Art - CC needed The Screenshot Topic (Read 106134 times)

  • Super Saiyan Sam
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It's good and simple. But is it more work doing a second monster in changing stuff or is it just copy and paste?

I wish to see fighting multiple enemies.
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I like it Sanosuke, but is it a one screen map abs? Most abs I've seen don't teleport you to a battle map, but it might be a good idea.
For those who still care about Lost king, I begun working on it (once again), it's pretty impressive how fast things go when I decide to work 100% on it. here are a few new screens of the new area, the Colisseum.

and a mini boss fight inside it.

I KNOW I promised myself not to go back and fix things, because that's why I never get any new stuff done, I keep remaking stuff and fixing it all the time, but now that I found some ways to make battles more fun, I think I'll edit some of them (mainly boss battles) to be more than just button mashing contests.
BTW I know the graphics aren't the best around, but I made them more than 3 years ago, and I want to go on making the game itself for now.
Last Edit: July 02, 2009, 11:34:51 pm by Cray
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I assumed that project went poof like so many other good looking games Cray.

I must say it still looks mighty attractive! What were some of the changes you've made? Also, the faceset on the far right has some dot on it (it's really irking me for some reason).
Last Edit: July 03, 2009, 12:19:20 am by The Illusionist
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This has always been my main project, I've started tens of them, but this is the only one that has around 4 hours of gameplay so far, I've dropped it manmy many times, but then I go back to work on it. I really want to finish this game because I think I oew it to myself, and to the ones that have been waiting all this time.
Things I have changed in the past are, day and night system (which made me edit most of the npc's in game) replacing the world map for field maps between towns and stuff like that(which after a while got replaced for the world map again, that was a lot of work, because I made lots and lots of these field maps) made a custom menu system (which got cancelled afterwards) made a bestiary(which is canceled too) made like 3 party change systems, (that was a lot of work too), changed the whole intro twice(many events to do), added towns and dungeons in the beginning), etc...
so you can see why I decided not to go back and change more stuff. But I hope that this small idea I have will make the whole game more fun, and will add some strategy to the battles (only boss battles).
The faceset has suffered from turning the image from 24bit to 256 colors back and forth many times, I'll probably fix it when all the faces are done :)
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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.


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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.



^ 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.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
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@ Sanosuke: Thanks for that! I really appreciate it.

It is required that you need to strike/get attacked by another target physically in order to target the same enemy for spell?
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Np man, I preciate the interest and the questions/feedback.
Being an abs, I didn't want too much downtime, so where in a cms you have an arrow that selects your target for each attack, I wanted to make it simple so ya, attack which ever enemy first and then use either an elemental or summon spell on it, the environmental spells will
affect all enemies and I am considering having the upgraded versions of the elemental and summon spells do the same. I'll see how it all balances out.

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just a screen of my point n' click. who doesn't love drawn backgrounds(if you don't then you will die).
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That looks intensely awesome. The background has a sort of Psuedo 3d thing going on, which looks awesome.

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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.



The graphics and the general presentation looks nice.

That said, the system seems unresponsive. The spells seem fine, but the basic attacks fo the PC and enemies are sloooow. Like, the animation plays, then there is a pause, then the damage is shown, then there is a pause, then knockback scripts are run. I think this should be more liquid for a playable abs.

I'd suggest using shift as well to be able to switch targets quickly. Maybe have a little arrow that pops above the current target when you hit shift. Having to attack everyone might get a little tedious, and it limits what the system can and can't do...

Anyway, just some thoughts from someone who has also made abs in a maker that doesn't quite support them properly.
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Cray, your graphics look fine on those screens. Keep up the good work.

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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.

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I'm not sure what you mean by choppy, its like this in the real FF7.



^ 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.

While there still are question marks about the game itself - it's safe to say that the battles will work out nicely! Excellent job, Vanit. I keep getting impressed.
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Very nice Supra_killa, I specially like the first screen, haven't seen that chipset before, is it an edit?
Anyway, last screens for a while, sorry to spam so much of them, but I'm finnaly getting to the interesting parts in my game, the parts that I wanted to do when I first started with it, years ago. This is an important boss fight, you fight against the demon of the moon, Lune. He's one of the 3 demons that follow you for most of the game, and after a while he joins your party. You fight on top of the colisseum, which explains the background.

This is on of your Summons, Hippocampus (which was the boss of the underwater temple, from where i showed some screens some months ago)

This is one of the boss skills, Full Moon Strike. (making animations is FUN)

And another powerful skill, Eclipse fall.

That's it for now, I don't want to bore you with too many screenshots :3
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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.

Why not make the numbers pictures instead? Then you have the dynamic ability to show multiple numbers on screen at once... Say you hit when someone hits you, or a multi-target attack...

I didn't take into account fraps, but yeah that probably doesn't help. Good luck with this moving forward.
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@supra_killa: I really like both those screens. The outdoor shot is very nice, the trees especially. I really don't like the autotile you used for the ceiling in shot #2, though. Those big squares are too detracting from the rest of the room.

@Cray: Those shots are really amazing. Graphically (having never played the game I can't say!) it could easily be a DS game. I'd buy it!
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Thanks a lot Kaempfer! someone saying he would actually buy the damn thing means a LOT to me! (not that I'm planning on selling it, but still)
I'll try to have a new demo with 4-5 gameplay hours soon.
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Wow there's a lot of good stuff on this page. Especially swordofking128's shot looks mighty cool.
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