Charas-Project
Game Creation => Other Makers => Topic started by: drenrin2120 on March 07, 2011, 04:47:47 AM
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This thread is specifically for posting screen shots from your current project for critical review. Not many rules, you may post as many screen shots at a time as you like, or over a period of time and other people will come and look at them and give your advice or praise.
The whole point of this thread is to showcase what you can do while receiving tips and feedback on your work. This also helps prevent cluttering up your own game thread. So, use it as much as you need to!
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YAY FIRST POST :DDDD
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/kyoobScreen55.png)
Shows the new font that I'm using.
The symbols are lowercase letters, and are the reason why I'm switching from my normal font to that.
Not shown is Kyoob blinking.
And the fact that the tiles are actually tiles now and not sprites (which ate up some FPS)
ed: Screenshot balleeted, sorry.
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wooo, I'm lovin' it!
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New enemy drafted.
It's called the Bipulse.
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/bipulseScreenie0.png)
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/bipulseScreenie1.png)
What it does is open up and shoot an energy blast out of it's sides after a quick charge up.
The blast hits instantaneously, so that's an issue.
However, hit it while it's open and it'll shut again.
Still thinking up how exactly it should act, but I loved the design so much on paper that I wanted to see how it looked in motion (the answer is pretty alright, although the "eyes" are a little weird)
ed: Also, you can't tell but the room is actually a good 2x the size shown.
The camera is stuck because of these new gizmos that I made (which still need a lot of work)
[spoiler=Original Design (for reference)]
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Art/Pulsejaw.png)
It had a different name at first.
[/spoiler]
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:0 that looks really really cool. We need more low-res custom games like that ><
(http://rpgmaker.net/media/content/games/2524/screenshots/SS36.png)
Jump puzzles!
(http://rpgmaker.net/media/content/games/2524/screenshots/SS37b.png)
Spell-Duel time :000
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That loloks really fun Miracle. For some odd reason I wanted to call you M iroza.
...Drunk charasing doesn't seem like a good idewa.
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(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/attackMeterPreview0.png)
Preview of part of the new-ish attack system.
Your blades take damage as they hurt foes.
They have an immunity period between hits, but after they break they take a couple seconds to recharge.
You can recharge them (much) quicker if you break off the attack quickly, however.
Screenshot of them being damaged:
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/attackMeterPreview1.png)
ed: Sprite is massively different and much easier to read now.
I don't think a newly introduced concept has changed so much so rapidly in my entire "career" as a game designer.
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Kyoob is looking pretty awesome. Seems like this will be a very fun game once it's completed. :D
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I need some opinions.
Does the hud look better with or without a boxed background?
The reason why I'm asking is because the sheer amount of white in this game makes it hard to read sometimes, and because I kinda sorta like the style of the game, I'm not changing that.
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/Hud%20Issues/before1.png)
Not in front of a wall.
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/Hud%20Issues/before2.png)
In front of a wall.
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/Hud%20Issues/after1.png)
Not in front of a wall, with box.
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/Hud%20Issues/after2.png)
In front of a wall, with box.
edit: Also pictured, debug text, and a key drop (because I thought key tiles were kind of silly)
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:(
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I'd go with in front of wall with box, seems like the most practical version.
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(Remove me)
(no (http://www.youtube.com/watch?v=WWaLxFIVX1s))
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Miracle, Zuhane... this is the miscellaneous screen shot thread. Those are both from rm2k3.
Fruck: I don't really like the box, but mage is right about it's practicality. Maybe a black box without a white border? That way it blends in with the background when it's black, but in front of a wall, the icons are still visible. Maybs?
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It says something about posting screens on your current project though, doesn't it?
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This is the one specifically for rm2k3 though: http://www.charas-project.net/forum/index.php?topic=27493.15
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Hey guys?
It's a bot.
:V
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I completely read Zuhane's post wrong and thought he was talking to Drenrin. So I posted the link to the Rm2k3 screenshot topic.
Miracle, Zuhane... this is the miscellaneous screen shot thread. Those are both from rm2k3.
EDIT: I am pretty sure I didn't read it wrong and that Zuhane WAS talking to drenrin.
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Honestly, I'm not sure who he was talking to...
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My bad then! I'll re-post in the correct thread, brah!!
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Damn right you will!!!
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(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/HUDTesting.png)
What's this?!
**** if i know
For added fun, I'm in the same debug room, as well.
ed:
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/powerEmptyTrail.png)
(http://dl.dropbox.com/u/3104371/Projects/Kyoob/Screenshots/powerFullTrail.png)
Sorry for the long post, spoilers ate the images.
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Looking flashy there frucker.
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Something I've started on at a jam last week but never got around to finish.
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/Unnamed%20Plattformer/screenshot1.png)
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/Unnamed%20Plattformer/screenshot20.png)
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/Unnamed%20Plattformer/screenshot45.png)
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I really need to work on a Ludum Dare sometimes :|
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Hey, mom... Looking great!
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Working on a game for the GBJAM (http://www.gbjam.net/). Decided to take their rules one step further and do an actual Game boy game.
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/gbjam-game01.png) (https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/gbjam-game02.png)
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What do you develop in, Momeka? Looks very good!
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What do you develop in, Momeka? Looks very good!
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/Unnamed%20Plattformer/screenshot1.png)
This is Unity3D (http://Unity3d.com)...
(https://dl.dropboxusercontent.com/u/2123728/Image%20Dump/gbjam-game01.png)
... and that is GBDK (http://gbdk.sourceforge.net/)
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...what?!? Where's most of this thread gone?
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Whoa, what the hell? I'm nearly certain that there were a fuckton of pages just yesterday.
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This is the screenshot thread for non RPGM games.
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Yeah guys, hang more on this board, it's almost dead :<
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Ohhhhhh.
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Having the same title doesn't really help.
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Yeah, somebody should get on that.
~Screenshot Central for Misc. Games!
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Aaaaand done.
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Playing around with a new gameboy game.
(http://i.imgur.com/ZqAH1VT.png)
The tiles are 8x8. A bit worried it will be to hard to see. Need to test it on the device later.
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So, what's the goal of the game insofar?
I'm guessing the little eyeball guys are enemies and the boxy guy is the player?
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Not much of a game yet. The plan is kill all enemies to win the levels, upgrade weapons in between.
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(http://i302.photobucket.com/albums/nn111/zuhane/DEA1_zps82ecc4e9.png) (http://s302.photobucket.com/user/zuhane/media/DEA1_zps82ecc4e9.png.html)
Latest build of DEA. It looks much better in motion, as I have nice animation and some parallax. Anyone know anything nice and lag-free to record XNA with?
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Looks nice Zu.
You could try LiceCap (http://www.cockos.com/licecap/). It turns it all into a gif.
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Looks nice Zu.
You could try LiceCap (http://www.cockos.com/licecap/). It turns it all into a gif.
Thank you, I've been wondering how people do that.
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So it's been an awfully long time since I last posted! Hope everyone's doing okay and staying nice and creative!
Been very busy with a Kickstarter project and also been trying to finish my university dissertation. I've got a few GIFs together anyways. They're a bit laggy,
but they kind of show the game off. The running mechanics are going to be a big bit of the game, and I'm trying to eventually work towards seamless animation
switching, pixel perfect player collision, wall-sliding and some more physics-based mechanics to help with the free-running.
(http://postimg.org/image/47me39jcl/]http://postimg.org/image/47me39jcl/)
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So it's been an awfully long time since I last posted! Hope everyone's doing okay and staying nice and creative!
Been very busy with a Kickstarter project and also been trying to finish my university dissertation. I've got a few GIFs together anyways. They're a bit laggy,
but they kind of show the game off. The running mechanics are going to be a big bit of the game, and I'm trying to eventually work towards seamless animation
switching, pixel perfect player collision, wall-sliding and some more physics-based mechanics to help with the free-running.
(http://postimg.org/image/47me39jcl/]http://postimg.org/image/47me39jcl/)
Fixed your link: (http://s18.postimg.org/a8k30c5yv/running3.gif)
Looks sweet zuhane. Keep it up. Is it XNA?
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I don't see a link to go to :(
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Weird. It worked when I posted it... Upload it somewhere else?
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I'mma try a different site!
(http://cdn.makeagif.com/media/6-01-2014/L4exgn.gif) (http://www.makeagif.com/L4exgn)
(http://cdn.makeagif.com/media/6-01-2014/f9BNJz.gif) (http://www.makeagif.com/f9BNJz)
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lol, I love the character movement. So charming.
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Thanks :D Wanted to give him this panicky/frantic kind of look as he darts about
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Looking good, zuh. What are the million squares that you pick up?
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It's essentially just the currency of the game used for upgrades and new weapons. There's not usually that much, but I've optimized
the engine so nicely that you can have literally thousands of them interpolating to you at once and it looks nice, kind of like Ratchet and Clank :D
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(https://dl.dropboxusercontent.com/u/3104371/Projects/Kyoob/FalseTiles.gif)
(https://dl.dropboxusercontent.com/u/3104371/Projects/Kyoob/ButtonBlocks.gif)
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Holy crappers, those are some sweet effects right there. I thought you had given up on Kyoob
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Still going stronger than ever.
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I haven't posted in a long time and thought now might be the time. Those are some really nice screens for Kyoob! Seems like your game
has come a long way since I last saw it. It looks really crisp and stylized and that's something I like to see in games :)
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Ellie's done an amazing job with the spritework on this one. I vastly prefer the look it has now compared to the super stark simple artwork of the old Game Maker version.
Programmed in C#, btw.
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Been playing around with the gameboy a bit lately.
Wave effect
(http://i.imgur.com/DGbQ8WK.gif)
And a glitch I accidentally made when doing the wave
(http://i.imgur.com/DSErGQz.gif)
Cyberpunk-ish title screen
(http://i.imgur.com/suBMzt2.gif)
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That glitch actually looks pretty awesome.
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I would totally use that glitch. Considering the cyberpunk aesthetic it's really fitting.
glitchcore woo
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I'll never get tired of looking at games made in the gameboy palette too many good memories of that greenish display.
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Impressive use of those 4 colors :D
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Work in progress for my final year project at uni. I have to make a networked tower defence game with
client-server architecture that allows at least 2 players. It's a right stinky mess at the moment!
(http://i302.photobucket.com/albums/nn111/zuhane/towerdefence_zpsee88887c.png) (http://s302.photobucket.com/user/zuhane/media/towerdefence_zpsee88887c.png.html)
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Not sure what I'm looking at. Is it a top down view or from the side?
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Maybe I got a bit carried away with the particle effects :p
It's a side-on view, but it's camera-controlled, so you can only see a small portion of the game screen.
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The joys of testing....
(http://i302.photobucket.com/albums/nn111/zuhane/NewBitmapimage_zps87464553.png) (http://s302.photobucket.com/user/zuhane/media/NewBitmapimage_zps87464553.png.html)
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Still no idea what it is
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(https://dl.dropboxusercontent.com/u/3104371/Projects/Eldritch%20Survival/LightingTest.gif)
Playing around with normal maps.
It'll be cooler when the environment is in.
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I'm excited to see that in some tunnels with lights going by or something.
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Looks nice, Fruckert.
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Oops, wrong section. Ignore this post!
>_<
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Still no idea what it is
Me neither at the moment. Very nice, Fruckert! What language are you using for that?
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Very nice, Fruckert! What language are you using for that?
It's been quite a while since I've touched that, but the shader's in GLSL and the engine's (http://otter2d.com/) in C#.
Not that anybody really cares but I've been working on this thing in PICO-8 (http://www.lexaloffle.com/pico-8.php) lately:
(https://dl.dropboxusercontent.com/u/3104371/projects/cultbusters/swoosh2p0.gif)
Just a little zelda roguelike thing.
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Pros: Zelda
Cons: Roguelike
Getting a little tired of everything being roguelikes these days. I miss when level design was deliberate and well-planned instead of based on a randomized algorithm.
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Yeah, sure, whatever.
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It's been quite a while since I've touched that, but the shader's in GLSL and the engine's (http://otter2d.com/) in C#.
Not that anybody really cares but I've been working on this thing in PICO-8 (http://www.lexaloffle.com/pico-8.php) lately:
(https://dl.dropboxusercontent.com/u/3104371/projects/cultbusters/swoosh2p0.gif)
Just a little zelda roguelike thing.
Looks interesting and I like the style.
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Yeah, I like how simple - yet obvious - the graphics are. Important for a game like that IMO.
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It's been quite a while since I've touched that, but the shader's in GLSL and the engine's (http://otter2d.com/) in C#.
Not that anybody really cares but I've been working on this thing in PICO-8 (http://www.lexaloffle.com/pico-8.php) lately:
(https://dl.dropboxusercontent.com/u/3104371/projects/cultbusters/swoosh2p0.gif)
Just a little zelda roguelike thing.
That is just nifty looking! Reminds me of thost itty bitty 8-bits they have in the App Store sometime. Very cool, Fruck!(https://dl.dropboxusercontent.com/u/3104371/Projects/Eldritch%20Survival/LightingTest.gif)
Playing around with normal maps.
It'll be cooler when the environment is in.
I like the lighting effect. Sorta a cascade of shadowing that reminds me of water rippling. Very natural looking. Also like the character style. Simular to RPG maker 2003 but larger and yet not over sized like VX. Is it a custom style or did you pick it up somewhere?
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Yeah, sure, whatever.
Hey, I'm allowed to have my opinions about things, even if they're negative. Roguelikes are played out.
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Mhmm, whatever you say.
Now, not being a dick: Yes, you have your opinion. I'm just dismissing it because I don't agree. Free speech, woo!
The technical challenges in making these actually feel like Zelda dungeons has been an absolute delight, even with PICO-8's bizarre code limitations. I've got to hand-craft rooms that can be placed in any order, that still feel like nice, puzzley challenges. It's been quite exhilarating, and were I to have just made a Zelda-like, the thing would've been done by now, and I wouldn't be near as happy with it due to the map space limitations that are imposed with the platform.
Yeah, I like how simple - yet obvious - the graphics are. Important for a game like that IMO.
I'm really proud of the spritework that I've done. Never really worked with such harsh limitations before.
Also, nice to meet you.
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I thought roguelikes were supposed to be turn based and without saving? I never considered it to be a "perspective" and generated levels.
Also, making that kind of stuff is a different type of challenge of course. Just look how the algorithms of terraria screw up sometimes
Also, constructive criticism. I feel like the lower halves of the doors should have a darker shade or something.
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This game's permadeath. It was styled more like Nuclear Throne * Binding of Isaac, but it's changed a lot. Now it's more like Chasm than anything. The very, very first iteration was like Castlevania 1, but I turned it into a top-down because the math's simpler (and cheaper).
Language changes. Some people prefer the term "roguelite", personally I use whatever I end up saying.
It's called CULTBUSTERS, btw. All caps.
I'll definitely try the doors out. I always thought they looked a little flat.
ed: Unfortunately, couldn't get that to work. I'm doing a lot of palette swapping and it just made things look weird :/
Going for minimalist monocoloured dungeons to better feel like classic Zelda.
(https://dl.dropboxusercontent.com/u/3104371/Projects/Cultbusters/behindthetileset.png)
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(https://dl.dropboxusercontent.com/u/3104371/projects/cultbusters/swoosh2p0.gif)
That looks great, Fruckert.
Been meaning to try pico-8 out. Looks like it's all the fun parts of gameboy programming minus the really frustrating debugging process and headaches.
Here's what I've been working on the last week:
(http://i.imgur.com/vj36jtv.png)
There is like a million other tools to export images for the gameboy but none of them works how I want them to. So decided to do my own. Once it's
done I'll get back to regular gamedev.
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Messed around a bit in monogames yesterday and tried to create the basics for a wolfenstein 3D-ish game
(https://i.imgur.com/bBHslfu.gif)
(https://i.imgur.com/BoPyb9p.gif)
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Well, you've got the floor and ceiling sharing a single color, so you're not too far off from Wolf3D standards.
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Well, you've got the floor and ceiling sharing a single color, so you're not too far off from Wolf3D standards.
Well, I do intend to add floor and ceiling tiles. Just haven't figured out how to do it yet. Not really the highest priority either, first I'm gonna try to get rendering of sprites to work and after that probably some system for loading and building levels.
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Looks pretty sweet, I would advice against the diagonal pattern on the walls though. It's hard to tell progress.
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Nice :) I'd be very interested to see how you use 3D!
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Messed around a bit in monogames yesterday and tried to create the basics for a wolfenstein 3D-ish game
(https://i.imgur.com/bBHslfu.gif)
Looks awesome as usual! Just out of curiosity, how did you go about this? Did you use any libraries or did you type it all up
yourself in Monogame? Did you use raycasting etc? I often code in XNA and picked up Aseprite a while ago, so I fancied a try at making a horror arena shooter type game using the old Wolf/DOOM graphical style with billboard sprites and 16-bit sprites and this is the sort of thing I'd like to make.
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Looks awesome as usual! Just out of curiosity, how did you go about this? Did you use any libraries or did you type it all up
yourself in Monogame? Did you use raycasting etc? I often code in XNA and picked up Aseprite a while ago, so I fancied a try at making a horror arena shooter type game using the old Wolf/DOOM graphical style with billboard sprites and 16-bit sprites and this is the sort of thing I'd like to make.
No libraries just raycasting, mostly just followed this (http://lodev.org/cgtutor/raycasting.html) and this one have some good info as well. (http://permadi.com/1996/05/ray-casting-tutorial-table-of-contents/).
Yeah, I want to do billboard sprites as well, but got kinda side tracked and started building a level editor for it instead.
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Thanks for the pointers! I'mma try and something like your demo working this week if possible. I'm super impressed anyway,
so keep me in the loop as I'd like to see what you come up with.
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Thanks for the pointers! I'mma try and something like your demo working this week if possible. I'm super impressed anyway,
so keep me in the loop as I'd like to see what you come up with.
Oh man, post gifs if you do!
Here's a shot of the level editor:
(https://i.imgur.com/kYEqVzb.png)
And here I am running around in a test map
(https://i.imgur.com/XSDbW35.gif)
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That's cool, the worst part is that if you show this to kids today they will be like "omg minecraft clone".
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That looks great Red but I still don't get how you share images using the Imgur App.
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God, did you do that level editor from scratch?
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That's cool, the worst part is that if you show this to kids today they will be like "omg minecraft clone".
Oh god, the horror.
That looks great Red but I still don't get how you share images using the Imgur App.
Well, never used an app for it, but on the website it's pretty simple.
1) a: Upload your image
b: hover your mouse over it
c: press that downwards arrow at the corner of the image
(https://i.imgur.com/x5vgcfy.png)
2) a: Find the "BBCode (Forums)"
b: Press the copy button beneath it
c: Go to your forum post and paste it
(https://i.imgur.com/arLny20.png)
God, did you do that level editor from scratch?
Yeah, well, it's made in winforms so all the ui stuff is like premade standard windows stuff. But other than that, yeaaah. If I turn it into a game
I want to release it with a level editor so people can build custom maps for it.
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-Never mind wrong one get do we have two boards for this lol-
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Winforms make so much sense. I developed the level editor for DEA using XNA instead, so there's absolutely nothing event-driven about it,
and everything took ten times longer to build than it should have lol. Have you thought about the game loop yet for the game? Will it be an
arena-type FPS or roguelike or something?
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Winforms make so much sense. I developed the level editor for DEA using XNA instead, so there's absolutely nothing event-driven about it,
and everything took ten times longer to build than it should have lol. Have you thought about the game loop yet for the game? Will it be an
arena-type FPS or roguelike or something?
Leaning towards story driven and level based. Not too big fan of just moving between monster arenas, would want to mix it up with puzzles or other activities as well. Just not sure what it would be yet. Story would be told between level in cutscenes more akin to something built in rpgmaker, like small sprites and top down angled perspective thing. But yeah, things might change starting to build a game in it is still a bit away.
Got floor and ceiling tiles working. Still need to update the editor to support it, so right now it's just the same temp textures on all the tiles.
(https://i.imgur.com/U3qEZMo.gif)
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Looks great. My first though was that the floor and ceiling was the same, but realized it wasn't.
would want to mix it up with puzzles or other activities as well. Just not sure what it would be yet.
I imagine it being a lot of levers to be pulled, objects to be destroyed, finding clues to riddles/finding answers to trivia questions, codes etc. I assume it is limited by what type of actions the player can take.
As for activities, I imagine a shooting gallery type of game being realistic to make.
But you'll probably come up with something on your own, it's not like you are lagging behind in the puzzle department.
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Messed around a bit in monogames yesterday and tried to create the basics for a wolfenstein 3D-ish game
(https://i.imgur.com/bBHslfu.gif)
(https://i.imgur.com/BoPyb9p.gif)
My preteen years were spent in games like these. I didn't know there were makers for it. Aren't they a little gnarly and mondo out of date?
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Found the old code for this. Made the movement tile-based and added some code of ui. Thinking of turning it into a small dungeon crawler rpg thing:
(https://i.imgur.com/cwO1b2A.gif)
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I both like it more than the previous version and not.
It kinda feels older with tile by tile movement, but at the same time I see the advantages of it when making a game.
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You made it look better than Tower, I'm jealous :P
Would it be possible to see the code, just out of curiosity?
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You made it look better than Tower, I'm jealous :P
Would it be possible to see the code, just out of curiosity?
How is Tower coming along btw?
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I both like it more than the previous version and not.
It kinda feels older with tile by tile movement, but at the same time I see the advantages of it when making a game.
Yeah, was making an fps before but turning it into a dungeon crawler like Grimrock now. Feels more inline with what I usually make.
You made it look better than Tower, I'm jealous :P
Would it be possible to see the code, just out of curiosity?
Mainly been following this ( https://lodev.org/cgtutor/raycasting.html (https://lodev.org/cgtutor/raycasting.html) ) and converting it into C#. But I can send it to you if you want. The code is really messy though : P
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How is Tower coming along btw?
It's been abandoned, actually. I got bored of doing the level design. I hate level design xD
Mainly been following this ( https://lodev.org/cgtutor/raycasting.html (https://lodev.org/cgtutor/raycasting.html) ) and converting it into C#. But I can send it to you if you want. The code is really messy though : P
Oh looks great, I'll look into it. I'm not a fan of C#, so I'll pass on the code ahah. Thanks anyways :)
The idea looks similar to what I did for Tower tbh, maybe a bit better as it loops whereas I wasn't doing a loop per say. The joys of a real programming language being used !
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Found the old code for this. Made the movement tile-based and added some code of ui. Thinking of turning it into a small dungeon crawler rpg thing:
(https://i.imgur.com/cwO1b2A.gif)
I'm totally digging it. Very nice. :)
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https://gfycat.com/ClosedBeautifulAuklet
I've remade Starr Mirror on Game Maker to remember how to use it so I can carry on HW. Bugless, and with highscores!
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Looks great, Donut. The background art looks really nice. I've also been meaning to try and learn Game Maker but haven't gotten around to it yet.
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Coded text display stuffs
(https://i.imgur.com/PedbrlJ.gif)
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Continuing writing a code library stuff for Monogame. Here's an old map generation thing I converted into the new systems + logo screen
(https://i.imgur.com/GCBNN3L.gif)
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Coded text display stuffs
(https://i.imgur.com/PedbrlJ.gif)
Akaw! That is a really mondo cool what you did thar, brosef!
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Continuing writing a code library stuff for Monogame. Here's an old map generation thing I converted into the new systems + logo screen
(https://i.imgur.com/GCBNN3L.gif)
Nice trick Red! Like how they rearrange in fairly random order.<.< If it just me or does one of the paterns say "Fish" in big blocky letters? Maybe I'm just seeing what I want though...
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Remaking the "Goblin Grotto Game Browser" I include with my games. I don't really think anyone ever actually used it. But I think it's fun to include and I was never really happy with the last one.
(https://i.imgur.com/fSX3zjC.gif)
I'm adding a small news feed to this one as well.
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I absolutely love the floppy disk look! I didn't even know you had a game site though or I would have done some free advertising on my DA and Discord.
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Yeah, I do have a website, www.goblingrotto.com (http://www.goblingrotto.com). It doesn't work well on mobile though, never got around to fixing it. Mostly I just link to my itchio account anyway.
Anyway, here's the finish one:
(https://i.imgur.com/9BVxyVg.gif)
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Trying to make a "Bad Monitor" effect thing. Which one looks best?
A)
(https://i.imgur.com/Krt4ynP.gif)
B)
(https://i.imgur.com/E3di3jG.gif)
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I'd say the second one, the first one looks a bit too clean.
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I like them both a lot. The second looks more like a glitchy screen tearing effect, but the first looks like an older CRT with bad V hold. The question is if this is meant to look glitchy and on a modern display, or on an older display with bad picture.
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The first one has a lovely wave effect but the second one seems to suit the shot better I think for the context. The erratic pattern is more nerve-wracking and horror suited.
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I decided to draw something more akin to what will actually be on the screen (animation still wip). But decided to settle for the first effect, the 2nd one felt a bit to distracting with the animations and everything.
(https://i.imgur.com/7pd96RY.gif)
Right now the screen tear is a bit too subtle, but I'll tweak it later.
Also fixed so you can toggle between windowed and fullscreen. But I made the game in a weird resolution that doesn't really scale to 1080p. So there is a lot of border, decided to make some border art around it. I kinda like how it looks, it frames the whole thing nicely. But I have a feeling it might be one of the weird things I like and most other people are going to dislike.
Here's what it looks fullscreen:
(https://i.imgur.com/t13OG8Z.png)
(Link to full image: https://i.imgur.com/t13OG8Z.png (https://i.imgur.com/t13OG8Z.png))
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I hate it, but not because I think it looks bad, just because you like it.
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Couldn't care less about a border if your art is that nice
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Thanks!
I hate it, but not because I think it looks bad, just because you like it.
It wouldn't be the internet otherwise!
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Been messing around with the dungeon crawler "engine" again on my spare time. This is what I got so far:
https://www.youtube.com/watch?v=qRnGITPel6g (https://www.youtube.com/watch?v=qRnGITPel6g)
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Looks pretty neat, dude.
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Thanks arch.
I decorated the town a bit. Added support for quarter size tiles that you can see over and bunch of other stuff
https://www.youtube.com/watch?v=oKFQ8NyTUmU (https://www.youtube.com/watch?v=oKFQ8NyTUmU)
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Wow, that looks great. I'd love to see what else you can do with it
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Wow dude, I love it : D I love the view distance thing and the way the walls become more defined when you're close, it all feels very natural.
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Looks pretty Doomed.
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I'd say somewhere between Wolfenstein 3D and Eye of the Beholder, what with the lack of elevation, limited color palette, and fixed 90 degree turns.
BUT THAT'S JUST SOME NERD TALK.
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I'd say somewhere between Wolfenstein 3D and Eye of the Beholder, what with the lack of elevation, limited color palette, and fixed 90 degree turns.
Yeah! It will be a dungeon crawler of the past!
Progress is going really slow, wish I had more time to work on it. But added animated tiles today.
https://www.youtube.com/watch?v=eDqIouPz66w (https://www.youtube.com/watch?v=eDqIouPz66w)
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Started building functionality for the UI windows. Right now they kinda look like pop up ads.
https://www.youtube.com/watch?v=Ve65n5FWSNw (https://www.youtube.com/watch?v=Ve65n5FWSNw)
Going for that old rpg ui thing where you can just move everything around.
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I love it.
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XD The shadowy cyclops are back even if it's just a image cameo I love that. The windows look interesting! I love how they just move around without any lag or overlap errors. Very smooth Red!
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Been working a bit on the UI. Character Stats window are in (altough they aren't hooked up to the actual stats yet)
https://www.youtube.com/watch?v=EMFpxsId8tk (https://www.youtube.com/watch?v=EMFpxsId8tk)
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Subscribed, Momeka!
Here's my YouTube channel:
https://www.youtube.com/watch?v=J_86mr66_ZE
Been working on a few projects over the years :D making a shooter now with procedurally-generated characters in!
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Been working a bit on the UI. Character Stats window are in (altough they aren't hooked up to the actual stats yet)
https://www.youtube.com/watch?v=EMFpxsId8tk (https://www.youtube.com/watch?v=EMFpxsId8tk)
Looks great. Love the choice between minimaps.
Subscribed, Momeka!
Here's my YouTube channel:
https://www.youtube.com/watch?v=J_86mr66_ZE
Been working on a few projects over the years :D making a shooter now with procedurally-generated characters in!
I sometimes worry about you Zuhane.
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I'm being creative! Jeez!
Working on a procedural vomit system now.
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Subscribed, Momeka!
Here's my YouTube channel:
https://www.youtube.com/watch?v=J_86mr66_ZE
Been working on a few projects over the years :D making a shooter now with procedurally-generated characters in!
Oh man, it's everything I would expect from you! I love it!
Added character portraits and the ability to look around if you hold down the right mouse button.
(https://i.imgur.com/5nBtfrT.gif)
Here's a longer full screen video of it:
https://www.youtube.com/watch?v=BRh0ZnB7WYw (https://www.youtube.com/watch?v=BRh0ZnB7WYw)
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Oh, neat, a dollar store Samus.
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Map interactions!
(https://i.imgur.com/PVt380F.gif)
Ignore the weird hand wave thing when over the door. I'm remaking that :-\
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The more I see of this, the more I think of Project Warlock (https://store.steampowered.com/app/893680/Project_Warlock/). Hey will you look at that, it's on sale for $4.20 right now. What a great price for a great game.
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Project Warlock was really fun. I recommend it as well!
Edit:
(https://i.imgur.com/MfxhOvl.gif)
Finished the doors and interactions.
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Looks so good! Just out of curiosity, why have you decided to make it tile-based and not allow free movement? Is it to control the pace of the game? I just wondered as it looks like you've
already added movement and camera controls separately.
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Looks so good! Just out of curiosity, why have you decided to make it tile-based and not allow free movement? Is it to control the pace of the game? I just wondered as it looks like you've
already added movement and camera controls separately.
Going for a classic dungeon crawl like Eye of the Beholder or Grimrock. So the game will be turn based, either with enemies moving after you do or on a turn timer thing.
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Love the graphics. Definitely that sort of unique Gothic style Goblin Grotto rocks so well.
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Finished the basic inventory management stuff. Next up is equipment and then probably tooltip stuff so you can see what the actual items are.
(https://i.imgur.com/kq1AKz6.gif)
https://www.youtube.com/watch?v=pakRcS2QB9A (https://www.youtube.com/watch?v=pakRcS2QB9A)
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That looks great.
I really need to learn how to make that kind of inventory system where you can move things around to different slots.
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Thanks purp.
Working on equipment. The available equipment slots you will have is dynamic depending on what body parts you have equipped. Not entirely happy with
the ui, but it works for now.
(https://i.imgur.com/ZF5FhRl.gif)
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I love that the menus are windows that can be moved around. That minor level of customization over just the UI really makes it feel special.
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(https://i.imgur.com/rcs1nsq.gif)
Added systems for scripting non-combat abilities, mainly for dealing with exploration and traversing the map. Made a hookshot to test it out, not sure if it will be in the actual game.
Here's a longer video:
https://www.youtube.com/watch?v=d9-B9nkZlGc (https://www.youtube.com/watch?v=d9-B9nkZlGc)
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Finished the in-game item editor for creating items. The plan is to have all the editors and tools needed to run in the engine so I can just change stuff on the fly.
(https://i.imgur.com/qkoUvxh.gif) (https://i.imgur.com/0eZYW9j.gif) (https://i.imgur.com/Zp177q4.gif)
Better video of it all (https://www.youtube.com/watch?v=WlonVn1IbMc)
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Lookin' very professional, Red my dude.
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Here's some more random updates.
A friend made a logo:
(https://i.imgur.com/e2ykSuE.png)
I also updated the equipment screen and added some quality of life to it (show unusable items, shift + click to auto equip/remove items)
(https://i.imgur.com/6ew7oqe.gif)
And finally I made a temp title screen where you can select what debug map to play. Also made some screen transition effects:
https://www.youtube.com/watch?v=DofHWo3bXH8 (https://www.youtube.com/watch?v=DofHWo3bXH8)
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Been playing around with the gameboy a bit lately.
Wave effect
(http://i.imgur.com/DGbQ8WK.gif)
And a glitch I accidentally made when doing the wave
(http://i.imgur.com/DSErGQz.gif)
Cyberpunk-ish title screen
(http://i.imgur.com/suBMzt2.gif)
That's pretty dope! Love (https://properly.com.my/agile-bukit-bintang/) the glitch effect!