Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 97 of 104 View original ↗
  1. @ericv00, I'd say know when to stop, honey. Those doorways look real good! :kaoluv: There's always gonna be imperfections especially to the eye of the maker, and if you keep honing the details, you gonna get bogged in them.
  2. A few screenshots from my newest maps, inspired on shadow moses from metal gear solid.
    Screenshots
    sm_base.png
    sm_b1.png
    sm_b2.png
  3. @BK-tdm, she still in a bikini top? Boobs gonna freeze. :kaocry: Any snipers around?
  4. Some more updates on my new lighting.

    Spoiler
    Screenshot (113).png
    Screenshot (112).png
    Screenshot (110).png
  5. 1640486611997.png
    I've never posted in one of these threads before - I was looking for somewhere to share progress on this! New battlebacks, new enemies - Chapter 2 is coming along REAL NICE I reckon!
  6. @Ninjakillzu, wow, real nice-looking maps, sweetie! Delightfully crowded and organic, without bein' overwhelming! I got no good feedback on the lights, tho. :kaoswt:
  7. Doing summons / transformations has always been the most difficult thing for me to program, but I think my dryad transformation turned out pretty good
  8. Dis a room prototype I made! :biggrin: I got this idea about four sisters living in the world of the dead and tryina fix their broken relationships, then a few days later I find myself with a bunch of tiles... :kaoswt2: I'm kinda going for a Game Boy Pocket style, whaddya think?

    Also technically not a screenshot, but tile by tile it's like it would appear in game... :kaoswt:

    Spoiler
    screen_proto.png
  9. alice_gristle said:
    Dis a room prototype I made! :biggrin: I got this idea about four sisters living in the world of the dead and tryina fix their broken relationships, then a few days later I find myself with a bunch of tiles... :kaoswt2: I'm kinda going for a Game Boy Pocket style, whaddya think?

    Also technically not a screenshot, but tile by tile it's like it would appear in game... :kaoswt:
    Awesome! You got the vibe just right. I dig what you made.
  10. @BK-tdm i loved the old Metal Gear feel from your maps.

    The hud and bars are quite good and matches really well the background. The maps are all well made in my opinion, i just would make the shadows in the first map near the trees, reach the wall in the back if i were you, cause the building continues and the shadow suddenly stop there.

    Keep improving your work, as it's already good right now, so it will just get better and better.
  11. ...am I doing it right...?

    Spoiler
    BattleMenuPreview.png
  12. AphoticAmaranth said:
    ...am I doing it right...?

    Spoiler
    View attachment 211546
    sure, the UI looks pretty nice, although, a personal question, why did you go for 6 party members this time around? I'm curious in how you want this to affect the general gameplay.
  13. AphoticAmaranth said:
    ...am I doing it right...?
    The UI looks nice to me. I don't know what you are aiming to achieve, but I like what you've made. Where you are doing it "right" or not, I probably cannot say at this time without knowing what you are "wanting to do."
  14. IvanForever said:
    The UI looks nice to me. I don't know what you are aiming to achieve, but I like what you've made. Where you are doing it "right" or not, I probably cannot say at this time without knowing what you are "wanting to do."
    that's kinda why i was asking "why 6 party members", if you need 6 party members the battles are either going to be easy or hard, or you could make the battle party be more limited.
    But in the end i'm just talking about my own preferences right here and it's a matter of execution and seeing the actual result before talking further about what's right and wrong..
    And i'm rambling again..great
  15. Johnny_Ray said:
    that's kinda why i was asking "why 6 party members", if you need 6 party members the battles are either going to be easy or hard, or you could make the battle party be more limited.
    But in the end i'm just talking about my own preferences right here and it's a matter of execution and seeing the actual result before talking further about what's right and wrong..
    And i'm rambling again..great
    I have seen games with more than 6 party members and executed well, so I didn't think that was something to note at all. The thing is what the person means by "doing it right." This thread looks more like it's about mapping and interface design, and I like what he/she did aesthetically, especially the different colors for each party member's stats window. Anyway, no idea what "doing it right" means for him/her. But I like what I am seeing. Whether it's "done right" or not, I have no clue.
  16. Thanks! I was trying a different UI layout from what I usually do and wasn't sure if it was a good idea.
    Johnny_Ray said:
    sure, the UI looks pretty nice, although, a personal question, why did you go for 6 party members this time around? I'm curious in how you want this to affect the general gameplay.

    Mostly because I didn't want to be like every other game with 4 party members. I'd also have "team" skills in which you issue the command to one member and then two of them will work together to cast the spell.

    Spoiler
    bDz6PJA.gif
    Don't mind the TP I just set guard to give max tp for testing purposes
  17. AphoticAmaranth said:
    Mostly because I didn't want to be like every other game with 4 party members. I'd also have "team" skills in which you issue the command to one member and then two of them will work together to cast the spell.
    This sounds interesting and the animated shot you just posted looks lovely. I like the arrangement of 6 party members with 3 at the front and 3 at the back. Perhaps you might can do something with front row and back row stats, skills, and tactics.
  18. AphoticAmaranth said:
    ...am I doing it right...?

    Spoiler
    View attachment 211546

    Nice work.

    Maybe reduce the command window width and find a way to avoid that the states icon are upon the hero face.

    Quick question :
    what does the icon near the ATB mean ?
  19. Boonty said:
    Nice work.

    Maybe reduce the command window width and find a way to avoid that the states icon are upon the hero face.

    Quick question :
    what does the icon near the ATB mean ?

    Thanks! Maybe I could shift the icons higher up and the names to just above the HP bar?

    alignedprobably.png

    I suppose you mean the bar at the bottom? That's actually a TP bar (using it for limit breaks), and the icon (and window colour) is supposed to represent each character's element.
  20. AphoticAmaranth said:
    alignedprobably.png
    Thanks for the close-up. I just wanted to say I dig the matching hair colors as well. Not much to say besides me liking your interface design. Keep up the good work!