Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 27 of 99 View original ↗
  1. Kes said:
    Click on the person's avatar. A small screen comes up. In the middle you will see a button "Start a conversation". Click that and it will take you to your conversations part of your profile. pm = private message. So pm and conversation are the same thing with this forum software.

    Thank you sir!. I will remember.
  2. this is a different map, but is this what you mean by adding extra bits in the forested parts? this is part of the tutorial zone that i posted before thats part of a different project than the village.

    ps the reason why the top path isn't all messed up is because the goddess who made this zone mixed and matched specific pieces of land she found.
  3. Started a new project in MV to see what I could do with the default battle system.

    dx5Mxtn.png

    UI code is always so time-consuming to write :dizzy:
  4. Kaelan said:
    Started a new project in MV to see what I could do with the default battle system.

    dx5Mxtn.png

    UI code is always so time-consuming to write :dizzy:
    Wow! Good job!
  5. I wanted to see if I could make an image based menu in MV :smile:
    (large image)
    JymqlTG.png
    (edit: I'm sorry, I messed up making the image appear the first few times - I'm new and did it wrong :oops:)
    (edit: put the image in spoiler tags, since it's quite big.)
  6. AJJG_1995 said:
    I wanted to see if I could make an image based menu in MV :smile:
    JymqlTG.png
    (edit: I'm sorry, I messed up making the image appear the first few times - I'm new and did it wrong :oops:)

    Nice! Did you design this menu? or plugin?
  7. @DarkHunter and @Thomas Smith and @Canini and @VisitorsFromDreams - there are others, but these are just from the last 2 pages.

    Just a little reminder from the rules for this thread
    Celianna said:
    Do not quote screenshots, maps or videos in this thread. If you want to comment on someone's screenshot, please refer to them by their name (@membername), or keep the image in spoiler tags
  8. DarkHunter said:
    Nice! Did you design this menu? or plugin?

    I made it :)

    I found out you could use the "._createAllParts()" function from rpg_core.js to draw images beneath the window's contents, but above the window skin itself yesterday and got inspired. :)
  9. @AJJG_1995 do you mind if i ask you how you changed your simple status in private?
    i'm strugling to change mine with no success
  10. AJJG_1995 said:
    I made it :)

    I found out you could use the "._createAllParts()" function from rpg_core.js to draw images beneath the window's contents, but above the window skin itself yesterday and got inspired. :)

    It's always interesting to hear how people achieve the same thing in different ways.

    I did a similar thing while working on my UI (it's a windowskin above, but I've been playing around with picture menus as well), but I did it by overwriting Window.prototype._refreshBack and Window.prototype._refreshFrame, and drawing the picture background directly on the _windowBackSprite instead of the windowskin bitmap. That way the widowskin never spends any time drawing when you're not going to display it anyway.
  11. @Kaelan thanks for the help :) I tried it and the menu loaded noticeably faster :)
  12. @AJJG_1995 and @Kaelan Just a reminder to keep the thread on topic. Perhaps a pm next time?
  13. On topic, then.

    I switched to picture menus and added hp/mp/tp bars. They add more information, but they also make the menu feel slightly more crowded. I'm not sure which looks better. Any thoughts?

    Spoiler
    Hynzvjo.png

    Gn13zRv.png
  14. @Kaelan As different players process information in different ways, I think the second version is clearer. I think the bars make the info much more easily read. I can now tell at a glance that I have only around a third of my HP instead of having to look and compare 2 numbers. Others may prefer the actual numbers. With the second version both types have what they want.
  15. can someone please review my post?
  16. Map050.png
    This is a map I'm currently bogged down doing. The castle in the center (Provided by @GrandmaDeb) is your destination, which is the site of two dungeons: the straightforward castle section and secret catacombs you will have to visit later in the game.
    The idea is that 100 years before the game, a spell was placed on the castle and its staff: first time visiting it, you will find various people in suspended animation, who will only be able to move again once the spell is broken.
    The curse has also created a maze of indestructible cacti (provided by @Cyanide, with grouping by me) to sprout around it. The only way to the castle is through the labyrinth -- chopping it down is out of the question. Numerous foolhardy expeditions over the previous century had been mounted and many would be explorers were never heard from again. Many would get lost and before long die of heatstroke, others would slash their bodies on the knife-sharp thorns either through fatigue or by accident, or killed by the deadly desert fauna. Nobody has been able to get to that old castle.
    You arrive by train from a tunnel west-northwest of the castle and stop at the small settlement at the early part of the map. (I need to find appropriate assets for a railroad and a western-style town).
    ------
    I am planning for a route to get to the castle forming after the first mission to it is completed. By then the cacti are normal plants and can be cut.
    It is taking FOREVER to get through making this cactus maze. I need some advice to lighten the load here.
  17. Before I start working on a new project... I'd just love to drop one of my favorite scenes from my game Ceress and Orea here. =3

    CaO_06.png
  18. @Plueschkatze The lighting is pretty but it's drowning out the actual scene, I think. I'd love to see what they're looking at.
  19. This is the current intro movie I have in my game project right now. I plan on making a new and improved one once I have enough gameplay clips available to throw together instead. I also have another sound clip picked out. This is a good way to introduce my main characters and basic game synopsis still. The movie plays after the first "mission" is complete, that way the player is not bogged down with too much "watch and do nothing" right from the start. Instead, this gives a break after 1/2 hour of fighting.
    Intro Movie Video


    Moderators: I debated putting this in with the art threads but it didn't seem right. If it belongs there please move it, thanks.