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Screenshot Thread

POST INDIVIDUAL SCREENSHOTS HERE!
This is for small numbers of screenshots from your projects or ones you've just knocked up for fun. This is where you'll get feedback for the visual aspects of your game only - you do not need to support these with plot or gameplay dynamics. If you wish to mention these things it's probably worth starting a new topic.

After resisting temptation for so long, I've had to crumble. I'm going to have to adopt a practise from another website (you know the one) and have a screenshot thread. It pains me to do so because I usually aim to keep RPG Palace/Town unique. However, screenshot threads generate tremendous interest and so I'm adding one here.

This should not interfere with the TsukuruCON, though. Bare that in mind. I'll start with a map from a project I'm currently making.


It's the dungeon crawler I've mentioned. There will be a playable version for the TsukuruCON - this is just to whet your appetite.

Here is the full map.

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From a game I barely even started.

Anyone remember where this is from? Laugh

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That map is just sheer insanity 0.o, that must have took you ages to make!
EDIT: And that scene too!

Here's a screenie from a bossfight from Collector, props to Maxy for making the balloon a while ago.

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Oh my. Sure, why not. (I don't make games anymore btw)

A map I made for Manifest's game.

A strategy/RPG game. (Yes, in french.)

A map I made to test lighting effects for a possible future open-ended rogue game. Laugh

editL This is from Spec Ops, Maxy, right?

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Great TownieTownie
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Browsing through this new topic obviously tempted me :lol:

Sticking Out Tongue

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Omen,

Screen 1, Nice. Ill give critique when I have more time, but what happened to Manny and his game?

Screen 2, Can't comment, although the tileset looks a bit plain and bare/

Screen 3, Pretty good, although you should look into RMXP when its for lighting effects- you can do some nice little things. Otherwise, nice map.

Indy, Is that an overlay I see? Sticking Out Tongue

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@Myonosken - Makes you realize how damn ugly FF7 was Sticking Out Tongue, seriously, keep up the good work! Finally a Final Fantasy project that's looking helluva awesome.

@Omen - Woa, the first map looks awesome 0.o, nice and big and detailed 'n all. The second map does look a little bare, but that doesn't really matter much, it's an srpg after all. For the third map, I don't really like the UBERBRIGHTNESS on the wall much, map's looking good though.

@Indy - Next project gonna be in RMXP eh? Sticking Out Tongue, when will it be done? March? Your mapping really, really, really, improved compared to Laxius Power 1 though. Reminds me, still need to play it..

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Quote:

Reminds me, still need to play it..

No need to hurry... it only got released 5 years ago :lol:

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Just for nostlagia. These screens are from the first serious (By this I mean a project that lasted over a month and had some promise) RPG I made; the original version of Confidentus Fabuli (the demo I released was intended to be a prequel to this, with the sequel being a remake of this). I worked on this between Easter and Winter 2002. Now all remnants of the project are lost, but I was fortunate enough to find these screens recently on the archived (and now dead) RPG Palace. These are all that is left minus a few graphics.

My all-original 'Ore Extraction' system. Collect ores, then a blacksmith shapes them into magical orbs or elemental shards to imbed into your weapon (I made everything but the char of the blacksmith and the panorama).

Asha, the hero, prepares for the counter-attack against a rebel uprising (System set by me).

Asha helps a young girl (Joalia) cut down branches blocking the entrance to a forest (I made the branches, and I know, they look terrible).

This game had real promise, and I got pretty far with it. I regret not having finished it because a few months after cancelling it just vanished from my hard drive. It had a fair amount of original material too. I cancelled this game because of the demand for customization. There were CMS's (Custom shops (Blacksmith is one, as seen above), character bios, etc...) in this and minigames, but I looked at everyone else's projects (At GGZ) that were getting a lot more attention simply for having a CBS (I used DBS, but some battles were custom like the full-scale wars), and it drove me to cancel. My screenshot topic on the GGZ boards turned into a conversation between two members. When I posted a screenshot from the ore extraction system, THAT'S when it got attention.

Enjoy!

A sig should be here, but the oppressive tyranny that has its iron fist clenched around our liberty has denied me my god-given (I have not capitalised the word 'god' because let's be realistic: he doesn't exist!) free speech.

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Great TownieTownie
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Quote:

Indy, Is that an overlay I see?

It's a default function of RMXP. It gives good results I think. Grin

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Quote:

Originally posted by Myonosken@Jan 24 2006, 10:10 AM
(Maxy beat me to it- whilst advertising TCON I've noticed the same thing as he had).

@Thom, nice. Although the characters' perspectives don't fit together correctly.

Ok, just a few from me.

I decided to redo a scene from FFVII in my boredom, so here is FFVII's version, and then my version from inside RMXP:

Also, here is the ingame model (note the rather dapper hands):

Some good stuff, seriously. My only problem is with those hands you've stuck on Cloud, and how they connect to his forearm. Perhaps you could slope it slightly so it doesn't look like his real hand was cut off and someone took a lego hand and shoved it in his stump of an arm.

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Sadly Im no good at opening and editing .p files- the hands were a patch that overwrote the original's blocks. Although, due to a complex issue in spriting, I may have to revert back to blocks Undecided.

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From Sandfall

This is the title screen. Simple enough. Note the usage of the cursor script. The image doesn't give the full effect; the altered cursor sounds are important to my story.


This is a shot from the introduction. I'm narrating, and the scene in the back...in the background is Ismael's...execution.


The city of Caste. Formerly the capitol of Scarabia, which is now Shaw. I am talking to a construction worker, as the new government has issued lots of new construction throughout the empire.


Lucky find in this chest. 10 bullets could load my six-round Old Revolver almost twice.


I am in the desert, here. This area is familiar to me, and not far from Caste city. I am on my way back to Shaw.


Haha, my mistake. I went to reload my weapon, but it had a fresh round of bullets in it already.
In this shot, you can also see how I like to fight my battles. Notice how I prefer to fight alone?

<span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'>Despain's Site[/COLOR][/COLOR]

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I've always said how nice that game looks Despain, but I'll repeat it again:

Just look at that battle system :wtf:.

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You should move those Desert Salamanders so that they do not "fly".

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Quote:

Originally posted by indy@Jan 26 2006, 05:39 PM
You should move those Desert Salamanders so that they do not "fly".

[post=195724]Quoted post[/post]

Those are temporary graphics, actually. I have someone making monster sets for me.

<span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'>Despain's Site[/COLOR][/COLOR]

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Looks fantastic, Despain, although I'm quite concerned that when the hero turns around he might have big eyes and a line for a nose. I'm a western fan, so the theme appeals, but I detest anime and all Eastern themes that have penetrated pop culture in the west, so I hope I'm just jumping to conclusions Laugh.

Floor 2 underway. You can see in the bottom left where my original laziness when starting the level, but I've tried to up my game.

More of Floor 2.


The wind is howling and licking at our hero as he reaches an opening to the mountains outside.

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Quote:

Originally posted by Maxy@Jan 26 2006, 06:44 PM
Looks fantastic, Despain, although I'm quite concerned that when the hero turns around he might have big eyes and a line for a nose. I'm a western fan, so the theme appeals, but I detest anime and all Eastern themes that have penetrated pop culture in the west, so I hope I'm just jumping to conclusions Laugh.

Oh, man, I love you already. I've been drawing in the anime style for years and have over the past year or so realized that I don't like it. Everything looks the same. I've been trying to develop a style more akin to Bruce Timm with some anime influences that I like, trying to find a happy medium. Don't worry, you'll find no cheezy sweat-drops or falling down or big happy aniem smiles in my game. Wink

<span style='font-family:Arial'><span style='font-size:14pt;line-height:100%'>Despain's Site[/COLOR][/COLOR]

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For Dragon Quest fans everywhere.

Just fiddling around on RMXP.


The screnshot is actually bigger but photobucket hates me.

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Hehe, the battle system is cute Kosterz.

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Woo! It's a modified remake of the original Dragon Quest battle system.

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Ah, so I see you're still going through with that system. Great.

Some of these screenshots are a couple weeks old, but I thought I'd contribute anyway.

Cheers.

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Nice and original.

Smile

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Very nice use of that FF6 chipset (imo). Barry also wanted me to tell you that he really liked your battle system demo (iho). Good work (ioo).


On hiatus. Blame holloway.
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Magi that looks gorgeous!

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Great job Magi!!

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That looks fantastic, Magi. Very nice to see a fairly consistent graphical style :]

Here's some screenshots from a game I was working on for a while:




I'm no longer working on it (gave up with the plot again) but I'll be reusing these maps if I ever do get around to making a new game.

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Man, man, man. You've come a really long way since Kyrent, Psygon. (That was your game, wasn't it?)

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Quote:

Originally posted by Magi@Jan 28 2006, 09:11 PM
Man, man, man. You've come a really long way since Kyrent, Psygon. (That was your game, wasn't it?)

[post=195852]Quoted post[/post]

Please never mention it Frown

That word should be censored.

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Not to continue the pain of memory, but what was Kyrent about again? Really sorry to bring it up once more. It's been so long.

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It was about nothing. Quite literally. It had no plot of which to speak.

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Ah, well, understandably why you stopped it. Reminds me of my pointless game of long ago, Dragon Quest. It was the story of Erdrick(japanese Roto, english GBC was Loto) and how he became the legendary warrior, because at the time I never knew DQ3 was the story of him. Sticking Out Tongue

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Okie okie, I'll show off some stuff.


A reasonably old map, but yeah. It's perhaps a bit too full, but I like it.


This one is way too full. Definitely.


ACTIVE SWITCH SYSTEM, I call it, in action. Terrible map, it's not finished, forgive me. ;_;


This took me forever to get right.

Here we are, the full map of that chunk of the dungeon.


Colour scheme IS intended. And yeah. I suck at mapping buildings. ._.

If any are too big, feel free to resize or link them.

You can find a bunch of shots here. I just didn't want to show them all, as that'd kill the page. XD

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Gasp They're magnificent, Christophomicus! Excellent us of the chipsets and a superb technique. It's good to see there are people who take the time and effort to make their maps look stunning.

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Wow. Okay, so you actually like them? ._. I feel honoured. Thanks, though. The last one was an edit, and not just the colour scheme. Had to add some stuff into the chipset, didn't work too well with the 256 colour limit, but I think I survived.

Thanks for the comments, though. Any criticism or anything? ._.

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There's some nice screenshots coming out here. It's quite disappointing that so many people have been eager to post their own screenshots that they seem to have forgotten to comment on other peoples. Still, as long as they are posting in this section, I suppose it's good enough.

Maxy - The dungeon map you've made looks good, especially for you. I guess this goes to show that anyone can make a good map if they just sit down and give it a try. Maxy usually bodges his maps as much as possible, but since this cave design needs good mapping he had to up his standard. Let that be a lesson to all of the lazy mapmakers out there. Maxy's usual mapping standard is sub-par and with that comment I'm being generous. For the creator of this map, what you have made so far for this small project is very promising. Smile Since I can't comment on the game play, I guess I will be moving on.

The scene in the buddy cop game looks good. I can still appreciate the Beetlejuice music you placed into the scene. Even though I didn't like it at first, it sure did grow on me. These screenshots are a great example of the comment I made recently about spicing up an area with character sets. Whilst the map isn't bad (it displays a typical street scene, exactly what it's meant to), you can tell that a lot of the screenshot is enhanced by the variety of colours that appear on the characters and donkey carts. If they weren't there, I doubt the scene would have the same presence that it currently has. And of course, I can't leave out the compliment of the character set poses. You've always been able to do those well.

Nice smoking pose on Spec Ops. Not much else I can add to that.

RpgmT - I don't much like the balloon in this screenshot, but I doubt that Maxy would have a different view to my own. He didn't like it even when he was making it. In fact, I think that this whole scene could use a remake, I'm afraid. I could just see so much more being done here. Firstly, the balloon would have to be remade (I don't know how to make it look better, but it just doesn't look good in my opinion) and secondly the background panorama doesn't seem right.

Since they are fighting on the top of a balloon, you'd expect that the background behind them to be blue sky with clouds on it from a horizontal view rather than being overhead. This would be the simple solution. However, I think it would be even better if you used a variety of cloud pictures moving around in front of the balloon with slight transparency and others moving behind the scene. This would give a much better impression in my opinion and could also possibly lead to making the battle more difficult by having the players view obstructed in cloudy areas. Smile

Mynosuken - Lookin' dandy. Well now, an FF fan game with promise. Have you passed the impassable? Beaten the unbeatable? Climbed the un-climbable? Well, only time will tell. In the mean time, the new graphics look great. However, I can't help but wonder how you are going to make new areas for your game. If you did the modelling of the characters yourself (they remind me of the ones in the FF cut scenes rather than in game), will you be intending to do the same for new areas? I can't help but feel that it will take you a very long time to do.

Omen - The best screenshot out of the ones you've shown is your strategy game. Even though it's French, it doesn't seem hard to get the jist of and for first impressions it looks as if it would work out well. The traditional style of using a map styled texture to set the game on is one I like. Adding the use of colour onto an otherwise bland set makes it easy to recognise where units are, which in my mind would make for a simple system design. I'm surprised, but it looks like this project could have been going places if you hadn't cancelled it. That's a pity.

Your other maps...well, they are probably one of the reasons that lead you to quitting game creation. Since the maps are rather plain and boring, it wouldn't have surprised me if you couldn't find yourself getting into the scenes that you were trying to create. What you suffered from was the "Lazy Mapper Syndrome" that Maxy usually falls victim to. If you had put more effort into your map-making design, I would've had no doubt that you'd be able to pull off something to the standard of his cave game shown earlier.

Indy - Hmmmm. Whilst there is no doubting the fact that you have improved since Laxius Power 1, I can only get the impression that you've improved from "Empty" to "Cluttered" in the map design. This certainly isn't the mapping I'd expect from the 2005 Misao "Best Map Design" winner, Mr Falls. Smile The thing about your map is that there are too many fires on the walls, a tree on a tower with no access to it, windows that cut off the brickwork, statues above the windows, windows next to the statues and statues on the side of those statues. That whole front wall is so packed that it just seems to be a little too much. The bushes at the side of the map seem awfully straight in design. Of course, they may have been planted, but if that were true, I wouldn't expect to see the main path to this glorious building (it's design is clearly supposed to be extravagant) has grass growing all over it and looks poorly kept. Hmmm, I feel like you could do better than this. The whole map needs a bit more organisation to it. I can honestly tell you that it has enough stuff on it that it really doesn't need the extra overlay. Wink

NPX - Images don't work. Otherwise they're looking good.

Despain - I don't really know a lot about RMXP, so it's difficult for me to judge your game compared to others, which is why you might get a little less feedback from me than the other people. I like the message box system you've added into the game. I'm sure that's a nice feature that isn't used often since you've made it noticed in two of your screenshots. Your map design is about the norm I'd expect from any game I'd play. It probably won't be considered any defining point of the game like the maps are in Ara Fell, for example, but it should easily be enough to get by with; after all, he will be wandering barren deserts.

As for the battle system, the first thing my eyes are drawn to are the lizards, which, even though they are RTP graphics (Or so I am to believe) I find it surprisingly that their perspective has been made so clumsily. Unfortunately you won't be able to fix this problem, so the next best thing would just be to move them so that they are on the ground rather than floating in the air. I'm glad to hear you want to avoid the big eyed anime/manga/chibi eastern art form. Much like Maxy, I also dislike the style. In my eyes it's nothing short of a bodge to avoid taking on challenges like proportions. When looking at the system, I see "HP" and "AP". I'd assume that "AP" stands for Action Points, which I would've thought you'd want to change to "Bullets" or something similar as that surely refers to how many rounds are left in your gun.

Maxy #2 - The second floor looks like you are still keeping up with the hard work on the mapping. I'm glad you decided not to head down your slippery slope when heading onto the second map. That usually happens to me once I've used a chipset once. On this level, however, I hope you will still maintain a logical layout for your dungeon design on the gameplay side to still be effective. Big open areas in caves doesn't usually happen, so be warey of that. You might want to go back over your lazy area as well.

Kosterz - Hmmmm. There really isn't much to comment on this. Your map is hopefully unfinished. If it isn't, add a whole lot more. As for the battle system, it is again hard to comment on because it seems like this is also unfinished. I like the cartoony design that you have and I'm glad that your border design fits the way you have designed the battle scene, but there seems to be an awful lot of empty space. What you could put there, I don't know, but I'm sure it would help make it look better.

Magi - Well, you certainly are eager to make some games now. Gee, I wonder if Velsabor had anything to do with this. The graphics you have chosen for your latest project are certainly ones that you can utilise well, so bravo to you. It's good to see that you're moving away from your favourite SD3 chipsets, of which pretty much all of your previous projects have used. I think what really works for these screenshots is that your system set matches the tileset in the earlier shots perfectly. The maps you've made are good. Even for such basic rooms like corridors you've managed to keep them interesting by having slight changes in the floor tiles. Unfortunately, I can't really find anything more to comment on than that.

Psygon - Magi is right, you definitely have improved sinceKyrent Project. Of course, I've seen this quality from you before and it shows that you shouldn't really have stopped. Even though you don't make games anymore, it's still nice to see that you visit this section and offer your wisdom to any that seek it. It seems to me that your mapping at the point that you made these is rather good, but not great. You seem to be better at indoor maps than outdoor ones. From a quick glance it seems that at this time the idea of putting one tree behind another with events was not mandatory to becoming a good mapper. Well, the spacious trees seem to be where the most criticism would come from, even if it is a farming village. The way that map could've been improved would've been to add patches of forests around the area to break up the repetition of grass, farms and a couple of trees every now and again.

Christophomicus - I've commented on some of your maps already before you posted in the screenshot topic. So I'll just zoom ahead to the ones which I haven't commented that you have shown. This would be the cave and the colourful building. The cave map isn't as cluttered as the mountain ones above, but for some reason I find it hard to follow. I think the problem lies with the fact that the colour of the blue floor is so similar to the colour of the walls that it is hard to tell where one level ends and another begins. This confusion could be the undoing of an otherwise fine map. There are a few errors here and there (most just cliff errrors where they run into each other when they shouldn't do). You should go into the chipset and alter the colours slightly so that it is more obvious where one tile ends and another begins.

The alien world outdoor map is better in my opinion. Even though your cave one is more daring a map, until you give it better colours I don't think I will like it. Frown On this map, however, you seem to have gotten lazy with the cliffs, something I find quite surprising from you. Perhaps you were trying to make it look less cluttered, but I think this one has gone too far from the happy medium you are looking for. Overlapping the cliffs is the key to making it look good. Wink The bottom left cliff corner is the best part of the natural section of the map. That is the sort of standard you want around the rest of the area. Overlapping the trees was a nice touch. In the bottom right corner there is a tree that seems to be in a very awkward spot even if the theory behind its position is understandable. You might want to remove that tree that can only just be seen. The building itself isn't bad, but I would've thought you'd want to add a door on the back tower so that there is some way to get onto the roof, otherwise why would they have railings there? Smile
This map isn't bad, but I'm probably less inclined to like it because of the colours. Anyway, I hope you don't think me being too critical since you know I like your other works.

I think that 256 colour problem may have affected your trees. I keep thinking that they don't fit the style of the chipset.

Inquisitor - And now since I've commented on everyone else's (expect NPX), I guess I'll show you what I've been cooking up:

Here's a couple of screenshots of example maps I made for my new RMXP tileset. I'm still making it, which is why these shots appear rather empty, but I think that I am getting closer to having it making fine building interiors.

Corridor
A fancy corridor leading to some unknown rooms. (Too big for a direct screenshot)


A small study.

Enjoy Smile ©

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Another one Smile

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This is not good. A lying, cheating, stealing admin... Are you the reincarnation of Eddie Guerrero?!

Inq: Thank you so much for your comments, and I'll try to improve, and I have some stuff intended for the Battle System.

Also, your study is designed quite well, did you make the graphics yourself?

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Yes, he did.

Quote:

Originally posted by TheInquisitor@Jan 29 2006, 03:23 PM
Here's a couple of screenshots of example maps I made for [b]my new RMXP tileset. I'm still making it, which is why these shots appear rather empty, but I think that I am getting closer to having it making fine building interiors.

[post=195869]Quoted post[/post]

[/b]

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Ouch, Myono. Lips are Sealed This is not the first time he has lied, though.

Frown

edit: Why the auditions and all that crap, though? [url=http://www.rpg-palace.com/node/]http://www.rpg-palace.com/forum]

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Good point. I edited my post, but you should remove that quote Sticking Out Tongue

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Quote:

Originally posted by Maxy@Jan 29 2006, 02:25 PM
Yes, he did.

[post=195888]Quoted post[/post]

Thank you Maxy, I didn't see it.

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Got 'im. Oh Noes! Sorry, didn't mean to, like, offend you or anything, but yeah. ._.

I'm sure I saw some pictures of the RMXP editor in-game with the thingy, though. Snow Town or whatever it was called.

And Inq, though I told you over MSN, the comments helped greatly. I'll work on making them better. =)

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I just stopped by to say that I think your screenshots are inspiring, Christophomicus. Wink

and ? >( @ Nano


On hiatus. Blame holloway.
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Wow, Zatham, thanks. That's sorta, like, an honour. ._.

I'll post some more if you guys really want, though they're nothing super impressive.

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Newest screeny of the battle system.
Interesting deets: You can strike with your sword and when you select spell, you throw fire, which both calculate damage against the enemy. Are you able to kill the enemy, you may ask? Why yes you can! Well, not the Dracky using a regular weapon, but meh. Sticking Out Tongue
Also, the orange background you see is an official Dragon Warrior art piece of the Dragon Warrior standing up to the Dragon Lord in his dragon form.

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I remember that piece of Dragon Warrior paraphernalia from the Dragon Warrior strategy guide that came with Nintendo Power.

~ those were the days ~


On hiatus. Blame holloway.
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I never had the stratagy guide so when I saw that I was like "holy shit, that's effin' awesome!" Ah, but Dragon Warrior was one of my, if not my, favourite game(s) ever.

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Nano got in trouble Sticking Out Tongue

And that's looking cool kosterz!

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Quote:

Originally posted by zumbum@Jan 31 2006, 09:02 AM
Nano got in trouble Sticking Out Tongue

And that's looking cool kosterz!

[post=195985]Quoted post[/post]

He'll be in more than trouble if his game doesn't actually exist. That screenshot wasn't even a mockup, which I would have forgiven him for.

As they say in Hollywood, "That kid ain't ever gonna work in this town again."

Edit: attached a full map of the dungeon in my earlier screenshots.

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Looking good Magi, my man.

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