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Screenshot Thread

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Yeah, that's why I'm reworking the death. I'm making it less "die, music cuts out, respawn a second alter" and more "you're dead, bitch"

I gave up and stopped playing Cave Story for months after not being able to beat the final cave. Now THAT was hard. I came back after a while, kept trying and finally beat it, and it felt so good.

Is there anything about the controls that pisses you off? Too loose?

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I personally think the platforms are a bit too small.

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yeah that's the jist of it, it's just not the controls, it's just the early levels are not very forgiving at least not down where you get the sword.  if that's the start of the game I'd personally rework that area a bit.

and like i mentioned before, the slimes and their knockback into lava can go fuck itself.

it's mainly a specific few jumps in that area that are sorta rough for a beginner area. most of which are on the way back, maybe if there was a save near the sword?

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Here's a screenie from me^^



It's a part of a coastal town I'm working on. Tell me what you think about?


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the edges on the clouds are a little jagged. i'm not feeling those little puddles (by the sign at the top and beneath the palm tree on the far right), either. those are more suited for world maps; notice the little palm tree.

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---> LOL <---


So I have an issue with this screen shot, I dont care about colors or saturation or the pissing match your all having over that....What I care about is the fact that I can barley see the player character....



I can see mega man perfectly, how ever in yours I had to look three times to see it...Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds, how ever.....darken up the character, add some shading, maybe a bit darker colors...make him/her/it/they stick out....


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That isn't my screenshot.

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Umm I can see the guy just fine.

I'm back.

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Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds

Ever heard the expression "The pot calling the kettle black"?
It's a very interesting little idiom. You should look it up.

And I can also see the guy just fine.

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Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds,

...how does being a moderator have anything to do with it?
:tinysmile:

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---> LOL <---
Umm I can see the guy just fine.

I thought it was....my appoligies...

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my name is Timothy what's yours
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I like how you avoided replying to all the other posts. It really makes us think of you as a strong person.
Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds, how ever.....
There's a slight chance I'm going to print this quote off and stick it on my wall so I can appreciate its ignorant irony every day.
it's like a metaphor or something i don't know

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"I like it the way it is and its not changing"

that's what you do every fucking time you post here adrien. at least Irock can take criticism and improve his game. why haven't you left yet?

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"I like it the way it is and its not changing"

that's what you do every fucking time you post here adrien. at least Irock can take criticism and improve his game. why haven't you left yet?

This is true but it sounds a bit harsh...
For the sake of us falling waaaay off topic, I've come with some screenshots.

A Pacman minigame. It's an Easter Egg. You get an achievement for playing it.
Yes, Pacman. I'm making this because you've helped me a lot.
Spoiler for:

This is the boss battle I've been working so hard on. It uses Yggdrasil ABS. I'm planning on changing the "There!" to a sound effect. That way, gameplay is quicker.
The bar over her head is an Aggro bar. When that bar is full, the boss will try a new attack where he/she will be vulnerable.
Spoiler for:
« Last Edit: October 04, 2011, 02:23:50 AM by rgangsta »

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I think it'll be pretty easy to see the player character in-game. Considering, you know, you're controlling him.

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---> LOL <---
so before you spazz out and scream ...THAR BE NO SHADOWS..... i'm not  done >_>.....

---> Yes there be mapping errors.....stop spazzing out....its not done

Focus on the girl under the chandelier ....does that look weird? Should I put a shadow under it WHEN I DO THE SHADOWS...to give it depth to make people think...."oh...its hanging from the roof..."

There will probably only be one chandelier instead of two on the lower part, and possibly two up above...

also -> what tips do you have for doing static characters....Such as, for example, the static guards  have on the wall for the castle map I posted. That was easy to do static characters But I was thinking of throwing in a couple of statics here.....ideas? suggestions.....apples and possible bananas?


« Last Edit: October 04, 2011, 05:43:55 PM by Adrien. »

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Please, for the love of god, save us your banter and instead say something like "It's still a wip and I haven't done the shadows yet."

The niches on the sides of the second floor look bizarre without a wall on their north face.

Do you have an aversion to symmetry? Why is the center misaligned and too wide? Fix that. No human designs layouts with off-center objects in main walkways. This is bold because you seem to ignore rectifying these egregious decisions.

The chandeliers look odd. I'd maybe make them transparent. I don't know about the shadows; they could help quite a bit.
« Last Edit: October 04, 2011, 09:38:01 PM by Harry Burns »

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---> LOL <---
Interesting. i dont think I will keep the chandelier then....I cant make it look "raised".....Any ways thanks for that. As stated before I already know of the mapping issues, hence why I said its not done <- in regards to your...floor comment

Also:

Scroll down to see the finished image

Doesn't look weird in her tut...I was using it as a reference guide, I know they look "similar" ....

I will have a finished image later :D

No I am just having issues with the shadows >_>



I made them 65% opacity...The shadows I am talking about are the ones along the walls, the straight black lines to give the walls depth.....
« Last Edit: October 05, 2011, 12:19:23 AM by Adrien. »

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The niches on the sides of the second floor look bizarre without a wall on their north face.
Also,

Basically, this illustrates your 'aversion to symmetry' that Mr. Burns mentioned (that you seemed to somehow not read). The ellipse at the bottom, there is more space on the right than there is on the left. This is once again illustrated with the two lines directly above it. The two ovals about center of the image mark the plants that they encompass, showing that they are at different heights on the map.
The two lines at the top show that the right side of the map is about 1 tile wider than the left. The more circular outline shows where a niche should be, but isn't. The rest of the lines show things that should be aligned, but aren't.
Also, your shadow placement makes it seem like the light is coming only from the left, when really it's coming from pretty much everywhere. I also think the door on the lower right needs some re-evaluating, it would seem much better if its handle were on the other side.
Keep in mind that most of this is nitpicking, but it really makes your game look better.
it's like a metaphor or something i don't know

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---> LOL <---
Thanks Pacman

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Winter is here.
Hey, actual paths.

Anyway, here's a map. It's intended to be a title screen; the character is just for show.

Spoiler for:

Just wanted to post the final version of this screenshot.

Eddard Stark art by Teiiku

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Whoa, that's beautiful, Ryosis. But you see that blue flower/grass thing? Can you put more of it in? Just a suggestion. I think I'd look way cooler. Besides, I can't see it too well with the logo in the way.

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That is beautiful inded. I especially love the bare trees.

My one nitpick is the lamppost in front of the back bench; it just doesn't seem right. Hmm...You've probably tried this already, but how does it look with the front bench and lamppost pushed back a few tiles and the back bench removed?

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@Ryosis - Maybe move the back bench down towards the lamppost a little more? Also, what's with the wood pile near the bench? There doesn't seem to be any need for it. All in all, though, it's a lovely map. Great job!

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A map from me, this time. It went from this:


To this:


And this is how it will look when you revive the area:
Spoiler for:

Any thoughts or suggestions? Also, face! ~<3



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Quote from: Ryosis


Not really relevant to the screenshot, but a word of caution: put less emphasis on the word "fable." I'm pretty sure it's trademarked, and if you have aspirations of this game becoming popular, it's something to consider.