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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:42:57 PM

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21  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: April 06, 2016, 11:00:49 AM




New vlog on the making of those mimics.
22  Community / DevLogs / Re: Gunmetal Arcadia / Gunmetal Arcadia Zero on: March 30, 2016, 08:53:49 PM
Treasure chests!



Fun fact: my entire motivation for putting treasure chests in this game is so I can add mimics late in the game.  Waaagh!

Aaaaand here's the payoff:



23  Community / DevLogs / Re: Screenshot Saturday on: March 26, 2016, 10:40:35 AM
Couple new interior environments for Gunmetal Arcadia Zero.







All eight subweapons.

24  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: March 11, 2016, 10:20:46 PM


After doing more work on salable gems, I got fed up with having to sell them off one at a time, so I added a "Sell All" option along with the value of the full stack.

Debating whether this should be the default option. Any opinions?
25  Community / DevLogs / Re: Screenshot Saturday on: March 05, 2016, 08:39:35 PM


Getting character portraits illustrated.
26  Community / DevLogs / Re: Screenshot Saturday on: March 05, 2016, 01:01:50 PM


Giant slime monster! It splits into a bunch of regular-sized slimes when it dies.
27  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: March 04, 2016, 09:50:42 AM


I'm thinking about doing something like this for my key art / cover art. I had been planning to color it and add an environmental background and maybe some monsters in the foreground, but once I got it inked and scanned, I kind of liked the stark simplicity of it, so I just threw it against an orange backdrop and added some light swirly patterns to break up the monotony. Also it reminds me a little of this awesome Dark Souls t-shirt.

Any thoughts or feedback?
28  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: February 28, 2016, 09:39:21 AM


Working on some new sprites. Playing around a bit with the range of what the tech elves can look like. I like the idea that their ears are their defining characteristic, like maybe that's how elves judge enough, like, "Oh, look at that goofy long-eared fellow, what a joker."
29  Community / DevLogs / Re: Scorn on: February 27, 2016, 12:46:16 PM
Wow, this looks right up my alley. Very Giger or Beksinski, as others have mentioned. Definitely keeping an eye on this one!
30  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: February 23, 2016, 05:05:21 PM


I wasn't too happy with the minimal shopping interface I had in the vertical slice build last month, so I've been refactoring it over the last few days to look and feel more like an item shop in an old JRPG might. Still a few loose ends to tie up (item description, actual prices, etc.), but it's coming together nicely.
31  Community / DevLogs / Re: Screenshot Saturday on: February 21, 2016, 01:02:40 PM


Portraits are working (and obviously up to shipping production quality).

Edit: Butts, it's not Saturday anymore, is it? What are days.
32  Community / DevLogs / Re: Screenshot Saturday on: February 20, 2016, 10:20:21 PM


Animating dialog boxes in and out. Character portraits coming soon.
33  Community / DevLogs / Re: Screenshot Saturday on: February 13, 2016, 04:33:26 PM


Getting boss intros working.
34  Community / DevLogs / Re: Screenshot Saturday on: February 06, 2016, 04:40:10 PM
I put together a couple "micro trailers" today for Gunmetal Arcadia Zero:

http://gfycat.com/FocusedEsteemedFlycatcher
http://gfycat.com/ExcellentLastElk
35  Community / DevLogs / Re: Screenshot Saturday on: February 06, 2016, 04:36:56 PM
Finished the proper boss for the first stage  Ninja

This looks right up my alley! I'll be keeping an eye out for this one!
36  Community / DevLogs / Re: Screenshot Saturday on: February 06, 2016, 08:16:17 AM
Grayboxing a new level for Gunmetal Arcadia Zero. Slidey floors and spikes and bomb walls and crumbling tiles.

37  Community / DevLogs / Re: Gunmetal Arcadia Zero [now w/ playable build] on: February 03, 2016, 12:25:30 PM
I've put together a one-level demo build of Gunmetal Arcadia Zero. It'll take about five minutes to play; I'd be super appreciative if you could take the time to check it out and send me your impressions!

Download (Windows, Mac, Linux): http://gunmetalarcadia.com/wordpress/in-dev-build-vertical-slice/

Or if you'd just like to see what it looks like in motion, here's me playing through this same build while talking about adjusting my schedule to meet a June release.



38  Community / DevLogs / Re: Screenshot Saturday on: January 23, 2016, 09:55:44 AM
I'm wrapping up a vertical slice milestone for Gunmetal Arcadia Zero and finally getting some new content in the game. I'm on track for a June release, and I'll be publishing a one-level test build in a week or two, once I get back from PAX South.

I've tweaked my CRT simulation a bit since Super Win the Game. Of course it still has the full suite of customization options, plus some new additions.



Palette fades



Combat



Loot



More combat



Prototyping a new enemy



Medusas!!

39  Community / DevLogs / Re: Gunmetal Arcadia / Gunmetal Arcadia Zero on: January 21, 2016, 03:44:28 PM
Treasure chests!



Fun fact: my entire motivation for putting treasure chests in this game is so I can add mimics late in the game.  Waaagh!
40  Community / DevLogs / Re: Gunmetal Arcadia / Gunmetal Arcadia Zero on: January 21, 2016, 09:42:49 AM
Been working on a new tileset for the city where you'll start the game.







Also grayboxing the rest of a level for a vertical slice milestone and prototyping a new biped enemy.



And of course there are still medusa heads because yeah.

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