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Feedback Screenshot Showcase

Rekman

Rookie
Member
Posts
1
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
Posts
94
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:
 
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aveontrainer

Novice
Member
Posts
15
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?
 
Posts
17
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?


 
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
Posts
3
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
Posts
3
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. :)

 
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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
Posts
3
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! :)
 

Luka S.J.

Wastage of Time
Member
Posts
94
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)
 
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