Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 70 of 89 View original ↗
  1. alice_gristle said:
    @cthulhusquid style strongly Alice approved!:kaoluv: Personally, I wud work the bridges to make it so the lone white pixel on the water tile isn't so lonely, buuuut... that's a nit-pick :biggrin:
    Well you're in luck because here's some new additions, including more white pixels! I now have a ship, docks, hills, a mine, and a halfling town.

    Now I just have to make the real world map... IDK how big it should be.

    Screenshot (609).png
  2. Videoframe_20240716_060202_com.huawei.himovie.local.jpg
    Videoframe_20240716_060236_com.huawei.himovie.local.jpg
    Made a Tetris game when I was bored yesterday. I don't know what to do with it. I'm a bad Tetris player myself.
  3. Hope this is the right place to post this, but starting to get a better feel for the battle scene...I think? Battlers might be a bit too big, but I guess that's something to ask the resource thread. Ignore the lack of crows feet. Trying to get better at making place holder art before I super commit.
    Image
    Illustration.png
    Tiny Low Quality Gif
    gif.gif
  4. @sleepy_sealion I like how Maxie's tippy toes became an idle animation. The personality of the dogs somehow gets reflected on tiny details like this. Very nice work!

    ---

    The starting village of the game I'm currently working on.
    village1.png
  5. Deceius said:
    @sleepy_sealion I like how Maxie's tippy toes became an idle animation. The personality of the dogs somehow gets reflected on tiny details like this. Very nice work!

    ---

    The starting village of the game I'm currently working on.
    View attachment 311723
    What tileset is that?
  6. @Deceius I'm glad you noticed that. I've been kind of worried animating the battlers wasn't really adding anything..Also love your tileset, really good more detailed Gameboy-Zelda vibes from it.
  7. Deceius said:
    @sleepy_sealion I like how Maxie's tippy toes became an idle animation. The personality of the dogs somehow gets reflected on tiny details like this. Very nice work!

    ---

    The starting village of the game I'm currently working on.
    View attachment 311723
    Is that the full size? It has a lot of personality for being so small.
  8. Made a "game over" animation for a tetris game.
    The problem is the color makes it hard to read.
    GAME OVER
    ezgif-7-86c553409e.gif
  9. Andreavnn said:
    What tileset is that?
    The is initially from Lo-bit pack by finalbossblues. But I've edited some of it for cliffs, some sprites and stuff for this project.
    cthulhusquid said:
    Is that the full size? It has a lot of personality for being so small.
    Thanks :)
    And yep, that's the full size of the town. I am planning on making the maps consistently small, and the layout is laid out on the game's screen size.

    ---

    @utunnels that's a creative way to make a game over screen. for the readability issue, haven't you tried to put an outline to it once the game over text is assembled?
  10. Deceius said:
    The is initially from Lo-bit pack by finalbossblues. But I've edited some of it for cliffs, some sprites and stuff for this project.
    I am using finalbossblues' time stuff right now. They make great content.
  11. utunnels said:
    Made a "game over" animation for a tetris game.
    The problem is the color makes it hard to read.
    I'd second adding an outline to the text, but also maybe make the screen behind the text turn darker? It should help sell the game being over, while also helping readability.

    I also love the detail with the dog and the cat jumping out of the way of the text <3
  12. You are right, the screen need to go darker. @Mac15001900
    DARKER SCREEN
    1721403017370.png
  13. Lomaxient said:
    View attachment 311226

    My latest almost finished level. Thought this would be a fun one to share. You can kinda/sorta play this one with your finger if you're bored.

    The goal is to get into the central room. Each gate has a different coloured orb above it (white, red, blue or yellow). Extra treasure is locked in the room with the yellow orb above it's gate (top right).

    To open the gates you must first acquire the "master orb" from the pedestal, then imbue the orb with energy from the coloured tombs. Touching three coloured tombs in succession will cause the corresponding coloured gate to permanently open. Touching a different coloured tomb will drain the energy of the orb and reset it to lowest colour level of the tomb most recently touched.

    In addition, any coloured chest will open if the acquired orb holds any amount of power. i.e. The red chests will open if the last tomb touched was red. Wooden chests are just freebies.

    p.s. The pillar thingys are not tombs.

    Dunno if that makes sense or not, let me know if the puzzle breaks your brain. :smile:
    Oh and of course, you start at the bottom centre.

    Oh my gosh, I absolutely love this! I'm a bit intimidated to try it with my mouse but this is the exact sort of thing I eat up as a player.

    Deceius said:
    @sleepy_sealion I like how Maxie's tippy toes became an idle animation. The personality of the dogs somehow gets reflected on tiny details like this. Very nice work!

    ---

    The starting village of the game I'm currently working on.
    View attachment 311723
    This is fantastic. I love the use of elevation, especially with the shift to the cave at the top. I wonder if that creature there is friendly, or if the villagers should be worried?
  14. Some in progress screenshots of Waterford Castle.
    Screenshots
    Screenshot (623).png
    Screenshot (622).png
    Screenshot (625).png
    Screenshot (624).png
    Screenshot (626).png
  15. @cthulhusquid These are looking good. I like the layouts, with things not too spread out.

    I was a bit surprised that the building in the last screenshot appears to have no windows on the ground floor. The same with one house in the previous image.
  16. @cthulhusquid lookin' pretty nice, sweetie! :kaoluv: Yo half-timbered houses are sweet, I like the variety! D'you think you cud add a bit of variation in the fields (the final pic)? Make the rows of crops a bit less uniform-lookin', maybe by pullin' out a random plant here and there?

    Also, I wud personally not put two different types of cobbles next to each other (second to last pic), makes it look a li'l bit busy? Maybe try to replace one cobbled tile wid a more neutral ground tile, see how it looks? Otherwise nice job, honey! :wub
  17. Yeah they look really nice.
    @cthulhusquid Maybe better if you finish adding some shadows.:LZSgrin:
  18. Kes said:
    @cthulhusquid These are looking good. I like the layouts, with things not too spread out.

    I was a bit surprised that the building in the last screenshot appears to have no windows on the ground floor. The same with one house in the previous image.
    The buildings in the last screenshot are warehouses, so they don't really need windows on the ground floor. I'm not really sure what house you are talking about in the second to last picture though...
  19. @cthulhusquid this one
    1722073732187.png

    The building lower and to the left has a couple of windows almost obscured by window boxes, but this one has nothing.
  20. @Kes I wud honestly not put any windows there either :kaoswt: