Topic: The Screenshot Topic (Read 106134 times)

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@Mineyl: That's awesome, what was it made in?
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@Minely: WOW only this I can say.

Horrible place in game.
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@SupremeWarrior: You probably won't believe this, but RPG Maker 2003.  :laugh:

@15312: Your screenshot disturbs me, but I do like it.  Flowers in a lava-filled cave, though?  :o
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You never can have enough purple flowers. Especially when they're purple.
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....
@15312: Your screenshot disturbs me, but I do like it.  Flowers in a lava-filled cave, though?  :o

The flower is part of quest 10 Flowers. Simple just add watter to 10 flowers and unlock the quest.
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Just testing Blizz ABS's alignment.
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Among other things, I definitely need to redesign the zombie sprite. It looks like a cross between a Tonberry and the Notre Dame mascot's pose.

Hi killerwolf why don't you try warm grey tones for the skelletons?
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Fishing comes to "Dawning of a Dragon's Valor"! =D

[hide​]Today has seen the addition of the Fishing Skill to DoaDV. Seeing as how this will become something bigger in the future, I decided to start the players off easy with an introduction quest of fishing 7 Carp and 5 Salmon. Doing this can be done at any river/coast (minus the world map) that either matches the sea level or is one cliff elevation higher around the world. Whether you want to use these for your Crafting skills, cooked for food, or sold for a few quick hundred GP is up to you. As is typical with these kind of skills, what you catch is purely random as you currently have 4 outcomes. 1. Catch Carp, 2. Catch Salmon, 3. Response but fish escapes, and 4. No response. From level 1 to 2 will require 200xp, and an additional 100xp is required after each, such as 3 would cost 300xp and 4 would cost 400xp, continuing until the player feels like stopping. I'll probably set the cap at level 1000 before releasing it to the public. A second quest is already planned, but probably won't be worked on for a couple of days.[/hide]




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Eh, some silly side project I'm working on for fun.
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Would be I correct in assuming all graphics seen on screen are custom?
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@Ocean: I'm digging the style, but your HP/SP displays really need some negative space around them 'cause they're a bit hard to read on that background.

Also, if those graphics are custom, then I must say excellent work! :laugh:
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Thank you! Yes they're custom, I was using some tiles I made back in 2005 or 2006 before, but I felt like remaking them to see how I'd do.

OK, I'll have to see what to do with the HUD so that the numbers pop out more!
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@Killer Wolf: That is exactly how I would describe it (the zombie, that is). Looking pretty neat, though! I'd love to see a background. Even something simple would do the trick if the colours were right. I like the new enemies. Hopefully you won't have too many medusa-head like infinitely respawning floaters. God damn those are annoying. I really like the old-school Castlevania stairs!

I'm testing some different stuff out for the backgrounds. Since the whole idea is kind of a new cv + old cv, I was thinking of something really low key like the backdrops in the original games, but I'm not very good at the complete 8-bit minimalist approach yet. I don't plan on using Medusa Heads too much, outside of the Clock Tower type area. The ghost enemy could be looked on as kind of a nuisance, but at present I'm only allowing one on the screen at a time. If the player gets too far away without killing it, it disappears and a new one shows up closer to the player.

Areas outside of the castle will have a more classic feel, but I won't have any instant-death pits. Instead, you'll just warp back to the last solid patch of checkpoint ground. That should take some of the sting out of Medusa Head/ghost induced falls. (I'm working on balancing it though, to make actually timing jumps and not taking any pitfalls rewarding enough to pursue - currently in the form of added xp from kills)

@Ocean - the screen looks really good. Aside from the health bar display mentioned before, one question: Does the building have a moat, or just a very waterlogged foundation?
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Two screenshots of the same level in my upcoming platform game. How it works is you can do the levels in any order, but for every x levels you do, a new color is added to the remaining levels. The player interacts differently to each color (red, for instance, is instant death). The second screenshot is what a level looks like once you've unlocked every color. Note that this level will be reworked so it's not ridiculously easy if you do it first.
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thats a pretty neat idea.
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@Ocean - the screen looks really good. Aside from the health bar display mentioned before, one question: Does the building have a moat, or just a very waterlogged foundation?
Ahh, it's a moat. I put a fence around it since then, but if there's anything I could add to make it more moat-y, I'll make the change there too.
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Bick, interesting idea.

Anyhow, I've got a game I want to release on Friday, I started on it this morning, and I'd like some feedback.

Before I start pixel-arting the anti-matter core, I'd like to know what else you'd guys would like to see.

Any suggestion is welcome. Thanks.



The blob doesn't stay purple, it's randomized, and so is the background.

And I'm still releasing a demo for my third person shooter before the end of the month. This is just to take a break and an excuse to not do homework.
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Coming Soon!
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I sthat one from velsarbor, the one with the spear?
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Gotta' admit that it does resemble Kento quite a bit...  Perhaps a cross-over game?

@Skarik: Interesting that you want suggestions from other people for your project.  Unfortunately, I'm at a loss as I'm not completely sure what I'm looking at.  A shoot 'em up, perhaps?
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