Topic: The Screenshot Topic (Read 106133 times)

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Jmickle what are they doing in that black rectangle?

jman00 add some black borders and it will look like a gameboy rom
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I'll not TAKE ANYTHING you write like this seriously because it looks dumb
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jman00 add some black borders and it will look like a gameboy rom

Ooooh~! Good idea, I'll do that too! Thanks. :D
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Ooooh~! Good idea, I'll do that too! Thanks. :D
Using (possible) sarcasm to improve your game? Priceless.  :fogetlaugh:
How about no!? You are an idiotic version of a baboon.
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Using (possible) sarcasm to improve your game? Priceless.  :fogetlaugh:

Not exactly, I actually did use his suggestion, it works pretty good actually.
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Ooooh~! Good idea, I'll do that too! Thanks. :D

Ugh, please don't do this. It's not a gameboy rom. :(


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jman00 add some black borders and it will look like a gameboy rom

yea and add a nintendo logo so it looks like a nintendo game
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I added the Black border because that way the map looks smaller and making the maps a little smaller to navigate. But if it doesn't work out too well, I'll just get rid of it.
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Another new game, except it's for a comp due in 10 hours. So yeah, it'll be completed.
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Another new game, except it's for a comp due in 10 hours. So yeah, it'll be completed.

I will be playing this game in 10 hours.
don't mind me, just postin' after a few brewskies
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@JMickle the Urban Lemon: LOL at the yo dawg!
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Jmickle what are they doing in that black rectangle?

what, the text? makes it readable i guess



inventory system and improved tiles + text system. The text will move itself onto the screen if it would otherwise not do.
Last Edit: August 03, 2009, 01:28:51 pm by JMickle the Urban Lemon
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Jmickle, i guess when he said the black rectangle, he meant "this black, rectangular room."
hm. '-'
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@K-HOS
I like the sprites

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Sprites:


It's kinda spoiler-ish but eh... I got lazy on programming atm, so spriting it is.
Note:
1st one is kinda odd, hopefully the shadow is not too dark; don't worry about the 2nd's (blue) shades. The color palette for that one is different, so it doesn't "translate" nicely to this compilation.

EDIT :
FINALLY GOT A TOP PAGE WITH SOMETHING TO SHOW
Sprites and Stuff
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I dig your sprites, Sleeping Wind! Y'know, you might be the next Kamen Rider kaiju designer sometime!By the way, was the last dude wearing a long cape, 'cuz its shaping made it look like a shield with chains.

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My first MOCKUP. Quite half-assed, id'say. Yet, i am ridiculously short in time. I will do a better one soon.
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SW: Those sprites are kick ass.



This game is coming along nicely. The first level will have 100 maps... wowzars (26% finished). Free exploration too, although some rooms will need keys, most of that stuff is mission based. I think I have the battle system pretty well completely balanced, however it's a quick fix if it turns out it's not.
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that menu is kinda confusing. is there going to be any graphics to go along with those icons or what?
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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1. Random loot drops that you can pick up.
2. Movements.
3. Simply displays what you're holding, no interaction needed.
4. The items you are holding.
5. Mission notes will go here.
6. Simply describes where you are.
7. Only turns red in battles, which will be a clear indication a battle has started.

I assure you, if you play it won't be confusing. As far as images, what you see is what you get. I'm trying to go with simplicity. However, as you can tell the level selection menu has a bit more elaborate preview pictures.
Sweet online game in alpha.
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1. Random loot drops that you can pick up.
2. Movements.
3. Simply displays what you're holding, no interaction needed.
4. The items you are holding.
5. Mission notes will go here.
6. Simply describes where you are.
7. Only turns red in battles, which will be a clear indication a battle has started.

I assure you, if you play it won't be confusing. As far as images, what you see is what you get. I'm trying to go with simplicity. However, as you can tell the level selection menu has a bit more elaborate preview pictures.
Awful, awful, awful UI design. Reduce the amount of unnecessary stuff on screen by about 10x.

Some basic suggestions:

Just don't show the goddamn 'click to attack' box if you can't attack. It's a confusing waste of space.

Only show loot if there's loot available. Ideally loot should be a modal window that the player interacts with and then dismisses forever.

Don't show inactive icons in the DEF and ATT sections. It's confusing and not at all helpful to the player.

Quest items should be laid out sequentially - scattering them randomly around a grid makes the list harder to understand. This also applies to the DEF and ATT sections - if possible they should just be a sequential list of the active effects. The icons look different from each other so I would advise having a single 'effects' section instead of separate sections for attack and defense.
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Complaints noted.
Loot appears at random on any given page so that box is never not necessary. It is available 90% of the time or more, since the player is almost always needing to change their att/def, which is why I displayed all of what they have. I can see your point about only showing what is active, but if you're confused by white and gray, I think you are too easily confused. Are you one of those people that needs a blue streak to follow a puck on ice? Rhetorical question.

"Just don't show the goddamn 'click to attack' box if you can't attack. It's a confusing waste of space"

Although I believe you are unnecessarily angry about this (see: goddamn), I agree. I will do something about that, but leaving the space black doesn't look right.

"Quest items should be laid out sequentially"
Items are picked up at random in this game, and in the quest box each is placed with a purpose. IE> Top row is consumable items starting with the weakest HP increase and going to the highest, then other consumables. The second row is reserved for stationary effects, and the third row for keys and other items (ie. Mystery Box and Death Note).

I agree with a couple of your suggestions, but man did you crap on that screenshot.
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Added a player character, collision detection, and a range of vision system to it. it's starting to come together pretty nicely.

anyone want to help me with a few small sprites? I need a good hero graphic, and maybe a few monster sprites. PM me if you want to help.

Next thing I am going to add is combat and the hud. The hud is going to be highly modular, and you can add and move around windows as you see fit.
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