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Re: The Screenshot Thread
Reply #60
I like the colours a lot! It's like the Windows 8 GUI.

  • Fat Cerberus
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Re: The Screenshot Thread
Reply #61
Yeah, I experimented with a more monochromatic "accent color" system for a little while (so I could match the color of the HUD to the environment; I jokingly dubbed it the "AmbiLight battle system" :) ), but ultimately I liked the more colorful version better.
miniSphere 5.4.0 - Cell compiler - SSj debugger
forum thread | on GitHub

  • Fat Cerberus
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Re: The Screenshot Thread
Reply #62
Target selection in the Spectacles battle engine: The full name of the targeted battler is shown, along with their active status effect(s) and HP/MP.  I may eventually have it show the full compliment of stats (VIT, STR, DEF, etc.) as well.  Seeing enemy info other than name and statuses will require use of Scan, like in FF.  Otherwise, you just get the Boss's lifebar and that's it. :-)
miniSphere 5.4.0 - Cell compiler - SSj debugger
forum thread | on GitHub

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Re: The Screenshot Thread
Reply #63
Not counting the replacement of graphics placeholders with actual graphics, this is most likely what the final Spectacles battle screen is going to look like, or very close at least:
miniSphere 5.4.0 - Cell compiler - SSj debugger
forum thread | on GitHub

Re: The Screenshot Thread
Reply #64
Ok, so here I have a top-down map. The problem with doing top down maps ( at least for me ) is that there is virtually no way to distinguish a 3-storey building from a single storey one. Hence, I used the Blur filter and added some extra shadows to the larger building below to give the impression of height. You know, when objects are near the camera, it blurs a bit...

So my question is, does it give the impression of height?

http://sphotos-g.ak.fbcdn.net/hphotos-ak-ash4/999317_10200818317132323_56114670_n.jpg

had to use this link method thing cos the pic was too big to attached. it says there .jpg cos this is uploaded to Facebook.

Re: The Screenshot Thread
Reply #65




Use [img] tags when you can, for future reference.
And might I suggest another web-host? www.imgur.com
Tailored specifically for images, without clutter and includes tags in links so you can copy it without having to edit.

. . .

Using shadows definitely give the illusion of height, but the blurring doesn't much but become a nuisance really.
Question: Is everything in the screenshot created from Pixelart, or are you using 3d renders and placing them on the map?
  • Last Edit: June 24, 2013, 01:51:48 pm by Vakinox

Re: The Screenshot Thread
Reply #66
Wow. I have been enlightened lol. Thanks, Vakinox :D

  • Radnen
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Re: The Screenshot Thread
Reply #67
@Angry_Pirate:
It's very hard to make height in a topdown game. One of the common limitations is to juts not show height. It's like not having doors on the north or east/est facing sides in 3/4 games (yeah some do, but it takes some imagination).

The only other option for you is to slightly mimic perspective by showing some of the south wall, this won't make it a true topdown, but at least you can detect height to a degree.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

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Re: The Screenshot Thread
Reply #68
Hmm I'll try that... and yea, I switched to top-down cos of the 3/4 view restrictions...seemed waaay too weird for me.

Re: The Screenshot Thread
Reply #69


Question: Which do you all like more?
Without Black, or With Black

  • Radnen
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Re: The Screenshot Thread
Reply #70

Hmm I'll try that... and yea, I switched to top-down cos of the 3/4 view restrictions...seemed waaay too weird for me.


There more restrictions on top-down! If you wanted less I'd go with the Ultima 7 styled 135 degree oblique view.

@Vakinox: I've tried to do GB colors before and found that black makes it look far more closer to the original styled used by games of the era. So, I'd go with black, it contrasts far better.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

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  • DaVince
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Re: The Screenshot Thread
Reply #71
That's a really tough one... Both look great, and the black one looks more defined, but the non-black one is easier on the eyes and more faithful to an original GB look. I'd say go without black.

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Re: The Screenshot Thread
Reply #72
Actually I had to take a double-look at GB graphics and I think a shade of black between the two would work perfectly. It's not going to be pitch black, but not too washed out either.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.

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  • DaVince
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Re: The Screenshot Thread
Reply #73

Actually I had to take a double-look at GB graphics and I think a shade of black between the two would work perfectly. It's not going to be pitch black, but not too washed out either.

Oh, that could really work. Best of both worlds. :)

Re: The Screenshot Thread
Reply #74

I think a shade of black between the two would work perfectly.
It's not going to be pitch black, but not too washed out either.


You mean add another color?
Or change the shade of brown to a darker color, to have more contrast?

Problem being I can't add another color, because of Gameboy's color restrictions (4 colors).
Alpha counts as a color, taking up the last space.