Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 31 of 99 View original ↗
  1. @Shaz I think I'd have problems with your blue, which I find a bit strident. You might try de-saturating it a bit, or maybe adjust the brightness (or both).

    @Nikitaw99 For a town that contains only a few shops and no houses, how did it get to have such a large graveyard? To be honest, it does not come across as a town at all. The layout is not how towns are built or grow. Again given the size, what could they possibly want to generate that huge pile of crates? It comes across as a space-filler rather than an organic part of the town. In a tiny place like that, it is more likely that the Inn would double up as the Pub, rather than having a separate one.

    None of your houses has a chimney, so how are they heated? The buildings are very simple, single storey constructions, but you have given them elaborate and costly window frames (making curved window parts is a sophisticated bit of joinery and building) which don't match. As the Inn has a wooden fence (which fits the simple location) I'd make the fence around the graveyard wooden as well. Building materials in small places tend to be homogenous, so it would be better if all the brick walls were red or all grey.

    As those shops are also (I assume) where the shopkeepers live, you might like to think about rearranging the layout so that there is somewhere for people to hang their washing out, grow a few vegetables themselves, that sort of thing. This would help to make the town look more alive. Staying with the question of where do the shopkeepers live, you might want to rethink having only single story buildings. The shopkeeper has to get the shop, cooking, living and sleeping spaces all on to one floor. Tricky.
  2. @Kes, I found a solution and I'm ashamed I didn't think of it before! I'm just getting Despain to do the recolours for me :) For a tiny fee.
  3. I'm trying to add elevation even though this particular tile doesn't have an A4 tile. I took the cliff walls and put them on a higher layer (with slight edit) and tried putting them down underneath the regular ice floor tile - do you think I can get away with it, or does it look sloppy? If the latter, any ideas of what I can do to make it look better?
    Spoiler
    Map029.png
  4. I wanna post mine. I enlarged SV enemy and made characters glow in the dark:

    VS Boss
    B64D9AF4-F96B-4898-B9E5-774A4BA938A9.png

    Glow parties
    DC72B15D-8EF7-4645-8351-D34DE9816362.png
  5. zPCoWGN.png
    the entrance to a forgotten place
  6. :rock-left: Ooh! This looks great @esby
  7. _wip__sharing_moments_by_gomesrocket-dcc3gj5.png
    Idk how to improve more, also is just a corner of the map. Looks good?
  8. Gui for a commission:

    a633e215e8670eda41acfb0d3e3bbab4.jpg

    1ea99978c2ee8e78517c4e1cdd16ec2b.jpg

    cb0161456af86cd6bd20abab6ef96f95.png
  9. I finally decided to rejoin the land of the living.
    tumblr_p92ddeMuQb1v136q3o1_1280.png
  10. Well, I was told it's best here to post this - but here's a WIP screenshot of a game I'm working on - that my friends and me refer to as "Dog Game".

    Spoiler
    1ZM6VAq.png
    PVpcO9j.png
  11. @RocketKnight
    Looks really great, I want try your game!
    I likes the trees and everything but why is the character on those threads?
  12. Hey guys,

    It's been a while! :stickytongue:

    Is it okay if I have two different types of trees together like this? Would it look inconsistent?
    Spoiler
    lddWDc5.png
  13. @Mr. Detective I see no problem with having those 2 trees together. They are clearly variants of each other, so there is no clash of style/hue/saturation etc.

    What I would do, though, is have a couple of variations of the tile which puts the clump of grass at the foot of the tree. Having it on every tree is as monotonous as never having anything. Try having a small clump of flowers for some, a different grass clump on others, and some with nothing at all. Also, I think that having the roots of the tree standing right on the very edge of the path looks odd, especially as the edging is stones. I would be inclined to move the tree several pixels up the tile so that it is slightly back from the edge.
  14. Finally got this section of the menu working properly today! The text is just a placeholder for now - but it's meant to change to depict your current relationship with each travelling partner. I might add "milestones" to the bar as they progress to show players what they've earned for strengthening their friendships (e.g - new skills etc.)

    Relationship Menu.png
  15. @AquaDog It's difficult to comment, as I don't know exactly what art style you are going for, so what I am going to say might not have any relevance at all.

    Your rail track has zero depth. The runners and rails are one pixel deep, which I think looks very strange.
    In the desert shot (overall sweet) the way that the shadow (?) line runs absolutely straight across the screen looks clumsy. I would vary it slightly especially around the base of the cactus. Maybe also go for the tiniest bit of blurring between the 2 areas, especially around the enemies.
  16. @Kes Thanks for the critique. I absolutely struggle with backgrounds a lot so any bit of advice with those are helpful.
  17. candy_castle_by_gomesrocket-dccj9ht.png
    Looks ok, doesn't?
  18. @RocketKnight WOW! It's stunning!!! :popcorn:
  19. @RocketKnight If you show reflection on the floor, everything has to be reflected. Now it looks half done.