle represents nationalism; without it they are just socialists!
Umm... As far as I know, socialists generally don't use swastikas.wtg. the red backdrop represents socialism and the white circle nationalism. national socialism > nationalsozialismus > nazi
Killerwolf, those charasets are tight. Did you make them yourself?He does. He posted some of it few pages back (main char and some)
ESCAPE FROM NEO NEW YORK come one man put 2 + 2 together
Also, I noticed that when Sparrow says he's going back to the first town, it's spelled differently in his message box than it is on the area label that shows up when you enter the town (Raanan instead of Ranaan). Other than that, good work.  
SW – The screen looks really good. I’m kind of jealous about how nice that computer kiosk looks. The crates/containers behind the guy with the crossed arms look a little weird though. It looks like they are staggered rather than stacked on one another. It just sort of throws the perspective off a little in that one area to me.
Ghoul battle, end of the "Mysterious cliche forest" chapterGood choice of battle and victory themes, especially compared to the somewhat painful forest theme. Phillip's short bit of dialogue before the fight feels like it's trying too hard - you could make it considerably more concise and still communicate the same idea, which would probably be beneficial.
So we worked on Project Ape Skewer again the entire evening. We're introducing Spy John the Chameleon, who explains how different colored teleports work.
]
@Nightblade. Sick stuff, very detailed. You really did a good job on this desert. Too bad I lost my last Phantom Legacy save game, but I may even play it all over again.
So we worked on Project Ape Skewer again the entire evening. We're introducing Spy John the Chameleon, who explains how different colored teleports work.
Spy John and the colored teleports:
Stuff
Er hmm, well I managed to figure it out.
Youtube kind of screwed the quality a bit, but its not as bad as the last video I put out.
3. Mainly because the battle speed. Well... You got the balance (atb fill) well but I am not too fond of those pre-act battle animation. It's... cool, but it gets boring real fast imo (I avoid battle because of that). Kinda kills the battle for me. But this is preference issue.
My first thought was that it was very high up, but it also looks like it could be in the water.Actually is near the water. Down the ladder there will be a dock, a beach in the right side and some houses like this one (later I'm gonna show the full map, I'm finishing yet).
Does anyone think this looks too busy/eye breaking?I like the overall look. I think the digits looks fine too. Also that's a nice icon.
I'm working on the feel for the "cyberspace" portion of the game. The binary in the foreground and background animate so that the digits scroll.
General gameplay WIP. Things are finally starting to come together.Like the actual battle script and ideas (charging skills to make them stronger). Jumping seems to be a bit random though (no indication where you can jump) - it's as if you can jump everywhere and (possibly) get stuck?
EDIT: Oh ok, I should learn to read things closer. Well, I made them fairly quick; but if you want to avoid battles you can do that too. The game wont penalize you terribly for skipping the skippable battles.Well, uh, the bosses aren't really skippable (that and I
I like the overall look. I think the digits looks fine too. Also that's a nice icon.
Like the actual battle script and ideas (charging skills to make them stronger). Jumping seems to be a bit random though (no indication where you can jump) - it's as if you can jump everywhere and (possibly) get stuck?
Also the musics are... interesting. Certainly something different from your previous games.Well, uh, the bosses aren't really skippable (that and Idon't mindlike grinding a bit). Plus if the character don't grow, they will have low speed (and stats) thus making the bosses harder imo (I had a bit of problem with the 1st boss tbh, since I didn't expect him to have that much health). Also, avoiding battle would mean that I will miss out some "Enemy skills" via absorb.
can't wait till I get up to the dynamic camera movements.
@Vanit: Ignore these douchbags. Nothing is a waste of time as long as you enjoy it yourself. Keep up the good work. Seeing as your menu worked almost perfectly I have no doubt you will do a nice ATB system too.
hint: use PNGs for happy image format
I want to see how you pull off the dynamic cameraHaving the "camera" itself shouldn't be too difficult. All I need is an offset X/Y Variable that is constantly added to coordinates of everything on the field, and then changing the offset should move the camera. Then I just need an event that follows what attacks are being executed and moves the camera between casters and targets. This'll be one of the last things I add to the battle system, but so far as I can tell its feasible.
A small audience? Consider how many people have been waiting for a remake of FF7, then consider how many of those would like that remake in 2D (atleast half, based on the reception I've had so far). I'm pretty sure my target audience is bigger than any original rm2k3 game could hope to reach.
But so help me god, if you use midis for the final version, I will hunt you down and slap you in the back of the head.The original Final Fantasy 7 used MIDIs. :\
What I don't get is how so many people try to convince Vanit not to make the 2D FFVII Remake, don't they learn the guys determined and the menu and battle menu prove it.
I'm pretty sure my target audience is bigger than any original rm2k3 game could hope to reach.
I will remain skeptical until he can get the intro and at least 1 chapter of the game done. And by intro I want that Aerith person praying and not skipped :| and people walking around and the train hoho
yeah I never understood how in FFVI there was enough room to fit the casino and the propulsion system. rpg scaling I suppose :welp:
She's refering to a discussion we had regarding how intact I'll be able to leave the intro. Personally I don't see how I can maintain the zoom effect from Aeris->Midgar->Reactor without making it tacky or cutting together a few images showing stages of the zoom. I just think it wouldn't work. My personal take is that the FF7 intro is a big dick waving fest from Square's FMV department saying, "HOLY SHIT 3D." I'd love to recreate the intro as much as I can, but I don't think the nostalgia could be kept intact very well after the transition to 2D if I try to do it 1:1.I don't think that intro scene will look good in rpg maker because that scene was made for my-cock-is-bigger-than-yours purposes. But because you are making a remake you will have to do that scene on the end. You could try to make the intro using comic book like scenes. Or maybe using flash and saving it like .avi so you could use it in rpg maker.
Some of the ideas I've been tossing around are perhaps bringing the scene explaining who Zack is to the intro. But this would mess up FF7's style of story telling (not explaining the bigger picture until later on). At this point in time I'm leaning towards simply cutting out the zoom. So the intro shows Aeris, then some other scenes that hint *very* slightly on whats coming up, then cut to the train. Its still up in the air though, and I most likely won't tackle the intro properly until after the first gameplay demo as it would take a lot of work, without necessarily a big, upfront return.
How can a house in Pokemon games be barely taller than you when you stand next to them, yet once you get inside it's two stories tall? :welp:
Did monopolo ever get released? Whatever happened to s4d?It did got released he did a topic under Rodriguez. Sadly the game didn't have no AI, but it was better than I expected.
Lennon the colors look fun but the character set is atrocius. I'm sure you could recolor a template from somewhere that isn't so blatantly rtp edit.
It did got released he did a topic under Rodriguez. Sadly the game didn't have no AI, but it was better than I expected.Found it and played for about 10 minutes. It's about what I expected. Ironically I think the interface had too many menus to go through. What was all the garbage about using an xbox 360 or ps2 controller? Useless. The whole thing just felt bloated.
*Doesn't know what it is*It's awesome. I like it already, even though I have no idea how it works.
The funny thing is the initial idea was a gun but since fetish for swords we have gunsword thing
@Hiretsukan: OMFG, was that made in XNA?Yeah, XNA/C#.
Fun with 25 enemies...
I don't think I can comment much since people already said a lot so screenie x_x
@Neok
Looking good, but I can't see a thing in your completion picture thing. The resolution is too small imo.
Also, I am not sure, but didn't you release a version of alter ailaAliadangit Genesis that is openable in RM? It has been a while so I can't remember where you put that one (pass me the link, please)
@Hiretsukan~5 months (just weekends)
How far along in development are you?
blaugrana:
Seems like having that many enemies makes it hard to tell what's going on and makes the action very sluggish. I like the jump move, though, and the relatively fast pace once there are less enemies - but it feels kind of underwhelming to have all the enemies go down in one hit. In a game like that I personally tend to prefer more interesting foes that take multiple strikes to dispatch, and can actually fight back - like in some of the devil may cry games, or in secret of evermore, for two divergent examples.
You might want to add some sort of a motion blur/trail for the player character's sprite to make the jump animation have more weight and be easier to follow.
Those stock sound effects grate on the ears, though. :tsk:
*head explodes*
I can't believe it's done the engine :D
Now if only I can find the time to work on this project more :S
I can't belive Java can be so smooth
@ Lennon: I like the simple style with the humor and text. Is it RM2K/3?
Mr Weird Guy: Looks pretty great! Reminds me of Super Nintendo in many ways. How does your game play? If it is anything like Gradius or R-Type, then I'm sold.Well, it is inspired by Gradius-style games, so I can imagine you'd enjoy it. Anyway, let me give you a basic rundown.
Yo Tau man I would love to see what you come up with, keep workin on those pixel skills. If you use this proj as a vent you'll get hella better.Thanks man, that's a good idea as well. I'll say a little more about it for you Omcifer. The game revolves around colour, it's set in a futuristic style of place. I'll say more as Ive progressed more with the development.
New vid. Increased the ATB to calculating/rendering rate 30fps rather than 10fps (worked out that a wait of 0.0 is actually 0.033).
Hey Craze I am liking your mapping in rm vx.Ditto!
Its not, otherwise the higher FPS version would be calculating twice as fast as it should be, and its not. To render at 30fps I had to scale the calculation down to 1/3 - so if it was 0.016666 it would be incrementing way too quickly.Can you tell me exactly how you tested it? I tried a test on a map using two parallel events(using two different methods) and every single time "Wait 0.0" was closer to Cherry's estimation than it was to .033. I estimated it at first like this:
So... I'm not sure what to tell you, 0.033 works out on my end (calculated it with parallel counters and through testing I've also verified its the correct ATB speed).
Man Craze, you always manage to make rtp interesting, especially with this project. Can't wait to try the game
A sorta concept from an idea Ive had intentions of making for quite some time. Need to get my pixeling skills better before attempting anything serious. Will most likely be made in Game Maker rather than Rpgmaker.You know, this has a remarkably striking resemblence to the buildings at the bottom of the Bioshock logo.
(https://legacy.gamingw.net/etc/img.photobucket.com/albums/v212/Caiser/Guardia%20Screens/BlankConcept.webp)
(It's supposed to be in black and white)
So why use Rm2k3? BecauseI canI'm an idiot. ;)
Most of the tiles in the game aren't RTP! They're mac's VX version of the 2k/3 REFMAP.
Vanit: Good job and all - this stuff is impressive, but, like, you don't need to kill yourself in 2k3 to do this now that XP and VX have been out for years. 0_o I have no idea why people even bother using rm2k3 anymore considering how archaic and limited it is for the average developer (and the ATB is soooo sloooooowwwwww).
Pffft don't apologize, he is being one of those annoying people. Rm2k3 may be archaic and limited, but it's a system that presents the most SNES-like games which many of us cling to out of nostalgic preference. I find part of the fun of making games on rm2k3 is working around the limitations.
Wow, you used pics for that, I thought you would use an animation! Wouldn't it lag on slow machines?Pictures don't cause lag in loops unless you forget to put in a Wait before each cycle.
@urban lemon: HAHA that is awesome, love the main character!
Pictures don't cause lag in loops unless you forget to put in a Wait before each cycle.keep telling yourself that.
skarik thats going to be awesome!! it'd be awesome if the dude in your avatar is the main character.Well, I already wrote up the story, but the character in my avatar is definitely in the game. As in "your best friend" in the game. Yeah, I said too much.
OMG OMG but wait you are using theodore chips instead of pkmn...weak...
The Pokemon graphics were the most controversial part of the previous game and I wouldn't have been able to do what I have planned for II with Pokemon graphics. I feel this way the game will be played by more people.Sure it will...
skarik, that reminds me of an early PS1 game. I like it!
This is finally being made
(https://legacy.gamingw.net/etc/i648.photobucket.com/albums/uu205/Afr0Blu3/Fenrir2Title.webp)
Fuck yes, I can't wait for this! I'm still annoyed the original didn't get nominated for any Misaos after I put all those nominations for it...Well the charaset looks cool at least!
EDIT: The Pokémon graphics only worked in the original because they fit together well and everything was indoors. Personally, though, I wouldn't liked something darker. If this is going to be more outdoors then I am glad you're shifting the graphical style.
What are you using to make that, Skarik?Using Game Maker 7 with a rendering DLL called Ultimate3d and a few DLL's of my own to keep time in low FPS.
Looks pretty decent. I'm assuming that the character sprite is darkened when he walks through the shadow?
New Overlimit gauge thanks to Skie! Thanks muchly!
(https://legacy.gamingw.net/etc/i6.photobucket.com/albums/y243/jaymonius/Arcsreen4.webp)
Like this? The way you all referred to?
So I've been talking with DE, and we've decided to team up to completely re-haul AAG. He's taking care of all the graphic works (100% custom original!), leaving me to concentrate fully on building the game.
One of the biggest complaints was how stereotypically japanese animu the game was, so we're going to try and make it more racially encompassing (for example, we've got Arabs wearing turbans in the fourth screenshot below). Also, we're changing Leon's name to Ryan. Cause we can.
Anyways, screenshots!
(http://img.photobucket.com/albums/v291/Krsnik/AADE1.png) (http://img.photobucket.com/albums/v291/Krsnik/AADE2.png)
(http://img.photobucket.com/albums/v291/Krsnik/AADE3.png) (http://img.photobucket.com/albums/v291/Krsnik/AADE4.png)
For those interested, here's a sneak preview of what's to come:
Download Link Vers.0.01: http://pub.gamingw.net/47695/AAG.rar (http://pub.gamingw.net/47695/AAG.rar)
What globe?
Mad props to GameOverGamesProductions for this sweet globe for Hero's Realm world map:
(http://kentona.rpgmaker.net/hr/hrglobe.png) (http://kentona.rpgmaker.net/hr/globe/)
Click the globe and check it out because it is awesome.
(http://pub.gamingw.net/52348/rly.gif)I can't shake that this looks like a Link to the Past at a glance.
I have been itching to post here for a while but holding off. May as well:
(http://pub.gamingw.net/52348/rly.gif)
Make what you will of those.
I can't shake that this looks like a Link to the Past at a glance...
Hello here's a screen from some point and click game I'm attempting to make at the moment!!!
After looking on a different monitor I just noticed the colours are way too bright! I'll get round to fixing that sometime!
^ My mom keeps thinking all forms of coding is similar somehow, as long as you got the basics, you just have to change the other symbols and stuff.
Is that correct?
@Vanit: Fewer movies showing off menus more coding for actual gameplay! I didn't even like FF7, but there's no denying it was a richly detailed game, and I'd love to see that in 2D. But looking at you move through menus endlessly isn't impressive after awhile, you know? It was at first when the technical implications became obvious, but I think I speak for most of us when I say that it's time to see Cloud beating up some goons in a Mako Reactor.
@Vanit: Fewer movies showing off menus more coding for actual gameplay! I didn't even like FF7, but there's no denying it was a richly detailed game, and I'd love to see that in 2D. But looking at you move through menus endlessly isn't impressive after awhile, you know? It was at first when the technical implications became obvious, but I think I speak for most of us when I say that it's time to see Cloud beating up some goons in a Mako Reactor.Then it'll please you to know that the menu part is basically finished. The next video I upload will be of a proper battle system. :)
Looks pretty awesome, but I'm not a fan of how the water clips when the hero blocks the flow of it.Yeah, I've been thinking about how to make that work instead. I may just make it not get blocked by the hero.
Hiretsukan, I thought you gave up on game making stuff, or what that just fury^2?Nah, just Fury². Became impossible to maintain after a while due to compiler bugs and such. Just didn't have much time for games with my day job, so you never heard much from me (:
The video looks pretty cool but the gravity seemed really low.
@Hiretsukan: I like how you die in the game man.Hehe, thanks. Hopefully you see it less during actual gameplay than in my test videos. :D
Hiretsukan - If I were to play that and died twice less than 10 seconds into the game, I'd shut it off. If I rocked it for the first 10 mins then ran into a situation like that, I might play longer.Well, in the actual game you're not going to die quite so much. But death only sets you back a few seconds (since that point you teleport back to upon death will move automatically as you progress through the dungeon) - the idea is that individual platforming and combat events in the dungeon can be challenging and take multiple attempts, but you'll never need to load a saved game or redo a previously completed puzzle.
Revenant, that's looking really badass. Is it going to be like Castlevania?
(http://pub.gamingw.net/34748/bg.jpg)Interesting textures, looks like pixel art that was morphed a bit with ps, am I right'? What's the graphic process, and what's it gonna be?
Actually there was no morphing aside from making the text 05 transperant. Everything was done by hand to look similar to the textures in the 3D model, here's a comparison shot:Vanit that looks awesome. Tell us, how will the battle characters look? Will they be the same size as in FF7 or sprite sized? And will enemies have moving animations?
*cool comparison pic*
It still needs some tweaking though, the kanji on the sign isn't entirely correct and some of the colours are a bit wrong. But yeah, this is generally going to be the style of the game so it still feels like FF7.
(http://pub.gamingw.net/34748/ani-cloud-idle.gif)
Mecha Death Fighting game thingy
A multiplayer platform game me and a friend is working on. I'm the programmer and it's coded in C# using XNA.
Here's a trailer of the basic engine. Check it out.
http://www.youtube.com/watch?v=ohto5-IBjQc&feature=channel_page
Also, Vanit, you better keep that shit on the D.L. if you don't want a cease and desist from SquareEnix. They don't take kindly to people who can show them up.Definitely, because if he does not, then a cease and desist will be a guarantee.
Vanit, why not just take rips of the models in different frames of animation? Take a cap of the bacground too! Make it look 3D, if you can. Going to all that effort to emulate the system mechanics exactly and using less-than-mindbending pixelart wouldn't do it justice, but models might.I think that would look tacky in addition to defeating the purpose.
^ Exactly. Plus, are you working in a team or no? Would this take at least a year to do?No its all me. Full game will take atleast a year.
No its all me. Full game will take atleast a year.
A year's worth of time in continuous work, or a year as in we'll see this close to completion this time of the month 2010?No idea. All I can do is tell you my milestones: End of the bombing mission, Kalm, and the end of disc 1. No point looking beyond disc 1 at this time.
SW the smaller character sprites look way better, i hope those are the ones you chose!For this game, yeah, those are the ones I will probably use (for the scaling). But we'll see; I like to put details to the sprites, so having a really small sprites might sacrifice details and stuff (poses).
Your sprites are just as awesome as ever. I always love how you color them to seem to futuristic, yet, not so post-apocylptic kind.Yeah, the superheroish game. Put too much effort to that one to quit it now....
btw, which is your main game? The superhero one still, right?
You know, the weird thing is that after my superhero game, I was planning for a mecha game, too - but that means I'll have to convert my modern graphics and make new ones - so I'm holding that idea off for now. Plus, I have to keep focus on one thing first before another.
SW that Sam Vs. World game uses graphics from a japanese site C: (I have all of them XD)
The person who made the game tho is the Illusionist.
Also that little sprite is so adorable, work on your game damnit >:V
Cray; Nice tileset, perhaps I can pay you for some textures?
(http://pub.gamingw.net/66586/world.jpg)
Map editing overview, it will look the same when I finish the world editor.
The game runs at a shit framerate right now, even with backface culling and more. 44fps...
I could use some testers with various computer specs to tell me how well it runs.
I got some help from a friend at DICE to figure out normals and lighting, so *good* lighting isn't far away.
Are you making a tabletop-style RPG or maybe a war game?
@Skarik: Looks quite alright! What is that being made in?Made in Game Maker.
Looks good, Vanit. I'm assuming the dashing animation will be less choppy ingame?I'm not sure what you mean by choppy, its like this in the real FF7.
BB- Ya it is a bit more work, and its not all copy and paste, but I "coded" so I can reuse and adjust.
Cray- Thanks man, actually I am leaning towards a 1 map abs, I think it'd make things less complicated.
Btw Im really diggin that first map, especially the walls.
Ok here is one with 2 of them at once-
-still some minor things I need to fix but that is what it'll play like give or take.
I'm not sure what you mean by choppy, its like this in the real FF7.
(http://pub.gamingw.net/34748/cloud-attack-ani.gif)
^ The timing might be slightly improved since I can get it more accurate in rm2k3 as opposed to imageready, but there won't be any additional frames added.
Well the pauses may account for several reasons, 1 being that fraps cuts fps by half so it seems longer than it actually is.
Also if I didn't have some sort of pause...since the attack, magic, and the damage shown are all battle animations....then nothing would ever display...rm2k3 only allows 1 battle ani at a time.
I'll try to fix the issue with the knock back animation though. I appreciate the feedback, thanks wilikeh.
Hey, Vanit, you should add some perspective to your Sector Battle BG. If you want, I could do it pretty easily... I think lol. I could atleast try.Not really the style I'm after, but thanks anyway.
But good stuff. I should post something but I don't really have anything. I need to make some battle sprites for myself, but I'm so lazy >_<.... Summer vacation <_<...
Momeka, that screen is pure sex.
It's isometric. The original work is in 3D, though.
As you haven't guessed the origins of the resoruces, and as I'm not looking to take credit for something I haven't made from scratch myself: The backgrounds are from Final Fantasy Tactics(except for the panorama), while the characters are modified characters from the same game.
I've made some adjustments to the first background by merging two maps from the game together and adding a panorama,
@supra_killa - That first screenshot is quite awesome.
Here's a video of me losing at my own game. Enjoy :fogetbackflip:
I'm pretty enthusiastic about my new project!
I'm pretty enthusiastic about my new project!
@Nightblade pretty much what we do with ripped tiles and make maps with them :S
(http://img268.imageshack.us/img268/9003/beamfacem.png)nice Nip's!!! please Post More think ya got anything A Little Lowwer? :fogetbackflip: well thank in Advance
Yeah the car should be completely in profile, else the perspective is off. The windows also look bubbly. You'll want to avoid using gradient shading in that context. With windows you'd probably want to focus more on the glare from surrounding light sources.Thanks. Yeah, the car is pretty tough to make. If you can have some pic to show what you meant, that would be nice.
The charas are very well done, colourful and distinctive, as per usual.
Hurray for Shining Agito and Joker!!! :woop:
Lovin' that spritework SW!Thanks!
Except people who use ripped tilesets dont copy maps from commercial games exactly.he combined 2 maps.. ur silly!
It's obviously FSN... and nice sprite on the main character though... and say... is he sweating? 'Cuz I saw some gray lines on his face(set)OBVIOUSLY
Christ, DS. That's pretty much the best RTP usage I've ever seen.What RTP?
Christ, DS. That's pretty much the best Breath of Fire 2 chipset usage I've ever seen.Isn't it, though? :cool:
<video>
This is what I am working on. Best followed elsewhere (http://rpgmaker.net/games/1283), same place as my future tutorials on Lite-C.
Was bored so I just decided to capture unlocking catcopter in Asc RSD demo.
@oc_gunslinger
Haha, that's pretty nifty! (The intro movie that is). How long did it take you to put all that together?
All major cutscenes will be fully animated like so (not the real music used in game):Watching your characters stand perfectly rigid while the text sits there like a blurry brick of cleartype isn't particularly interesting. At the very least you should have their mouths moving around so it looks like they're not statues, but ideally they should shift around a bit too since they're supposed to be people.
Watching your characters stand perfectly rigid while the text sits there like a blurry brick of cleartype isn't particularly interesting. At the very least you should have their mouths moving around so it looks like they're not statues, but ideally they should shift around a bit too since they're supposed to be people.
I'd also suggest adding some weight or motion to the text, even if it's just a simple fade in/out effect.
You should also pick a better font.
Those wyverns are hilariously tiny compared to the humans.
Why doesn't he grab her with his other, free hand so that he won't lose his grip? Is it because his sprite can't pose that way, perhaps?
(http://rpgmaker.net/media/content/users/132/locker/underground_base.png)
wheeee
(http://pub.gamingw.net/54690/going%20back%20to%20jail.PNG)what is gamestate size?
It's a game I'm making more or less based on Joe's Garage and psyburn and theodore kaczinski. I'm going to redraw those ugly sprites.
hey thernz, you're a cool guy with good ideas. if you ever want someone to make music for you, send me a message or something. that's an offer.I'll take up your offer when the game is 90% finished so you don't make music for an abandoned game.
@thernz: Did you do the sprites? And working on the background?I did the guy and the zombie. I'm not even working on the background yet. I'm still doing stuff with the engine and more enemy graphics. That, and I'm unsure what style they should be because Touhou games use 3D and I'm already borrowing the style of one of them for sprites.
@thernz: Nice sprites! Is this going to be a zombie fighting game? Anything with zombies in it always sparks my interest!Well, they're called Chinese vampires but their arms are outstretched so you can consider them zombies. It's a platformer not a fighting game though. It'll probably have a lot of focus on combat though as this game is actually just testing grounds for another game's combat system.
@Big Boss: Your making a PTEI 1.5? just for the sake of making it or you wanna be like capcom with what they did with RE 1.5? :fogetlaugh:
what is gamestate size?
procedurally generated dungeonI'm liking it! It looks like you need to work on the code for making tunnels between the rooms (assuming the grates are the doors).
@im9today: Looks really great, is it some kind of platformer RTS?
The default rpg maker map editor sucks so I made my own in Game Maker 7 lite after reading some game maker tutorials. It supports Lua instead of clicking the event buttonseditor pic (Click to reveal)http://pub.gamingw.net/54690/editor.PNG
Also everything moves!
PS: the bombs do nothing but damage the map but they'll be quite lethal when I draw the explosions
I'm liking it! It looks like you need to work on the code for making tunnels between the rooms (assuming the grates are the doors).
It looks like every room makes 4 doors? Is there any reason for that? Ideally you should just have doors that lead to hallways (and perhaps have multiple doors on the same side) but you probably knew all this.
You're kind of inspiring me to make my own procedurally generated game... (which is bad considering I've been meaning to make one since March :fogetcool:)
It's a game I'm making more or less based on Joe's Garage and psyburn and theodore kaczinski. I'm going to redraw those ugly sprites.
You mean like Frank Zappa's Joe's Garage? That could be an interesting premise for a game.i was thinking exactly the same thing :P
SupremeWarrior: Both maps look fine, but somewhat repetitive. Try making them less "patterned", and add "stuff".One thing I've seen in modern churches, if it's summertime, is fans.
I'm working on a church map. So far I think it looks empty and not-too-modern (since it's in a modern game). Suggestions on how to improve? Oh, and I also need something to put on the upper part of the center wall.
(http://pub.gamingw.net/46803/igreja.jpg)
Why is the guy so big compared to his surroundings?
Blender is awesome.
Makin' it in Game Maker, believe it or not. My framerate is pretty low in those pics, but testing it with Game Maker 8, it goes about twice the speed. Makes me happy.
I finally got my saturation where I want it. Had a bunch of logical errors, and thanks to my animator and her random words, I found them.
Still a bit too pink, though. Probably because I'm doing the bloom shader after the saturation.
http://i571.photobucket.com/albums/ss158/Archeia_Nessiah/shadglade2.pngYeah, I did too. Get this bullshit off of my monitor.
*gah I just saw some errors*
As far as I know, ness didn't even take a part on it. That's a game being made by 2 indonesian developers, and it will use that flash sponsorship system
@ness I don't if this is just me, but you seem to get close with lot of 'us' lately (or is it just fandrey?). Dunno, it just looks.. weird
(https://legacy.gamingw.net/etc/i364.photobucket.com/albums/oo82/_thernz_/game/DramaOfCats01.webp)Games are always better when their text is tiny and nearly unreadable!
Trying to start work on this again. Still not sure how the game will play.
Cube Colossus almost done (http://www.lucidrine.com)All I have to say about this is WOW. I know this is just a shoutout and not your project, but I have to say the music, graphics, game mechanics and overall design just look amazing. Can't wait to play this.
needs more explosions momeka.
@ Momeka -- that looks rad. A video would be cool to watch for that kind of project, i think.
@ Pip -- There isn't much to comment on. Its a bunch of pictures with numbers next to them. If that is how large your HUD is going to be, it will suffer a case of information overload. And whats the deal with all the colors in the background? Will those be transparent?
and I've really tried to understand your sig, but I just don't think it registers...
Even more explosion you say? Note taken.
There is a trailer of it. Just follow the youtube link under the image :P
(http://pub.gamingw.net/36728/Pop-Up%20Menu.png)
Nothing too exciting, just an 'instruction manual' type menu. You can scroll through the pages and pressing <SHIFT> will make a mini-help window pop-up until you press shift again (it's transparent so it doesn't obscure any writing).
It's blurry for some strange reason to do with my PSP program.
The plural form of 'instruction' is 'instructions', not 'instruction's'. Please remember that, in ninety-nine out of a hundred cases, you do not use apostrophes when pluralising. Exceptions occur when the apostrophe is going to make things less confusing, like when speaking of two s's, or i's. (obviously, ss won't work, nor will is)
Do you have pictures of the actual game rather than an instruction? It seems interesting.
dogchode69: Only if I plan to make build a game for profit.O.K.
could somebody please make a game where when you equip a diaper, your character's sprite changes so that it shows your freshly equipped diaper? thanks in advance.
dogchode69
Im never finishing this!
@Night: I proved that theory wrong with my churel cliffs map if you remember it.
*Abridged*
Your avalon town looks pretty nice, but those big flashing talk/enter icons detract from the looks a lot, and so does the overlay. I'd advise eliminating both of them, or at least toning them down.
Anything I can do with rm2k3 limitations in mind?
@NightBlade: Everything in that video is a picture. I'm not sure how he limited cliff edges (I'd guess checking x/ys and preventing overlap where the cliffs are, thus the general simple shape of the terrains. It's incredibly good, but it's all done with show picture. I mean, the technical specifications baffle the mind, but it's certainly not unimaginable. I'm sure Vanit could do it!
way to shit on something better than 99% of what anyone has ever done in rm2k3.How so? Also Sano is this game called Fabled, because although not much of an improvement the name still sounds so much better then that zoon or zoom title you had for it.
way to shit on something better than 99% of what anyone has ever done in rm2k3.
way to shit on something better than 99% of what anyone has ever done in rm2k3.
@Kaempfer;The readability of that font is subpar at best, especially on the button images. That'll only get worse due to glare/etc on a small LCD like the PSP's. It might help to antialias the text.
I see your point so;
(http://img268.imageshack.us/img268/6197/lelitems.png)
just means more programming for me \:S/
You're not very good at your game Hiret. It's looking really nice, but I think the player's char seems a bit stiff. He needs more frames of animation, methinks!I mentioned this in the youtube comment, the problem is that recording in full HD with Fraps at 60FPS makes my computer randomly freeze while capturing frames, so I miss context-sensitive cues like wall rebounds and dodging attacks.
tomato's procedurally generated dungeonYou're way better than me at this... So far I have code for making a room, a person, and a monster. I haven't been able to make the person move properly(and because of that, the monster either). The monster and person are children of the room, so I don't know how I'm going to make it so they can leave the room... I started this like 2 months ago (granted I kind of got distracted and have only worked on it a total of 4 hours in that time but whatever).
still workin' on it.
Stuff
apparently touhou fans.
the characters from touhou had names? i thought it was just a bullet hell shmup with some random weird little girls riding broom sticks that shoots lazers(they're a dime a dozen in touhouistan).
Doo little for the huge screen size. This is RMXP, right? Unless you use a PixelBased movement script, it will feel weird... I think you could hjave made the sprites bigges.. Or used other maker >.o
@swordofkings128
I love these kinds of backgrounds. It's drawn on paper or do you carry a notebook to school? o,O
Yes. And if I'm not mistaken, there is an anime to accompany the game.
@Jmickle, that reminds me so much of DOS games
jman00 add some black borders and it will look like a gameboy rom
Ooooh~! Good idea, I'll do that too! Thanks. :DUsing (possible) sarcasm to improve your game? Priceless. :fogetlaugh:
Using (possible) sarcasm to improve your game? Priceless. :fogetlaugh:
Ooooh~! Good idea, I'll do that too! Thanks. :D
jman00 add some black borders and it will look like a gameboy rom
Another new game, except it's for a comp due in 10 hours. So yeah, it'll be completed.
@JMickle the Urban Lemon: LOL at the yo dawg!:fogetcrazy:
Jmickle what are they doing in that black rectangle?
(http://pub.gamingw.net/50610/murd_prev_1.PNG)Awful, awful, awful UI design. Reduce the amount of unnecessary stuff on screen by about 10x.
1. Random loot drops that you can pick up.
2. Movements.
3. Simply displays what you're holding, no interaction needed.
4. The items you are holding.
5. Mission notes will go here.
6. Simply describes where you are.
7. Only turns red in battles, which will be a clear indication a battle has started.
I assure you, if you play it won't be confusing. As far as images, what you see is what you get. I'm trying to go with simplicity. However, as you can tell the level selection menu has a bit more elaborate preview pictures.
could you use any music? i'd be totally up for making roguelike tunes. most don't have any music so maybe you don't want it??? or maybe you've already got music??? i don't know.damn beat me to it.
Battleground:earth pre-Alpha gameplay
One word Ness - Sa-weet! I really like the frames a lot. just one (minor) nitpick, normally you read from left to right so shouldn't the battle order be like that, considering your (my ^.^) eyes are drawn to the top left as the 'start'.
Otherwise, really nice. I love those battlers too.
hi liberty, thanks! Well one thing is, the squares move from left -> right so I assumed that people might look at it that way to see who's turn it is :)I have to agree that it would be a bit confusing to have the faces go from Last to First, but if anything you could make the faces before the one displaying who is next a bit smaller to make it easier to recognize.
@Ness: Looks good, did you end up identifying all of Cloud's sfx?
TFTI didn't even realize you still made games what the crap man. Looks good. Is this Rainbow Nightmare or a different project?
(http://pub.gamingw.net/30984/templeofskulls.PNG)
@tomato- so you can only see around that square? are you gonna make it so you can see the whole room you are in, like in castle of the winds?
(http://i32.tinypic.com/2cffdx4.jpg)
Been playing about with Construct recently and been making a platformer RPG engine in it. So far I've done the Leveling system, and a basic combat system, with 3 attack combos. Gonna brush up the combat system and try some simple AI for the enemy, I can only beat up on a lifeless dummy for so long.
(http://i32.tinypic.com/2cffdx4.jpg)
Been playing about with Construct recently and been making a platformer RPG engine in it. So far I've done the Leveling system, and a basic combat system, with 3 attack combos. Gonna brush up the combat system and try some simple AI for the enemy, I can only beat up on a lifeless dummy for so long.
(http://i30.tinypic.com/2199jrl.jpg)They do indeed... Looking good.
Something new from RealmS. Because minigames rawk!
(http://pub.gamingw.net/30984/templeofskulls.PNG)Holy shit, that is fucking EPIC! :fogetgasp:
Awesome graphics made by Evangel.
@tomato- so you can only see around that square? are you gonna make it so you can see the whole room you are in, like in castle of the winds?I WAS THINKING THE SAME THING - Castle For The Wins!
TFT: Are you the same person who posted those screenshots with RIDICULOUS-looking clown-monster portraits? Those were sweet.
I ask because the style seems to be fairly consistent with the portraits I'm seeing in those screenshots, which look awesome. I was referring to the portraits specifically in that sentence, but the screenshots themselves look awesome as well.
(http://i32.tinypic.com/mkbtzr.png)I'm really liking the little border you have around your sprites, but I have to agree with the font being pretty hard to read.
Messing with the CmssgS concept.
(http://pub.gamingw.net/39500/Blog2.png) Intro to the first town.
(http://i32.tinypic.com/2cffdx4.jpg)
Been playing about with Construct recently and been making a platformer RPG engine in it. So far I've done the Leveling system, and a basic combat system, with 3 attack combos. Gonna brush up the combat system and try some simple AI for the enemy, I can only beat up on a lifeless dummy for so long.
Working with XP :3
EDIT:
(http://archeia.leafo.net/images/Sideproject/Sacred%20Moon_Zero_Bsys3.png)
Working with XP :3Uh, wow.
image
aren't those arhuon's mugen sprites?
That looks pretty good Gongo. Good old refmaps days. By the way the font and numbers are pretty hard to see because of the colors you've chosen. You may one want it to be more easily readable. It's a good thing you've added an HP bar though which definitely helps.
That looks pretty good Gongo. Good old refmaps days. By the way the font and numbers are pretty hard to see because of the colors you've chosen. You may one want it to be more easily readable. It's a good thing you've added an HP bar though which definitely helps.
New tileset. Thinking of making the characters more saturated, colorful, and defined so they don't get lost in the background.
Just thought I'd show off my latest enemy, Snobloah. It knows nothing more than to blow snow at anything that crosses its path. But it's SO DAMN CUTE. Right?
(http://pub.gamingw.net/28368/vb03.png)
http://img232.imageshack.us/img232/4167/cbsmockup.png
This is a mock up of the final CBS I’m making but some of it is coded (and by some I mean very little :sad:) I just filled in the missing parts. also every single monster and boss will be fully animated (idle, status effects, multiple attacking animations ect) and when a monster dies it doesn’t disappear, instead it stays which will let other monsters revive them (And most undead monsters revive themselves after five turns if any other monsters are still alive).
I also got rid of Mana and replaced it with Energy, it works like this, Attacking cost 15 En, That characters En will increase by 15 points and will slowly deplete, once it reaches 0 that character can perform an action, monster also use En though you can’t see there’s.
I’m also planning for a combo system (known as stacking).
Tomato: I do like the screenshot, it's just hilarious some people have pretty decent-looking screens and then there's this tiny blue box for a screen and everyone's like brilliant this is what I've been looking for all my life. I don't know if people are just jaded about super-clusterfuck screens of cliffs somewhere that makes no fucking sense with the perspective or if it's just that it's not the usual thing you see. It does LOOK LIKE A GAME unlike a lot of stuff here that throws lots of graphics around but fails at actually looking like a game.
Is there a reason for that size?Because I didn't want to take the screenshot at 1/4th or 1/8th views because it wouldn't look as great as half view. Plus, I like to design epic maps.
Because I didn't want to take the screenshot at 1/4th or 1/8th views because it wouldn't look as great as half view. Plus, I like to design epic maps.It's incredibly brown, as in the whole thing kinda blends together. Maybe add a river to add some diversity to it?
Charsets also won't serve because the water is already a charset.You could put the charsets somewhere where they fit and you can use the move charset event to move them to where you want to on map load.
Is there a reason for that size?Questions like this are dumb, especially when a map is that well designed. Look at it. It has multiple entrances and exits and multiple ways to get to them. Asking why a map designed like this is large is like asking why a Sonic map is large. It's large because there are places to go. Also I think it's pretty funny that the maps that RPG Maker people say are good are generally visually impressive but very small and totally linear. Linear doesn't even necessarily mean one way to get to the objective, but that there's only one way to go at all. This is really a good map!!! Dudes are right though and it's boring looking, so be sure to populate it and maybe add some color.
You could put the charsets somewhere where they fit and you can use the move charset event to move them to where you want to on map load.
I don't think it's really necessary though. It looks good.
Questions like this are dumb, especially when a map is that well designed. Look at it. It has multiple entrances and exits and multiple ways to get to them. Asking why a map designed like this is large is like asking why a Sonic map is large. It's large because there are places to go. Also I think it's pretty funny that the maps that RPG Maker people say are good are generally visually impressive but very small and totally linear. Linear doesn't even necessarily mean one way to get to the objective, but that there's only one way to go at all. This is really a good map!!! Dudes are right though and it's boring looking, so be sure to populate it and maybe add some color.I'm working on that atm.
Did you make those graphics? They're very nice. I like the ambient purple lighting.
@Allen Hunter:
Although I like such epic maps, I have to agree that it needs some more color.
Maybe try to make some of the "floors" a darker brown? And some plants, not too much, but place some eye catchers.
With all the entrances and paths this should be some interesting area to explore. Keep the good work.
Here are 2 screens of my current work, the game's called Nebulus.
[cool screenies]
Is this game a platformer or a scrolling shooter? It looks really good!
Did you make those graphics? They're very nice. I like the ambient purple lighting.who's the cutie in your avatar?
Here's a video of the first level of my simple space shooter, TedCraft. (http://www.livestream.com/teddystruggleswithvidyagames/ondemand/pla_cf0b0aa0-a09d-4536-908b-11cde2d6d047?initthumburl=http://mogulus-user-files.s3.amazonaws.com/chteddystruggleswithvidyagames/2009/08/22/967f9f14-19a1-4b49-bd58-73aaeb5192ab_170.jpg&playeraspectwidth=4&playeraspectheight=3)
Wowza. Holy hell that's one LARGE map. Bwa ha ha! But it still looks great none-the-less! That styel...I don't know, but it looks familiar. It doesn't really look line an SNES game, but more of a...I don't know...more along the lines of Lunars Sega CD look.Now that you mention it, it does kind of remind me of Lunar's world map. I haven't gotten the style from any other game, though I was inspired by two RPG's to make the map. First one was Suikoden as I have always loved how it doesn't have a whole world but only a portion of it, including a nation or two and that's it. It really helps to create this feeling of real world and scope, that you are only exploring what is a part of a huge world. And that brings me to the second game which was Dragon Quest 8. I'm not a huge fan of the game but I absolutely loved the world map. You often hear that world map is a thing of the past and that new games don't need it because they want to immerse the player in the game world by making it seem like a real world and that world map breaks that illusion. I can understand the reasoning but I don't really agree with it. What the developers should be aiming for is to create a world map which doesn't break the illusion and Dragon Quest 8 was a perfect example of that. It felt like a real world because it was so huge with a great level of detail, tons of elevation around and towns weren't just one building on the map, they looked like real towns. I pretty much wanted to recreate that in 2D and my goal from the beginning was to make the world seem like a real world, mountains would be mountains, towns would be towns and so on. It would have to be big enough to immerse the player in it and to make it feel like worth exploring. So I took Suikoden's and Dragon Quest 8's approach and aimed to do something similar, a big real size world which is only a part of the whole world, you don't know what's beyond the borders of the map you play in.
the graphics are from breath of fire 2 SmileWell, the previous paragraph probably already answered to your question but to expand on it, the world map is based on my old game, Twin Moons. I had a layout for the map (although somewhat vague) with certain regions and locations I wanted it to have and considering that and the whole real world illusion I wanted to create, I knew it would have to be pretty big. It could be smaller and still have all the important locations but I want it to have other stuff as well, and even though it's a huge workload to finish the map, I'll just work on it little by little so I don't have to compromise with the size. And thanks!
very nice map man, is there a reason why is it so damn huge?
Wonderful outcome, DS!Thanks, the elevation was probably the hardest thing to get right to make it seem like natural and streamlined. Glad to hear it looks good. :)
It has a large variety of levels without being confusing. It takes work to make that. I also like the waterfalls, they are just pretty.
Here's a video of the first level of my simple space shooter, TedCraft. (http://www.livestream.com/teddystruggleswithvidyagames/ondemand/pla_cf0b0aa0-a09d-4536-908b-11cde2d6d047?initthumburl=http://mogulus-user-files.s3.amazonaws.com/chteddystruggleswithvidyagames/2009/08/22/967f9f14-19a1-4b49-bd58-73aaeb5192ab_170.jpg&playeraspectwidth=4&playeraspectheight=3)
Here are 2 screens of my current work, the game's called Nebulus.
(http://www.koa-portal.de/bilder/nebulus03.png)
Cool looking game, is it coming out anytime soon?
Also it might interest you to know there's a really old game called Nebulus already, or it might not. :welp:
@JMickle the Urban Lemon
Cool video, but really, the bullets are very hard to see.
hey that looks brilliant! wheres the music from?Music's from an old HAL Labs game called Star Soldier.
HELLO! YOU HAVE WIN ~classic :fogetcrazy:
@DragonSlayer: I didn't know you make gaems... Looks awesome, but I'm just wondering if your gonna make the player walk all the way through that with random encounters and very slow walk speed, since that would be somewhat annoying.I'm not really planning to make a game, just making a world map for the hell of it. Although if I ever find enough time and motivation maybe I'll give it a go. I probably wouldn't have random encounters on the world map though.
@DS: That is a really nice map! Cliifwork is indeed tricky business but the cliffs all look like they line up, which is a testament to a lot of fine-combing. The only problem I have with it is the bottom-right, which is all "here is a monolithic cliff face to gaze upon for eternity" instead of "here are some neat caves and rock formations" to spruce it up. I think the problem with that is the stark contrast between the detail everywhere else and the lack thereof in that one area. That could just be an area you haven't worked on yet, though!Watching the picture, I can definitely see where you are coming from. However, part of the reason it seems like that is that it's just a part of the world map I'm showing. There's this huge cliff surrounding the center part of the world map creating a large crater area (though the shape is way different) which is called the lower world, and obviously the outer area of the world is called the upper world. I already mentioned this but it's a setting I took from my old game. Basically I could add more details to the cliff but then it would look less like this huge, tall cliff and more like a mountain, and I don't really want that. Certain parts of the cliff do have more details as there are these border towns and other areas which link the lower and the upper world together, like the one in the bottom of the snowy area I posted. There are some other points of interests and details as well so it's not just some big boring cliff. But for other parts, there's just the cliff, and when you play the game and go next to the cliff, you can't see the top or the bottom and that creates the feeling that the upper world is much higher than the lower world. You have a point though and once I have finished the map, I'll see if I can add more details to certain places without breaking the illusion.
Hidden content (Click to reveal)heylo from egyp(http://www.tqnyc.org/2006/NYC062731//pyramids3.jpg)
maps are too empty
(http://img232.imageshack.us/img232/4167/cbsmockup.png)I like it.
Here you can see the protagonist interacting with a tribe of crazy survivalists.
poppenkast games always look great. how is it that like, every member of your community is expertly talented!???
(or learn his pattern which is equally annoying).this is boss fights for you :welp:
@andyw: I understand that you are going for super-difficult shmup but that boss really just seems like you'd have to be lucky for him not to kill you (or learn his pattern which is equally annoying). Those little torpedoes he is shooting just seem impossible to dodge in any way.
but be sure that the game isn't for those who can't dodge
(http://pub.gamingw.net/37874/Screen%2027.PNG)I wanna play that game, dammit. It reminds me so much of the classic SNES-era RPGs.
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(http://pub.gamingw.net/37874/Screen%2023.PNG)
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(http://pub.gamingw.net/37874/Screen%2019.PNG)
*Bullshit quitting forever and "FUCK YOU GAYINGWORLD!" post* :words:
And thus...this is it...
(My final post, I'm heading back to school on Tuesday, so this place is out. Including my site too, I'll just stick to game making for FUN!!! Like, what we should be doing in the first place.)
if you guys ignore something long enough, it'll go away.thx for the advice mom :)
if you guys ignore something long enough, it'll go away.
(http://i623.photobucket.com/albums/tt311/murrayenterprises/THEAQUATICADVENTURESOFSCUBASTEVE-SC.jpg)
"Physically, she wasn't exactly the strongest..."
Is that supposed to be Tyra Banks?
"She wasn't exactly the strongest member of our team but, bless her, she sure knew how to swing a blade!"Lol, swing a blade. Gosh, I'll be making thoughts about those things when I'm dying.
@Sion: The health bars are misleading, mostly because of the image underneath, which itself looks like a bar. Even though I gather both pokemon are at full health, it looks like parts of their health bars are missing because of the health-bar shaped line that they are resting on. I might cap it different or make it wider or thinner to show it is mostly unrelated to the health bar itself.blame this on nintendo this is exactly how it was in the newer games.
@KillerWolf: That looks great so far! Real smooth animation! That's a girl right? or is it a guy with long hair?
Nope that's still not right. I recommend "She wasn't exactly the strongest member of our team but, bless her, she sure knew how to swing a blade!" In the context of swinging a blade, I think it would be assumed that you're talking about a relative lack of physical strength.
An early test of the sub-project I'm using to "un-rusty" myself on MMF2.
Isn't Kamen Rider Kiva full of guys like that? :naughty:You mean like Ramon and Wataru, or maybe just Ramon?
Uh, I guess both. It was kinda intended as an insult toward Kamen Rider Kiva.Pan's sword's kinda godly, still it's a Metroidvania work eh?
Hey, guys have an old screenshot of a game I'm not working on,
(https://legacy.gamingw.net/etc/i364.photobucket.com/albums/oo82/_thernz_/IOA2_01.webp)
Some of your shadows appeared flat, Thera.Aren't shadows usually flat? :hmm:
Some of your shadows appeared flat, Thera.
on the trees? or those on the grass? because those on the grass are due a limit on the light-version of gamemaker(it doesn't support transparantcy, pro-version does)The house's shadowing. Or maybe it's just me... seeing wrong stuff.
The house's shadowing. Or maybe it's just me... seeing wrong stuff.
It looks more like Game Maker refusing to do 8-bit alpha on an alpha'd sprite.
anyhow, off to spoiler tags
(http://www.vgfuture.com/host/givemebeer/lol.jpg)
everywhere you post, my computer tells me that your website is hosting malware mr. big t. what the fuck. it's really annoying.same here. big t stop hosting viruses please
everywhere you post, my computer tells me that your website is hosting malware mr. big t. what the fuck. it's really annoying.
http://safebrowsing.clients.google.com/safebrowsing/diagnostic?client=Firefox&hl=en-US&site=http://www.givemebeer.caliburgames.com/MisterBigTag.jpeg
honestly
That's not my site, my site is hosted at VGfuture, not Caliburgames... The url of my site is www.givemebeer.tk also reading that diangostic, the malware on Caliburgames is ironically because of Google and Yahoo. :welp:
also reading that diangostic, the malware on Caliburgames is ironically because of Google and Yahoo. :welp:You must not be very good at reading because the domains listed have 'google' and 'yahoo' in the names but are obviously not owned by google or yahoo
Except yesterday your avatar and sig were hosted by givemebeer.caliburgames.com. I know this because I blocked images from the site. Now your avatar and sig are back, hosted at a different site. MYSTERIOUS
(http://pub.gamingw.net/46200/Word%20Box.png)
so pretty
@15312:
Your game seems to be some sort of survival horror game with a mediaval twist...well is it?
One, the skeleton death animation is a LITTLE ridiculous
Keep the skeleton death like that just decrease the speed at which the bones are thrown
@15312It´s not a script from I-net but it´s modified scripts inside XP maker. Thanks to AMS(Advance message script) through these I can use 2 different windows skin in game. One for menu and another for text. :cool:
I'm liking that ruined castle and the book menu! :woop:
@MISTER BIG T:
I know you probably dont care but I am a big fan of your work,and I really look foward from any realese from you.
Mister Big T what's up with that dragon anyways... I was meaning to ask that for awhile but it always escaped my mind. Also I see you still making nice games ^_^.
turn the white outlines to either a light brown or remove it, that's just my personal opinion.I was thinking the same thing myself, but at the same time I like how white outlines generally help readability. Usually....
Could you possibly just make the monster's HP appear above them briefly when they lose/gain HP?The easiest way to code a health bar is to move it as a picture behind a background, like the hud. If you place the health bar above an enemy you'd have to create a different picture for each pixel of LP the enemy loses, which is way more work than it's worth. But it would look nice.
Personally I would cut the faces, they take up way too much unnecessary space.I've struggled with this since it was first shown. The faces do take up a lot of space. But I really like pictures rather than words in a hud. And yet they're not really necessary since the names are there. But the issue here isn't room left to right but rather top to bottom, so does it even help to remove them? I wonder if the boarder on the pictures were smaller if it would look cleaner? Or would a thinner boarder cause the pictures to no longer separate the player stats and make everything look even more cluttered?
So I took a crack at editing this mess.Looks nice. I would still remove the words "SG" and flatten the top though now that you have the enemy list short enough. I might also look again at how the enemy LP bars are designed, but yours is the best one so far, I think. I never tried just squashing everything because I didn't think it would work, but the shadow on the enemy names does an excellent job dividing the bar from the letters.
<image>
skarik yes, pleeease release a demo.
your game looks so cool and i would enjoy playing it! :D
....
@15312: Your screenshot disturbs me, but I do like it. Flowers in a lava-filled cave, though? :o
(http://pub.gamingw.net/52939/screeninprogress.jpg)
Among other things, I definitely need to redesign the zombie sprite. It looks like a cross between a Tonberry and the Notre Dame mascot's pose.
@Killer Wolf: That is exactly how I would describe it (the zombie, that is). Looking pretty neat, though! I'd love to see a background. Even something simple would do the trick if the colours were right. I like the new enemies. Hopefully you won't have too many medusa-head like infinitely respawning floaters. God damn those are annoying. I really like the old-school Castlevania stairs!
@Ocean - the screen looks really good. Aside from the health bar display mentioned before, one question: Does the building have a moat, or just a very waterlogged foundation?Ahh, it's a moat. I put a fence around it since then, but if there's anything I could add to make it more moat-y, I'll make the change there too.
Screenshots go: BYE BYE; after 24 hours. :sweat:
From my game Aptos Adventures II:
@S4D: Way to cut out the copyright on that artwork, I did the same thing back when I was, what, 11? And it's always the same ol' shit from you. "You are nevar gettin' anyting furm me, U bloo it!" Tell me, do you realize that no one actually cares for the mediocre garbage you insist on rubbing in their faces?
@SW, I seriously think you should use all of them.
Just have the main character randomly change hats throughout the course of the game. It would be awesome.
Offer no explanation for it either.
@SW
They're cool so this is a difficult choice to make. I'd probably choose the one with a hat on instead of without hat. His hairdo make him looks like Serph from Avatar Tuner, so the hat help make him unique or at least not too similar.
dude corfaisus can you not shut the fuck up? you appear to be the only person mouthing off about s4d. just ignore him if you don't like him.
His sugar game sounds like fun i wouldn't mind playing it, even if you don't give a shit about it!
@S4D:Please don't.
Awww... you know S4D, what a bummer...
Still I'm waiting for Sugar and the Scuba Steve! I like its visuals, compared to Monopolo, and why make the male Mr. Monopolo an old man! You should have used Hayate from Hayate no Gotoku (Hayate the Combat Butler), 'cuz he suits to be the new generation Mr. Moneybags!
^ This MUST be the new face for Mr. Moneybags, if I were you...
I agree, that would be sweet (in aw :fogetbackflip: way) - except that it means I have sprite a lot of different battle charsets for one character :welp:Could you make him take off the hat before each battle? It could be some sort of intro to the battle for him and save you the hassle of making unique character sprites.
Test of colision and moviment...
http://www.youtube.com/watch?v=pbJP4IiQJm8
I agree, that would be sweet (in aw :fogetbackflip: way) - except that it means I have sprite a lot of different battle charsets for one character :welp:
Looks great, but wtf is up with the running animation? I have never seen anyone run like that, and it doesn't transition well into the other animations at all. :hmm:I run like that.
BardockMG what engine is that being made in?
does it have 8directional movement?
whats that thing next to gokus face?
Could you make him take off the hat before each battle? It could be some sort of intro to the battle for him and save you the hassle of making unique character sprites.Pretty cool idea , but not this time. Maybe for some other project. This idea is pretty neat though!
Well I don't know what you have planned for the battle system, but if its anything standard, you could probably just do the one main battle charset, and make a bunch of copies with the different hats pasted on it. It certainly wouldn't take long. Heck, I'd do it for you if you want.
It's made in RM2k3...Why would you ever make a platformer in RM2k3? It's like juicing an orange by squeezing it when a juicer is readily avaliable.
and Zoro from One Piece run like that =D
i'll see and try to fix the animation...
Why would you ever make a platformer in RM2k3? It's like juicing an orange by squeezing it when a juicer is readily avaliable.
No, it's like juicing an orange with your feet while the juice gets pumped directly into your eyes.
Do you even listen to yourself?
The newly minted Monopolo will NOT BE RELEASED ON ANY RM SITE (Only friends, family and school-mates will be able to play this!).why bother talking about here at all then?
why bother talking about here at all then?He's teasing us like hell, showing off his RM event-scripting prowess... Brenty not-humble...
He's teasing us like hell, showing off his RM event-scripting prowess... Brenty not-humble...Are you schizophrenic, perchance?
How about we stop feeding the troll?
Mr. Big T: Geez, some things never change... Good to see you up your to old perverse shenanigans.
My thoughts exactly... It's always "Here's my game, though you'll never get it because you were mean to me and ruined it for everyone." I'd assume he only posts a few paragraphs (isn't this against the rules?) and slaps on a screenshot in this thread for attention, and possible "I'm sorry, please forgive me." from people who honestly care.ohgod, the memories
(http://pub.gamingw.net/64296/firstvillage.PNG)
Someday I'll finish this game.
Make the enemies explode like that when they dieit is done
If by chance, I wish Akira Toriyama and his Dragon Ball staff play your game and adapt it, in case they don't want to remake and/or reboot Dragon Ball anime. Plus, you got some decent smoke animations too! Still from DBZ resources?
If by chance, I wish Akira Toriyama and his Dragon Ball staff play your game and adapt it, in case they don't want to remake and/or reboot Dragon Ball anime. Plus, you got some decent smoke animations too! Still from DBZ resources?
For instance, a Ragnarok Online fangame entitled Ragnarok Battle Offline was made by French-Bread. Some time, Gravity recognized the fan-game and was released in other places.
If by chance, I wish Akira Toriyama and his Dragon Ball staff play your game and adapt it, in case they don't want to remake and/or reboot Dragon Ball anime. Plus, you got some decent smoke animations too! Still from DBZ resources?
Looks curious, this another one of your short ones, or will this be a bigger project?
This is interesting but the bombs/bullets should explode when they hit something. I found it kind of hard to tell what was happening.
Would recommend watching it in HQ.
Brent, you don't want to know how close I am to starting on making a monopoly clone in GameMaker that would blow yours out of the water. Everyone in GamingW would see it and it will go down in history as: "The Monopoly game that was far better than Monopolo ever could be"I don't even know how you could make Monopoly a better game than it already is. Unless maybe you added gang wars, asassinations and a destructible board. Maybe combine it with FRAG.... oh that would be... ~idea~ :fogetmmh:
You could puke in a bag and it'd be a better game than Monopolo.
Monopoly with anime.....
Afasdf
Finally finished it.
(http://i571.photobucket.com/albums/ss158/Archeia_Nessiah/CMS2.jpg)
Borrowing Ocean's Overworld for the meantime 'w'
(http://i571.photobucket.com/albums/ss158/Archeia_Nessiah/CMS-2.jpg)
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/UCTUV4Screen1.webp)
still making Ultamate Caraty: The Unspoken. like a week ago I changed the story a bit so some of the stuff I had before is useless now, but the story is now more cinematic and flashy.
also I think I'll add the option to turn the gui all the way off while exploring to make the game more "immersive" or something. that way that damn pesky mouse cursor won't break the uncanny believability of a cartoon world were you play as a fat, dimwitted, optimistic alien and everyone thinks your a weirdo, kind of like Don Quixote.
you know, because its immersion over helpful gameplay mechanics now or days. :D
http://img94.imageshack.us/img94/6082/83630069.png
Consider changing the color, so white text isn't on light gray.Will see about it. Dark monitor so it's hard for me to catch things like that! I believe I'll also be adding a function in to darken the map when the menu comes up for extra visibility.
You could puke in a bag and it'd be a better game than Monopolo.Actually I am rather enjoying Monopolo! The anime is just an art style, it's not like there are any kitty or magical girls in it. The only problems I'm having are the lack of details on the board and flat/non-existant personality in the characters.
Monopoly with anime.....
@Nessiah
2006? They're stuck in the past! And I too am enjoying that art. I am guessing they are panoramas, or did you fit them into a tileset?
That smile reminds me of a beautiful flower :3==>
Nessiah, I like all about that game except the character sprites. They clash with the background style so much
I also feel it's that same old rpgmaker grid movement and feel, and it makes me cringe :(
Ever since he realized he could make his own hentai come to life.
The 2D and 3D versions look nothing alike. Can you do anything right, Mr Big T?
In the second screen of the second set, I think that Frieza's tail should be extended straight from him, instead of curling around. It seems like it would slow him down. The lines in the background should also be moving parallel to them, instead of perpendicular I think.
by the way, is your game a series of mini-games to represent battles, or is it an ABS with some mini-games occasionally to play out special moves? Could you describe the battle system a little?
Yes.
@Jmickle: That is looking pretty neat! What is that coded in? One thing I can suggest is to limit vertical space, since you are in a cave after all.all in rm2k hur hur hur hur hur
Furry? Check.
Mouth-breather? Check.
Goon? Still deciding this one, but evidence leads to definite "yes".
@ Jaffer - It is great to see that you are still working on this Jaffer (I have not seen your game for awhile now). Anyways, the grey menu kind of catches me as a bit on the dull, and boring, sides; however, other than that, it is actually very impressive! Everything works good from what I saw in the menu; it looks nice and clean! Great job!
@ MISTER BIG T - Argh…it is not that I do not want to play this game T, but I am still waiting for the day that “Dooms 5” comes to town; that is probably one of the many games that is on my “Most wanted list in the future someday,” do not disappoint me!
Long posts about things gets me into trouble a lot! (Click to reveal)Monopolo is going through some of its final changes to put my mind at ease about this game at last. You see, back when it was released (on April 2nd), it was missing a lot of its key features / content because I wanted to get it out as quickly as possible back then. Since that day, I regretted not being able to add things such as "CPU, ability to buy mortgage properties, etc." Now, I have decided to go back and make some of those changes! And for starters, we have tidied up the main menu (considering it is the only screen without pictures on each of its options) and we have created a new logo as well; the old logo was in black font and although looked kind of cool, in reality, the Monopoly font is white --- pure and throughout! So, that is what we did with this new logo (I am also using the same for the other Monopolo games in the series).
Now, there will be somethings I will NOT be adding, or changing for that matter:I will obviously show case the new stuff in action when it is all done! One of the coolest new additions is that whenever you miss landing on a particular spot (Like the Jackpot space for instance) and your one space away, the crowd will go like “Oh!!!”
- Story Opening: This was something that was bugging me for awhile, about adding a story opening and all. This series actually has a plotline going on for it, and although I would love to showcase that in this game --- I really think it is fine the way it is right now. Besides, the one we were going to do kind of takes away the mood (it is actually a little bit on the sad side), so the story will probably be explained more in detail in Monopoly 2: World Tour .
- Faster Menus: There is a way to make the menus much faster, but at this point in time...it would take me a LONG time! I would have to scrap the current system and completely redo it. I do not mind changing things, but this something that I cannot do at the point in time (besides, it is NOT super slow --- just…slow at times.
- Other (Records, Etc.) Well…I do need some material for Monopolo 2: World Tour. X_x
Anyways, go to go!!!
@ Jaffer - It is great to see that you are still working on this Jaffer (I have not seen your game for awhile now). Anyways, the grey menu kind of catches me as a bit on the dull, and boring, sides; however, other than that, it is actually very impressive! Everything works good from what I saw in the menu; it looks nice and clean! Great job!
@ swordofkings128 - You should do this; hopefully, this is not just a tease (the world needs some more education games around here).
@ Allen Hunter - Nice job with that world map! Great use of the crapset. Are you going to add some cloud / lightning effects to it in-game? What about some birds flying in the sky (whenever I decide to make a world map myself someday, I wanna add some birds flying!).
@ Sanosuke - It is almost like if you take “Golden Sun,” combine it with “Super Mario RPG chipsets, combine THAT with Ocean’s Dream stuff…and you get this! Looks good, I would not particularly go with those charsets myself, but it is your work.
@ MISTER BIG T - Argh…it is not that I do not want to play this game T, but I am still waiting for the day that “Dooms 5” comes to town; that is probably one of the many games that is on my “Most wanted list in the future someday,” do not disappoint me!
And…speaking of games…(I felt that this needs more publicity around here: )
[/size][/font]
@ Allen Hunter - Nice job with that world map! Great use of the crapset. Are you going to add some cloud / lightning effects to it in-game? What about some birds flying in the sky (whenever I decide to make a world map myself someday, I wanna add some birds flying!).Thanks! I may actually add some clouds on the world map, kinda like in the early Breath of Fire games. Nice suggestions. :)
Thanks! I may actually add some clouds on the world map, kinda like in the early Breath of Fire games. Nice suggestions. :)
What's up with the border? The menu and the title text seem a little off center. Otherwise, it certainly looks like a title screen.
that looks very very awesome. a little too much like MGS maybe, but awesome indeed.
andyw: your portraits look pretty cool, what's up with the yellow thing in the upper right corner of the main character though?Thanks
'too many kittens' is on indefinite hiatus. i believed myself to be a "bmok" (big man of kittens) but i just. i couldn't take it. there were so many. i guess we know what kind of man i am when the chips are down. the kitten chips. i guess we know what kind of man i am when the kitten chips are down.
but anyway i was weak and started a new project instead.
(http://pub.gamingw.net/40557/solarian1.PNG)
Now that I have the patch allowing picture continuity while using show message it is like a whole new rm2k. This is the back entrance to Lorn 17, the moon base that has mysteriously lost contact.
Nice pic, Nessiah, charsets in particular are looking good. Also, the vid is very good, Vey! I wish I could make my own music. . .
nice empty map, big t.
how about some dead trees and thicker mist and stuff.
idk i'm just going out on a limb here (i also might be on high induced by the wal-mart factory fumes) but i would bury my dead friend somewhere that had lots of life so that he or she would symbolically stick out. can someone well-learned in the fields of literature or pall-bearing tell me if this is a gigantic fucking cliche?
doesn't change the fact that the map needs to be less empty, though
empty maps rule
those are the kinds of maps i can't really make
it's too hard for me to make empty maps
lucky you :(
'too many kittens' is on indefinite hiatus. i believed myself to be a "bmok" (big man of kittens) but i just. i couldn't take it. there were so many. i guess we know what kind of man i am when the chips are down. the kitten chips. i guess we know what kind of man i am when the kitten chips are down.
but anyway i was weak and started a new project instead.
http://pub.gamingw.net/56304/robotattack.jpg
Though I favor the font used in title B, I much prefer the darkness of title A. It's a tough call, really, but if I must choose: title B.This, I can't even read the font for title A
(http://pub.gamingw.net/27144/chakra2.PNG)
There's not enough contrast between the text and the background. It's hard to readOnce I finish the menu I'll move the game over to my laptop, since it has a brighter monitor, so it should be easier for me to see how light/dark it is.
This is what the very latest version of the game's battle system looks like. (as of 14/11/09) There is now, due to popular request, Scrolling! And 3 layer scrolling at that! I'd think that I have emulated Tales of Eternia's system pretty great so far :D
PS: The horrible lag is due to fraps, the game itself is very smooth.
Now that I have the patch allowing picture continuity while using show message it is like a whole new rm2k. This is the back entrance to Lorn 17, the moon base that has mysteriously lost contact.
Nice pic, Nessiah, charsets in particular are looking good. Also, the vid is very good, Vey! I wish I could make my own music. . .
Things noted for this update.
-Rewrote the abs from scratch with the exception of the resource meter (hp,mp, etc)
-The buggy damage interaction has now been fixed, you now do 1-2 damage with a sword, and 3-5 with fire spell.
-Implemented a magic bar that will assign each spell you learn a number to be pressed.
-The enemy will now only chase you when you are within a circle 5 tile radius. You know when you are too close by the ! that appears over the enemy head.
NEXT UPDATE: Status effects. (poisin in particular) Till then!
(http://www.vgfuture.com/host/givemebeer/angelissa.png)No, the greek letters are incoherent.
Does the title look okay?
Works fine except the fact that when ever i move the cursor the hero moves :mad:Either use autostart events or set four invisible events on eee~verymap that surround the hero when you call the menu! (Or control all of the hero's movement through the event that calls the menu!)
@Jaffer: You don't have "amounts" of individual items, you have "numbers" of them. If I have four items, the number of items I have is four, not the amount. Otherwise, looks pretty solid!(http://pub.gamingw.net/27144/chakra5.PNG)
I like simplistic design... especially considering I've no artistic or design oriented abilities, I've got to go with what I can do.
I was aiming for a quick to navigate menu, though, and it was delivered.
@lil_Vivi: When will a demo be released?
Craze, I ilke the RTP edits. Just try to make something with that ladder cause it is kinda strange. .-.
Jaffer, looks pretty good. I imagine a lot of work making all those numbers with charactersets. I just think you should do color shifting when equipments give better or worse status. For you who made all that, making just some characters coloring would be a challenge.It's actually a picture based menu lol. Map based menus are for sissies >:[
I didn't know magazines had hardcovers on the back and front. ;)
o hai
Wow, AFD... That is seriously awesome for RM2k/3. And you say it's from early in the game? I can only imagine what else you've got in store...
Keep up the good work. :D
...did you seriously post just to bump yourself to the next page?I was surprised somebody notice that :fogetlaugh:
My problem with this is that there is no reason to make a sub-par ABS in 2k3 when you have, well, better tools available.
I'm new to this site and this is a peek of my current Rm2k3 project "Dream Saga."
All of these enemies and bosses were programmed from scratch by me.
ENJOY :fogetcool:
NOTE: These videos are from early in the game so the hero has no magic, skills, or sword magic yet. He can deflect but i'm just rushing lol.
{Videos}
Hope you liked it.
Something that MISTER BIG T may appreciate, together with the girl batterers...Mmmmm... BDSM and gore torture... :woop:
(http://bb.xieke.com/files/TheBatteringOfMariaOzawa%20-%20PV1.png)
Testing a custom tileset for an unnamed project.
It's hinted as: "Big Brother taken over by Umbrella Corporation! Maria Ozawa & Pamela Anderson are candidates for the Project! So, wanna have your Maria Ozawa, as in perfectly her? 24/7?"
The girls there are her clones, by the way...
I know that I like to add strategy to battles so that they're more than pressing Z, but okay. I guess dodging those slow beams is exciting for some people? Maybe I'm just not getting something.
I'd post a screenshot here so that the screenshot thread would have some screenshots, but you can just look at the Diablocide topic or one page back to see all of mine.
Mmmmm... BDSM and gore torture... :woop:
I wish you come back to your power rangers days and not turn into another mister big T, not that I have any problems with him and his games.Anyways, this will only happen 4 times, counting this as the first. I'll continue this for the template I'm making and as a practice for making my tilesets.
Anyways, this will only happen 4 times, counting this as the first. I'll continue this for the template I'm making and as a practice for making my tilesets.Nah you can do that if you want, as long as you don't make a horrible job at mapping. :fogetlaugh:
screen*I think that battle char set (i Know it isnt but yous play with me here.) is good enough man.
Since my spriter bailed before even doing the first sprite, I'm using my old char art. I figure I'll work on the guts of the CBS for now, instead of the animated part! Thus far, monsters can attack while you're taking action, cut you out of menus (if you die), and you can change who's currently acting! (with shift)
This specific screeny is to ask if you guys think that the Usable and Nonusable skills are differentiable enough.
:fogetbackflip:
Not mine at all, I just draw for them :D it's a flash gameWell, if you would be so kind to me...
So finally some SCREENIES!! And I mean real screenshots not just mock-upsCould you make the Cheshire Cat look more like a (freaky) cat and less like your average anthro? Making him look that way really takes what made the Cheshire cat an interesting character and ruins it. To a point where I don't think I'd be able to tolerate playing it. I just think you could put more imagination into it, is all. Right now, he looks very uncreative and cookie cutter.
Could you make the Cheshire Cat look more like a (freaky) cat and less like your average anthro? Making him look that way really takes what made the Cheshire cat an interesting character and ruins it. To a point where I don't think I'd be able to tolerate playing it. I just think you could put more imagination into it, is all. Right now, he looks very uncreative and cookie cutter.
If you change anything about that game, that would be the one thing I would change.
Maybe something similar to this...
(http://pub.gamingw.net/50188/recolor.png)
(http://pub.gamingw.net/37996/plat_dec1.png)
Added a death counter in the background of every level. Is it easy to see? Does it distract too much from the level?
Kinda does but at the same time it adds to the challenge. The more you die the harder it gets.It may have been misleading with the 182, but there will always be 3 digits in a background. It's just if you have under 100 deaths, that far left space shows a '0'. Also, Plat. has been released and is in the full games section.
Well it's more like her head's in a whacky position that's actually physically impossible unless her neck's really looooooooooooooooong.It's anime. Anatomy doesn't apply.
...
:fogetshrug:
Some last screens of my RM2K project "Nebulus"
Release should be in January
http://www.koa-portal.de/bilder/nebulus07.png
http://www.koa-portal.de/bilder/nebulus08.png
http://www.koa-portal.de/bilder/nebulus10.png
Well it's more like her head's in a whacky position that's actually physically impossible unless her neck's really looooooooooooooooong.
...
:fogetshrug:
If it's really that important for her to be looking down from that angle
@Hima: Thank you, the 3d scene is part of the intro movie.This looks pretty great but the walking animation really needs work.
@Thernz: What was this game made in? Looks great.
@Koaangle: Looks great. Lots of pretty screens guys.
[img]
Not a mock up, but actual implementation~
Increase: Green
Decrease: Red
No change: Grey
@Thernz: What was this game made in? Looks great.Game Maker, pretty much only tool I use. I really should learn something else sometime. I still suck at coding in GM though, so maybe not.
@thernzToo many. A lot of them are just Pan projects restarted. Plus, there's been stylistic changes as time progressed. My sprites use more saturation, contrast, and are generally taller. I'm too lazy to recolor and edit my old sprites to fit them in. Apparently, I don't mind making all-new sprites every few months though.
How many side-scrollers do you have? You should just combine them all into one and release it under the title "Pan and the Chinese Vampire's Excellent Adventures"
@ThernzNo, I will never release sprites unless they didn't star Pan. Also, well, I canceled it a long time ago, but! Adding in voices was enough to make me add in a boss. So, I guess you can hope I somehow wrap it up and release it. Then again, it's me so that's probably not happening. But hope!
I am confused, amused and really appaled at this project of yours! It doesn't seem to make much sense in terms of story (but I admit it is pretty funny at the end) and full of random cameos (Oh hey, Giant Gundam Head) but it looks pretty fun to play! Strangely enough, the Hokuto No Ken sound effect/faceset makes it more hilarious.
So yeah, a pity it is cancelled.
Now, that's out of the way; Release the spritesss. :fogetshh:
These looks pretty cool imo. I don't really like the chrono recolor, but I think the bottom menu screen looks pretty good (also because I am trying to make a menu myself).Hidden content (Click to reveal)(https://legacy.gamingw.net/etc/i132.photobucket.com/albums/q26/Lazyeyesmoker/SwordAttack01.webp)
Fighting bird enemy.
(https://legacy.gamingw.net/etc/i132.photobucket.com/albums/q26/Lazyeyesmoker/LevelUp.webp)
Leveling up as you can see by the stats. I'll probably add a custom font later to go with the custom text box.
(https://legacy.gamingw.net/etc/i132.photobucket.com/albums/q26/Lazyeyesmoker/Menu01.webp)
CMS everythings done except me editing the bottom spells in my menu picture.
All from a Crystalis II game I'm working on I hope you like.
No, I will never release sprites unless they didn't star Pan. Also, well, I canceled it a long time ago, but! Adding in voices was enough to make me add in a boss. So, I guess you can hope I somehow wrap it up and release it. Then again, it's me so that's probably not happening. But hope!Foiled Again!
I'm too lazy to recolor and edit my old sprites to fit them in.Quote for truth. I hate that too.
It seems that every new screen you show have new sprites in them - I like them!
I think I need to come up with a better floor tile for the non-grating sections than that four box repeat I have going on. I'm open to suggestions.
aten what does 2 X / 1/2 / Null represent? That's pretty cool. also MCP's magical attack? can't figure out what C would be.I assume:
Been a while since i was here :) i was bored so i mapped this forest..
(http://pub.gamingw.net/54907/randomforest.png)
Why does this remind me of Rudra no Hihou and Tales of Phantasia?
Rei man what happened to Ascendence, don't tell me this is a new version of it?
(http://pub.gamingw.net/54907/improved.png)I personally like this set up much more than the one I used, it's got more character, color, and mystique. My forest was boring and bland... much like they are in the real world!
Nah. Last I heard there was still progress being made, but that's in Mango/cRaZy_gUy's court.
(http://i49.tinypic.com/29xumic.png)this rules ephiam. so does all chuckie egg posts so far. Diegoale2000 and hima holy shit that looks good. PRODUCTION VALUES?!?
http://imgur.com/Tv8zU.jpg
(http://pub.gamingw.net/58540/ScreenShot007.png)
Just showing off a small edit I made on the FFV mountains, I made a whole Snow area, one of my first recoloring attempts, snow trees coming soon!
Is that Goku?LOLWUT , no, but I did make him, nice huh?
Chess's Turn
looks very sexy :fogetnaughty: :cool: . Any info on that game?
ss
Some stuff for a new platformer.@Killer Wolf: That looks way awesome. Is it a RPG platformer?
I wasn't happy with the way any of my current projects were going right now, so I took a break and re-purposed a few of the animation templates I made for my CV game into a new character.
@ Diegoale2000
Is that sum 3D? Very cool, too bad I have no idea on how to rate such stuff. But it looks alright to me.
Alright folks, it's finally done! Here's your promised video.~
http://www.youtube.com/watch?v=GgXhkybLvlk&fmt=18
@Killer Wolf: That looks way awesome. Is it a RPG platformer?
http://pub.gamingw.net/58540/ScreenShot004.png
Here's a quick look at my all new Crystal Grid System
I'm creating it to make it look like a mix of FFX and XII (more to XII)
Also, the background changes with each playable character.
May not be a screenshot but this is just for showing that I'm still alive, attempting to make games. However, I put NetGame Saga on indefinite hiatus due to graphical issues. For now, I went back to something lesser and that's an Rm2k3 project.This looks fucking awesome and I can't wait. Eriol Clowphengires rules. So does Hatsuya and his dad and unreleased uncle.
(http://pub.gamingw.net/41838/EriolClowphengires%20Project%20SD%20PreView.png)
So how's NetGame Saga? I'm writing the whole thing for now.
The image gives off a really metallic and bland feeling, try icons instead of text or both. The connectors for the squares look like steel pipes, try to make them look more flat; try using less pixels for your borders, everything looks like it's popping out and gives it a really cheesy-3D effect. I think it'd look better if the squares were larger. Some status windows and explanation of what each square unlocks would be nice and probably make the system better looking. In FFXII you got some kind of hint as to what each square would unlock, try something similar to each square so players wouldn't get frustrated spending points on a square they didn't really need.~
(http://i50.tinypic.com/pav75.png)ahaha, using RM2k textures in 3D game? fantastic.
Spik: To be honest I'm not a big fan of the character design style! Stripped-down stuff can be good but I think it works best when it exaggerates features etc instead of just making kind of generic blocky stuff, and it also looks a little out of place with higher-resolution graphics. What a dick crit huh because this forum could do with some more non-RM games but whatever! Also I think something more colourful/visually engaging would be more fun to explore than a grimy sewer thing but maybe that's just me. Possibly it's just because the main character and the interface in the topleft look like they belong to a different and more stylised game than the block stuff.speakin of dick crit lets take another look at that hud!! ha ha ha
I mean if it's a more gameplay-oriented project you might want to ignore all the above anyway because I think a lot of games here get bogged down in trying to perfect kind of trivial graphics stuff and it's always better to release something imperfect than to continually rework it to please some anonymous internet nerd, but since you asked :welp:
(http://i50.tinypic.com/pav75.png)Whats this being made in?
Whats this being made in?
^ Brenty... you're just teasing Foget's men again? Damn, I thought you're not supposed to go forums these days...
The One that image you posted gives me ideas
Happy to provide the inspiration :fogetcool:
This is quite ironic, but I must say it. Your avatar provided me inspiration to make a song.
That looks so cool. please provide a playable demo or at least something where we can walk around and admire rm2k tilesets in 3d.
The One I'm going to do something like that now lol thank you yet again for inspiration to another gw'r. Except you will not need UT3 muahhaha *laughs evilly*
Testing transitioning from one area to another.
What are you guys talking about? What does it mean to manage content? I'm interested in this
Managing content is still a pretty big problem. I simplified things a bit by having a set variety of tilesets or sprites you can choose from, instead of just importing any tilesets. It's not very elaborate, but it does work for what I need the editor to do.
Yes. LIKE I SAID.
Ahaha. :fogetlaugh:
Aight one more screenshot for inspiration.
HELLO WE R IN RM2K WORLD PLAYIN CAPTURE DA FLAG
The One I'm going to do something like that now lol thank you yet again for inspiration to another gw'r. Except you will not need UT3 muahhaha *laughs evilly*
Overall, fairly unimpressive.
Overall, fairly unimpressive.Although I kind of agree(Aside from that menu by rm2k3 standards)it's a pretty decent copy. Change the sprite though, looks horrible. Make a taller one to match the size of everything else a little more, as well as remove the sword.
Ignore the empty maps, there just testing ares, anyway my first attempt at lighting overlays.
Overall, fairly unimpressive.
...And Confaisus, if you don't have anything good to say than just go away.
I didn't kiss the ground he walked on for making a rectangular walkway, with what I assume is custom graphics, therefore my opinion overall mustn't be heard? I didn't say it was terrible, I just didn't say it was amazing... His custom menu is one of the best I've seen out of RM*, despite being a copy/paste of the original, though that was what he aimed for.I encourage criticism and I agree its not amazing by any stretch of the imagination. I'm not sure I understand the clash you mention between the map and the menu though. For me I've always thought of the scenes in FF7 as dirty, gritty and derelict, and thats what I've tried to replicate (and yeah its custom) so in theory the clash should've also been there in the original. As for the cartoony thing, I'm not sure what to say - giving the walkway a more varied texture (its pretty plain atm) might go some ways towards alleviating that.
All of your games look boring.
Vanit, there are a few major things I'd suggest before you move on, graphically.1) Are you talking about field or battle sprites? The field sprites are not RTP, and the battle sprites I'm using are custom by me. Here's Cloud's attack animation as an example:
1) Enlist a spriter. I'm sure you can find someone to do this. RTP-styled sprites are just about the worst possible choice for a game like this. FF6/Chrono Trigger/RS3 or a new style (depending on the spriter, that is) would be MILES ahead. Seriously, I am looking forward to this project but my experience will be grievously soured if I have to stare at RTP-style sprites. I know you've stated in the past that you're not a huge fan of FF6's graphics (somehow, perhaps a sharp blow to the head at a young age), but if you can't see how they're better than RTP you have no eyes.
2) Work on textures. There is no point in converting a game into Rm2k3 if you're not even going to use 2D graphics to some positive effect. I applaud the custom aspect, but right now it's very boring and the areas are too large. You might think about scaling them back. There were a few areas in the initial area of FF7 that were only 1-2 Clouds wide, whereas you have them at 5-6 tiles in lots of places. Smaller areas are always easier to manage and almost always look better.
1) Are you talking about field or battle sprites? The field sprites are not RTP, and the battle sprites I'm using are custom by me. Here's Cloud's attack animation as an example:
(http://pub.gamingw.net/34748/cloud-attack-ani.gif)
2) Which parts do you think are twice as large as they should be? The building on the top right is probably 1/5 larger than it should be... but I'm not sure what else is out of scale.
EDIT: Just played through the intro to double check, I think its all to scale now I look at it.
One thing you need to realize is that you can't drawn 3D graphics perfectly to scale in RPGMaker. It's just ridiculous. You need to allow for concessions to keep the RM2k3 version looking solid.
I'm trying the best I can to scale everything so it lines up with the size of an average rm2k3 sprite, unfortunately the building up the top right was too detailed and didn't quite work to scale, so I increased its size a tad.Why do you think I don't understand this principle if you're repeating exactly what I said?
There is no reason, so long as the general length remains the same, that the traversable areas can't be scaled down appropriately. My suggestion would be to make less use of the chipsets and more use of panoramas.I already said the reason, and you can see it in the quote above. And it is a panorama, the only things on a chipset there are the overlay for both doors so it looks like you walk into them.
The actual level size itself is fine, but the playable area is just too big.Hazard a guess, you're probably referring to the platform looking so long. That's because it IS too long. In the original when the train pulls in Cloud jumps down at the middle storehouse, the one on the left is visible as the intro zooms in. I, too, need it there for panning when the train pulls into the station, and whether I'll prevent the player from walking there or not is still up in the air.
How is working on an original game not time better spent?
jealous of mah skillz
2) The target audience for an FF7 remake, even in 2D, is monumentally larger than an original 2D rpg.
You guys are all losers... Vanit! Do what makes you feel happy and ignore them haters. All they are, are jealous of your skills! It's the same reason why I left this dump behind --- and I couldn't be happier!
My advice is to do what you love to do, enjoy the moment (because once you finish, you will surely miss FF7 2D), release the game, and watch the kudos roll in! I think if you finish this game, it will be one of the most downloadable titles to date (assuming that you do everything right)!
Also, I think you should add some of your own things to the game, such as new dungeons or towns! Mini-games are great too! Just a few things, because even "I" (and I hate FF7) would love to play this again.
So, ignore these...imbeciles, and just focus on making a really good game! I'll be watching you from beyond the wall!
Better get back to my own stuff, nice screenshots everyone! :fogetsmile:
Does it matter? Does it REALLY matter what someone chooses to make or not? I for one, loved making Monopoly, having a good time with Scuba Steve, and I can't wait for NFL Primetime in 2011! Who cares if they are not orginal titles, the point is --- Vanit is having fun! And that's a good thing! :fogetbackflip:
The clash IS in the original. Nothing wrong with it, though, as there should be at least some sort of difference like this to keep the menus and stuff from being muddled with the gameplay graphics.
You guys are all losers... Vanit! Do what makes you feel happy and ignore them haters. All they are, are jealous of your skills! It's the same reason why I left this dump behind --- and I couldn't be happier!Way to not understand the concept of constructive criticism. The screenshot topic isn't just a place to let everyone stroke your dick, it's a place to get suggestions on how to improve.
My advice is to do what you love to do, enjoy the moment (because once you finish, you will surely miss FF7 2D), release the game, and watch the kudos roll in! I think if you finish this game, it will be one of the most downloadable titles to date (assuming that you do everything right)!
Also, I think you should add some of your own things to the game, such as new dungeons or towns! Mini-games are great too! Just a few things, because even "I" (and I hate FF7) would love to play this again.
So, ignore these...imbeciles, and just focus on making a really good game! I'll be watching you from beyond the wall!
Yes, but it didn't look cartoony. It's the thick black outline that makes it look cartoony.
Notice how the tiles don't have outlines and the tiles themselves have an intricate design.
The tiles you have going now look a bit like Mother, except the shading is different.
You guys are all losers... Vanit! Do what makes you feel happy and ignore them haters. All they are, are jealous of your skills! It's the same reason why I left this dump behind --- and I couldn't be happier!
My advice is to do what you love to do, enjoy the moment (because once you finish, you will surely miss FF7 2D), release the game, and watch the kudos roll in! I think if you finish this game, it will be one of the most downloadable titles to date (assuming that you do everything right)!
Also, I think you should add some of your own things to the game, such as new dungeons or towns! Mini-games are great too! Just a few things, because even "I" (and I hate FF7) would love to play this again.
So, ignore these...imbeciles, and just focus on making a really good game! I'll be watching you from beyond the wall!
I was referring to the menus only. I do agree with you about the chipsets and panoramas being used, but I was not talking about them earlier.
@Sanosuke: that looks VERY nice keep it up :woop:
Way to not understand the concept of constructive criticism. The screenshot topic isn't just a place to let everyone stroke your dick, it's a place to get suggestions on how to improve.
EDIT: Dammit, top of page and nothing to show. Sorry. I'll probably edit this with crits later.
yeah this is pretty much why people don't listen to you. you don't take in constructive criticism as Clucky said. Posting your screenshots is supposed to be for feedback.
Bold indicates what parts of your message I found hilarious. But please, answer me this...
If you left this place, why do you come back every few days? Also, who has admitted that they are jealous of your Rm2k3 prowess?
I understand what you are trying to say, and I forget that sometimes people are here to help... I guess the best advice is really to take someone's own opinion with a grain of salt; ultimately, in the end, it is the decision of the creator to decide what gets done and what is left out on the final product.Well yeah, that's the goal. Ultimately you should make what you enjoy, but sometimes it's best to listen to others because they probably have a better idea of what works. This is especially true when you're attempting to appeal to a large audience, as Vanit is trying to do.
Depends on what the criticism is about. Hearing people say that Monopolo was a bad game because it had anime and it is packed in molebox and receiving no reviews is not really criticism, but a mystery. Although, a lot of people said the game ran a bit slow in some parts and one person suggested that the graphics were not the greatest --- then I can understand. In the end, I did not really care what everyone else said on this board, and ended up enjoying the great game for what it is anyways...maybe next time I will make it 100x better? Maybe yes, maybe no? :welp:
(http://pub.gamingw.net/46200/Inside%20Town%201%20copy.png)
(http://pub.gamingw.net/46200/Inside%20Town%201%20copy.png)
I am having way too fun screwing around :<
The game is called Alone for rm2k3. Lots of custom graphics and systems in the game. :)Hmm, I hope someone will translate it into English.
Also, German.
Hmm, I hope someone will translate it into English.
Cave
I was kinda bored, I wanted to work with your cave. This is sorta how I envision it...
It is a bit rough, but feel free to use it.
I was kinda bored, I wanted to work with your cave. This is sorta how I envision it...Hidden content (Click to reveal)(http://pub.gamingw.net/46200/Mod%20copy.png)
*pictures*
I am having way too fun screwing around :<
Haha we'll see @_@;;
Well, it IS a complete game that has missing files and buggy code so I'm fixing and prettifying it for now. But it's like working on a new project at this rate >:V
Finished the character selection screen:Hidden content (Click to reveal)(http://i571.photobucket.com/albums/ss158/Archeia_Nessiah/characterselect.png)
(http://i571.photobucket.com/albums/ss158/Archeia_Nessiah/characterselect2.png)
Palette Swaps for different weapons (If anyone knows a better way to do this in Game Maker than making extra sprites for every weapon, let me know)Don't think there's anything like that in there, sorry, but in case you are doing 2 sprites for each animation (like walking left and walking right) then I suggest centering the x origin on the sprites and rotating them using image_xscale = 1 (-1 = reversed). That way you only need 1 sprite for each action, it saves a lot of time and headache.
Don't think there's anything like that in there, sorry, but in case you are doing 2 sprites for each animation (like walking left and walking right) then I suggest centering the x origin on the sprites and rotating them using image_xscale = 1 (-1 = reversed). That way you only need 1 sprite for each action, it saves a lot of time and headache.
EDIT: Experiment time!
Mamabliss told me to try and using 3D in cutscenes. How'd that work out?
@Corfaisus: Too many beaches, man. Beaches are cool, but every landmass in the world isn't surrounded by 100% beach. It's usually closer to 40% beach 60% cliff face outside the pacific. Otherwise, looking good. You might also invest in a beach water autotile (RTP has one I believe!) instead of using sand then grass coast then water.
Do you need snow-ocean?
Look's really cool The Ghost :)
Looks like Tactics.
Glad to see your still working on the game Ghost :) looks great BTW.
http://img52.imageshack.us/img52/9376/firstscreen.png
I was fooling around with some basic editing to make the phantom train look more usable and less rundown. It moves btw. What y'all think? :shrug:
Looks great, but the chipset is horrible (or the use of it). Background is good.
Busterblade123 - I had the basic look planned out from when I made the sprite, and I made a template that I use as a jumping off point for the game's faces, so it came together pretty quickly. I did have to re-color/shade a couple of times to get it to look how I wanted.
Here's what the rest of the cast looks like so far.
http://i213.photobucket.com/albums/cc149/thekillerwolf/ftex.png
@Pasty: Are the people in that screenshot lying down flat? If not, there's some perspective issues you need to work out.
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/NEWestscreen.webp)
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/newestscreen2.webp)
arggg hopefully this is the last time I change the style of my game... I can acheive more depth without outlines in the background, so I think I'll do that. plus it looks more like an older adventure game. Maybe I'll do a video of the game because I've actually never made a video of my games before...
It depends- is the one in the first the actual field display?
The former!that is full resolution
It's probably readable in full resolution.
Are you doing an Earthbound-style battle system as well?
Speaking about battle system anyone know how i can get rid of the "Row" command all together,iirc can't be done natively! maybe someone more knowledgable about these things can tell you how to hex it out
not just in the menu but in the battle command window as well?
is that a pokemon fangame
fuck fangames (how is it a pokemon fangame at all?)
Looks more like an Earthbound fangame to me.
Sort of, I haven't even touch the battle system yet (There are only two working skills, those being attack and sight see) anyway here's a shitty previewHi, your game looks good. Your wish has been granted.
Speaking about battle system anyone know how i can get rid of the "Row" command all together,
not just in the menu but in the battle command window as well?
not saying simple is bad just saying ppl tend to default to cavestory for platformers and e-bound for RPGs. You can be simple AND original. Look at Doppleganger's Eckle and Toast. Other people who used the style was marcus in the homebound game and other people in rmn posting their first custom chips, can't think right off the dome who they were. When people do custom graphs, they seem to gravitate towards this style, maybe it's a good place to start, but I'd like to see something more original/enticing.
dont take this the wrong way I dont want a 7 page argument about this, but you were complkaing about crits so i tried to give some legit
not saying simple is bad just saying ppl tend to default to cavestory for platformers and e-bound for RPGs. You can be simple AND original. Look at Doppleganger's Eckle and Toast. Other people who used the style was marcus in the homebound game and other people in rmn posting their first custom chips, can't think right off the dome who they were. When people do custom graphs, they seem to gravitate towards this style, maybe it's a good place to start, but I'd like to see something more original/enticing.
dont take this the wrong way I dont want a 7 page argument about this, but you were complkaing about crits so i tried to give some legit
Also, Origin. http://rpgmaker.net/games/1881/
fuck fangames (how is it a pokemon fangame at all?)
I assume you are fucking retarded or something to have assumed that this was not a joke post for even a second
edit: Seriously Azn how can you not assume people are going to make the comparison? I am not saying it's a bad style to use but the char styles are pretty much identical and the detail is emphasized in pretty much all the same places. It looks as much like Mother 2 as Mother 3 did (a compliment and also a point in my argument).
edit2: I even think it looks really good but seriously how could you assume I thought it was a pokemon fan game? Come on man use your brain
yeah but you have bad posts
yeah but you have bad posts
i can tell you put a lot of thought into that ghost. Look, my main issue is that azn was complaining about not getting any CC. I gave him some legitamite points, and he chose to ignore them. Then he says he likes starting fights on rmn, man if you're not gonna listen than don't post your little custom screens around here. Go post them on rmn where "custom" tiles get infin praise just for being "custom." Until then I'll just ride around on my graphical high horse and shut ppl down.
Hold on, I gottA TEXT These guys the latest chips.
why bother with custom graphics? why not just use the mother 3 tiles, they are similar enough :welp: when you strip down graphics to its bare minimum, and HEAVILY rely on the style of another game, that is very easy to reproduce, why bother? I realize that a lot of games use the same snes games, rudra, ct, ff6, etc. but the idea is to mix them up into something new. When you're graphics look exactly like just one game, it might as well be a fangame. it's less "original" even though yes custom from scratch everybody!!
If you look at Liberty's reinention of the RTP, or Doppleganger's Eckle and Toast (i made this point before but you didn't understand) then you can see how "simple" graphics can be used in a more interesting way. alhtough admittedly, rtp is pretty played out these days as well. Man you want simple, study some gb graphics, they only had 4 colors and heaps more flavor/originality.
book comment-oh it looks magically better in game
lack of battle bg-oh its a placeholder but i want praise for it anyways. (dont post unfinished screens)
yes your graphics are boring get over it
There is nothing wrong with the style, per se, but if you are using a style that by it's very definition is that simple then you have to strive to make it stand out. As of right now, most of it is interchangeable with Mother 3 chips. Like I said, that's not a BAD thing (it's pretty impressive, actually), but it does sort of defeat the point of making completely custom graphics if it is totally unrelated to Mother 3. If you took what you have and went out of your way (or Lennon did) to give it some personality of its own past Mother 3, it'd be a really impressive treat.The game has plenty of personality past Mother 3 and its personality is hardly based on Mother 3 other than graphics and some of this personality is apparent in the screenshots...
The menu doesn't look very good, though. I know you said it looks better in game, but how is that possible? It's a static menu, no? Then it will look exactly like it does in screen shots. It has some of that critical element not present elsewhere in the presentation and takes on a life of its own past Earthbound-style, but it's just too loud. There's too much going on. Strip some of it away but leave the core idea and you'll have a good menu.I mentioned this earlier in this post. In fact if anything, the messy bookmarks help create a border from the inner part of the notebook to the outside map.
edit: If you want some examples of interesting simple styles, look at andyw's game trailer thing. There are like a bajillion completely different styles in there, and they're all really simple (you know, before the crazy pixel shaders or whatever is going on). There is a difference between being reminiscent of a style and being exactly the same though, you follow?By the way, that isn't a game trailer. That's a bunch of different abandoned projects he put into a video.
A 007 villain with a license to troll.hehe yep, you sure have a license to troll :fogetlaugh:
A busy menu doesn't magically have its woes cured by having a higher resolution. If anything, a menu should stand up at most resolutions, if it works right. It's a bit like bad shading in dark colours; you should be able to recolour shades to anything and have it stand up. Having darker colours that are harder to tell apart (or, in this simile, a larger resolution) shouldn't act a crutch for the menu.Saying "A busy menu doesn't magically have its woes cured by having a higher resolution." doesn't really mean anything. I already said it's not magical. Also no, I don't think your analogy fits. Something that makes more sense is the lighting effects thing that people always say about screenshots looking especially dark when at a 1:1 ratio.
You are way off the mark about saying this has nothing in common with the Mother series. I can't stress enough that I don't think that's a bad thing, Earthbound is one of my favourite games. But from a visual standpoint and, from what I've seen from the dialogue and related stuff, the humour this game is EXTREMELY similar. I'm sure you don't fight Starmen and Giygas, but you've sort of piggybacked exactly the same things that make Earthbound so enjoyable.What HAVE you seen of the dialogue? Now you are just talking out of your ass and making stuff up. No dialogue has been publicly released. How do I know this? There is no ingame dialogue yet, everything is written in a massive 100-or-something page document by a friend in Alaska who has no regular internet. In fact, other than these screenshots, there's almost nothing publicly known about the game except a few graphics posted around.
edit: and to write that off is dumb. Just embrace the damn connections or work on giving it more of a critical difference people can actually notice.Err... what was this referring to?
edit2: if you mix graphics well, it shouldn't look like a clusterfuck. Those people are doing it wrong. I think what he was trying to say is that in many cases, Earthbound/Mother 3 graphics mixed together would have served you just as well as original graphics for what you have currently shown.No they wouldn't have. In fact, very few of their graphics would really represent what we want for the game.
A black main character?this must have been really hard for you to accept/admit. you should be proud you are pushing such racial/pixel boundaries. this is truly a hallmark for rpgs
this must have been really hard for you to accept/admit. you should be proud you are pushing such racial/pixel boundaries. this is truly a hallmark for rpgs
ghostface (killa??)um how do you say...
You seem to also have a problem with black people? i can post more white if that would make you more comfortable
ok so apparently you can't read either??? lemme break down what I said/meant. never said custom was bad. never said simple was bad. But THAT SPECIFIC STYLE was lazy and unoriginal and that if his custom graphics are going to be THAT SIMILIAR to an already exisisting game then he could save some time by using that game's graphics. then azn made the point of games always using the same snes game graphics, to which I diligently counterpointed that when ppl do that they usually mix them into something new. (similiar to how a dj takes different songs and makes them into sick beats dogg))
um how do you say...idk how to say, i dont have my liscense to troll yet :sweat: i mustve spooked you bub heh they dont call me sking of spooks for nothin
keep on trolling keep on rolling
Kaempfer my point is you shouldn't even mention the dialogue. I already know you acknowledged that has nothing to do with what I said. I said you're jumping the gun with the dialogue, when did I mention the style of the game (which I know you've said countless times you liked)?
Kaempfer:
You never read any of the game dialogue and you're making wild assumpsions. Again you can very much say that you don't like the style or it looks similiar to Earthbound series.
Listen Azn got a little defensive but you some of the things you guys said were wrong. I like how you ignored my original statement about how you jumped the gun with the dialogue Kaemfer.
Yeah I knew I would get chewed out for the dialogue remarks but I left 'em in for some reason (mystery reasons)
No, I haven't seen the dialogue. What I meant was the wording- the menus, for instance, "hat power" "beefiness" "guarditude" et cetera. There is a lot of the obvious "heh irreverence" vibe that Earthbound was steeped in like a fine tea. But the comments about the menu still stand: I am giving feedback about the menu. If you don't want feedback about how it looks in screenshots, don't post in the screenshot topic asking for feedback. 1+1=whaaaa
How to argue like Azn: Nitpick semantics (maybe it wasn't nitpicking here, but those two words (the dialogue) sure formed the crux of your counter-argument!), offer vague rebuttals and just skirt around the things you can't rebuke or defend.
Don't fucking take every word at its literal value. I am trying to offer insight into how others view your game. If I choose a few words and they sound kind of silly to you, try imaging what I'm trying to say, not EXACTLY THE WORDS I CHOSE. Is that so hard? I have tried to reword it several times already since you seem to have the imagination of a brick, but to no avail. Figure out that I am trying to give you an outside opinion, don't just keep reinforcing you insular, self-righteous stance with worthless "you gotta see it to believe it!" nonsense.
The second you aren't being showered with praise you turn into an absolute cunt, Azn. I've seen this many times before. I'm not going to sift through countless logs to find quotes, because this isn't a debate. Just take my word on it. Why bother to invite opinion if you are going to invariably try your hardest to devalue those opinions?
@The Ghost: I've repeatedly said I really like the style and that that isn't the problem. Learn to read.
ghost I wish I could be accepted as one of your kind (neanderthal), maybe you have some extra melotonin for me to make the change?this was uncalled for
This was entertaining, but maybe we should get back to posting screenshots, hmm?
Uh, basically this post sounds like "whoops i shouldn't have said dialogue because i didn't know there wasn't any" and trying to turn it into some sort of argument against me?
And no. How to argue like Azn: write statements based on logic and evidence? If you actually look through my history of posts on RMN where I argue things, I provide sources and evidence often. If you look a few posts up, you can see I have done so too here, where I did a side-by-side comparison, linked some NES images, and linked another post. That point was hardly the crux of my argument.
And no, you are wrong. Other than a general atmosphere of quirkiness, the game's writing is not really influenced by Earthbound or Mother 3. I don't see how funky stat names relates to those... Those had normal stat names? Yes the graphics are influenced but honestly not much else more. The majority of the game is actually much more inspired by an entirely different game (that is still quirky) but Chromatose still has a strongly separate identity from it.
Also calling me a cunt doesn't really prove anything... and I definitely do make a lot of changes to my games based on what people say.
I personally think Chromatose looks incredibly stylish and impressive and I want to see more :D I prefer minimalist graphical and color choices. Despite the fact that other games have used this style, it never means any of them are ripping anyone else's off. Nicely done!
And c'mon. Who doesn't want to play a game with an AWESOMEOMETER? More info plz
An awesomeometer just sounds like some sort of pre-teen's attempt at mimicking Guitar Hero, quite possibly the most pathetic kind of game out there.
You're right about me not seeing the dialogue, and likewise I haven't seen anything but... what I've seen. Which is exactly what you've provided me to see. What else am I going to draw conclusions from? You are so knee-deep in Chromatose that it has obviously taken on a life of its own in your eyes and has nothing to do with the Mother series. I am not knee-deep in it. Like I said before, I am trying to give you an outside opinion. You are furiously arguing it is because I don't know what I'm talking about. Only a fool assumes everyone else knows what he knows.
An awesomeometer just sounds like some sort of pre-teen's attempt at mimicking Guitar Hero, quite possibly the most pathetic kind of game out there.
(https://legacy.gamingw.net/etc/i88.photobucket.com/albums/k200/omegarirue/ss13.webp)Looks good besides the Messagebox, the gradient looks ugly and the name is unreadable, if you want a smother gradient as the Background you may want to use pictures for the message box, and change the Name colour to something other then the same color as the background
LxNarik - I like the bottom shot the best, although there seem to be some mistakes with perspective in your water fall sets (the foam from one fall overlaps the falling water from one that is further down). Also, I think a solid color would be better in your text box, because the gradient doesn't look very good. With a darker blue background (or gradient) like you are using, you might want to pick a color other than blue for name of the speaking character.
(http://biohazard.rpg-atelier.net/screens/a-c-w/alone-c-w-boss-globok.png)
It looks like you put a guy from a snes game into some 2d ps2 game
Probably because that's exactly what he did. The background is from Lunar and the character is a Final Fantasy 6 edit.
Probably because that's exactly what he did. The background is from Lunar and the character is a Final Fantasy 6 edit.lunar isn't a ps2 game tho :fogetshrug:
lunar isn't a ps2 game tho :fogetshrug:
Gongo that's the best looking city I've seen in a RMgame so far.
One suggestion you should try: you make the screen all gray when you open the menu, right? How about making it just a bit darker as well?
Hows this?
http://img638.imageshack.us/img638/9524/screenshot6j.png
@Calunio: I can feel the clubbin' atmosphere on your current screenshot today! How I wish you can bring up a "video tour" on one of your maps sometime :3
We just pushed our game live!
I was/am the lead artist on this (ongoing) Zynga (farmville, mafiawars) project, and it has been quite a crazy experience thus far. I've learned a ton about what it means to be a manager/director in these short three months, and no doubt sharpened some art and flash skills along the way. I don't personally believe that these social games are all that fun, but I do think that our team did a good job at making it as enjoyable as possible. I encourage you all to check it out, and share your opinions through review on facebook, or here, or wherever.
http://apps.facebook.com/treasureisle/ (http://apps.facebook.com/treasureisle/)
: imagse :
Since my birthday is on the 10th, how about some screens? (turning 18 btw :cool:)
progess is going steady on Ultamate Caraty: The Unspoken, and with spring break around the corner I'll be able to get tons of stuff done. of course, not without a visit to the beach now and then! :D
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/newerscreen3.webp) (https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/Newscreen4.webp)
Since my birthday is on the 10th, how about some screens? (turning 18 btw :cool:)
progess is going steady on Ultamate Caraty: The Unspoken, and with spring break around the corner I'll be able to get tons of stuff done. of course, not without a visit to the beach now and then! :D
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/newerscreen3.webp)is that a green ogre tm :fogetsmile: :fogetsmile: :fogetsmile: :fogetsmile: :fogetsmile:
it looks joyous now but i can see this ending badly
For the first time, no it won't. It is my first game suitable for all audiences, even grandma.
That is, until the little girl conveniently loses her clothes while being cornered in a dungeon, and is attacked by a tentacle monster and its hermaphrodite master...
Who can save us all? Mister Big T, you're our last hope. With your muscular dragon body, and your eyes that burn with the passion of a fiery textbook, you must single-handedly save the damsel in distress. Worry not, as your efforts will not go unrewarded. Any significant character you run across will have heard of your travels and greatness, and having no control of their own, will fall to their knees and pleasure you. Regardless of age, gender, or species, this reward knows no boundaries, as you are awesome, and full of, amongst other things, love and acceptance.
C'mon, you're renown for your sub-par mapping and outrageously mature gameplay... Don't go soft on us now.
Working on the first town in my game. The main character is a placeholder for now :cool:
Which I why I may well not go with that idea. This is my first game so maybe I shouldn't get too fancy. I have a lot to learn first. I know many people say I should start out in 2k for my first game, but I 'm really loath to do that as I particularly like the side-view battle system.Seriously? I absolutely hate 2k3's sad excuse for an ATB.
ARGH- trying to start my own game. I had the "bright idea" to use a panorama for my world map so I could avoid blocky edges, but I'm not certain it's going to work in practice, as I'd have to figure out how to get the ocean chips to align with the blue areas (or redo the backdrop to fit them) and probably make the towns and cities part of the background.. That's a placeholder character BTW.
Some new (and some redone) character sprites. I changed my shading style a little to support a hard outline.
Panaromas are the easiest way to go for this:I'm guessing that's VX or XP there and the water is tile...? OR?
(http://img153.imageshack.us/img153/7304/1mapwater.gif)
It only took me 2 hours to make this map, but you could easily use this in an rm project.
I'm guessing that's VX or XP there and the water is tile...? OR?Given the resolution, it's probably rm2k/3. And it's more likely that all of it is panorama which is switched at certain intervals to create the animated water effect.
Given the resolution, it's probably rm2k/3. And it's more likely that all of it is panorama which is switched at certain intervals to create the animated water effect.:hmm: OK... I'm just beginning here.
I was thinking of the display in the upper right, that reads "combo" and shows the cumulative damage done.
Farmrush, that looks amazing.
Thanks. I am not very good with graphics so this means a lot!
Yeah but that screenshot looks really cool. The simple cartoony style and colour is really good. Is it some kind of point and click adventure game?
Flash vector graphics eh
I recently got some sort of error when I go to battle layout after I transferred by project to a different harddrive. Anyone familiar with this?
Is that an event horizon rpg game?
Someone want to clue me in on what the hell Refmap is? Google fails me.
On topic: looks nice, Batistaberg. :) No real criticism to give, so you get a cookie of win and awesome instead.
I just recorded a video:
Yeah, I know the mistakes and stuff. I need a sky pan for the world map, and credit fixings and other stuff here and there... and credits. I already fixed them all. But I'm not going to reupload it. The piano piece that is playing is the piano version of the opening theme. It's going to be rearranged to fit the opening a little bit better later on. Still a lot to do in this little opening.
How close are you to finishing your FPS? Every time I see it I've wanted to play it. What are you using to make it?
Do you have some sort of homepage or DevLog for this project? Look's promising.Opened a gamepage for it now:
Warning: 8-bit graphics and rm2k engine.Hidden content (Click to reveal)
(http://img704.imageshack.us/img704/7387/000m.png)
Since Capcom won't make it, I will. And we're going old-school.
(http://img517.imageshack.us/img517/6765/001hy.png)
A brief glimpse of the world map. It contains NO enemies.
(http://img35.imageshack.us/img35/5687/002ih.png)
Meet the boss, Maxwell.
(http://img203.imageshack.us/img203/4451/003ye.png)
Cybil prepares for her attack..
(http://img535.imageshack.us/img535/387/004io.png)
Ryu hits its weak point.
(http://img248.imageshack.us/img248/4642/005a.png)
You start off as a grunt doing menial labor, and that's all I'll say of the plot for now.
If anybody expresses the least bit of interest in this project, I may start a "work in progress" topic for it, but it's probably months away from a demo.
lol this guy is a furry probablyI find this post highly ignorant and inflammatory, not to mention unwarranted. What's wrong with using non-human characters in a fantasy setting, especially one paying tribute to a series full of various races?
I find this post highly ignorant and inflammatory, not to mention unwarranted. What's wrong with using non-human characters in a fantasy setting, especially one paying tribute to a series full of various races?you probably shouldn't even pay attention to ragnar's posts. he's one of the few furries here (or only one? and everyone hates him) and he's always trying to find someone he can talk about furries to because admins started deleting all his furry related posts because they were pissing off a lot of people. the sad thing is that he's trying to be roundabout about it and pretending he's not like that anymore. drule and ase are too lenient with some members here just because they have been registered for a long time. :/
I know that in a topic like this, screenshots should be as lush and colorful as possible to draw any attention. But even with the style I've chosen, I've ripped and created a lot of graphics for enemies and the battle system.
At least tell me wether this mostly-Final Fantasy chipset is horribly overused like the Dragon Quest one was a while ago.
Sano I think if you are planning to keep going with that style then you need to move the hell off RM2K3. Getting everything to blend well enough on that engine is going to be nothing but a pain.
I find this post highly ignorant and inflammatory, not to mention unwarranted. What's wrong with using non-human characters in a fantasy setting, especially one paying tribute to a series full of various races?
I know that in a topic like this, screenshots should be as lush and colorful as possible to draw any attention. But even with the style I've chosen, I've ripped and created a lot of graphics for enemies and the battle system.
At least tell me wether this mostly-Final Fantasy chipset is horribly overused like the Dragon Quest one was a while ago.
(http://i46.tinypic.com/2h3wjg3.png) (http://i49.tinypic.com/28qc5l.png) (http://i47.tinypic.com/2i9papc.png) (http://i48.tinypic.com/i24ort.png)That's pretty rad, dude. I love the oldschool Final Fantasy games, and RPG Maker 2003 is my favorite of all time.
(http://i49.tinypic.com/iwq2kp.png)
Okay so this is the game I've been working on for RM2k3 for about 3 months. It is very much still in the making, and not everything you see is final. I'm uploading a Youtube video as we speak but the quality is poor so I added these too.
My reason for this is that I would love some constructive criticism. I want to know what you think and what could be improved. I think I will make it so that the players name is red when dead but other than that I would like to hear what the people who will be playing it think.
If all goes well then im hoping to release this this year. But who knows?
I will add the YT vid later.
=Edit=
The timer does work and the : symbol flashes. Also there is a flash cursor on the Items/Key Items pic. Its just that the screen caps didn't get them while they where flashing
(http://i45.tinypic.com/whlid1.jpg)
WOW. i was just looking at those drawings the other day, thinking it was for just another project gone with the wind. let me know if you need any more. looks like you switched to a higher resolution :sad: and i see you gathered some new brick tiles.
fuck you all....for like the fifth time
fuckin' shaders in unity are a pain to set up
i'll release a demo when the ledge grabbing stops teleporting me ten thousand leagues under the sea
i love you
also how many people are working on that, or is it just you? I can't imagine making a 3d game alone...
Skarik, can I level design for you?
A lot of 3d games suddenly! I feel the kiss of death upon my withered 2d cheek.... They all look cool though.
I'm making another cardboard game whoa surprising. I'm working on an RPG too but I had to stop working on it for a while because my fingers were cramping from MSPaint pixel art and I was suddenly reminded that the whole point of cardboard games is not having to deal with fucking pixel art so this is a short recovery thing I guess *hobbles on crutches, has doomed romance with army nurse*
(http://img682.imageshack.us/img682/4870/screen3mr.jpg)
everything is blurry as hellbilinear filtering
Trying something new-
(https://legacy.gamingw.net/etc/i213.photobucket.com/albums/cc149/thekillerwolf/negativespace.webp)
Sanosuke - Aside from being kind of blurry, there is something else wrong with your screens. It feels like the ground, rocks, and buildings are a flat photo with the other stuff stuck on top. The background elements use one perspective (give or take, the arch looks flat as hell, if hell happened to be located in Utah), the trees use a different one, and the sprite yet another. It is almost like an MC Escher piece.
I understand what you're trying to accomplish, but some of your elements just aren't mixing that well.
Then again, I am the guy who just posted a screen that was roughly 78% empty black with perspective issues of its own...
(https://legacy.gamingw.net/etc/i298.photobucket.com/albums/mm277/T-U-J/SeanStorm/CharacterView.webp)
omfg I love your enemy encounter theme, is there a longer version? Its kind of halo-esq, but with a spin on it that reminds me of Nobuo Uematsu's stuff. I'd love to buy the song if you have it on itunes or something, or an album if you have one!
All from Sore Losers: Riot Grrrl.Riot Grrrl is a great game, by the way, to anyone who hasn't played it.
Riot Grrrl is a great game, by the way, to anyone who hasn't played it.
. . .
(https://legacy.gamingw.net/etc/lh6.ggpht.com/_q_LWXobYz5w/TEd0qPCGM-I/AAAAAAAAAa0/PpvEYNSWB-4/battleScreen.png)
(http://i28.tinypic.com/nmnptv.png)I took a stab at it. I think it was because the back edge of the desk was inconsistent with the perspective, as was the mouse. As Mateui said, some shading might help also, but I disagree on the point of the monitor as it seems to be facing where I expect the user of the computer to be. Also you may want to consider widening the desk to 1.5 to 2 times the current width as it looks like it can barely fit a plate or keyboard on it (which may also be whats leading your eye to label it as funny looking)
Still not happy with this one. Something about the desk/computer doesn't sit right with me...
(http://img823.imageshack.us/img823/1109/roguetest.jpg)
I've been messing with a platformer in Construct, the plan is to set it up so that I just draw a bunch of islands on pieces of paper and then scan them in and explore them in a game. Some of the slopes don't work too well with the default platform setup and I'm still on the very basics of getting shit done/havent started thinking about actual game design or enemies at all yet. Here's my practice level if anyone's interested: http://www.mediafire.com/?22l1d8k8c6319ls z to jump arrows to move
@nickmasterx: That first screenshot looks really... weird. The sprites and the background clash quite a bit and it is hard to see what is going on since they've been reduced in size so much...
---
(https://legacy.gamingw.net/etc/rpgmaker.net/media/content/games/1158/screenshots/Train_Wreck.png)
Maybe it was just an innocent crash...
They're in the senator booth things from star wars.They really blend in with the background well.
you guys know this game doesn't actually exist, right? and that I've been putting these screenshots just to screw with your heads
fucking wolfen is going to eat you bastards MUAHAAHAHAHAHAHA
I haven't posted screenshots in a LONG time, but here's what I've been working on:I am liking that town a lot. The intro shot is too dark dude, and my laptop screen is very bright so just think about it.
(http://img38.imagefra.me/img/img38/8/8/1/stevieraythompson/f_1dnixds00h7m_7c64d7d.png)
-A quick scene from the introMore (Click to reveal)(http://img37.imagefra.me/img/img37/8/8/1/stevieraythompson/f_1dnixds00h7m_b713e4e.png)
-The first night at Cyria castle.
(http://img38.imagefra.me/img/img38/8/8/1/stevieraythompson/f_1dnixds00h7m_a493773.png)
-The newly implemented footprints (just a quick beach scene).
(http://img38.imagefra.me/img/img38/8/8/1/stevieraythompson/f_1dnixds00h7m_adcefbe.png)
-I recently finished the largest town in the demo! This is just a quick example.
Any tips/suggestions would be cool, thanks :fogetcool:
At first I kind of agreed with Bandito, but then I remembered times I'd walked through the woods after sundown and barely been able to see anything in front of me. Keep it; the reduced visibility brings home to the player just how dark it is outside - well after dusk but well before dawn- and in a way levels the playing field, as the player can't see much more than the character could in that situation! I like it!
(http://img208.imageshack.us/img208/8922/screenievj.png)
WIP. I don't know how I feel about it, yet. lol. :/ Still more to add, like shrubs and sticks/rocks, etc. etc.
Also, kind of a dumb question.. But by giving the single tree's a light source, do you mean give them shadows or something like that?Yes.
@AgentAshRiot: I love that battle video you made and hope you don't give up and make a demo or something. But for the love of god don't use that music in the battles please.
Wait- if they met the slime underground, why does the battle area show trees? Anyway, I like that music- it's fun, though I'm guessing, Bandito, that you want him to use "Epic" music or something. If not in battle, use the tune somewhere else, Ash- say in a puzzle.
Wait- if they met the slime underground, why does the battle area show trees? Anyway, I like that music- it's fun, though I'm guessing, Bandito, that you want him to use "Epic" music or something. If not in battle, use the tune somewhere else, Ash- say in a puzzle.Not really, I just don't like that tune LOL.
Thank you! I'm glad you liked it. I'm currently working on the first part of the game, adding new abilities and such. As far as the music goes, the idea is that whoever is leading the party determines the current battle music (excluding boss fights). If you don't like the music, you can swap your party leader. But if enough people hate it, I might change it, but I think it's fun :D (It's from Live A Live for anyone wondering)
@AgentAshRiot: I love that battle video you made and hope you don't give up and make a demo or something. But for the love of god don't use that music in the battles please.
Totally one of my favorite battle themes from one of my favorite games. :)
also I think that having different battle themes for leading characters is a great idea. how many battle themes are there going to be?
I really like the battle system, but that cursor sound makes my ears bleed, especially because you have to navigate through skills and menus and such. Oh, and I hope that is just a test victory message :)
ness, please finisht that game
I love the shit that Ness cooks up.
@AgentAshRiot I was actually watching that, earlier around midnight when it finally loaded, after you said it was valkyrie profile inspired xD
Is it Turn by Turn and the square things is stamina to allow you to do the other actions? (Wow I can't type today)
I know I'm not that great a mapper, but does orange-ish water appeal to anyone else? I love water thats deeply colored of the sort.
And yes blah blah blah overused overlay.
[Screens]
A few things I need to bring up.
1. Are you a fan of Sonata Arctica?
2. A hero traversing a mountainous forest in search of an herb needed for someone's gift, to me, screams "A Home Far Away".
3. The overlay of the smaller screen doesn't seem to make all that much sense, as there doesn't seem to be any trees atop those cliffs. The orange water would look fine if the sun was setting and it's light reflecting off of the water, otherwise it just looks polluted.
"2. A hero traversing a mountainous forest in search of an herb needed for someone's gift, to me, screams "A Home Far Away"."
Actually, this sounds like a typical generic herb gather quest used in many, many games. I can promise you that A Home Far Away was not the first to use it.
Some great screens here guys. I'm really digging that battle system!
I assume the water's muddy.
And Ash, I definitely like some of your ideas, especially the "leader music" one. I'd thought of doing something similar once, except there would have been different instrumentation. Same battle theme, different instruments. BTW, if you need more music I've been wandering to find some- I could throw you some links.
I'm guessing your a democrat, also.
To the guy that said the thing about that game by strangeluv,
I generally disliked that game, and if what your getting at is that my game has the same plot/storyflow then you'll be sadly disappointed.
I posted a pic of a character collecting herbs and that means its the same? I'm lovin' your logic! I'm guessing your a democrat, also.
I'm guessing your a democrat, also.Can we please get back to talking about this quote? This is a very important quote, I can tell it's going to be very important in the future.
Can we please get back to talking about this quote? This is a very important quote, I can tell it's going to be very important in the future.
I LOVE CHINESE CRAP bender recently
@Montai: Graphical style looks great, just wondering is that a battle screen where the three characters are standing in front of the monster because there isn't any HP bars or gauges.
[youtube]linkhere[/youtube]
Code:[Select][youtube]linkhere[/youtube]
A bump? The topic is stickied.
(http://upload.wikimedia.org/wikipedia/en/1/1d/Ff8-bigwedge.jpg)(https://legacy.gamingw.net/etc/rpgmaker.net/media/content/games/1158/screenshots/Military_Cutscene2.png) (http://gamingw.net/forums/index.php?PHPSESSID=ulq5vv7qf3put1g55edurbra37&topic=79352)
Sergeant's dress in red... which is a bit silly considering it makes them easier to spot.
That looks great eclipse, is the battlesystem already complete? The menu system also looks very crisp except for the avator pics which look a little out of focus, although that might just be my screen actually.
(http://upload.wikimedia.org/wikipedia/en/1/1d/Ff8-bigwedge.jpg)
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs623.snc4/58304_10150244043790531_516555530_14530587_3710764_n.jpg)
I just implemented basic A* pathfinding, so enemies will be able to find you more accurately, or get to a known food/resource point.
ah. Skarik, what about the plot?The sequel's plot is too character involved. That means a shitload of design time. I'm not doing that. Meanwhile, a prequel is more guns blazin' involved. Means good gameplay, then a mediocre story to surround it, although IMHO it's a pretty good story.
I meant the plot of the current game, not the one before or after it. . .What plot? I mean, you've got the routine portal that lands the character on an island which the character wants to get off of, but is greeted by some helicopters and squads of enemy soldiers. There really isn't anything revealed. Cliffhanger ending too. It's a five minute game, what do you expect?
Those clay characters could go with Neverhood but not probably with Aptos Adventures. Pixel people and shit + Clay = looks weird.
Also the evil pencils look like they could rape someone.
if you make the whole game clay, i would totally play it.
(http://www3.telus.net/public/jolan/rm2k/rmgalax.png)
Rm2k - Been playing a lot of Mario Galaxy lately and thought I'd doodle this up. Some minor graphical errors with the size of the character, and jumping (gravity) is not set up yet but otherwise it works. I have a pretty good idea how to include the front and back as well. The scene is quite busy, I know.
- Mike
whoa dada what's going on here ??
(http://wedemandhtml.com/tmp/thegame_0.png)
(http://wedemandhtml.com/tmp/thegame_1.png)
whoa dada what's going on here ??nothin
nickmasterx are you an earthbound fan I just figured RPG CLAY MODELS but maybe not.
that last mockup screen is glorious
also weird touch having the two gnomes have different graphics. I think it adds something like it actually looks like GROUP of enemies and not just a bunch of canned graphics rpg maker 2000 lets you place the enemies in any random spot but it just eliminates the cool-looking symmetry of final fantasies and dragon warrior enemy groups. Having unique graphics for each guy definitely gives it that extra touch that actually makes the 'place enemies anywhere' feature actually worthwhile. For a second it looked like you designed the enemy graphics so NEGATIVE SPACE relative to each other but maybe not it just looked nice enough. Somebody should do that as a feature in one of those few 2d RPGs left - like it's the same enemy type like an group of ogres but they're in this battle formation or just whatever looks natural and each drawing is unique and it's like something out of some war painting like a freeze-frame effect
http://www.legendsofamerica.com/photos-kansas/CivilWar.jpg whatever
Edit: That honestly confuses my brain like Dragon Quest had some enemy sprite that was two enemies in one like TWEEDLEDEE TWEEDLEDUM but you just attack it as one entity or the final bosses from Final Fantasy VI Thunder and Storm from Earthbound attacking a group of guys treated as one entity confuses my brain
I think Final Fantasy also had an enemy sprite which was like an army of little midgits but they all take damage as one guy
No offense to anyone making RPG Maker games, but the Japanese RPG Maker games are way more unique than your games. Like Yume Nikki.
I think everyone should try to make something more unique. I can't take RPG Maker games seriously when its like a generic Final Fantasy ripoff # 9000.
I would much rather play a Final Fantasy fangame using RTP graphics and music that was highly entertaining, well put together, complete with a compelling storyline than "Hey, look at my menus! Oh, my game? Bah, I just took the tree graphic and put them symmetrically in a square for this one map. Go back and drool at that amazing battle system I slaved over for 7 months."
you act like you can't have both. i'd rather play neither of these.
why do people make these slanted arguments, "i would rather play good gam with x properties than bad gam with y properties" like whatever dude. I am sure RTP dragon quest 3 clone #2367 will entertain you because the numbers are slightly different. I would much rather play through space funeral while stoned or something.
Probably because it's more realistic than "Would you rather play a game made by a five year old in two weeks or a game with flawless, exciting custom battle and menu systems with a perfect storyline, balancing, pacing, characters, etc. that was actually finished (impossible)?", and they're a damn good way to put a point across if relevant to the discussion at hand.
what language is that?Czech language.
Make it in English nobody here speaks Czech:welp: only Czech. If want play ,play in Czech. I play English games most in English. But this is OF Top. :fogetcry:
Make it in English nobody here speaks Czech
Maybe you should learn Czech.
Perhaps you can work out a translated version after it's finished. I'm sure we'd all appreciate it.Ok. But fisrt I need finish it. Maybe next Year in Summer.
I like the clay enemies. Although the calculator looks better handdrawn for some reason.
Am I the only one that thinks the clay enemies stick out way too much and look bad in such a low resolution? It'd be different if everything was clay or at least a high resolution, but you're mixing clay, photos, and low-res sprites and that doesn't look good.
All because something is unique does not mean that it's good. Case in point, I couldn't even stand Yume Nikki. Big empty maps with no clear indication of a way out nor direction = terrible game design. This is the problem with most games that promote their custom graphics/systems. Such games, at their core, do nothing new with the systems, and even more fall back on those systems to make their games any good while everything else suffers.
I would much rather play a Final Fantasy fangame using RTP graphics and music that was highly entertaining, well put together, complete with a compelling storyline than "Hey, look at my menus! Oh, my game? Bah, I just took the tree graphic and put them symmetrically in a square for this one map. Go back and drool at that amazing battle system I slaved over for 7 months."
So the "Suits" are like Job Classes/ Crowns, Nickmaster?
nickmasterx that actually sounds rather fun. :)
Hey Nick, I'm glad you're busy and progressing on your game, but don't overdo it and rest a bit.
Good luck.
Giving RTP a little more love with these screenshots. Here I will show you both the old early '09 (or was it late '08?) version of the Dragon Forest and the still highly WIP 2010 Dragon Forest.2010 (Click to reveal)(http://img84.imageshack.us/img84/8154/dragonforestnew.png)2009? (Click to reveal)(http://img443.imageshack.us/img443/4702/dragonforestold.png)
Which King of Fighters character is that an edit of? :P
Old Battle menu. (Click to reveal)(http://img299.imageshack.us/img299/3364/bitevnmenuup.png)
Skarik, that video vaguely reminds me of the section in the original Half Life where you came across these ferocious Xen Fish in that pool of water. I don't know why because the only resemblance is FPS + aquatic creature but either way it's stuck in my mind.Strangely, I was playing Half Life yesterday, and my friend was asking me why was I screaming at the tiny leeches.
New Battle menu. (Click to reveal)Menu is still under construction. This is not final version. :shh:
(http://img508.imageshack.us/img508/5535/bitk.png)
Skarik that's pretty much the awesomest thing I've seen in a long time.OK, the hero is a cow that was abducted by aliens and given intelligence and hands as well as I guess a head-mounted laser. When he attempted to escape his captors his ship crashed here on this planet- (Which may well be earth in the far future) and he's now hoping to evade his captors and get to a legendary mythic paradise where he'll be safe. The disk-shaped thing is an alien robot who acts as his guide here. Good?
I can't wait until it's done! :D
edit: Also since everyones posting screens or something I'll post some to.
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/Nextbatchofscreens10.webp)
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/Nextbatchofscreens11.webp)
(https://legacy.gamingw.net/etc/i522.photobucket.com/albums/w344/swordofkings128/screensss.webp)
The game isn't going very well, I've been stuck for awhile on it so I think I'll just restart everything and make it a lot shorter. Which means a lot of this stuff probably won't be in the game. I wanted to have like 3 sections to Dimuru, with about 5 shops total and around 10 houses you could go into, all of which wouldn't have a significant relation to the story. They would just be there so you can pop in and talk with people about different things at different parts of the game. I'm really having a hard time with the story so if anyone wants to suggest something completely random go ahead.
@UPRC: Wtf man, I remember you writing an article on why you stopped and cancelled it....Nah, I just don't work on it for great lengths of time. I think it would be nice to have completed at least ONE THING with this stupid maker, so.. I'm going to give this a shot again.
Hahaha, I guess everyone is revisiting their old Rm2k3 games. I myself have recently started working on both Dream Catcher and Pengui!.
(http://pub.gamingw.net/25859/Screen1.png) (http://pub.gamingw.net/25859/Screen.png)
(http://pub.gamingw.net/25859/Screen4.png) (http://pub.gamingw.net/25859/DCScreen5.png)
(http://pub.gamingw.net/25859/DCScreen7.png)
(http://pub.gamingw.net/25859/PenguiScreen1.png)
Hopefully I'll at least finish one of these some day. I'm actually really close to finishing Pengui! now. All I have to do is code the final boss and I'm done, but I just can't seem to get motivated to do it. Bah.
oh my gosh....i can....i can actually post something in g&d for real........i cannot believe this day has come...what...what have i turned into
(http://secxtanx.com/dump/ruinedeverything.png)You don't need to give any further details about this game. The giant ant itself is reason enough for me to want to play it.
OK, the hero is a cow that was abducted by aliens and given intelligence and hands as well as I guess a head-mounted laser. When he attempted to escape his captors his ship crashed here on this planet- (Which may well be earth in the far future) and he's now hoping to evade his captors and get to a legendary mythic paradise where he'll be safe. The disk-shaped thing is an alien robot who acts as his guide here. Good?
*Edit* No, on second glance the hero is a zebra-like alien who's looking for parts to repair his damaged ship or get to a point to rendezvous with the mothership so he can go home.
Well you can always change it back if you don't like it...
oh okay thnks for the permission bro
Nah, just kidding. But seriously, I'm changing it now... I'll just have a bunch of unused backgrounds that took hours of toil to make. Oh well, that's life!
bick, aren't those 2 the exact same screen? The game looks interesting, but I'm a little lost as to what's going on...
I am drawing all and composing all musics and stealing plot mechanics from 70s TV shows.looks gorgeous. keep us updated.
(http://img263.imageshack.us/img263/2862/captureyl.png)
GW.... has gone full circle.
we do love our vaporware
Hahaha, I guess everyone is revisiting their old Rm2k3 games. I myself have recently started working on both Dream Catcher and Pengui!.
(http://pub.gamingw.net/25859/Screen1.png) (http://pub.gamingw.net/25859/Screen.png)
(http://pub.gamingw.net/25859/Screen4.png) (http://pub.gamingw.net/25859/DCScreen5.png)
(http://pub.gamingw.net/25859/DCScreen7.png)
(http://pub.gamingw.net/25859/PenguiScreen1.png)
Hopefully I'll at least finish one of these some day. I'm actually really close to finishing Pengui! now. All I have to do is code the final boss and I'm done, but I just can't seem to get motivated to do it. Bah.
(http://npshare.de/files/2c11a3fd/screen2.png)No one's commented on these? Wow I just have to say these look great, although the red lighting in the first screen looks a bit odd.
(http://npshare.de/files/60ff846f/screen10.png)
some new shots of my game TAUT
i worked a lot on redesigning the graphics and completed about 75% of it
game is near to become finished, but time for working on decreases much :(
(http://i56.tinypic.com/2utjaes.png)
Looks good, just make sure you disable having a transparent color when you select Show Picture, because you can see an empty spot in the middle of the two torches or lights or whatever.
@UPRC: The wooden flooring sticks out way too much.I suspected that, but I wasn't sure. Thanks for mentioning it, I'll definitely lighten it up a little to match the other wooden tiles.
That giant ant is Mr. Stanton. He is Anteater's boss. He fires Anteater for a computer error that loses the company lots of money. Of course, it was the douchebag giraffe that sits in the cubicle next to him that made the error (while logged into Anteater's computer), but Anteater is too meek to stand up to his horribly muscular boss. So the game focuses around Anteater trying to set things right. But while doing this, he discovers the dark secrets of what his old company REALLY does.
lol salespitch
http://dcprogress.wordpress.com/
Wait, what?. Also a dreamcatcher game that basically have no connection to your game, is being made for rpg maker xp, but this isn't you, isn't it?. :fogetshh: Don't want to ruin it for you, heh. At least my game is called Dreamwalker. Whew.
I got bored and googled for some reason. Not asking you to change your name or anything. :shh:
500x500 world map zoomed out to 1/8.Hidden content (Click to reveal)(http://file.walagata.com/w/uprc/FFBP_World_Map_Blur.png)
Are the locations already mapped out too or is this a brand new project? Looks interesting.It's Blackmoon Prophecy, and everything that has a label/name has been mapped out with the exception of two locations.