Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 71 of 89 View original ↗
  1. @alice_gristle neither would I, but that would be in part because I wouldn't put one-tile high doors either. I think it's hard to use those doors and have windows. I only mentioned it because it stood out (to me) as an anomaly against the other building.
  2. A dreamlike place, where the laws of physics and logic do not apply.

    The beach
    1722079649364.png
  3. @Raony I like the dramatic blue-and-red contrast!:kaoluv: The cliffs/rock looks overly dark tho? My screen is at full brightness and I can just barely make out that there's a plank bridge of some kind? Sooo, wud it be possible to fiddle wid brightness a bit? :kaoswt:
  4. alice_gristle said:
    @Raony I like the dramatic blue-and-red contrast!:kaoluv: The cliffs/rock looks overly dark tho? My screen is at full brightness and I can just barely make out that there's a plank bridge of some kind? Sooo, wud it be possible to fiddle wid brightness a bit? :kaoswt:

    Thanks! ^-^ The red and blue, the contrast between them, are very important narratively. For this reason, they dominate the scene. And yes, the rocks look too dark to me too. I'm using "tint screen" effect for this area, but on this specific map it didn't work so well. I plan to correct this in the future.

    :)
  5. Not really a screenshot, but a footage of combat and early areas of the game.
    Most of the work done here is just polishing up some stuff with the Moghunter's chrono engine (better enemy reaction, animation / damage pop-up centering, animated status effects, compatibility fixes and some optimization)

  6. 1722312927143.png
    I took a screenshot of the OMORI GR2 Demo recreation that I worked on. Please note that this isn't the actual OMORI Demo that was hosted at Giant Robot's Game Night in 2014. I just wanted to recreate it for fun as it's basically lost media.
  7. @Deceius yo choice of tileset is really cute!:kaoluv: I'm not totally sold on the attack animation yet, wud it be possible to make it somehow stand out more? Like, I dunno, makin' it bigger or sumthing? :kaoswt:
  8. alice_gristle said:
    @Deceius yo choice of tileset is really cute!:kaoluv: I'm not totally sold on the attack animation yet, wud it be possible to make it somehow stand out more? Like, I dunno, makin' it bigger or sumthing? :kaoswt:
    Hmm. I made the character's weapon bigger. Its readability improved, especially when with multiple enemies. Thanks for this insight!

    sword_new.gif
  9. Fancied sharing this. It's the very rough beginnings of my world map. It will only be traversable using vehicles (airship and galleon). I know it looks terrible at the moment, but every epic journey starts with a long pooh. 1722538719540.png

    Update - Also a couple of test renders using Ai and various filters.
    AI enhanced versions.
    1722594307365.png
  10. So I made this map and for whatever reason, I'm just not entirely satisfied with the way it came out. I can't quite put my finger on why I'm not happy with it, so some feedback would be nice.

    The Temple of Aurora. The story for the location is that it's an ancient temple that has been constantly inhabited and used kind of like a monastery.
    Map
    AuroraTempleMap.jpg
  11. @Slaughty
    The map itself seems fine to me. What I found less good was the lighting.
    Your globe lighting is very definite. Perhaps if they faded/blurred towards the edges they wouldn't feel so blob-like. I'm also uncertain about what the light source for the central doorway could be, and what the light rectangle above it was.
  12. Slaughty said:
    So I made this map and for whatever reason, I'm just not entirely satisfied with the way it came out. I can't quite put my finger on why I'm not happy with it, so some feedback would be nice.

    The Temple of Aurora. The story for the location is that it's an ancient temple that has been constantly inhabited and used kind of like a monastery.
    View attachment 313801
    In my opinion, it is a good map, depending on the light you generate on the screen, as the screen tone can have different effects.
    Now the error in the dispersion of light is visible, which passes through walls and corners, I am referring to purple light.
  13. @Slaughty There are some cool features on this map. Like the reflections on the floor in the room with the book shelves.

    The purple light is what threw me off, as has been previously mentioned. The perfectly round and abrupt ending light ring doesn’t seem natural.
  14. @Kes you're probably correct about the lighting. I had the edges softer with more blur before and it didn't feel right so I tried this. Weird that it doesn't feel right either way. The central hallway in the upper portion leads to a balcony overlooking the temple's gardens. I just made it bright, prob too bright.
  15. @Slaughty
    Take the 4 central purple lights. The left and right top lights are clearly placed further up than the 2 end columns However, the light is still falling on the south-facing plane of those columns, even though the lamps are behind them. Then the two in the middle - the columns nearest them appear to have what looks like shadows falling forwards, which isn't possible. But perhaps, on looking at them yet again, they aren't shadows, just unaccounted for lines on the floor. I'm confused by them.
  16. Thanks for the insights, y'all! Very much appreciated. It feels much better. Going to probably keep tweaking it a little more. I don't even know why it's bothering me, the player isn't even going to be on this map for very long.

    So, I softened the lights, removed the light from the far most columns, removed shadows from the inner most columns, and reduced a lot of the 'white' lighting to not be so bright. Hopefully it's better. Still working on the Player's Reflections... So close!

    Video
  17. Slaughty said:
    I can't quite put my finger on why I'm not happy with it, so some feedback would be nice.
    A couple of thoughts.

    WINDOWS - The light should cone immediately from the light source. At present the light splashes form a sort of upside down funnel shape.

    LAMPS - The glows should dither/fade out/disperse the further away from the light source. At present there's a hard edge to the glows.

    A rug and a picture or two might help. If you really want to make it pop, go to town on the shadows.

    Just my thoughts. It does look nice though.
  18. Another super rough one from me. Just planned this maze level out today.
    Ice Maze Diagram.png
    This'll all get turned into proper graphics soon. Just another one to play with your finger if you're really, really, really bored.

    Enter from bottom centre. The ultimate goal is to reach the 5 pointed star.

    Blue tiles represent ice. These tiles are slippery, meaning if you walk on these tiles from the west you must exit on the east, if you enter them from the north you must exit from the south, etc.

    The 6 coloured dots represent keys. The 6 coloured blocks represent locked doors. The coloured doors will permanently open once a key of the corresponding colour is collected.

    The GIMP logo represents a pair of ice skates. These will nullify the effect of the ice tiles. Once collected you can walk freely on the blue tiles.

    The four pointed stars represent special treasure that can only be accessed once the ice skates are obtained.

    It's all a bit difficult to read in this format, but I enjoy sharing the journey. Also I'll add treasure to many of the dead ends once it's properly created.
  19. Lomaxient said:
    Another super rough one from me. Just planned this maze level out today.

    This'll all get turned into proper graphics soon. Just another one to play with your finger if you're really, really, really bored.

    Enter from bottom centre. The ultimate goal is to reach the 5 pointed star.

    Blue tiles represent ice. These tiles are slippery, meaning if you walk on these tiles from the west you must exit on the east, if you enter them from the north you must enter from the south, etc.

    The 6 coloured dots represent keys. The 6 coloured blocks represent locked doors. The coloured doors will permanently open once a key of the corresponding colour is collected.

    The GIMP logo represents a pair of ice skates. These will nullify the effect of the ice tiles. Once collected you can walk freely on the blue tiles.

    The four pointed stars represent special treasure that can only be accessed once the ice skates are obtained.

    It's all a bit difficult to read in this format, but I enjoy sharing the journey. Also I'll add treasure to many of the dead ends once it's properly created.

    Just some personal feedback as a player. I absolutely haaaaaaate mazes like this. Multiple, constant dead ends, huge in size, tons of backtracking. Idk I find mazes very hard to nail right.
  20. Silenity said:
    Just some personal feedback as a player. I absolutely haaaaaaate mazes like this. Multiple, constant dead ends, huge in size, tons of backtracking. Idk I find mazes very hard to nail right.
    Yes, I think you have a point.

    I intend to add warps to minimize backtracking + treasure so dead ends feel more rewarding. Also, this is is one of 5 secret/optional/non-storyline levels for extra special bonuses.