Manuel Magalhães
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« Reply #1020 on: October 06, 2012, 02:28:50 PM » |
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@Nuprahtor Nice art style! @ludist That looks nuts. Cool. ---- I'm porting my game Blackheist to iOS/Android with Stencyl 3.0. I started working on it very recently so I haven't completed the controls (shooting works, movement isn't done yet) nor the graphics as the only thing that isn't a placeover is perhaps the main character, but I have to think more about its new design. I also want improve the game with more variety and balance. This is meant to be a small side project to go alongside with the development of the larger scale game that I'm making.
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« Last Edit: October 06, 2012, 02:34:52 PM by Мanuel Мagalhães »
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SolarLune
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« Reply #1021 on: October 06, 2012, 09:51:29 PM » |
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@impulse9 - I like the bricks in your mock-up. Cool light fading effect. @Nuphrahtor - Very nice style, indeed. @ludist - Very nice, indeed. I like the simple pixel characters on the colorful space background. Maybe some planets in the background could be cool? @Manuel Magalhaes - Cool. I just played Blackheist a bit - do you plan to expand it? ---- An attempt at making a game in a month. I started a few days ago. And here's a static pic: EDIT: Hah, I just realized the sun wouldn't cast shadows that way. I should move it to the top-left. As usual so far, I'm using the Blender Game Engine for this project.
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McMutton
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« Reply #1022 on: October 06, 2012, 11:47:53 PM » |
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The atmosphere you've got is quite nice, Solar. Working on the final boss fight. Mmmmm... Tasty. Manual ambient occlusion on dem leaves! Huzzah! You can also see some bloom from the sky from a free thing I found.
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impulse9
Guest
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« Reply #1023 on: October 07, 2012, 03:47:26 AM » |
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Manuel Magalhães
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« Reply #1024 on: October 07, 2012, 05:38:52 AM » |
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@Manuel Magalhaes - Cool. I just played Blackheist a bit - do you plan to expand it?
Thanks. I do want to expand it in the sense that there will be more content on it, like power ups and game modes. Nice looking game, btw.
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Velvety
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« Reply #1025 on: October 07, 2012, 07:44:40 AM » |
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EDIT: Hah, I just realized the sun wouldn't cast shadows that way. I should move it to the top-left. As usual so far, I'm using the Blender Game Engine for this project. Looks really nice! I like the palette and theme you have going here. Do you have any kind of unique mechanic planned for that game? What's the main story/theme? As you mentioned, the shadows are on the wrong sides based on your sun location. You could either move the sun to the left, or simply flip the column/brick textures so the shadow sides change.
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SolarLune
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« Reply #1026 on: October 07, 2012, 08:11:13 AM » |
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Thanks a lot, everyone!
@Velvety - I'm going to try for a probably fairly short co-op Metroidvania. Think Cave Story + Ico, I guess, except the second, AI-controlled person will be able to do whatever you can (i.e. jump, shoot, switch weapons, etc). You'll need to use co-op techniques to get through the areas.
I originally wanted it to start in a cave / other dark place, but I thought it would look too much like Cave Story, so I changed it to look more like the ruins of a bright, floating temple/town (I guess?) instead. Also, it should be local co-op enabled.
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« Last Edit: October 07, 2012, 08:22:50 AM by SolarLune »
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melos
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« Reply #1029 on: October 12, 2012, 10:14:28 PM » |
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everyone u make such cool stuff here is what jon worked on this week for anodyne i think look pretty ogod
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play hydlide 2
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Claw
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« Reply #1030 on: October 13, 2012, 05:51:24 AM » |
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everyone u make such cool stuff
here is what jon worked on this week for anodyne
i think look pretty ogod
cool cool cool cool cool reminds me of the overworld/giant tree thing in monster quest. My contribution for the week:
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moi
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« Reply #1031 on: October 13, 2012, 06:21:31 AM » |
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New visuals for the critters:
I prefer the old look
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subsystems subsystems subsystems
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #1032 on: October 13, 2012, 07:52:23 AM » |
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Here's some dialogue being spoken in Dungeon Dashers:
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knightSquared
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« Reply #1033 on: October 13, 2012, 08:51:02 AM » |
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New visuals for the critters:
I prefer the old look Thanks for the feedback! Yep, our dev team is also a bit mixed on the new look as well. Old look gives a bit more of a unique look, the new look a bit more traditional. Just thought of trying the new look as it seems to translate a bit better to cartoon art, which I'm playing around with at the moment to replace our current NIS sequences.
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ANtY
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« Reply #1034 on: October 13, 2012, 09:48:34 AM » |
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New visuals for the critters:
I prefer the old look Thanks for the feedback! Yep, our dev team is also a bit mixed on the new look as well. Old look gives a bit more of a unique look, the new look a bit more traditional. Just thought of trying the new look as it seems to translate a bit better to cartoon art, which I'm playing around with at the moment to replace our current NIS sequences. I like the old one too
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Fifth
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« Reply #1035 on: October 13, 2012, 10:06:43 AM » |
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The sad Clancer faces are a much more unsettling look for the ghosts. I think it's a better fit for an enemy.
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IzzyReggie
Level 1
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« Reply #1036 on: October 13, 2012, 10:09:27 AM » |
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The sad Clancer faces are a much more unsettling look for the ghosts. I think it's a better fit for an enemy.
I agree with this. When I first saw the intro sequence, I thought the critters were going to be hunting you. The new ones convey that they're friendly pretty well.
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BleakProspects
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« Reply #1037 on: October 13, 2012, 10:39:23 AM » |
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Sunset: Particle system: Grass motes:
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Diamonddust
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« Reply #1038 on: October 13, 2012, 11:09:45 AM » |
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Working on my currently dumb as bricks AI. Here's a screen of some things that will at least shoot at me. by the way, I'm new and I love everything in here!!
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« Last Edit: October 13, 2012, 12:22:34 PM by Diamonddust »
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Ant
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« Reply #1039 on: October 13, 2012, 11:50:36 AM » |
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Am hoping to enter Unlamentia into the GM Steam comp, got just over two weeks to pump in as many solid levels as possible.
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