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

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Thanks for all the feedback.
-As for the flashing icons, that I can tone down.
-The sound is not really going to be like that...just remember things are work in progress.
-I think with pics the battles can go smoother with less down time.
-The title is not finalized thats just the project name.

Preciate the support thanks guys

Oh yeah and Silver is right, there is a lot of talent here so go for it guys, show your best.

Update: Little bit more for now, till next time...


-Crystal moves


-Night time in Avalon, with window and lamps lit up


-Boards display information and events
Last Edit: July 28, 2009, 02:20:42 am by Sanosuke

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way to shit on something better than 99% of what anyone has ever done in rm2k3.

 i guess. it just looks like it would be a lot of work to complete a game with. and it has its limitations.

rm2k3 probably shouldn't be used for those reasons alone... it won't get completed.

take a look halfway through the video where the guy accidentally trips a teleport a few times. this kinda thing sucks balls in ABS systems.

its obviously impressive, but so is a fair bit of the stuff that comes out of GW. hiret's side-scrolling comes to mind.
Last Edit: July 28, 2009, 03:26:37 am by wilikeh
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You realize that game is actually tile based? The creator of that game obviously spent a lot of time spriting/coding smoother animation to imitate a pixel-based movement system. Just look at how the hero moves.

In essence it's a pretty basic system with incredible animations. The boomerang still baffles me.
what's updog?
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No, I'm pretty sure it's not tile-based. Look at :58 where he gets the chests. When he's getting the top chest, he moves slightly to the left while he's going up. There are a lot of moments like this.
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If an image says a thousand words, and a video shows 24 images each second, then why couldn't they condense everything I needed to learn at school into one hour long video :V
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K-hos: I rarely comment on mockups but those portraits are way to huge and way too little information is actually displayed by the menu. What's the point of a menu that takes twenty minutes to scroll through?
The Misadventures of Crimebot
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Are you designing a psp game or something?
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@ Kaempfer:
Thats all the information there is to display save for a few flyout menus. and whats wrong with the portrait size? it's not like they overlap anything, if something that is bigger than that side bar needs to be displayed then I'll have a flyout menu. it will all be short cut based too.


@ Tomato:
Yeah I'll be porting it over as I make it.


Thanks for the comments doods.
If an image says a thousand words, and a video shows 24 images each second, then why couldn't they condense everything I needed to learn at school into one hour long video :V
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Portrait size is fine imo. I've seen a lot of animeish games that spend most cutscenes with no interaction from the sprites, relying solely on portrait emotes.
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My biggest (only) problem is that you end up having room enough for 5 items at once, which is annoying. The other flyouts aren't a problem, but if possible I'd have the item menu flyout OVER the portraits so you can show more than five things at once. Unless, of course, your game only has like items. Then that's OK. But scrolling through 50+ items five at a time seems like it would get a bit tedious. A bit like trying to use the three lines of script space they give you by default in that one Rm2k3 translation, you know? The only reason I said the portraits are too large is because they don't leave enough room with for the menus that would take more room, but looking again at the system menu you're obviously willing to obscure them so... just make the items menu bigger (it should really display more information at any given time) and that'll be good.
Last Edit: July 30, 2009, 04:36:06 pm by Kaempfer
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yeah guys. i've got to say function over form should be the amateur game maker's priority. Make it fun and easy to use first, then pretty it up.

All of the great interfaces and HUDs are super easy to use and figure out.
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@Kaempfer;
I see your point so;

just means more programming for me \:S/
If an image says a thousand words, and a video shows 24 images each second, then why couldn't they condense everything I needed to learn at school into one hour long video :V
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@Kaempfer;
I see your point so;

just means more programming for me \:S/
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.
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And here's Mr Weird Guy with another screen from another game.  No, this is not a mockup.  It's an actual screenshot of a working game.
Features included so far:
HUD have !
Weapon Shot!
Jump!
Fire!
Dash!
Collision Detection!
Parallax Backgrounds !
And much much others!

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those are some excellent graphics.
keep posting...
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Hooray, music and monster art and polish and stuff. Still a lot of broken things left to fix...

Last Edit: July 31, 2009, 02:35:48 am by Hiretsukan
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still workin' on it.
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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!
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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.

Also yes I'm not very good at video games.

The walk animation is actually being redone as we speak. I think some other parts of it will probably remain looking stiff for a while, since fully fluid animation is expensive. But hopefully the most glaring parts will end up feeling better.

Tomato: Is the entrance to that dungeon hidden in the Women's room at a truck stop?
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@K-hos: I love it, yeah the text is kinda hard to read but the over all look, the layout and the style... I love it all.

Been busy but I got a chance to work on the Shopping system for fabled. The Quantity, inventory, purchase, and money are all integrated into the system.


-Item shop in Avalon


-Shopping for potions.

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