MAN! Thanks to everyone for the warm welcome!
It's cool to see that people are interested. I just uploaded a video, so check it out if you wanna see it in action. As I said before, I'm still in really early development, and things are still shifting and changing all the time. This is just kind of a bare bones proof of concept for what I'm kind of going for. I haven't worked on sounds and music much yet, so I just overlaid a track I made a while ago (that may or may not be in the final game) in the video.
I'd maybe suggest to have this moved to Devlogs. In my mind, the "Feedback" section is usually better for people who have finished games or prototypes that they want tested and feedback on, and Devlogs seems to be more where you "build hype" for your game and get feedback on new assets and ideas as you introduce them, and keep us updated on changes/improvements. But that's just the way I see it, and by no means the "rules".
I'm totally down for moving this topic to the devlogs is any mod out there wants to. I wasn't exactly sure where to start my topic, but after checking out the devlogs section, I definitely agree. Heh, sorry.
That's perfectly fine Grin you'll find that most of the members here are very open-minded when it comes to development. We've seen amazing games made in Unity (BoxGame), Game Maker (Immortal Defense), Multimedia Fusion (Bonesaw), Adventure Game Studio (Trilby: The Art of Theft), etc. So yeah, anybody who has a bias against your game based on the engine/language it's created in is just naive, and becoming a rarer breed every hour.
Good to hear. I've just seen so many awesome programmers on this site, and as I know next to
nothing about programing, I get a little intimidated. Stupid thing to fret about, I know, but thanks for the reassurance.
Looks cool. IMHO with such graphics there shouldn't be bad guys, you should just be collecting flowers to share them with hippies
Funny you should mention that, because I initially wanted to do it without enemies too! As I was trying to work out a story though, the "Dooms" (as well as their fearless leader
) came about. Also, I agree with ChevyRay: I like the way they contrast the happy, vibrant environment. Good suggestion though!
You know some people keep claiming that pixel art is getting tired and stale. The aesthetic just can't do anything interesting or unique anymore.
Thank you sir, for giving me a slam-dunk argument against those jerks.
Heh, thanks man. I'm trying to be pretty simplistic with the characters and environments, but still make it shine. I'm also trying to stick to the original NES's color pallete (although obviously not the NES's color limitations) as close as possible, just for fun.
The style remind me vaguely of
these games, for some reason? Don't ask me why. In any case... I used to play them when I was quite young, so due to nostalgia and also inherent awesome-looking-ness, your game looks good to me.
Hooray for Apogee! Commander Keen is a big influence on me.
Here it reminded me of Dexter's lab. The first of the 3 characters looks just like Mandark, aka Susan because his hippie parents named him that way.
And then of course there's the other famous "dude", aka "his dudeness", "duder" or "el duderino" (if you're not into the whole brevity thing), who's kind of a hippie as well.
Dexter was TOTALLY a fave growing up. Amazing style. Whooo nelly!
Anyway, thanks again to all you guys for welcoming me to the forums. I'm already in love. And yeah, I'm totally working on getting a demo together, but need to clean some things up and figure some stuff out first. Thanks doods.