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serios mang, It looks a lot like a game i've been working on.

Spoiler: Highlight to view
swear to allah i am not joking
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Chickensoupcheese @ Apr 4 2008, 11:30 PM wrote:

Can I yell at you for excessive use of colour?

EDIT: Also <!--fonto:Comic Sans Ms--><span style="font-family:Comic Sans Ms"><!--/fonto-->way<!--fontc--></span><!--/fontc--> too much formatting.

NO NO NO NO NO NO NO NO NO NO NO NO

EDIT: Motherfucker!

2nd EDIT: Just kiddin', D-NO. You know you'll always be my nigga Wink .

3rd EDIT: You'd best not be shitting me, B-NO.

They call him Boss, Boss Honkey
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Alright, that's enough. It was funny while it lasted! I'm sure I can trust you not to post anything more unless it has serious content?

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Boss Honkey @ Apr 4 2008, 05:52 PM wrote:

3rd EDIT: You'd best not be shitting me, B-NO.

seriosuly brah. I'm working on the shit in rm2k because vx is expensive as fuk for me atm.

you just wak around and look at shit for x amount of time and get points for it, until you close the game and lose.

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GrooveBean @ Apr 4 2008, 11:52 PM wrote:
Boss Honkey @ Apr 4 2008, 05:52 PM wrote:

3rd EDIT: You'd best not be shitting me, B-NO.

seriosuly brah. I'm working on the shit in rm2k because vx is expensive as fuk for me atm.

you just wak around and look at shit for x amount of time and get points for it, until you close the game and lose.

imo, Just stick with rm2k because VX kind of sucked. Sure you can use your own resources, but there are no longer any layers, sure you have a repeat function and create a nice world map but its not meant for any close ups or town play. I thought a few features were good but I'd still stick with RMXP.

You can't have everything....where would you put it?

OH MY GOD! THERE'S A BEAR IN MY OATMEAL!

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I actually like VX, thankyouverymuch.

I think xp is a waste of hardrive space.

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This is me pretending I'm working on a SUPER AMAZING AWESOME GAME that will change your very perception of how you view games.

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Looks fun. Smile

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the tileset sucks

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Blue Barry Jam @ Apr 25 2008, 06:39 PM wrote:

the tileset sucks

I wholeheartedly agree. :Old:

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Nice lighting effects, but I'd hate to be the owner of that house since whoever walks in is going to track mud from the mud that is inevitably between you and the doorway.

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rey meustrus @ Apr 27 2008, 06:34 PM wrote:

Nice lighting effects, but I'd hate to be the owner of that house since whoever walks in is going to track mud from the mud that is inevitably between you and the doorway.

Given it could be a frequently used doorway, the mud could have been caused by erosion. :Old:

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Erosion isn't the right word. You mean, of course, that the grass would have died off in that section due to heavy traffic, and that explains dirt very nicely, but mud is entirely different. That requires a source of water, and I suppose you could explain that by the fact that the house has no gutters...but if that's so, not only would everybody track mud into the house when they walked in, but the amount of water in the ground to keep it that wet would severely undermine the foundations of the building. I'm just thinking this through logically, since in the real world a wall with mud under it is going to get weaker and weaker.

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Well guys, even if the mud makes no sense as to why its there in THAT specific spot. Its an Inn, whoever has to clean it, is paid to clean it. So does it matter?

But if you must continue, maybe the building has a basement, that is flooded. It would explain the source water because if you look in the corner, there is a bit of water there as well.

You can't have everything....where would you put it?

OH MY GOD! THERE'S A BEAR IN MY OATMEAL!

Tau
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Thoughts?


[Insert Text Here]
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H. Rensai @ May 4 2008, 02:32 AM wrote:

if you look in the corner, there is a bit of water there as well.

It's a lake!

I have now added a mat to the inn for guests to wipe their feet :cool:

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rey meustrus @ May 3 2008, 08:11 PM wrote:

You mean, of course, that the grass would have died off in that section due to heavy traffic, and that explains dirt very nicely, but mud is entirely different. That requires a source of water, and I suppose you could explain that by the fact that the house has no gutters...but if that's so, not only would everybody track mud into the house when they walked in, but the amount of water in the ground to keep it that wet would severely undermine the foundations of the building. I'm just thinking this through logically, since in the real world a wall with mud under it is going to get weaker and weaker.

it's raining

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Tau @ May 4 2008, 08:01 AM wrote:

Thoughts?

I like that first screenshot, looks very claustrophobic. Did it take you a while?
The only thing is, the shrub in the water dosen't seem to be affected by the fact that it is literally in the water.

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rey meustrus @ May 4 2008, 02:11 AM wrote:

Erosion isn't the right word. You mean, of course, that the grass would have died off in that section due to heavy traffic, and that explains dirt very nicely, but mud is entirely different. That requires a source of water, and I suppose you could explain that by the fact that the house has no gutters...but if that's so, not only would everybody track mud into the house when they walked in, but the amount of water in the ground to keep it that wet would severely undermine the foundations of the building. I'm just thinking this through logically, since in the real world a wall with mud under it is going to get weaker and weaker.

Mew it's raining.

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The rain should be able to drain somewhere else. If it drains next to the building then the ground on which it is built will be weakened every time it rains.

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rey meustrus @ May 6 2008, 08:12 PM wrote:

The rain should be able to drain somewhere else. If it drains next to the building then the ground on which it is built will be weakened every time it rains.

ffff I know from experience you're full of shit.

and even if the ground was sloped away, there can still be puddles.

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GrooveBean @ May 7 2008, 12:26 AM wrote:
rey meustrus @ May 6 2008, 08:12 PM wrote:

The rain should be able to drain somewhere else. If it drains next to the building then the ground on which it is built will be weakened every time it rains.

ffff I know from experience you're full of shit.

and even if the ground was sloped away, there can still be puddles.

guys when you see mud on the ground that is just the surface, undernethe the mud the water content is significantly less, and as the quantity of water builds up under the ground it flows elsewhere just like it does above ground. it contributes to the aquifers under the ground that feed other water sources like rivers. for instance the major contribution to bodies of water flooding is ground water. if a 2 inch rainstorm occurs then a river will probably rise more than 2 inches. a foundation may sink over time, but that's long after our hero leaves then inn.

is any of this really necessary anyway? i don't think the creator wants you to be concerned over the strucutral instability or drainage issues of the inn.

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Okay, this is a screenshot from "Final Sunset". I'm using VX, so keep that in mind when looking at this. I REALLY don't like the buildings, and I don't know if that's MY fault, or VX's. The large trees are from XP, and I like them, but they seem sorta...outta place, ya know? I wish Inq's tileset worked for VX. I tried getting it to fit the format myself at one point, bored as I was. No luck, though. That just might be because I don't know anything about tilesets!

Anyway, here's the screenie...

This one is a barn. I've been told that one of my problems is that I make everything too square. You know, lined up and rigid. Which may very well be a valid statement, as I've always had that problem. (Damn you, OCD!) Anyway, I would like all the criticism you've got, as I need all the advice I can get on how to improve my mapping.

There are four truths in life that all must come to terms with:
1. I will die and all that I am will cease to be.
2. I am born alone and will die alone. I can never truly know another.
3. The suffering in my life is my own creation. I create my reality through my choices.
4. ALL meaning is arbitrary and relative. Life is ultimately meaningless.

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The main purpose of my criticism was to get people to think in real-world terms about their maps. You have to think through every bit, wondering how some ground got muddy and other ground didn't, how trees came to be concentrated in some areas, and why people chose to build in certain areas. Speaking of which, why is the inn out there where it is? I forgot its geographical context if any was ever supplied. And don't say that it's there so the hero can stay there when he gets tired.

Superduck, it's pretty hard to get RMVX tilesets to look like anything other than glorified Final Fantasy 1 maps. The design is stuck in the 8-bit era even though the graphics themselves are in 32-bit colour.

As for your barn...well, I'm wondering what all the open space is for, and also why the animals are all in separate pens. Remember to think, if you were a farmer, how would you build your barn to most efficiently use the space and resources? Make the schematic (the map) conform to the design, not the other way around. Unfortunately it's difficult to get around making things look square because of the grid-based mapping system, so you'll have to try and find creative solutions. At the very least you can fix the uniform animal pens to get rid of the uniformity; when blocks aren't similar to other blocks, they look less blocky.

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Quote:

The main purpose of my criticism was to get people to think in real-world terms about their maps. You have to think through every bit, wondering how some ground got muddy and other ground didn't, how trees came to be concentrated in some areas, and why people chose to build in certain areas. Speaking of which, why is the inn out there where it is? I forgot its geographical context if any was ever supplied. And don't say that it's there so the hero can stay there when he gets tired.

Total bolocks. :lol3:

I hope that wasn't genuine. A map should only need to look pretty, have a purpose in the game (like an inn needs to be there for the plot/gameplay!) and have basic common sense. You don't have to think that deep into it. The only things needed to be avoided are still like tree stumps being on the highest, unreachable mountain peaks or something.

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The map for the barn is actually as narrow as I can get it. I suppose I could reduce the height, and that might help with the extra space. As for the pins and all of that, I honestly thought that was how you set a barn up. Well, I'll make some changes once I get back to my computer.

There are four truths in life that all must come to terms with:
1. I will die and all that I am will cease to be.
2. I am born alone and will die alone. I can never truly know another.
3. The suffering in my life is my own creation. I create my reality through my choices.
4. ALL meaning is arbitrary and relative. Life is ultimately meaningless.

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rey meustrus @ May 10 2008, 01:59 AM wrote:

The main purpose of my criticism was to get people to think in real-world term...blocks, they look less blocky.

I'm saying you should focus on subjects you are knowledgeable in. If you go into detail with foundations, structures, and drainage know what you are talking about, because you just ended up giving faulty advice. I know your intentions were good, but if you are going into geotechnical engineering (soil), structural engineering (foundations), hydrology and fluid dynamics (drainage), then you might want to do some research first. In order to make logical observations you need a knowledge base to draw on. It is advice I've received in form or another, I'm just passing it along.

Tau
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Map contest entry! :cool:


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pcrizz @ May 10 2008, 06:15 PM wrote:
rey meustrus @ May 10 2008, 01:59 AM wrote:

The main purpose of my criticism was to get people to think in real-world term...blocks, they look less blocky.

I'm saying you should focus on subjects you are knowledgeable in. If you go into detail with foundations, structures, and drainage know what you are talking about, because you just ended up giving faulty advice. I know your intentions were good, but if you are going into geotechnical engineering (soil), structural engineering (foundations), hydrology and fluid dynamics (drainage), then you might want to do some research first. In order to make logical observations you need a knowledge base to draw on. It is advice I've received in form or another, I'm just passing it along.

I agree with this. Ultimately a map in a fantasy game is there both as a work of art and as a means of allowing the game to function, i.e. allowing the player to progress through the game. I think getting too hung up about the intricacies of real-world physics and all that stuff is completely superfluous when you're not even attempting to reproduce reality in the first place. Providing it's functional and aesthetically pleasing, who cares?

A painting like this James McNeill Whistler - octurne in Black and Gold: The Falling Rocket (1874) is hardly an accurate representation of the world, but that does not make it any the less aesthetically pleasing (at least if you happen to not be Ruskin). I suppose the functionality of it as a piece of art is perhaps left for another debate.

Tau: Wonderful as always, but that shot at least lacks any memorable 'setpiece,' like for example the waterfall in your previous post. Otherwise I can find nothing to fault! I really like the style of your maps.

006
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I'm aware of the tree autotile error.

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Me likey. Lotsa detail. For show or for a game?

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May be an "error" but I use it too, but not in the way you do it. You make it look much better. I'm only moderate in my mapping experience but I like this quite a lot. The use of the fog for an effect is great as well.

EDIT: I also notice your using a "modified" tileset? Well at least, there are different flowers. A better variety.

You can't have everything....where would you put it?

OH MY GOD! THERE'S A BEAR IN MY OATMEAL!

006
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patvanmackelberg @ May 13 2008, 04:23 AM wrote:

Me likey. Lotsa detail. For show or for a game?

It's for my game, and thanks.

H. Rensai @ May 13 2008, 05:13 AM wrote:

May be an "error" but I use it too, but not in the way you do it. You make it look much better. I'm only moderate in my mapping experience but I like this quite a lot. The use of the fog for an effect is great as well.

EDIT: I also notice your using a "modified" tileset? Well at least, there are different flowers. A better variety.

Yeah, but the slight error in the autotile is distracting to me, so I'm trying to fix it. And yes the tileset is edited, I've found quite a couple of tilesets and merged them into a Ultimate Exterior, it has about 15+ different plants.(Includes RTP)
Thank you.

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SuperDuck @ May 9 2008, 04:43 PM wrote:

Okay, this is a screenshot from "Final Sunset". I'm using VX, so keep that in mind when looking at this. I REALLY don't like the buildings, and I don't know if that's MY fault, or VX's. The large trees are from XP, and I like them, but they seem sorta...outta place, ya know? I wish Inq's tileset worked for VX. I tried getting it to fit the format myself at one point, bored as I was. No luck, though. That just might be because I don't know anything about tilesets!

Anyway, here's the screenie...

what the fuck is goingon in that map?

you've got a shack several tiles high but only one tile thick? what is it's purpose? a person can't fit in there to move things around.

your house is messed up. it looks like two mobile homes on top of one another. it should be more square at the least. barn has the same problem. and it's unbelievably tall compared to the house.

it looks like a small family farm and I can say, from having been to quite a few farms, the barn should be about the size of the house, if not smaller. all you've got are a few cows, there's no fields or anything.

and he second image is better than the one in the demo, but it looks like you only listened to about half of what I said.

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I feel like I'm hogging the thread. Frown

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Prolly just me but I'm getting a feeling of way over-crowded with trees. Also, is there only a one square wide path? I usually give the player a wider place because sure you need them to follow the story line, but you gotta keep it to a point realistic.

(side note: Prolly is under spelling wrong but Gotta isn't?

You can't have everything....where would you put it?

OH MY GOD! THERE'S A BEAR IN MY OATMEAL!

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Just because there's a path doesn't mean it's the only place somebody can walk. And I really like that tileset, particularly the swamp autotile. I don't think that was RTP, was it? It looks gorgeous, especially with the fog and the deadness of the trees. Whole thing fits together pretty well.

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H. Rensai @ May 13 2008, 08:39 PM wrote:

Prolly just me but I'm getting a feeling of way over-crowded with trees. Also, is there only a one square wide path? I usually give the player a wider place because sure you need them to follow the story line, but you gotta keep it to a point realistic.

(side note: Prolly is under spelling wrong but Gotta isn't?

The reason the path isn't very wide cause, realistically no one would go into a swamp, where one of the Bosses are in the game.

rey meustrus @ May 14 2008, 07:20 AM wrote:

Just because there's a path doesn't mean it's the only place somebody can walk. And I really like that tileset, particularly the swamp autotile. I don't think that was RTP, was it? It looks gorgeous, especially with the fog and the deadness of the trees. Whole thing fits together pretty well.

Thanks, and yeah it's the Swamp RTP tileset.

Tau
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A town I'm making for Macubex' game Eternal Night. Does the Theo mix well with the Star Ocean tiles?


[Insert Text Here]
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I think the character is too saturated/the tiles are too desaturated. They have a very 'european' feel to them and I like it. :Drool:

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Characters from my game and a place holder for the screenshots, I'll post the tile if you want, mixed it with Theodore tiles. Also thanks :cool:


[Insert Text Here]
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Oh. I thought "Theo" was the character's name. So embarrassed.

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An screen of a small project I hope to return to one day. I'll give a little info since it's not as well known as my main project.

Quote:

You are #203567 of Blank city, you have your usual day of work, sleep, friends, and work some more. Everyone around you or anywhere in the city has the exact same thing, everyday in and out, the whole world is being controlled by a type of computer program, which decides everything for everyone..
But one day you are involved in an accident, presumed dead, the CPU decides to dump you in the "Hole." The hole is the place where all people who cease to move are tossed. Once you awake, you are horrified at what you see, not just by the thousands of dead bodies around you, but because you have discovered... COLOR, and your actually thinking for yourself for once!!!

:cool:


[Insert Text Here]
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An screen of my RM2k3 project "Tale of Exile Act1". The first act is already done in Polish language, but I will translate it on English some day. 4ever

More under: : (You can download and play the game here too)
http://tsukuru.pl/index.php?link=gra&t...amp;wew=screeny

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0_0 those graphics are gorgeous! Maybe I've just never seen the chipsets, and maybe they're just rips from one of those SNES games that I should have played but never did...but still, great job!

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Okay. This is my first attempt at using Inq's tileset, and I'm still struggling on indoor mapping. Anyway, here it is...

Any thoughts?

There are four truths in life that all must come to terms with:
1. I will die and all that I am will cease to be.
2. I am born alone and will die alone. I can never truly know another.
3. The suffering in my life is my own creation. I create my reality through my choices.
4. ALL meaning is arbitrary and relative. Life is ultimately meaningless.

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Boss scene with Quetzal-Coatl. Part 1, LOL!!!!

All I have at the mo....

My Projects

[spoiler]

[center]Demo: [url=http://www.mediafire.com/?jtvynxhdz2j]Ge

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"You will fail off my wings?"

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laughing.


On hiatus. Blame holloway.
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rey meustrus @ Dec 30 2008, 10:33 PM wrote:

"You will fail off my wings?"

Uh, yes.

My Projects

[spoiler]

[center]Demo: [url=http://www.mediafire.com/?jtvynxhdz2j]Ge

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