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Screenshot Daily

A topic by donboody created Mar 31, 2016 Views: 15,127 Replies: 304
Viewing posts 121 to 140 of 180 · Next page · Previous page · First page · Last page
Submitted (1 edit) (+3)

It's been a few days but I have enough new stuff to now present to the class :P

I spent some time trying out a few UIs, some inspired by Fallout 3, some by Fallout 4. I ended up liking the one that was the least "fallout-ey", but takes up the least amount of space on each screen edge.


I set up an AP system for when the player moves, attacks, or shoots. Melee combat also does a little damage to the enemy body parts (Which when destroyed completely will cause status effects). I applied the smooth camera to the player movement, but it looks pretty bad in gif form. I swear it looks nice in game!


Next up is the inventory and ranged weapon attacks.

Submitted(+1)

Neat :)
Have you tried smooth character movement? Some kind of tweening? I wonder how it would look.

Submitted (1 edit) (+3)

Good idea, there are so many types of tweening to choose from.

I dug up a cool gif I saw on Twitter last month. Maybe others will find this helpful.

Submitted(+1)

Yeah I thought you could try sth like 3rd in bottom row.
I've also seen this a few days ago.

Submitted (1 edit) (+3)

Okay, so I tried a few, but tweening between 16 pixels in a pixel perfect way is pretty challenging.

I ended up setting up an array for the values to move by. So in the case of Easy Ease, the distance moved per frame is this: [ 1, 1, 2, 2, 3, 3, 4] While Easy Ease Out is more like: [1, 2, 3, 3, 4, 2, 1]


Submitted

I guess best to have him slow down at the end of movement so controls feel responsive.
Great work, are you planning to add some story?

Submitted

Yeah, I have a plan for one scene with some dialog, but it would be minimal.

Submitted(+1)

I like Easy Ease, because it brings a sort of impact to each step that I think works well in your genre.

Submitted(+1)

Really really helpful reference gif for arty types and code monkeys alike.

Submitted(+4)

Well, I added the first achievement today! Some will be basic, but if you want to unlock others you will have to try different strategies. At least that's the plan...

Submitted (6 edits) (+7)

Now the forest is not a kingdom of ratmen, there are 10 types of enemies with different stats & behavior.

(+5)

Over a week in and I have all the basic player movement sorted out. Not animated yet. Starting to feel I might not finish in time, but hopefully I can get out a demo with at least one full level.

(+3)

Back on the screenshot train for night 8. Working on choreography and power-ups--the lifeblood of a successful scrolling shooter. Bosses next to complete the holy trinity.

Submitted (3 edits) (+12)

Still can't give gameplay screenshots (I promise we have a programmer working hard, the game's just not in a functionally sharable state at the moment), but here's a sample of what the map is lookin' like. I think I may be spending way too much time on this project, but meh. WHO NEEDS TO STUDY FOR FINALS?? Not me!


And I promise this is the last time I'll upload these character portraits, but I've done some additional shading and colour correction and made the outlines coloured instead of solid black and they're completely finished now so yay! (The stripes on some of the characters looks weird in .png form, but they a lot better in-game.)


Submitted(+5)

Hello, this is my entry for the jam.

Submitted(+8)

Game is yet unnamed, but here are some sneak peaks.

Submitted

This looks really fun! Is it always the same pattern of blocks, or are they randomly generated? :D

Submitted

The pattern of block will stay the same, although what you will find and the end of each path will be randomized. What you see here is just one part of the game, the fight system with the bosses will be like another minigame in this game (like in undertale).

Submitted(+1)

Oort update

Screen at 256x256... sorta

Completed fighting system.

Thinking of adding upgrade system.


Oort

Submitted(+3)

I did a lot of fixing with the code, created the final boss and added score to game over screen.
This gif came out bad but you get the idea.


Submitted (1 edit) (+2)

Hey there! I finally have some things sort of working ^.^ Did some work on the text box system :D

Submitted(+2)

Here's a few screenshots of the game I'm making "Rafa the fluff" inspired in Mario vs Donkey Kong series.

There's a little bit of contrast between 2 art styles. The cutesy art that my girlfriend is making and the bloody gore art I make :P

I'm also looking to see if someone could give me a hand with the level creation.

You can follow it's development at my twitter: @rmbsevl









(+6)

Day 9: CATCH! Well, this is a little bit buggy and the arena is empty. But we are on the good way :).


Next step: adding some sounds!

Submitted

Looking neat, but a bunch of this stuff is at a much much higher resolution that 64x64? :V

(1 edit) (+1)

Exception for the ball trail and camera movement, the game resolution is 64x64. But we are not rendering "perfectly" on a 64x64 grid.

I will do that on the next week :).

Submitted

This will be fun to play :)

Submitted

I love that bouncing ball animation. Really nice little use of squash. Nicely done, dude!

(+6)

Hi everyone.

During the first half of the jam I have been writing a custom game engine. Now it is has reached a state where I can start focusing on gameplay and polish. First I am going to add animations and tweening. I don't really know what the game is going to be about, but I have set the following constraints:

  • turn based
  • playable with mouse or touch
  • use a 4 color monochrome palette. (though I am very tempted to add full color after seeing the beautiful stuff in your projects)

Submitted
Deleted 7 years ago
Submitted (2 edits) (+2)

Pokemon demake 64mon

Excellent idea !

Where are you on your project ? Do you need help to draw some pokemmmoooons ? I'd be glad to help !

Submitted

I don't have any monsters yet. Currently world building. The engine allows entering buildings and moving around the map.


You can reach me via Skype if you'd like adam4813

(2 edits) (+9)

I'm making a little Tamagotchi Girl, inspired by Mountain (a no-interaction game by David O'Reilly)

You'll have to listen, and help her grow a little plant, becoming eventually a nice tree.

wow..

Submitted

Looks gorgeous!! To what extent is it non-interactive though? More on the Tamagotchi side of things, or more along the lines of Mountain?

Thx !

I'm a little ashamed to use the word Tamagotchi... There will be no challenge. The concept is : the more time spent with Tina, the bigger the plant grows. And that's it.

Just leave Tina.App open somewhere, to hear her say things, and do stuff.

It would be cool to "feed" the plant or something like that, but I didn't find a simple way to do it... yet.

Submitted

Sweet! The pixel art is so nice here. Keep it up!

Submitted(+4)

Um, I kinda wasted the first week of the game jam just thinking about what to do. I'm reducing the scope of my game a bit as I've never really made an RPG, so it's just a simple infinite runner in Game Maker. ^^; Made some music before today, so today was just drawing sprites and getting the main stuff running. (Also trying 60 FPS 'cause I've never tried that before. ^^;;; )



Submitted(+2)

You already can play here: https://kronbits.itch.io/chaos64

Submitted(+4)

Not much more to do for Tradum now. Got trading in, system jumping requires fuel now, the System intro screen now shows an image for the planet, and I put a title screen in.

Just the Ship upgrade screen, System Details screen and "Galactic Events" before I can call the game 'done'. Any time after that I can maybe add in actual missions.

It can be played here: https://geeitsomelaldy.itch.io/tradum?secret=2p9Vz...


Submitted

Looks detailed and interesting, would like to give it a try now :)

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