Screenshot Saturday: NeoGAF Edition - A showcase of games by the community

TAnl06E.jpg


It's no secret that NeoGAF has a thriving developer community. One only needs to glance in the Indie Game Development thread to see the diversity of promising projects being worked on by GAF members.

For almost four years, one of the staples among the indie community has been Screenshot Saturday, a showcase for developers to show off their games and their progress. The main Screenshot Saturday site collects Tweets by developers. r/gamedev conducts its own Screenshot Saturday. TIGForum also has a Screenshot Saturday thread.

So in light of the growing game developer community here, I thought it would be nice if NeoGAF had its own Screenshot Saturday thread for the talented members here to post pictures and info about their projects

How will this thread work? Well this description says it best:
Screenshot Saturday is an initiative to promote sharing. To promote weekly progress, and to promote community feedback on projects in the game development scene
For developers - Share screenshots and tells us about your game, answer questions, etc.
For the community - Comment, inquire, encourage, provide feedback and suggestions, and just discover new games you may have never heard of before

---
Other relevant threads:
Indie Games - if you're a dev, we welcome you with open arms to come by and tell us about game. Or if you just want to discover more great indie games
Indie Game Development - The perfect place for advice and technical help, sharing your progress and projects, and hanging out with other developers,
 
My game isn't very screenshot friendly, but here's just some general shots of the game:

FKpU4jF.png


I say the game isn't very screenshot friendly, mostly because at the moment I'm programming a lot of behind the scenes mechanical stuff. I just implemented a scoring system for burger orders, making customers pay different amounts for an order that might be missing ingredients or overcooked. There's a bunch of different factors that will go into the scoring of a burger, and later on I'll probably make sure to surface some of those to the player in a way that isn't just abstracted through the amount of money customers give them.
 
I suppose it is Saturday. I am still in the process of teaching myself pixel art / design and trying to figure out what looks semi-decent. Gamewise, I have movement commands working, though not move animation. I made a slight change for a riveted look.

screenshot_2014-07-12jkjl9.jpg


Any time I post a screenshot, I welcome posts or PMs with opinions, since one of the big things I am learning is how people react to different designs or patterns I may not even notice. It may be a small sample size, but it's helpful. :)
 
Quick note that you could and should all post once in a while in the Indie thread too if you want to present your games. Baddy, could you add that to the OP ? :)
 
Bit of a cheat since this screenshot isn't strictly from today, but most of my screenshots these days look like this since I've been working on the script and new backgrounds for the visual novel segment part only lately. So here :

Said visual novel segment part :

5bc102cc36f2e6a6959800ffe9abe191.jpg

tumblr_n7qaymGBMy1s5t3fko1_1280.jpg

tumblr_n7fn29S7C61s5t3fko1_1280.jpg


And some of the latest backgrounds :

tumblr_n81lmdQQ481s5t3fko1_1280.png

tumblr_n890y0LiMe1s5t3fko1_1280.png

tumblr_n8eehnFnHv1s5t3fko1_1280.png


The game is called Honey Rose : Underdog Fighter Extraordinaire, and is a mix between a life management sim (pictured above) and a fighting game (pictured below). If you're interested, I'm posting daily updates on tumblr and weekly updates on patreon

The fighting game segment, though that's nothing new to those from the indie development thread (hope it's not too much of a retread/rehash!) looks something like this:

Prototype Video

DependableGaseousEeve.gif

WarpedUnderstatedCanary.gif


I don't post that many updates here lately since it's mostly asset/script work, so I figure it's not as interesting, though I hope this general update here will prove of interest still!
 
The fighting game segment, though that's nothing new to those from the indie development thread (hope it's not too much of a retread/rehash!) looks something like this

I am mad jealous of the artwork and fluidity of animation in this. Hats off to you, can't wait to see more!

Following up that Louis C.K. of an act, here's my Kathy Griffin of a game.

GunWorld is a retro 8-bit inspired action game in a world filled with retro 8-bit inspired games. Where we try to set ourselves apart is not only the authenticity to the visual pallette and color limitations of the NES, but the actual design and gameplay mechanics. We feel very few NES-inspired games actually look and feel like NES games outside of screenshots, and with GunWorld nailing that feeling is our highest priority.

GunWorld takes place on a world where guns grow on trees like a naturally occuring fruit, and it has always been that way. Aliens invade and start destroying the Gun Mothers, special plants who's root systems provide the rest of the planet with those sweet sweet guns. Players go through levels in a non-linear order, clearing them and restoring Gun Mothers to unlock additional weapons. These weapons will sprout up in every level, even ones you've cleared already, as soon as you restore them. This progression system facilitates exploration and experimentation if you want to discover every secret and plan the optimal route through the game. We're also drawing heavily from 80's action movies. Our main character is basically Carl Weathers from Predator.

NOTE - This is Pre-Alpha. Many visual elements are incomplete or missing. Like backgrounds =P

w1nMb7g.png

Is that a Revolver growing out of that cabbage?

aekHMMY.png


rnjIB3S.png

Guns are only part of the story. Timing and precision platforming are key to surviving the harsh conditions on GunWorld.

MGL2or4.png


v1WqEXM.png

Goodnight Sweet Prince.

I love the Indie Game Development thread and I think this is a great idea for GAF. I look forward to sharing GunWorld with all of you as it develops!
 
So this is a little glimpse at the game I'm working on with some friendly friends... a screened shot if you will.

Yooksin-TheDangerousKitchen.png


It's an iOS game, quite early in development, so I'll refrain from explaining how it plays, for now...

Also, all the games posted so far look great!!
 
Here's a pretty early WIP shot from this morning (I'm crunching all weekend to make a video for a submission deadline, wheee).

Mostly working quick and dirty, I'll be taking another pass at all the assets but the style is nailed down.

The game is a mobile (for now) RPG. If it comes together like I think it will then I'll be doing a Wii U eShop port.

IMG_7393.PNG


IMG_7394.PNG
 
I am mad jealous of the artwork and fluidity of animation in this. Hats off to you, can't wait to see more!

Following up that Louis C.K. of an act, here's my Kathy Griffin of a game.

GunWorld is a retro 8-bit inspired action game in a world filled with retro 8-bit inspired games. Where we try to set ourselves apart is not only the authenticity to the visual pallette and color limitations of the NES, but the actual design and gameplay mechanics. We feel very few NES-inspired games actually look and feel like NES games outside of screenshots, and with GunWorld nailing that feeling is our highest priority.

GunWorld takes place on a world where guns grow on trees like a naturally occuring fruit, and it has always been that way. Aliens invade and start destroying the Gun Mothers, special plants who's root systems provide the rest of the planet with those sweet sweet guns. Players go through levels in a non-linear order, clearing them and restoring Gun Mothers to unlock additional weapons. These weapons will sprout up in every level, even ones you've cleared already, as soon as you restore them. This progression system facilitates exploration and experimentation if you want to discover every secret and plan the optimal route through the game. We're also drawing heavily from 80's action movies. Our main character is basically Carl Weathers from Predator.

NOTE - This is Pre-Alpha. Many visual elements are incomplete or missing. Like backgrounds =P

w1nMb7g.png

Is that a Revolver growing out of that cabbage?

aekHMMY.png


rnjIB3S.png

Guns are only part of the story. Timing and precision platforming are key to surviving the harsh conditions on GunWorld.

MGL2or4.png


v1WqEXM.png

Goodnight Sweet Prince.

I love the Indie Game Development thread and I think this is a great idea for GAF. I look forward to sharing GunWorld with all of you as it develops!

I love the way this looks.
 
I guess I'll post my stuff here. These are from my RPG Shards - the Shattered World, which is still in its prototyping phase, and is being made with construct 2.

characters.jpg


Shards_screenshot.jpg


swarm.gif


battlestances.png
 
So this is a little glimpse at the game I'm working on with some friendly friends... a screened shot if you will.

Yooksin-TheDangerousKitchen.png


It's an iOS game, quite early in development, so I'll refrain from explaining how it plays, for now...

Also, all the games posted so far look great!!
Oh, nice, I'm an avid IOS gamer and the art style here looks wonderful. What kind of game is Yookskin?

All the games look great, guys! Good work!
 
SnivelingTidyCrane.gif


Some very early footage of a game I'm working on. It's something I'd like to get GAF heavily involved in with respect to making a storyline. I'd like to release each level as an "episode" each month. Unfortunately I'm not a member yet so all of that will have to wait. I've mainly finished coding the weapons and AI, and I added a nice chromatic aberration filter to give the game a distinctive look.
 
Oh, nice, I'm an avid IOS gamer and the art style here looks wonderful. What kind of game is Yookskin?

All the games look great, guys! Good work!

Thanks so much!! Well, it's what I'd (ridiculously) describe as a delivery, fish-avoidance billow system.

Lets just say it will be simple to play, have an interesting difficulty mechanic and some (hopefully) really funny writing.
 
I'm a developer at indie studio Candescent Games.

Our first game is called Tinertia. It's a hardcore platformer without a jump button. It is scheduled to release on PS4, PC, Mac, and Linux.

RecyclopsForBlogPost.jpg


The player uses the right stick to fire rockets in any direction. Shooting at the ground causes the player to rocket jump.

LevelUp_2014-05-15_17-24-17.png


Of course you'll need to use your rockets for other things, like clearing a path through the level.

LevelUp_2014-05-15_17-19-13.png


The game features a contiguous world of levels. Each level in a world is connected into one larger structure. This allows us to play with the 3D space more and incorporate switching platforming axes into the gameplay.

LevelUp_2014-05-15_17-14-47.png

Here's a higher angle shot.
LevelUp_2014-05-15_17-16-421.png


There will be bosses. This is a WIP clip of the second boss:
https://vine.co/v/MPlXrYImamT

It's a fast paced Meat-like with high difficulty and emphasis on mastery of the controls and physics based movement.

We were GreenLit on steam in May. There will be an early access release of the first 30 levels in August for PC, Mac, and Linux. Full release will be in early 2015 on PS4, PC, Mac, and Linux. This is our GreenLight trailer:
https://www.youtube.com/watch?v=jhSy9AvltfA


Here's a video where I explain the controls and unique movement:
https://www.youtube.com/watch?v=_6onD04ieaE

We will be holding an Alpha playtest of the first 10 levels and boss via Steam next week. Info on how to join in can be found here:
http://www.canplay.com/2014/07/the-tinertia-alpha-is-coming/
 
I'm adding familiars to my game. They give you elemental attacks/immunity and perform a couple useful tasks for you. This is what they look like in current incarnation:

gOyjyMB.png
 
Hi you may recognize me as the developer for Apexicon, which is still in development, but we've also started on a smaller side project we like to call psyscrolr

What psyscrolr is:

  • For Wii U eShop
  • A sidescroller
  • A platformer
  • A puzzle game
  • An action game
  • A story about outcasts from society
  • Possibly a tie-in to a future game
  • Scarf Physics

What psyscrolr is not:

  • Your daddy's Mega Man, Mario, or Ninja Gaiden.

Have a look!

openingstuff2yjkfh.gif


backwardcavejak8r.gif
 
I was watching Street Fighter in EVO when people were playing Rose yesterday. Can you hit people with your scarf as a special attack? :D
 
Hi you may recognize me as the developer for Apexicon, which is still in development, but we've also started on a smaller side project we like to call psyscrolr

Really digging this. Love the art style.

AbsintheGames said:
I love the way this looks.

Thanks! We're trying really hard to keep it authentic. Sometimes it means our characters and enemies look a little "crappy", but we want to keep it in that realm of authentic crappy and not crappy crappy.

I'm really excited to share more as we move into Alpha.
 
Some lovely looking stuff so far :D

Ok, guess I better talk about my stuff: my Game is called 'Glyph & Sigil'

It's a panoramic puzzler based in a fantasy world where, with your medieval hazmat suit, you are tasked with the important job of fixing the giant magic Glyph Cauldrons that power everything.

sVOKkLU.png


right now I'm working on something I call 'playmixing'. The general idea is that when you start a new game it will 'remix' all the puzzles in the game and save them so that every playthrough is unique, but consistent. If you replay puzzles within the same 'save' then they will always be the same, but if you clear your data or play on someone else's save the puzzles will be different from yours :D This way, even if you've watched someone play it, you'll still be able to have some fun working them out yourself when it comes to your own playthrough :3

NHD24q0.jpg

Remixing Layer 1 - one way I mix puzzles is by flipping them horizontally or vertically

T3y0tU3.jpg

Remixing Layer 2 - I can rotate the puzzle layout too and then combine it with the flipping for even more variety
 
So this is a little glimpse at the game I'm working on with some friendly friends... a screened shot if you will.

Yooksin-TheDangerousKitchen.png


It's an iOS game, quite early in development, so I'll refrain from explaining how it plays, for now...

Also, all the games posted so far look great!!


Your art design looks great!! If your username has any inspiration on the game, I'm in.
 
Wow! This thread is REALLY inspiring to me! :O

I haven't done an entire game myself but have been working as a freelancer 2D artist since almost a year, should I post my stuff as well? :)
 
Loving seeing the games and the encouragement from other developers. Quick question for next week, can we post GIFs or only screenshots? If not, I'll just reserve GIFs for the dev thread.
 
Loving seeing the games and the encouragement from other developers. Quick question for next week, can we post GIFs or only screenshots? If not, I'll just reserve GIFs for the dev thread.
I already jumped the gun on this one O.o

I'd say anything goes in terms of shots from your game. Video, gifs, screens.
 
How do you folks create GIFs anyhoo? I tend to find them a bit scary to make as they either turn out a bit huge in filesize or get weird graphical corruption :o
 
It would be cool if you guys could tell us what editors you are using. I'd like to try my hand at a 2D game, but I don't know which editor to use.
 
My game isn't very screenshot friendly, but here's just some general shots of the game:

FKpU4jF.png


I say the game isn't very screenshot friendly, mostly because at the moment I'm programming a lot of behind the scenes mechanical stuff. I just implemented a scoring system for burger orders, making customers pay different amounts for an order that might be missing ingredients or overcooked. There's a bunch of different factors that will go into the scoring of a burger, and later on I'll probably make sure to surface some of those to the player in a way that isn't just abstracted through the amount of money customers give them.
What's your game called? I saw a video on youtube of some guys playing it and I couldn't stop laughing.

[edit]nm found it... lol https://www.youtube.com/watch?v=o7BiXCG6hRs
 
Ah cool, I tried that and ended up with some massive files but maybe I had the resolution/fps/duration too high :3
I might give it another shot sometime :D
I have a simple sprite game so I only make GIFs of stuff like unit animations or small sections. For video of an entire game, you're probably better off making a video. YouTube will still crunch it into 30 fps but that's life for now. :P
 
How do you folks create GIFs anyhoo? I tend to find them a bit scary to make as they either turn out a bit huge in filesize or get weird graphical corruption :o

Yeah, gifcam here as well. It's the easiest program I've tried.

It would be cool if you guys could tell us what editors you are using. I'd like to try my hand at a 2D game, but I don't know which editor to use.

Good point, I edited my post. I'm using construct 2. If you're making a 2D game, definitely check it out. There's a free version that's feature limited, but has well enough so you can see if you like it.

Someone actually developed a third party 3D plugin for C2 recently too, so 3D games can be made as well (it costs money, but it's not expensive and C2 is already one of the cheapest options out there. I also haven't used the 3D plugin, so can't comment on it vs using unity or some such, but I know it works with C2's event editor, which is a huge bonus in my opinion).
 
My game isn't very screenshot friendly, but here's just some general shots of the game:

FKpU4jF.png


I say the game isn't very screenshot friendly, mostly because at the moment I'm programming a lot of behind the scenes mechanical stuff. I just implemented a scoring system for burger orders, making customers pay different amounts for an order that might be missing ingredients or overcooked. There's a bunch of different factors that will go into the scoring of a burger, and later on I'll probably make sure to surface some of those to the player in a way that isn't just abstracted through the amount of money customers give them.

I so cannot wait for this thing.
 
have an eye and some noodles

1e8d280cbf.gif


ibtLqZvhzqxoil.PNG


modulate is a dark comedy adventure/exploration game and you can play it on your steams, wii us, and other console sometime next year :)
 
Top Bottom