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SolarLune
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« Reply #9255 on: April 16, 2012, 03:36:14 PM » |
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@asa - I agree. The gameplay looks interesting and off-the-wall. So it's going to be on PC? Yeaaay, cross-post. HP indicator, map progress (working on the next room over, too, not just this one).  EDIT: And better lighting in the sewer, I think. Though perhaps a tad too dark. Experimenting can only lead to more options, right? 
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« Last Edit: April 16, 2012, 03:53:27 PM by SolarLune »
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willy-wilson
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« Reply #9256 on: April 16, 2012, 03:52:03 PM » |
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this takes much longer then i had expected. 
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thatshelby
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« Reply #9257 on: April 16, 2012, 03:55:27 PM » |
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It looks fantastic, though. How did you make this?
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willy-wilson
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« Reply #9258 on: April 16, 2012, 04:05:42 PM » |
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its actually very simple its 2 layers well a few more with the icons ect, but the map itself is 2 both with pattern overlays one tinted lighter then the other and then some layer styles. The lighter tinted one above after that you just mask out what you want as land and photoshop does the rest. 
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McMutton
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« Reply #9259 on: April 17, 2012, 10:34:56 AM » |
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The final effect is quite nice, Willy. Moooooooody.  monitors sure are inconsistent. How's that?
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« Last Edit: April 17, 2012, 11:58:32 AM by McMutton »
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ANtY
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« Reply #9261 on: April 18, 2012, 01:20:38 PM » |
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@Simon: oh god, this looks so funny :D @topic: working on hud for this: 
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Alec S.
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« Reply #9262 on: April 18, 2012, 01:47:14 PM » |
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A little bit of this  And a little bit of this 
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Franklins Ghost
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« Reply #9263 on: April 18, 2012, 10:33:31 PM » |
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Level design I'm working on for a new game. 
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JWK5
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« Reply #9264 on: April 19, 2012, 11:22:09 PM » |
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 This is just a quick series of doodles to drive home the general tone of the setting for the game I am working on. The game itself is sort of an homage to the NES Castlevania games with a similar deliberate pacing in the movement (for example no air control on the jumps). I was going to use the Grandma engine in GM8.1 but I decided to just start one up from scratch since I wanted a pretty specific setup. I want to make it something semi-open world like Demon's/Dark Souls but I am keeping the gameplay very much Castlevania-esque (NES), with tight-knit level designs and no grinding. The basic way you could picture it is Dark Souls-like checkpoints (the bonfires) and between each is the equivalent to one level in Castlevania (part 1) with branching paths. Occasionally you will enter towns/settlements that provide a little storyline (so overall it is probably going to have a feel similar to Castlevania 2: Simon's Quest but less erratic). The setting is a sort of a post-apocalyptic modern era with elements of horror and superheroes. Everyone is infused with the energy from the Starcypher but once someone actually puts it to use and manifests their powers they become sort of vampiric and must feed off of the cypher energy of others to sustain themselves. Over-feeding "bloats" them in horrific ways and basically turns them into bestial monsters.
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« Last Edit: April 19, 2012, 11:31:45 PM by JWK5 »
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Fark
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« Reply #9265 on: April 19, 2012, 11:34:13 PM » |
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Loving the artwork and setting, JWK5 
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SolarLune
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« Reply #9267 on: April 20, 2012, 09:54:23 PM » |
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NPCs and dialogue. 
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Dacke
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« Reply #9268 on: April 20, 2012, 09:56:38 PM » |
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vegan • socialist • atheist • humanist • liberal • FOSSer programmer • feminist • animal rights activist • pacifist • teetotaller
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Simon Andersson
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« Reply #9269 on: April 21, 2012, 01:33:47 AM » |
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Thanks! I'm really intrigued by this! Kinda feels the first season of heroes, but instead of getting diffrent powers, everybody became Sylar. And that sounds totally awesome.
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