Graphic[Legacy] Screenshot Showcase

This thread's author wants feedback on a sprite or other graphical art. Be constructive.
Status
Not open for further replies.

Deo

Ex-Staff
Member
Welcome to the Screenshot Showcase!

The concept of this thread is simple: post a screenshot for feedback, and or give feedback to others. If you want to get some quick feedback on one or more screenshots, this is the place to do so.

• If you notice something that has been posted but hasn't received any feedback, please consider providing the poster with some form of feedback before you move onto later posts.
• Put some thought and effort into your feedback. While not all short feedback is bad, generally you want to make sure you're offering something worthwhile to the person requesting feedback.
• On a similar note, make sure what you're requesting feedback on has some substance to it. It doesn't have to be a lot of screenshots or a screenshot of anything groundbreaking, but perhaps mention a specific part of the screenshot that you want feedback on.
• Be respectful and civil. This thread isn't an excuse to be rude to another person or to tell them their screenshot is bad, be helpful instead.
While this thread is meant for feedback on screenshots, Relic Castle also has other threads for feedback on general ideas, maps, and such. If what you're seeking feedback on is more suited there, please post it in the appropriate thread:

Member

Last edited:

Rekman

Rookie
Member
The screenshots look AWESOME, Luka!! I didn't now you were still working on EBS! Will this new version be available publicly?

Luka S.J.

Wastage of Time
Member
Doing a little work regarding the new Battle Room setup (making it modular and highly user customizable). For example, within about 20 mins, using the built-in modules and the following code setup:
Code:
EliteBattle.addData(:CHAMPION,:TRANSITION,"integratedVS",:BACKDROP,{
"backdrop" => "Champion",
"lightsA" => true,
"img001" => {
:scrolling => true, :vertical => true, :speed => 1,
:bitmap => "Graphics/Battlebacks/elements/decor003",
:oy => 180, :y => 90, :z => 1, :flat => true
},
"img002" => {
:bitmap => "Graphics/Battlebacks/elements/decor004",
:oy => 100, :y => 98, :z => 2, :flat => true
},
"img003" => {
:scrolling => true, :speed => 16,
:bitmap => "Graphics/Battlebacks/elements/decor005",
:oy => 0, :y => 4, :z => 4, :flat => true
},
"img004" => {
:scrolling => true, :speed => 16, :direction => -1,
:bitmap => "Graphics/Battlebacks/elements/decor006",
:oy => 0, :z => 4, :flat => true
},
"img005" => {
:scrolling => true, :speed => 0.5,
:bitmap => "Graphics/Battlebacks/elements/base001",
:oy => 0, :y => 122, :z => 1, :flat => true
},
"img006" => {
:bitmap => "Graphics/Battlebacks/elements/pillars001",
:y => 192, :x => 144, :z => 3
},
"img007" => {
:bitmap => "Graphics/Battlebacks/elements/pillars002",
:y => 192, :x => 144, :z => 18
},
})
I was able to make this room:

Last edited:

Poq

Cooltrainer
Member
Love the pixel at here overall! That globe, the skeleton, the paintings - all lovely.
But that black and white tile floor is kind of a headache given the relative size of the OWs... too busy and too much contrast if you ask me.

aveontrainer

Novice
Member
Love the pixel at here overall! That globe, the skeleton, the paintings - all lovely.
But that black and white tile floor is kind of a headache given the relative size of the OWs... too busy and too much contrast if you ask me.
Thank you so much for your constructive criticism. Do you think if I made the black and white floor tiles smaller in size it would look better?

Luka S.J.

Wastage of Time
Member
Couple more screenshots from the upcoming system:

thebigguy270

Rookie
Member
This might be a huge bump, but this is still incredible Luka!

BlasterMillennia

Novice
Member
This is a followup to a sandbox post https://www.reliccastle.com/threads/38/page-23#post-13365 where I discussed displaying the type(s) of each participating Pokémon in a battle. I made a mockup of what a databox with types might look like, from the player's side:

Credit to for LaDestitute the Fairy type icon.
Due to another planned feature, I decided to increase the Pokémon name character limit to 14, so I had to reduce the font size of the Pokémon's name in the databox, and moved the gender and shiny icons to the bottom of the databox. I intend to introduce another icon that will appear in the databox but haven't implemented it yet; that's why in this particular screenshot, there appears to be an empty space for an icon to the right of the shiny icon.
What do you think of the databox design and layout?

I feel like the non-selected, semi-transparent pause menu icons don't stand out enough compared to the overworld, especially since the pause menu would be the player's main focus if it were open, and the overworld would be relatively inactive. If possible, you could try to dim and/or obscure the overworld while making the pause menu icons less transparent.

Just a minor thing I noticed, the signature should be, "From Prof Alder".
Following up on my previous post, I changed the databox design and layout a bit. Again, I increased the Pokémon name character limit to 14 due to another game element requiring longer possible Pokémon names, and I decided to display Pokémon types in the databox itself.
What do you think of the databox design and layout?

Aki

Ace trainer
Member
I think this is a pretty cool idea, but that there might be too many things going on, especially seeing the player's Marill in this screenshot:

The WAFASLP is a lot of unrelated lettering right next to each other...I'm afraid of what it would be like if the opponet used a move to add another type. They're pretty small boxes anyway, maybe having symbols to represent the types instead would be easier to read?

Shipley

Pixel Artist
Member
Following up on my previous post, I changed the databox design and layout a bit. Again, I increased the Pokémon name character limit to 14 due to another game element requiring longer possible Pokémon names, and I decided to display Pokémon types in the databox itself.
What do you think of the databox design and layout?

I think this a really unique idea. I like the sound of it, but it looks a bit crowded to me. I agree with Aki, I think using symbols for types may help it look less busy.

Shipley

Pixel Artist
Member
Hi this is my first post so go easy xD. I am trying to make a game based off of Greek Mythology. This screenshot is one of the rivers of the underworld. In the game Hermes will help you navigate you through the rivers to reach your battle with Hades. Also I'd like a fog effect on this, but I wasn't quite sure how to go about that yet. Thank you ahead of time for any constructive criticism. :)

Last edited:

TechSkylander1518

Wiki Dweeb
Member
Ooh, I think it's turning out really nicely! The artstyle's great, and I really like that boat design! The one thing I can think to suggest right now is that the bodies kind of look like they're floating on the surface of the water- which, if that's intentional, is working fine, but I kinda got the impression they were supposed to be underneath it, and I think making them slightly transparent might help communicate that?

Aki has a great tutorial on fogs here!

Shipley

Pixel Artist
Member
Ooh, I think it's turning out really nicely! The artstyle's great, and I really like that boat design! The one thing I can think to suggest right now is that the bodies kind of look like they're floating on the surface of the water- which, if that's intentional, is working fine, but I kinda got the impression they were supposed to be underneath it, and I think making them slightly transparent might help communicate that?

Aki has a great tutorial on fogs here!
Thank you! I was intending for the bodies to be on the surface, but now that you mention it, I thinking having some below the surface would be a great idea to give it more depth! Thank you for the tips! :)

Mantager

world
Member

Yes, after 5 years, it's coming back.
Hopefully.

Luka S.J.

Wastage of Time
Member
I expanded a bit on the ability of battle scripting. Aside from the regular functionality of displaying messages, you'll now be able to run Common Events and entire chunks of code during the battle system. (Second screen is a small script just to demonstrate that you can run whatever code in the middle of the battle)

TechSkylander1518

Wiki Dweeb
Member
That looks seriously impressive! It's going to have a lot of potential to make battles more interesting story-wise, too!

juliorain

Trainer
Member
So pumped for our next release!!!!!

Member

_pheebs

Demoness on the prowl!
Member

Been doing FRLG styled tiles.
Gen 3 is always my fave style.

Status
Not open for further replies.