The coloured final versions of both the Survivors and Killers!

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The coloured final versions of both the Survivors and Killers!

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A screen shot of what my custom UI icons actually look like once they are imported into the game!
Now that all the assets are resized and formatted, I'm just waiting of the workshop so I can share them with all of you! Here's hopping we don't have to wait too long.
I made even more folder icons! And polished the original two. Now I have a cool and clean collection of them!
(If you'd like one for yourself, check out my Vgen! Advertisement, yes-)
This is a couple of early, basic screenshots of my custom menu in RPG maker. It's not at all done but I spent some time a couple weeks ago muscling around the common ways people do things like this. I got it working properly as in the player can "summon" this menu in the game and navigate through these menu icons, each of which takes them to a submenu regarding that element of the game.
So, for example, and maybe obviously, the top "pouch" is your inventory, the "book" is a journal for quests and other info incl. spells learned, the "heart" is a social menu keeping track of what you've learned about the NPCs and how they feel about you, and the little frog is the "critter" menu which is similar to the social menu but directed at the cast of findable "critters" in the game, which are like less story-intensive NPCs. Last, the gear is for settings and the "exit" is for backing out of submenus or leaving the menu altogether.
Here you can see what the key item menu looks like incl. some functionality like tooltips/flavor text. The empty box to the upper right would be for number, though many items in this game are unique. I may do slightly different menu pages for other inventory categories (there are several) so that there's a clear divide between unique items of various kinds and collectible resources that you might want a lot of. Eventually I'd like these menus to be a lot better and figure out some annoying problems like backing out in one press, smoother cursor navigation, and more ways to deliver info to the player. These are, btw, map-based menus. These aren't picture-based or parallax, but tilesets I made by hand out of old Unity mockups from back when I was trying to use that engine for this game. I'm not sure if, in the end, The Hedge Wizard's menus will be map based but for now it works okay and I understand the logic of transferring maps, using events as "menu buttons" or for functionality, etc. If I ever do a Kickstarter, better menus and UI would be a priority in terms of hiring some help for this.
UI Pack for iOS Vol II – Build Apps. Awesomely! UI Pack for iOS Vol II - Build Apps. Awesomely! Download Now

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Mobile Apps developmentÂ