Screenshot Thread

Started by Nortos, January 08, 2008, 02:24:04 am

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element

I already have a pretty variated tileset.
I played with the maps some more, and made the sand mook more sandy, so without as much of the weeds.
Looks better now.
Though I am gonna keep all the weeds on the grassy part for now I think.

Boba Fett Link

Yeah, the weeds on the grassy part look fine. I tend to put tons and tons of those weeds on there, usually in large clumps.
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Landith

Title Screen: ShowHide

Title screen image by =seiorai, go check her out on deviantART, she has some interesting things there.
Cave Cutscene: ShowHide

Elf sprite by sithjester

Blizzard

Lol, grammar mistakes.

"This is probably the quietest I've ever seen you, Cassandra. What's wrong?"

You should put up some more.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

ThallionDarkshine

Here are some screenies. Right now I'm trying to improve my mapping so I made one map with each of the first five tilesets.

Spoiler: ShowHide



GrimTrigger

June 02, 2012, 05:52:07 pm #1285 Last Edit: June 02, 2012, 05:54:20 pm by GrimTrigger
@thallion: I really like the density of trees in your forest map. I would definitely recommend getting a master tile set so you can have more diversity in vegetation, but overall well done. I think there is a tile set that would be better suited to a swamp type of  environment, as the contrast of green and square water doesn't do your concept justice. your final screenshot is pretty nice but watch those stairs something doesn't look quite right there. I see you're a fan of the floating crystal.

Boba Fett Link

Quote from: GrimTrigger on June 02, 2012, 05:52:07 pm
I would definitely recommend getting a master tile set so you can have more diversity in vegetation.


I wouldn't suggest a master tileset as larger tilesets increase lag. However, you can combine a few tilesets to get more variaty.

Overall, the maps look great!
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GrimTrigger

Quote from: Boba Fett Link on June 02, 2012, 08:39:20 pm
Quote from: GrimTrigger on June 02, 2012, 05:52:07 pm
I would definitely recommend getting a master tile set so you can have more diversity in vegetation.


I wouldn't suggest a master tileset as larger tilesets increase lag. However, you can combine a few tilesets to get more variaty.

Overall, the maps look great!


I experience no noticeable lag, I guess maybe my tileset isn't as big as some other people's master ones....

ThallionDarkshine

Actually, I'm trying to make one map with each of the rtp tilesets to improve my mapping. I've got a bunch more that I'll post later.

Quote from: GrimTrigger on June 02, 2012, 05:52:07 pm
@thallion: I really like the density of trees in your forest map. I would definitely recommend getting a master tile set so you can have more diversity in vegetation, but overall well done. I think there is a tile set that would be better suited to a swamp type of  environment, as the contrast of green and square water doesn't do your concept justice. your final screenshot is pretty nice but watch those stairs something doesn't look quite right there. I see you're a fan of the floating crystal.


I love floating crystals!
I know the stairs don't look right, I was trying to build them into the mountain.

Vexus

June 02, 2012, 10:02:10 pm #1289 Last Edit: June 02, 2012, 10:04:30 pm by Vexus
Some new screens from the hospital.

A corridor before having to use the emergency exit stairs to head down. (Have a bunch of signs ready for occasions like this pic)
Spoiler: ShowHide


3rd floor emergency exit stairs. (Indicated by the sign I made near the vending machine tough I think it's a little too big)
Spoiler: ShowHide


2.5 floor showing a blocked passage with the elevator sign. (At least I hope it makes you think of that)
Spoiler: ShowHide


And 2nd floor of emergency exit stairs before going back into the actual hospital to find a way out. (I intend on using signs for every floor to portrait a more realistic approach)
Spoiler: ShowHide


----

@Thallion your best one of the 4 of them is the one on the beach, it has enough detail to not look bland/empty but not too much that makes it look flooded.

A slight suggestion would be to remove the trees and branches from the deep water, leave them on the first and second level of water depth.
Current Project/s:

GrimTrigger

@Vexus

I continue to be impressed with your game's style. I love the black and white. I get the sense the dark color scheme keeps the player's wondering when something is gonna pop out of shadows...


ThallionDarkshine

@vexus
Thanks, I sort of have a problem with cluttering maps too much.

GrimTrigger

Quote from: ThallionDarkshine on June 02, 2012, 10:26:13 pm
@vexus
Thanks, I sort of have a problem with cluttering maps too much.


I personally like lots of things on the ground, but it has to be done aesthetically. I like complexity personally, but some people like the clean, simple look. As long as you don't have the same kind of plant/flower/tree placed to many times in a small area, you'll be fine. I just try to mimic nature as much as possible. I take google images of stuff and try to emulate what I see with the tileset I'm working with. Tends to give me ideas.

G_G

June 03, 2012, 04:04:14 am #1293 Last Edit: June 03, 2012, 04:08:45 am by game_guy
My Alien Spawners "Settings" screen. It probably feels a bit cluttered.
Spoiler: ShowHide


Just for clarification, this game will be running on Android, Windows, Mac, and Linux.

Boba Fett Link

Yeah, it is a little cluttered.

Maybe make the circles smaller?
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G_G

Maybe I'll put the Ship Customization on another screen. To be honest, the big circles help out quite a bit on my phone since there is a large difference between a 1920x1080 screen and a 854x480 screen. The mouse is a lot more accurate than my finger. >.<

Blizzard

From experience, on a 2.5 inch screen (e.g. iPhone), you can put 7 menu items vertically and they won't be too small. 8 can work out, too, but everything beyond 8 starts causing problems and pixel-poking.
So G_G, I approve your design. xD
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

Thanks. :3 This is the furthest I've gotten with any bit of Android development. I'm so proud of myself.

Landith

I like that design.. but what are the Red, Green, Blue sliders for..?

winkio

By looking at the screenshot, I would say it is the color of the player's ship, which you can see at the right of the screen.