Topic: The Screenshot Topic (Read 106134 times)

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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.
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Ocean's Dream - Looks good. =)  Did you draw the faceset yourself?
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The evolution of Lefarnius from 2007 debut to 2009 finalized version.

I wasn't able to get the whole map of 2009, but the only tiles to the east and west of the screen were essentially trees. Also, what appears to be a tree standing on top of a building does not appear as such in-game, as the roof tiles for the town are set to be above hero and the lower half of the trees hide behind them.

All that needs to be done is the addition of the inner map (pub,shop,church,etc.), Farmer Joe's farm map, and the ruins to the north (figure underground city), along with all the events and NPCs that apply to these changes.
Last Edit: April 11, 2009, 08:33:32 pm by Corfaisus
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@Corfaisus: I like Lefarnius 2009 the best but what is with that little bridge and that paddle of water near the weapon and armor shop?
I think that Lefarnius 2007 looked a lot like a farm though to me at least, I think it would make a good farm.
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Ocean's Dream - Looks good. =)  Did you draw the faceset yourself?
Thanks! Nessiah drew the faceset for me though. The Background graphics are mine.
http://dev.oceansdream.net
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Move a mountain and discover additional

Last Edit: April 12, 2009, 11:56:31 am by MISTER BIG T

 
And that's when I decided to become a barber.
 
@drbigt
 

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@Mister Big T, Dude, if you go through the trouble of drawing that (I'm assuming you drew that) why do you let it get resized like that? :S it totally kills the pic man.
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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I'm pretty sure he didn't draw it and no one really understands why Big T does anything.
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This is just me testing a piece of code I made.  Haven't put any graphics or anything in the game yet, (except the windowskin and the fish, anyway)


But with this, all I had to enter in the textbox was "I sure could use some *1 right about now...", where *# is the item number.
what
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Time to burn some eye-sights with a little bit of graphical inconsistency!


These are screens from the Righteous pathway in Vanity






Complete Chaos [Full Game available!][/url] (No RTP required)
Also try out my demo: A Nightmare in Sunnydale, California
http://gamingw.net/forums/index.php?topic=81758.0
---
MMZ [Short Demo Available][/url]
VANITY[demo version][/url]
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@Yeaster: I like that comic book style you always seem to have in your scenes, I think they look great! I think the faces are a bit too big but that is just my preference.
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Hi,
Couple of screens in the link below of my unfinished but not dead
project " Legacy of Zeon " .



Last Edit: April 17, 2009, 03:49:55 am by Doylak
Legacy of Zeon
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sleeping_wind: Man, that looks really nice so far.

Animated title screen (I slaved on getting it--through events--to never repeat the same character picture twice in a row, while having a super-fancy fade/meld effect)



Meeting Jesse (Collect various characters by spending time in the world)



A plethora of skills (I love scripting; weapon-based passive skills only take effect when a weapon of their type is equipped--I bet you'll abuse dual-wielding characters, eh?)
Last Edit: April 13, 2009, 04:02:22 pm by Craze /!\
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@ Ocean. Really nice work, it's good to see someone else doing a non RTP game in VX.

@Yeaster. Awesome dialogue system, as allways.

Edit:

@Doilok. Sorry, missed your screens at first. You may want to post the images theirselves in this topic. Otherwise they may be looked over, while the shots sure look decent. Is there any place where I can find uit more about your project?
Last Edit: April 13, 2009, 03:25:39 pm by Simtor
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@CRAZE - Looking good. Ya know, I now give Passive skills (that does nothing) to my characters because I player the Geondun demo (just a bit though). I wish there are methods to implement equip --> passive effect ON in Rm2k3 now.... (I think in VX it was quite easy).


Righto, so here's the deal people.

The game's 'overworld' map is divided into 9 (probably) MAPS. So when you move from one end to the other, it teleports you to another 20 x15 map. Icons like this signify map transition


(actually this is not the final icon, I just give my old icon a shot here).

I am not sure if this idea will work, so I guess I need to experiment more.

Q : Why not just make it one huge map?
A : This way, the screen won't move when you move; thus you can always see total view of the area you are in. If you played Romancing Saga 3, I think you will get the idea easily (i.e. the world map).

Btw, detail of the area :
1. Junkyard
2. A Bar/Cafe
3. Work area
4. Blue box thingie at the bottom : Subway station (maybe you can ride subways for quick travel?? Whoa, I need to put this down).
5. Parking lot (useless)
6. Weapon shop kind of thing

That's it.

EDIT
==========
Speaking of ICONS:




They are everywhere. Joy.

There are Blue icons; red icons; green icons ; and yellow icons; each represent different things (ex. items/locked doors/important items etc).

It's gonna be messy folks! (I will cut them down btw).
Last Edit: April 13, 2009, 04:26:43 pm by sleeping_wind
Sprites and Stuff
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@sleeping_wind: I forgot to ask long ago, but did you make those graphics yourself?
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@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.

It's a bit tough making those with already fixed color pallete (to prevent color loss etc).

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SDHawk Games
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A fight game made on RPG Maker 2003...
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Dude that' sick, I've always wondered if someone would make a fighting game for rm. My only complaints are that the hit number is kind of hard to see and also I don't get why "play down" shows up atfer every hit, it's distracting because it shows up right on the player.
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