Topic: The Screenshot Topic (Read 106134 times)

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Thanks. :)
It actually shakes only when you crit, and for this video i put my crit rate at the maximum.

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About the shadow, I agree and thanks for the notice, I'll add it.
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Whoa it's hiret.
@SW I like it with faceset, stick with itttt
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@Hiretsukan
How far along in development are you?
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I don't think I can comment much since people already said a lot so screenie x_x

Hey.. Invisible Air :D​. (Inside joke)

Quote
@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)


Oh, don't worry about the black text lines. It's all spoilers anyways. To clarify, when I complete something inside an area, I highlight it in orange, so this is just an overview of all of that.

I think this is it: http://pub.gamingw.net/47695/AAG(Code).rar

Also, Aila. I before L.

Concerning facesets, the only reason I would argue against using them is that sometimes it doesn't work well for conveying emotions, unless you draw multiple facesets for different expressions. Say if your chara is saying something angry, but the faceset is happy-looking, well..

Otherwise, yeah it looks pretty good and I'd say go for it. The msg box is still large enough that you can fit the text you need as long as you don't go overboard.
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@Hiretsukan
How far along in development are you?
~5 months (just weekends)

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:
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sup dudes, been working on my point n' click thing in AGS again and heres a mock up of a battle(Interface is subject to change)

you get another character eventually, but this one of those solo battles. YES there will be drawn background for the entire game, and YES the enemies will be animated(Idle, attacks, death, etc...)

expect some weird stuff bruh!
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I really want to post a screen shot in this thread but at the same time I don't because I am trying to discipline myself not to go on the forums as much and be more productive.

*head explodes*
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I've got some more work to do on the car, as I just noticed a strange error on the driver's side front quarter panel and some botched shading on the back.

The "Huffman's Holding" sign cycles through three lines, including "As long as you pay" and "your problems go away." I'm debating if it is worth the work to make it a banner crawl instead of simply flashing the whole message up.
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@killerWolf
Looks nice. Not necessarily my favourite style (no outlines) but it does work pretty well with the other graphics.

@swordofkings128
That looks awesome. I like the style.

@Ohlichris
Well, that one will stay. Since action like inspect look better with title like (pretend & is the icon)  [&][Inspect] than just usual [inspect] as the title. So I guess character "names/titles" in dialogue should look like that (consistency).

@Neok
I mean, the picture's resolution (progress pic) is too small to be seen/read. I suppose that's what you are intending to do?
Also @Stealing Dowloading

So can I just open this in RM or do I have to do something else before that?

Regarding the faceset; yeah emotion is gonna be troublesome. Hopefully it doesn't pull the game backwards too much (I don't plan on making a lot of expressions). Plus it's a bit hard to do with side view faces hohoho (/excuses).

--------------
Thanks for the work tips guys, I guess I will stick with facesets and stuff. :fogetsmile:
It's kinda restraining, but yeah I agree, long text =/= good. Almost forgot about that.
Last Edit: June 04, 2009, 06:39:10 am by SW
Sprites and Stuff
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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:

I should have probably added that the video was not actually from any part of my game, I just recorded it for fun. My game won't actually have enemies that hit you for 0 and go down in 1-2 blows. :)

However, thanks for the advice about the jump, I like how it sounds and I'll definitely add it. And yeah I should probably do something about the sound effects. :P
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I like SW's and KW's screens. Good job, guys.

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In your case that's not going to make a difference, is it now?
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I wondered if you were gonna pipe up benny you bum sniffer :P
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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

Last Edit: June 05, 2009, 09:49:26 pm by Nessiah
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That's really impressive, Ness. It's funny cause after all my preaching about lite c and using programming languages I am currently messing around with RM2k3.

I guess this is called regression...
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@ed well it's nice to have everything premade so I know what you mean :(
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@Nessiah: Wow, I had no idea you were doing stuff like this. How long ago did you start working with Java?
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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



Awesome Ness. Now I can give up AAG and help you with your project :D
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