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Screenshot Daily

A topic by donboody created Mar 31, 2016 Views: 15,089 Replies: 304
Viewing posts 61 to 80 of 180 · Next page · Previous page · First page · Last page
Submitted(+7)

Updated the graphics a wee bit, and got the parallax looking decent, I'm quite happy with my wee flags there. :P

Submitted (1 edit) (+1)

I've got the walk cycle finished and a tiling background. I'll need to get the background to tile a bit in-game and then have the camera follow the character.


Submitted (8 edits) (+6)


not a screenshot, but character art is coming along

EDIT: Fixed the green skin and added more characters

Submitted(+2)

Cuteness overload!!

Submitted(+1)

I thought they were supposed to be green so I didn't question it xD

They're lovely!

(+8)

They live! For now ...



Submitted (2 edits) (+14)


Got a decent amount done today I guess?

  • Camera system now has 3 modes that the player can switch between: "fixed", "smooth", and "grid" (inspired by classic Zelda).
  • Made HUD more minimal. Before with the bigger HUD you couldn't see where you were going when travelling vertically using the "gird" camera. I also made it go half opacity when player is at the top or bottom of the screen, to minimise issues with the "grid" camera even further.
  • Changed my font from monospaced to proportional.
  • Made a few more sprites, implemented collisions, and tried my hands on a logo. Also obvious inspiration from Zelda, lol. Might as well steal everything now that I'm at it!
  • Drew the player character is high-res to get an idea of her design. 8x8 is cute, but really hard to imagine how the clothing etc. works. Should be easier to animate now that I know how she looks, too! (pose from here)

Submitted(+1)

I love the Zelda style font on the title you've got going, very fine work.

Submitted(+2)

#LOWREZJAM Day 3:

Still handling the mock-up.

Changed and reduced the color and also changed some stuffs.

Also, I was still doing the kit. Finally finished the animation. I can probably use the kit now for the game, but I need to check something first.

(+5)

Day 3:

Yet another day of mostly beating on things until they actually work. Hopefully progress will speed up now that a good chunk of the difficult stuff is taken care of. Did manage to get the basic title screen running though!

(+3)

Night 3: In which I create an alien race that would stop at nothing to see me dead.

Submitted (2 edits) (+3)

Day 3: More mechanics - lighting and enemies showcased here. This lighting implementation is pretty computationally intensive so I probably need to limit the size of darkened rooms, we'll see.

(3 edits) (+2)

My main challenge will be figuring out what to do with all these characters. Also, text at this size is tough!

EDIT: It's a fortune teller bug man. He spins the ball with his tongue.


 photo bugmanFortuneTellerBig.png

(+2)

Pew pew pew. Got some basic item pickups and shooting conrols in.

v


Submitted (1 edit) (+5)

I hadn't started until today, but here's what I've got so far.

There's a cat! She can move, kinda. She can't yet animate, though.

Current ideas are for there to be some sort of cat & mouse tag-team system?? where the mouse would be able to fit under those half-high gaps? i dunno, we'll see what happens.

Submitted(+1)

hehe hi

also looks cute

(+6)

Day 3, our artist make an another mockup:


Got more time to code the gameplay. Maybe I will publish an alpha this week :).

(+1)
Menu update
Score test
(+3)
Lol
Submitted(+7)

This is what i made in weekend:

Tileset added(generating random, i will change the algorithm):



Wave system and chests finally done! (Provisory title screen[and name, maybe]):

And "Y based depth" too! o/

(Don't know what happened with gif colors ;-;)


And collisions too! o//


(+7)

Haven't posted screenshots in a while, so here, have a few from the past day or so!

Now I mostly need to work on enemy types, bosses, and weapons.

Submitted(+3)

Well i still don't have any gameplay, because the random generation took me a lot of time. This example is actually planed to be a dungeon/cave, but i took the grass/forest sprites I already had. I could use the same algorithm for a forest overworld by changing some parameters a little.

Here is a zoomed out, higher resolution (for debugging) version of another generated map:

Next is some gameplay. I will implement enemies and the fights first. I also have to spawn some interessting stuff on the map, but that should not be too much work.

Viewing posts 61 to 80 of 180 · Next page · Previous page · First page · Last page