Topic: The Screenshot Topic (Read 106134 times)

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the big watery bit by the wooden bridge? rushing water. more obvious animated
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Is that RM2k(3)?  If it is, are you actually going to be dealing with the perspective (implied by the bridge)?  Either way, that looks phenomenal.  Kind of reminds me of adventure movies from the late 80s-early 90s.
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ika, and the short answer is no. it'll look alright considering these are already 2D people walking flat against the ground and sideways through the air in M. C. escher-style impossibly slanting environments.
Last Edit: July 12, 2009, 06:22:18 am by Rockman
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Yeah, I'd imagine it'd look fine whether you did or didn't, but with the crazy stuff people are doing these days I didn't know if it was something you were going to tackle.  Again, it's just outstanding.

Screenshots:

All major cutscenes will be fully animated like so (not the real music used in game)  EDIT: It should be noted this is still a WIP and only used to set the general pace of the scene:

I've shown this before.  Some chipsets errors exist, but they've been fixed.

Last Edit: July 13, 2009, 03:44:18 am by oc_gunslinger
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Haha, that's pretty nifty! (The intro movie that is). How long did it take you to put all that together?
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Everyone that DIDN'T come up with the concept of the cat copter, you can now forfeit game making for life. Your game will never be cool enough.

Cray you need to fix your sig man. Can't see your topics. Also, you need to make a topic for the above game. I insist. Even if you don't have a cat copter.
Last Edit: July 13, 2009, 12:51:47 am by Renegade
Sweet online game in alpha.
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Not everyone liked the catcopter you know
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Nessiah, I hated myself for even saying it as I have a great love for kitties. Yet... it was still pretty awesome.
Sweet online game in alpha.
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Here are some screens from a quick project that I started yesterday to prove to myself that I can at least finish a tiny game like this.  (In order of oldest to newest shots)



what
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@oc_gunslinger

Haha, that's pretty nifty! (The intro movie that is). How long did it take you to put all that together?

Not long at all, actually.  The hardest part was importing the graphics.  Now that I have all the main character's poses/common animations (like walking, staggering, etc) I blast through the actual animating in about 20/30 minutes depending on the length of the cutscene and that's mostly just fiddling with text positions and everything.
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All major cutscenes will be fully animated like so (not the real music used in game):
Watching your characters stand perfectly rigid while the text sits there like a blurry brick of cleartype isn't particularly interesting. At the very least you should have their mouths moving around so it looks like they're not statues, but ideally they should shift around a bit too since they're supposed to be people.

I'd also suggest adding some weight or motion to the text, even if it's just a simple fade in/out effect.

You should also pick a better font.

Also some LOLRPG nitpicks:

Those wyverns are hilariously tiny compared to the humans.

Why doesn't he grab her with his other, free hand so that he won't lose his grip? Is it because his sprite can't pose that way, perhaps? :shady:
Last Edit: July 13, 2009, 03:05:09 am by Hiretsukan
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I guess I wasn't paying much attention when I posted it (I mentioned in the Youtube description, not thinking that it wouldn't be seen via embedding), but this is more or less the first cut.  It's not completely polished as I'd like it to be, but it's more or less how the scene will play out. (Previous remarks in spoilers because I don't want this to be more of a wall of text than it already is!)


That's pretty much how every other RM cutscene is, but I see your point.  I tried having moving mouths, but didn't like the way it looked.  Perhaps I'll revisit the idea.  I will also add some frames in the idle poses so that they're not completely still.


Fading the text in and out is a good idea.  Ideally though I'd love to have voice overs for these scenes, but I'm not counting on that.  I don't really know what other font to use, I want something readable, not something fancy.  If you have a particular font series in mind please suggest away, but at the moment, I don't see what font I could substitute that would accomplish what the current font doesn't.


Well, generally wyverns are a classification of dragons that are bipedal and have no arms.  In the reality of my game, wyverns are a smaller breed of dragons that fit the physical description of previously established lore.


Not going to lie, that's partly it.  I'm not the best pixel artist in the world and I'd rather have a pose that fits the situation than a pose that looks like a god awful pixel mess.  If I have the ability, I'd love for the cutscenes to be completely hand-drawn, but I don't have the talent or time, unfortunately, so I'm making do.  However, this pose in particular does irk me now that you bring it up and I will try to come up with something better.

Thanks for giving me some stuff to think about/work on!
Last Edit: July 13, 2009, 03:43:14 am by oc_gunslinger
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I'm learning sockets so I figured I'd remake Trihan's werewolf bot (I think Trihan made it) as a java application. It's pretty much done except I want to add the ability to search for games instead of the current joining system.
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wheeee

As much as I hate to see FF6 being used badly, I'm almost more sad to see them used so well, since it makes me infuriatingly jealous! I might doll up the Darill's Tomb portion of it a bit more, though, to give it the feeling like perhaps the man-made portion is either:
a) important because it leads to the sealed gate
or
b) totally innocuous because it doesn't lead anywhere  :fogetshifty: (and as a result a room that looks important in its own right!)

Right now it's just a tunnel that leads to a door. It doesn't seem... worthy enough?
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Here's a shot of the first boss.
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^ Love the simplicity - yet creative and whacky ingenius
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Theres always time to browse through pornomags even when your in a zombie infested city!
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the grey of the selves blends with the grey of the floor a little too easily.
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Better now?
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@SupremeWarrior: Did you... even change it? If you did, it's so subtle I can't see the differences. What you need to do is: darken the lines along the top of the shelves dramatically and also look at the interiors of convenience stores since they look nothing like that. As it stands, that looks like a big empty room than someone has dragged a couple of shelves into. Unless you're going for, you know, some post-zompacalyptic shopkeeper trying to start a business. But if it's pre-war, it's too empty. There needs to be more shelves more tightly packed together. Since I am guessing you can walk under the top of the shelves, there is no reason that there needs to be that much space in between them. The feel is right, but the layout is too unrefined.
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