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gunswordfist
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« Reply #315 on: February 21, 2012, 12:14:16 PM » |
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Legend of the Chambered.  I started working on a first person retro RPG thing, inspired by Dungeon Master and Eye of the Beholder, and I drew some actually passable art for it. I was dead set on actually finishing a game and focused a lot on getting it done. Then I met my girlfriend (fiancé now!) and kind of lost all interest in hobby game development for a year or so (woo!) You can play what I had done here: http://www.mojang.com/notch/chambered/2/Once I got back into game development again, I started working on Minecraft instead. I still want to finish this game some day. Please do.
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Indie games I have purchased: Spelunky Shoot 1UP
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Franklins Ghost
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« Reply #317 on: February 23, 2012, 07:00:56 AM » |
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so after diggin for sprites to post for my Bird St. devlog, i came across a ton of work from an unfinished game 2 years ago. here's some mockups: ledge grab/climb http://megaswf.com/serve/59276/general gameplay mockup (look at those cave story clouds! lol) http://megaswf.com/serve/58403/a monkey enemy not used in mockup I want to play that game, it looks brilliant. Love the animation and character movement. Sad to know it'll never be done  but really looking forward to Bird St.
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peanutbuttershoes
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« Reply #318 on: February 24, 2012, 07:48:55 PM » |
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sometimes presentation is all that is needed for people to throw piles of cash at you for no reason. ... 
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Gabriel Verdon
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« Reply #319 on: February 24, 2012, 07:57:00 PM » |
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i thought your kickstarter proved the opposite?
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peanutbuttershoes
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« Reply #320 on: February 24, 2012, 08:00:49 PM » |
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 ^ ( $1500 is kind of a pile of money) more than i thought i'd ever get anywayyet somehow less
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JakobProgsch
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« Reply #321 on: March 07, 2012, 05:58:40 AM » |
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I sometimes write these little technical thingies on train rides, usually in java. Sometimes I really like them and keep working... and then i suddenly realize that they are born purely out of the technical challenge and that I don't have any game concept to got with them. Here are the two most interesting ones, they both work on my atom N550 netbook (since that is my "train computer"), so requirements shouldn't be too high. The first one shows a 2D lighting algorithm. The applet shows only one light, but it can actually handle multiples. Click here or the image to try the applet.

This one was originally only a test for a noise generator, but then I got massively sidetracked and ended up implementing lighting calculation for the terrain and a software renderer... Click here or the image to try the applet.

I sometimes revisit them and change small things. The island got multithreaded terrain generation and self shadowing added just yesterday. But I still have no idea what to actually do with them.
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rivon
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« Reply #322 on: March 07, 2012, 09:57:48 AM » |
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The islands look really great. I see there a great potential for some retro building game (SimCity or some tycoon).
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08--n7.r6-79.84
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« Reply #323 on: March 13, 2012, 10:06:50 PM » |
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 character concept for one abandoned AGS-project based on "Solaris" novel by Stanisław Lem so, it's Harey, phantom of Solaris i make this in corel draw and yeah, it's vector work ( proofpic lol) also, Keine Beschreibung's ass as refernce
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The Riet
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« Reply #324 on: March 25, 2012, 05:30:01 PM » |
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I suppose this thread makes for a good third post, here's a video of a couple unfinished games I had going, the first being a point and click (21s in) and the next being just what the world needs, another Cave Story clone (6m 22s in). http://www.youtube.com/watch?v=jih8xiyoFMsExcuse the intro and transition segments, there's links in the description to take you right to the gameplay. Untitled point and clickThis was a neat little game I would have definitely liked to continue, but lost interest in it, being that it was a game based around a group of friends that I dropped out of. Designed after old LucasArts titles like Sam and Max Hit The Road, it would've been a big adventure between the two characters shown in the video, starting with the car breaking down, forcing them to stop and unwillingly get caught up in the local events surrounding that town until they can get the car fixed and continue on their way. I was very proud of the art I created for it, as well as coding the Megaman 2 intro in an engine designed for adventure games. Untitled Metroidvania/Cave Story cloneAfter putting together a Frankenstein of various bits and pieces from Game Maker tutorials and examples, I created a nicely handling platformer engine, but it just didn't feel right to take other peoples' hard work and mash it all together to make something that somehow clumsily worked. I had planned on rewriting all of the code I had into my own scripts and objects and whatnot, but I was already so far into it while also losing interest that I just scrapped it. Not to mention I did a system-wide format recently and lost everything I've ever done. 
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Armageddon
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« Reply #325 on: March 27, 2012, 01:32:50 AM » |
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Those both look great, you're incredibly good at replicating styles. I myself have never been able to make Lucas-Arts style graphics. What font did you use for "Quit" in th adventure game demo?
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The Riet
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« Reply #326 on: March 27, 2012, 09:46:22 AM » |
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Those both look great, you're incredibly good at replicating styles. I myself have never been able to make Lucas-Arts style graphics. What font did you use for "Quit" in th adventure game demo?
Thanks! I was surprised myself at how well that scene went from paper concept to looking like it was pulled right out of a retail adventure. And I couldn't tell you how long it took me to fine tune the movement and camera in the Metroidvania game, seems like most of the start of development, I was focusing on that so it felt juuust right. It hurts me short-term, but I feel that being somewhat of a perfectionist really helps the end-product have that polish that only hours and hours of testing and tuning can produce. And that is actually a BMP font ripped from Sam and Max Hit The Road, probably used in a couple other LucasArts adventures as well. I imported it into AGS for use in dialog, as well as copied and pasted letters into Photoshop to be placed onto those buttons.
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DanFessler
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« Reply #327 on: March 28, 2012, 02:39:56 PM » |
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Just realized that I apparently have always had a thing for making tile-editors...   these are some of the earliest I can find. The 320x240 resolution was a limitation of the language I was using at the time, "Interplay's Learn To Program BASIC" or LTPB for short. hah, what an experience.
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Armageddon
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« Reply #328 on: March 29, 2012, 05:01:01 PM » |
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And that is actually a BMP font ripped from Sam and Max Hit The Road, probably used in a couple other LucasArts adventures as well. I imported it into AGS for use in dialog, as well as copied and pasted letters into Photoshop to be placed onto those buttons.
What did you use to extract it? I'm wanting to get a font from The Dig.
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Franklins Ghost
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« Reply #329 on: March 29, 2012, 05:48:22 PM » |
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And that is actually a BMP font ripped from Sam and Max Hit The Road, probably used in a couple other LucasArts adventures as well. I imported it into AGS for use in dialog, as well as copied and pasted letters into Photoshop to be placed onto those buttons.
What did you use to extract it? I'm wanting to get a font from The Dig. Can't remember if the Dig used the same font as Monkey Island but you can download the Monkey Island one from here if that helps. http://www.scummbar.com/resources/downloads/index.php?todo=Fonts
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« Last Edit: March 30, 2012, 08:15:34 AM by Franklins Ghost »
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