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TIGSource ForumsCommunityDevLogs⛰ HIRO'S ESCAPE ⛰
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Author Topic: ⛰ HIRO'S ESCAPE ⛰  (Read 933 times)
NinthPower
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« on: December 03, 2019, 01:29:13 PM »



Help Hiro sneak past Yamana clan soldiers and reunite with his scattered family!





Get ready for close calls, narrow escapes, unintended solutions, and unexpected danger...

//----------------------------------------------------------------------------------//

Hiro's Escape is a stealth-ish, Gameboy-esque game about a Japanese refugee whose family is scattered by the Yamana Clan during the Onin War in feudal Japan. The gameplay is all about safely moving through each level while taking calculated risks to manipulate enemy AI.

I started work on this game back in 2016 for GBJAM5 with Logan Hayes. We never finished it but I kept tinkering on it on early mornings and on my train ride into work and school each day. Lot's of starts and stops but I think the core gameplay concepts are really starting to come together and I have a clear path to finishing it. All the art, code, music, and SFX are made by yours truly  Gomez

The game is being developed in Gamemaker Studio 2 and release is planned for 2020 on Steam (PC/Mac).

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ThemsAllTook
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« Reply #1 on: December 03, 2019, 02:07:54 PM »

Looks neat! I think you could get an extra bit of visual polish by rendering to a fixed resolution canvas before upscaling. In a lot of those screenshots, I can see pixel-sized squares moving in subpixel increments. If you make sure everything stays in a strict pixel grid, it'll look great. I'm pretty sure there's a facility for this in Game Maker, but I'm not super familiar with it.
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NinthPower
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« Reply #2 on: December 03, 2019, 03:07:32 PM »

Looks neat!

Thanks!

I think you could get an extra bit of visual polish by rendering to a fixed resolution canvas before upscaling. In a lot of those screenshots, I can see pixel-sized squares moving in subpixel increments. If you make sure everything stays in a strict pixel grid, it'll look great. I'm pretty sure there's a facility for this in Game Maker, but I'm not super familiar with it.

I'll check it out!
« Last Edit: December 03, 2019, 03:32:35 PM by NinthPower » Logged

Beastboy
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« Reply #3 on: December 04, 2019, 08:05:54 AM »

I like the overall aspect of the game, gog luck
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NinthPower
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« Reply #4 on: December 04, 2019, 07:05:50 PM »

Thanks, appreciate it!
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NinthPower
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« Reply #5 on: December 04, 2019, 07:37:18 PM »

Been thinking these old trees need a little change. Yes? No? I'm terrible at environmental stuff...
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Aw0
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« Reply #6 on: December 04, 2019, 08:24:38 PM »

The one on the far right is definitely a step in the right direction, I feel. How about if you made a clump of leaves on top of the tree using the highlight you've got up there?
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NinthPower
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« Reply #7 on: December 05, 2019, 03:19:40 PM »

This GIF is kind of emotional for me:

 I was not born an artist. I am not one of those kids who was making drawings in the corner of their school assignments or anything. It's been a long time for me to understand how to make animations feel not weird... But I've worked hard, taken advice from great artists, and I really feel good about standing behind every one of these!


357 frames of hard work  Cry

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NinthPower
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« Reply #8 on: December 07, 2019, 10:31:28 AM »



Absolutely what I envisioned for grass that reacts to you... Cheesy
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NinthPower
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« Reply #9 on: December 11, 2019, 01:54:58 PM »

Been trying to think of more interesting ideas with this box breaking mechanic:
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RealScaniX
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« Reply #10 on: December 11, 2019, 03:16:48 PM »

This GIF is kind of emotional for me:

 I was not born an artist. I am not one of those kids who was making drawings in the corner of their school assignments or anything. It's been a long time for me to understand how to make animations feel not weird... But I've worked hard, taken advice from great artists, and I really feel good about standing behind every one of these!


357 frames of hard work  Cry


Just wanting to say that your animations look really great!
I'm at the very beginning and can only hope to get close to this sometime in the future. In that low resolution and with only few colors you manage to transport a lot of expression. Smiley
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NinthPower
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« Reply #11 on: December 18, 2019, 07:16:45 PM »

Thanks a ton! It wasn't always this way, but I've tried my best to keep learning and improving.  Gomez
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InfiniteStateMachine
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« Reply #12 on: December 18, 2019, 07:28:39 PM »

This GIF is kind of emotional for me:

 I was not born an artist. I am not one of those kids who was making drawings in the corner of their school assignments or anything. It's been a long time for me to understand how to make animations feel not weird... But I've worked hard, taken advice from great artists, and I really feel good about standing behind every one of these!



Good for you, your hard work has really paid off Smiley

Looking good!
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