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Screenshot Daily

A topic by donboody created Mar 31, 2016 Views: 15,292 Replies: 304
Viewing posts 101 to 120 of 180 · Next page · Previous page · First page · Last page
Submitted(+1)

Here's a bit of animation for when you obtain a new power. I spent most of today making puzzles, but you'll have to play the game to see them :)

(+6)

Day 5: Currently working with the AI (what a pain!) and starting to make the basic UI.

In the meantime, our artist have some fun with this mockup:


Submitted (1 edit) (+4)

Got my galaxy generation, galaxy map and jumping between systems in.

Need trading in next.

really enjoying Pico8

Submitted(+14)

ship in overworld is looking good, added foam particles to it :D

this looks really nice, great work!

Submitted(+3)

Context sensitive buttons, popping out from the right of the screen as needed, in stages.

I surprised myself this evening with code I wrote only two days ago and forgot about, it was neat! I can't tell if I had foresight or accidentally covered edge cases that pop up mid-development.

Submitted(+2)

I got a little bit of a late start, but here are the 2 screenshots I've done so far:

The one on the right side is actual size and shows my 2 fonts! yay!

Submitted(+1)

Reminds me of the original Sid Meier's Pirates! a bit. :)

Submitted(+6)

Some stuff from today. :)

I just done a wee test for building upgrading:


And some knights fighting:

Submitted (1 edit) (+4)

My progress from yesterday, today I added stun and skip turn on top of this.

Submitted

I'm blown away, that is fantastic.

Submitted

Thank you for your nice words :)
I hope it plays as fantastic as it looks for you :)

(+4)

Haven't had much to show lately. Mostly having a somewhat difficult time putting things together and figuring out how it should work. I have made progress though! First I changed the title screen to make the menus more readable and added an intro animation.

And the beginnings of a level and actual gameplay.

Submitted(+9)

Simple movement in one of my game scenes.

(+1)

Great colors, looks like an interesting one for sure!

Submitted(+11)

♥~~PuPeura~~♥

so i completely reworked the inventory system it looks the same but now it can handle more than 3 objects lmao

the whole thing is literally just cursor object overlapping item objects outside the view this is so silly but it works since i dont get arrays lmao

aand you can buy seeds now

(+7)

SnakeTris - the love child of snake + tetris!



basic movement

Got Basic Movement Done


tetris added

Added The Basic Tetris Shenanigans


physics is hard...

WOAH! That's Too Much Shenanigans!




Pretty fun banging this little idea out, now I just gotta add 'flavor' :)

if u need to make "full line" to "crash it" and get score like in tetris..

its mean i can just always drop 1 cell\cube to make it effective ? ...

(+1)

I'm currently working on a system to prevent things like this, so you wouldn't be able to just constantly drop 1 block pieces.

^_^

(+4)

Hi all - I've been enjoying seeing everyone's progress - you are inspiring!

I finally have some WIP footage to show of my Liber Cryptis game - got my maze navigation in and a start to making the environment tiles prettier (I had simple wireframes a la Wizardry 1 before). Still a long way to go!


And I just noticed how extremely dark it looks against a white background here. Might have to tweak the levels a bit.

Submitted(+7)

Land Ho!

Also, you can't see it here, but this game has seamless map scrolling now, so you can't even tell if you sail off the map and get put on the opposite side! Woo!

Submitted

This looks really interesting, but what's the objective, I'm curious? :P

Submitted(+1)

So it's going to be an exploration/inventory management/trade game where you control a trade ship and you have to sail across a big, unmapped ocean to both find and trade with multiple islands with a procedural economy. You can set a course and sail in any direction indefinitely while you manage your inventory and stats and stuff so sailing isn't too much of a bore, but you have to pay attention to where you're going because if you crash while you're moving too fast, the game's over.

The main goal is pretty much to survive and to make as much money as you can at the moment. I guess I should come up with an idea for a win state, though, huh? Haha!

Submitted(+1)

Sounds cool! As for a win state, could always have a few options, some potentially endless games have life goals, such as amassing a certain amount of money. You could do that, and add it other more fitting elements like' Find X number of ports, Sail X distance, etc. Then the player could choose whether it's going to be a short game or a long game. :)

Submitted

That's a great idea! I'll probably do something like that. :)

Submitted (3 edits) (+3)

So my project finally has some gameplay. Movement, melee combat and ranged combat are working. Some things are still wonky and especially the UI has to be improved. The most important next steps will be an interesting AI, different enemies and spawning interesting stuff on the map. At least I got an idea for framing whats happing and whats the goal. Here is a gif of the ranged combat (the animations play, but the game/ai turn does not wait for it to finish...and the enemy is a placeholder):

v


Submitted(+2)

Hi Meursault, you can defeat an enemy! Eligible for early access now I say. It want to suggest untying the camera from the player character, that way the camera can travel a pixel at a time instead of jumping instantly.

Submitted

Thanks for the advice, I already put it on the list :-)

Submitted(+12)


Been super busy most of yesterday and today, so still not much progress, at least not exciting stuff. I'm also booked all day tomorrow, so I won't have time for more until the weekend >w<

Since last time, I managed to find a way to get tiles animated in GameMaker, which is horrendously more difficult than it should be. So far I'm just using it so the water actually looks watery now, but I'll surely find lots of other ways to use this system. Here's a gif:

I also completely rewrote all of my movement code. Long story short: it was shitty and buggy before, and totally awesome now. It also supports diagonal walls now, so you won't get caught up on terrain as much anymore. Here's another really unexciting gif:

I realise these things are not very showy, as it's mostly behind-the-scenes work. But if I don't put effort into these systems, the game will be shit. Next up is the combat system, which is probably when the game will get really exciting!

Submitted (2 edits) (+2)

It's just my 2nd jam here, I think it is a really interesting one! I don't know if will have time to make lots of features but I hope to do something at least playable and fun ^^

Here's a quick preview of my space/collect entry, in pure 64x64:

Really good stuff from you guys until now! I'm looking forward to play all your games :)

Submitted(+3)

Finally going to drag myself to bed, here's some screenshots from today, all about archers. :)




They do have a melee attack as well, where they jab their foe with an arrow.

I also worked on the AI for a bit, it can now save up to launch periodical fullscale attacks, and they will get progressively larger.

Submitted(+4)

So today I learned Processing and its 3D renderer don't support more than 8 lights. So no cool blinking probe/warning lights for me :(
(+5)

Day 7: Victory Screen, wooh! More UI work, and I begin to make some animation.

This week-end will be fun.


Submitted

Looks really awesome!

Thanks from the artist :)

Thank you Baku! :'D Your 2D are beautiful, it's really cool to have a positive reviewer from you.

Submitted (1 edit)

I recommend adding a tween effect for the billboard movement. Maybe a parabolic curve?

(+1)

Surely :). I think I will use the smoothstep() function for that:

This is only a mockup for the moment :p.

Viewing posts 101 to 120 of 180 · Next page · Previous page · First page · Last page