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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Lowblow - Fantastic Awakened Passion
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Author Topic: Lowblow - Fantastic Awakened Passion  (Read 3318 times)
Akari
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« on: December 11, 2009, 05:51:31 AM »

UPDATE:

(WIP)

Lowblow will be a bullet hell / curtain fire shooter / danmaku game. It will feature 7 levels, intriguing plot and of course tons and tons of bullets!

Quote from: Original Post
Gentleman

Lowblow will or will not be my Assemblee Part 2 entry. There is currently nothing to show right now (especially since I am not writing this from home due to having no internet connection there right now), so instead I'll let you people guess what kind of game it's going to be. The name of the game shall aid you in this honorable quest.

More information to come on Monday / Tuesday.

EDIT: This won't use oryx's lofi fantasy set.
Actually I might use them for something. Don't know for sure yet though.
« Last Edit: December 12, 2009, 01:08:27 AM by Daiz » Logged
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« Reply #1 on: December 11, 2009, 06:59:25 AM »

boxing?
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Akari
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« Reply #2 on: December 12, 2009, 01:09:09 AM »

Updated the first post with a work-in-progress screenshot and some info.
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cheapshot
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« Reply #3 on: December 12, 2009, 01:32:10 AM »

Wahaha, looks like it could have fit into the adult game competition too.
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Akari
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« Reply #4 on: December 12, 2009, 02:30:34 AM »

Another shot at what the dialogue system will most likely end up looking like Noir



That's the main character. Dialogue is just for testing at the moment.

The font used is Zaratustra's Assemblee font.

Oh, and I guess I could mention that I'm doing this with my main weapon of choice, Construct.
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Derek
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« Reply #5 on: December 12, 2009, 03:06:38 AM »

Pretty much a perfect use of that portrait.
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Pencerkoff
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« Reply #6 on: December 12, 2009, 03:15:45 AM »

Hello this is Pencerkoff

Well, it's nice to know someone wanted to use that woman I drew.  I think originally she was the counter-essence of the naked fat guy.  Too bad she looks really pixely next to all those laser-whatevers.

But who am I kidding, she's still a fox.

-PENCERKOFF
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Akari
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« Reply #7 on: December 12, 2009, 03:31:56 AM »

Pretty much a perfect use of that portrait.

It is pretty much perfectly fitting - the problem is coming up with portraits for the enemies, though... There's a serious lack of portraits in the assets in general.

And for the record, there is a serious lack of characters viewed from the back sprites as well. The isometric mech was pretty much the only thing besides some low-res RPG sprites which didn't really look all that good plus they wouldn't have worked together with the main character portrait. It'd be a lot nicer to have the main character flying than having him be inside a flying machine. Using any of the shmup ship sprites is out of the question since they totally don't work together with the 3D background progression (which is pretty fancy-looking even if I say so myself).

I've thought about using 0rel's cut&paste assets for lot of the portraits but their lack of color is quite bleh. Oh well.

I intend to get some actual content done by Monday and then put up some gameplay video.
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Kazerad
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« Reply #8 on: December 12, 2009, 11:56:35 AM »

It is pretty much perfectly fitting - the problem is coming up with portraits for the enemies, though... There's a serious lack of portraits in the assets in general.
Arachne has a wonderfully comprehensive set (though lower resolution than your main character portrait), and I tried to provide sufficient portraiture for my sprites as well.
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Ryavis
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« Reply #9 on: December 12, 2009, 12:04:35 PM »

So she shoots Mike&Ikes at you?
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J. R. Hill
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« Reply #10 on: December 12, 2009, 12:19:20 PM »

So she shoots Mike&Ikes at you?
My kind of woman.
 Well, hello there!
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Akari
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« Reply #11 on: December 14, 2009, 12:22:41 AM »

Meh, got stuck writing some essays yesterday so I couldn't get as much done as I wanted. I managed to come up with most of the story, though. (Spoiler: It's about saving the world)

Here are two new not-so-new-looking screenshots though:



As you can see I changed the look of the bullets a bit - instead of just sticking to the three different color variations provided by the original asset I decided to do some hue trickery to get some more variation. Also, that 820 in the second shot won't be a final part of the HUD, it's just the current object count for testing purposes to see if Construct starts to slow down at some point with thousands of onscreen objects. I doubt that'd happen, though, since with Construct performance slowdowns are usually more GPU than CPU-related Giggle
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moi
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« Reply #12 on: December 14, 2009, 04:22:39 AM »

looks fantastic Shocked
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« Reply #13 on: December 14, 2009, 05:53:33 AM »

"You're standing in my way on my path to world savery!"

 Hand ClapCheesy This game will be amazing.
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