Topic: The Screenshot Topic (Read 106137 times)

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An update on Stuck in a Dream. It's been a while since I've had internet guys, sorry for the abandonment.



Top left is part of the movie introduction. Top right is an incomplete tavern. It will be filled with sprites, and that dancer will be removed. I put that there for shits and giggles. Bottom left is an example of how crucial plot conversations will go down (or scroll up, then fade). Bottom right shows the updated menu. I do have items for all slots and it's fully functional, but where would be the fun in showing you all of it?
Sweet online game in alpha.
http://trisphere-rpg.com/index.php?refer=bucchus
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@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.

There are better ways to make your game unique than tacking on an ugly menu system that serves no real purpose.
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Thanks guys. The first screenshot is gone, so you'll just have to play the game to find out what it was :)​.

@Deacon Batista

Yep, I do all the art for cutscenes and portraits. It's really impressing on me just how tough most comic artists have it.


Hmm... I don't really get it, but I guess I will as I tinker with pictures and stuff like that.

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.

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.)
Last Edit: May 10, 2009, 03:27:03 am by Neok
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@Neok, I demand the first screen I missed it >:E
Also nice work as always! I can't wait to play the second(?) demo!


Completely redid Archeia's portrait:


And found this really cool vid of a game:

You guys might find it interesting :)
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This is the guy making that game btw:
http://www.pixeljoint.com/p/5169.htm
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@ 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).

Basically : Yeah, no can do. It's too much work for one man team, so most of the areas in game would have mack and blue element (though edited) since that's what I intended to use in the 1st place.
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 applicable for the sound issue I posted - I actually asked whether there will be long term negative effect for the project after having that lag, but i guess that's silly heh.
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] (because [] makes all things cooler instantly) Skills that will allow the Player to bypass certain obstacle in the field. For example, if you have jump Lv2, you can get across longer gaps; Hack skill for hacking, etc (Don't want to give it all away, but I guess this kind of idea is pretty common) - but not inspect. That's just to make the message a bit livelier I guess.

Still, you given me a new idea to think about (Higher inspect skill= gain more items on specific places? but = more variables and effort :\), so yeah, thanks! 

@Ness
Nice and that vid makes me go what the heck all right.

EDIT
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
Last Edit: May 10, 2009, 09:55:44 am by SW
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The part with the face looks rather empty, maybe put their charset below the face or something like that?
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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.

it's not just that I think it's the style of the ladders too, I remember the saturn valley houses had all these ladders for no reason like one to get to the phone, and one that didn't lead to anything and random things on raised platforms that you can't reach
http://djsaint-hubert.bandcamp.com/
 
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Completely redid Archeia's portrait:

It's.. somewhere. I'm mostly putting it on the backburner until I figure out what I really want to do with it.

Also, looks like someone's taking inspiration from F/SN..!

Quote
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

Yeah, I really hated that too. It was okay the first couple of times, then I just turned it off. 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.)

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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.
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@Chipotle, @Dis
 Yes you're right, I’m going to put the characters battle animation there that will change depending on his current condition (such as low on health, status conditions) :fogetcool:
the reasons its empty is I haven’t started the battle character sheet (right now I’m using edited FF ones for testing)
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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:

Aye, you are right. That's what context skills in the game are for. There are climb, jump, bargain, and many more. Obstacles require higher level of these skills to bypass, and some may lead to different events/outcome of the story (not so much, but it does) or secret items - but they cost points to raise, so yeahh. Grindmore.  :woop:

EDIT
Top, so here is a picture you guys are tired of seeing:
Monopolo


Didn't get much feedback on the icons from the other pic, but that's ok (I'll just go with what I have).
This is how the city will look like. Orbs are access points and are differentiated by colors
(undecided what means what yet).

But SW, doesn't this makes the city looks messy/you lose details? - Yeah it does, and I can't find other solution at the moment, so bear with it.

Top three thing are icons for the player to move around - each hero have their own icons in the map. Yeah, there are multiple heroes.

The middle top icon (yellow) is actually a test to see if that would work as the hero's icon, but meh, I can change it later.
Last Edit: May 11, 2009, 01:59:33 pm by SW
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@ renegade : i loved that pics! I always disliked zelda fangames, but yours looks actually good
@ ness : this is just me or did I really remember someone using that portrair of yours? forget it i'm idiot
@ sw : I think the orbs is too big, and it's weird to the player has glowing outline
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SW, I have a suggestion.

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

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MISTER BIG T, what are those objects below the chained man?

I think I see two corpses and... A clown?
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i'm digging your world map stuff SW,
i've been creeping this board and seeing those screens and it's really cool.
Last Edit: May 11, 2009, 11:58:16 pm by UPRC
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_|^656 - you'll be happy to know then that this game neither takes place in the Zelda universe, nor has a Zelda feel to it other than the menu system. Other then 5 or so of the 24 "tools" you use, none of the rest seem like something you'd find in a Zelda game. Also, although I use a Link sprite, he is not referred to as link in the game and he does have conversations with NPC's other than "... ... ...", as can be seen in the third screen.
Sweet online game in alpha.
http://trisphere-rpg.com/index.php?refer=bucchus
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That's why I liked those screens in the first place. I'm always a fan of zelda's gameplay, but the graphics style (especially the chipset) always turned me off for some reason. I hope you will finish it!
Last Edit: May 12, 2009, 02:56:36 am by _|^656
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I've been working on the battle system so I figured I'd post a screen of what I have so far. I'm trying to get a tactical system, and trying to improve over what I had in Island Sky. The space on the right in the HUD will be used for when you open up the battle menu to choose a command other than walking/attack.
http://dev.oceansdream.net
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