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

is the macro-block shading on those objects done via shaders, or is it prebaked into the environment? It looks really nifty. (Although the red lights on the trashbin appear to be more standard lighting?)
 
is the macro-block shading on those objects done via shaders, or is it prebaked into the environment? It looks really nifty. (Although the red lights on the trashbin appear to be more standard lighting?)

The gif is banded quite heavily (thanks compression) but in the photo the chunkiness comes from baking lights and setting the filtering mode to point. It can also be a heavier or lighter effect depending on your lightmap size (we use 2048 mainly).

And yes, good eye on the trashcans. Those are real-time as the intensity animates when trash is placed inside (it follows the peaks of the audio files as well since the trashcans can speak).
 
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 :)
This Modulate?
http://steamcommunity.com/sharedfiles/filedetails/?id=199743507

See, this is why this thread was a good idea. Cool to see the dev is a GAFfer
 
Hah, yes. That's our Greenlight page with an embarrassing amount of old and incorrect information. Many things have changed since then (the entire focus of the game for starters -- puzzles are optional but play a role in the world and narrative) as it's much more of an exploratory adventure game now. I like to think of it as open world on a smaller, denser scale. Many small and large things to discover with interactions that run quite deep :)
 
The gif is banded quite heavily (thanks compression) but in the photo the chunkiness comes from baking lights and setting the filtering mode to point. It can also be a heavier or lighter effect depending on your lightmap size (we use 2048 mainly).

And yes, good eye on the trashcans. Those are real-time as the intensity animates when trash is placed inside (it follows the peaks of the audio files as well since the trashcans can speak).

Just asking because the block lighting looks really authentic, in my mind I knew there was no way it was done by hand, but it blends in so well it looks like it could have been.
 
Just asking because the block lighting looks really authentic, in my mind I knew there was no way it was done by hand, but it blends in so well it looks like it could have been.

Yep! We just let Unity run all the Beast GI goodness and force it to point. Neat little trick we discovered just a few months ago and we really love how it turned out. Sometimes it can become too dirty when more and more objects get added to a scene since less space then exists for each item in the lightmap, but you can always increase the texels or size if needed.
 
Your art design looks great!! If your username has any inspiration on the game, I'm in.

Thank you! The rest of the team and I went on a spiritual voyage last week to see Jodo's Dune and meet him in person! I'd definitely say he's inspired the creation process in which we work, but I can't say if that'll be visible in the game per se.

There's a section of Yooksin which may deal with some interesting characters you'll come across, so I'll write in a Jodo reference for you!
 
I am mad jealous of the artwork and fluidity of animation in this. Hats off to you, can't wait to see more!

Thanks a lot for the kind words :-D I'm a bit frustrated with updates since I have long phases ahead of me with nothing much to show... I should get back to animating new characters soon enough, hopefully next month?

As far as what tools I use, I'm going to echo everyone and add to the Gifcam user list for gifs, uploaded using Gfycat, though I'm looking towards webm usage if and when I can figure it out.
As for the game, it's using Construct 2. I'd like to try Stencyl next once I'm done with Honey!
 
A little late on the Screenshot Saturday this week. Its been a really busy and exciting week for the team on Ashen, lots of warm feedback from last weeks screenshot saturday update :)

This week Tom did a sweet update on the logo for the game, you might notice a running theme coming through the concept art ;)

directlink_BsabyHGCMAAcMny.jpg%3Alarge.jpg
 
Wow, love this thread. Alot of cool things to see.

So will there be a thread like this every Saturday or each one is for a couple of weeks? How will this work? Whatever it is, its awesome. And it coincide with me coming back at my game after a semi-long hiatus. I will participate.
 
Wow, love this thread. Alot of cool things to see.

So will there be a thread like this every Saturday or each one is for a couple of weeks? How will this work? Whatever it is, its awesome. And it coincide with me coming back at my game after a semi-long hiatus. I will participate.
I was thinking of doing it in the same style as TIGForum, which is just one big thread that gets continuously added to.

What do you guys think? What would be preferred? One big thread? New thread every week? Monthly?
 
This is just amazing. All of you are doing great work, I am very impressed, and jealous.


I have some of my high level students work on some things in Kodu and GameMaker, but I would love to really challenge them further. They are 6th Graders. Is there anything else some of you could recommend for me to use with them>? We haven't used Project Spark since that launched in the middle of the school year and I didn't have time to play with it so I could help them. I would really like a nice tool/ software to help them work on 2d games.


They all do the lessons in Gamestar Mechanic, which allows them to learn some of the basics of game and level design, terminology, and how to fix broken games/code. They really enjoy it from an entry level perspective. I have Game Maker Pro on about half a dozen computers, but I know it isn't that great (but good enough for them to get their hands wet)


I just want to know where to go next.
 
I was thinking of doing it in the same style as TIGForum, which is just one big thread that gets continuously added to.

What do you guys think? What would be preferred? One big thread? New thread every week? Monthly?
One big tred. It will be glorious and amazing and awesome and full of things.
 
I was thinking of doing it in the same style as TIGForum, which is just one big thread that gets continuously added to.

What do you guys think? What would be preferred? One big thread? New thread every week? Monthly?

Let's just use this thread every Saturday.
 
Okay, I got two this week.

First is progress on the demon hunting game... The energy balls are part of the weapon upgrade system that is fully working, (in my mind).




Next up is my other project Super Something Squad™. The new bit here is that I got the gem pickups in from Chopper Mike. I can now start simple NPC collection quests!

 
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).

I've looked into it and it seems promising, but is it difficult to protect and monetize your game through something like Steam or iOS? It's just HTML5, right?
 
okay, here we go. screenshot saturday!

These are shots from my game, Ghost Song.

I spent a lot of this past week doing the art and design of a miniboss fight, and over this past day have polished it up most the way.

here's a couple examples from the fight. I made embed sized gifs (if this is loading too slow for you guys just let me know and I'll chop it down to one) and you can then click for a high resolution .webm.





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.

I am using Stencyl to make my game.
 
e77b335d-f62b-4b71-abbd-21127a6e40ab.jpg


Stuff happened this week for Honey - mostly today, actually, but still!

Some new backgrounds, and I'm now playing around with how to make the characters appear in them. I originally wanted to use only a full figure view, similar to how the Shin Megami Tensei series handle their character sprites, but I could actually play around with the characters size and framing for dynamism and dramatisation of scenes. So here are a few shots of just that!

I had optimized my assets previously for full figure view only, so I'll have to use higher resolution version of them for closeup shots... thankfully I still have those lying around :-D
 
Pehesse, the amount and quality of art in your shots is simultaneously impressive and terrifying. Aside from no character shadows on the ground, almost all of those could be easily mistaken for a cartoon/anime.

I don't have a lot that is visibly new since the last time I posted in the indie thread since I have been working on game systems under the hood, like trying to get local multiplayer working (ending the player's turn, only being able to control units of your color, etc.). Once I get to that point I can finally start adding more units and attempting to play the game against myself to see if it's fun.

Here are some units and overlays.
inactive_unitskkk58.png


Here is a GIF of selecting, targeting, etc. Please let me know if the file size is too big, and I will link it instead. I don't have the movement or attack/damage stuff implemented yet, so units just move instantly. I think I also need to update the attack/stop/cancel GUI into something graphical with icons instead of a dialog box.

unit_commandseljqm.gif
 
Pehesse, the amount and quality of art in your shots is simultaneously impressive and terrifying. Aside from no character shadows on the ground, almost all of those could be easily mistaken for a cartoon/anime.

Thanks a lot!
You are absolutely right about the character shadows, I'm still heavily pondering how to make those to have a consistent look - or at least one that doesn't clash too evidently with the background lighting(s) :-D
I had the same problem for the fighting segment, I eventually resorted to the classic "round beneath the feet", even though I'd love to try something like in Budokan Martial Spirit but that's a whole other level of complexity... Maybe I'll just reuse the round shadow sprite, or maybe I'll try for something more complex since it doesn't move around in the VN segment. But what if it eventually moves around? Decisions, decisions :-D

Also, I'm not commenting much but I'm keeping a close eye on your game, the turn based tactical hunger is here! I assume you're targeting PC for now (mouse control and all), but do you have plans for possible other versions? I like my TB experiences primarily on portable systems, so I was wondering :-) What about attack animations, are you going to keep it sober and mechanics focused or do you intend to go full advance wars route and have animated battle segments?
 
I've looked into it and it seems promising, but is it difficult to protect and monetize your game through something like Steam or iOS? It's just HTML5, right?
You can export to exe (still using HTML 5, but it looks exactly like a native exe experience) using node webkit, there are C2 games on steam already. There are some options for iOS and android, and a bunch of games have been released for those platforms too. While I've heard there are a few remaining issues on those platforms it's continually improving (the next versions of iOS and android will bring significant improvements, for example).

As for protecting your game, there are some third party options, but if someone's determined enough they'll work their way into even AAA games, so 100% protection is impossible.
 
That looks awesome, Jobbs.

When is it slated to come out?

thanks :D

release date, I fear making a guess because it's so hard to say -- I've never made a big game before, so it's just really hard to predict. once I have a better picture of it I'll be sure to let people know.
 
Also, I'm not commenting much but I'm keeping a close eye on your game, the turn based tactical hunger is here! I assume you're targeting PC for now (mouse control and all), but do you have plans for possible other versions? I like my TB experiences primarily on portable systems, so I was wondering :-) What about attack animations, are you going to keep it sober and mechanics focused or do you intend to go full advance wars route and have animated battle segments?
Thanks for the kind words! I am developing for Steam and WiiU. I -might- consider porting if it ends up being popular, but ultimately those are the feasible platforms for me, and it's more than enough work for just one person to use those as a starting point.

I have some silly things (a unit that knocks other units back with a giant boxing glove), and it would probably be wise to focus either on all-serious or all-silly. However, I will probably end up with a mix. I am intending to avoid the animated battle segments since that would be a ton of art, I do not have an artist or the art talents for it, and I am envisioning a more fast-paced game if I can manage it. Advance Wars is very much an inspiration, but Advance Wars multiplayer can also end up being very slow.

Here is an example of the sort of attack animations I currently have. I should probably figure out a particle or ring effect near the muzzle, even though it's a laser beam.
beams2ngkgz.gif
 
Thanks for the kind words! I am developing for Steam and WiiU. I -might- consider porting if it ends up being popular, but ultimately those are the feasible platforms for me, and it's more than enough work for just one person to use those as a starting point.

I know and understand the feeling :-D
As far as beams go : if you want to add more dynamism/punch, you could either add something to the beginning of the animation, sort of a windup, kind of like particles charging, or at the end, with a few trails disappearing slower/afterwards - or both if you're not afraid of overdoing it :-D If you have your fire rhythm all set and don't think you'll want to change it (which I assume, because of the recoil and everything), you can even do a light coloration on the tip of the cannon/body to show the sudden light emanation.

I find the best sort of inspiration for those are the sprite based super robot wars, like the late GBA-DS entries (mainly J for huge sprites, K and L for their take on "thinner" lasers), like so :
http://youtu.be/ZRicwQeMPAY?t=2m21s (J example)
http://youtu.be/q_jFd_DSMJU?t=35s (K example)
http://youtu.be/_CBt5Nv9cjs?t=28s (Z3 example, just because it's got the beams closer to anime I've seen yet)
 
okay, here we go. screenshot saturday!

These are shots from my game, Ghost Song.

I spent a lot of this past week doing the art and design of a miniboss fight, and over this past day have polished it up most the way.

here's a couple examples from the fight. I made embed sized gifs (if this is loading too slow for you guys just let me know and I'll chop it down to one) and you can then click for a high resolution .webm.







I am using Stencyl to make my game.

This looks like a more badass Super Metroid. I have never been so hype over 2 screenshots before.

Also, to the guy making the VN fighter, you read girls of the wild, don't you? Looks very similar.
 
Also, to the guy making the VN fighter, you read girls of the wild, don't you? Looks very similar.
Never heard of it, so thanks for the reference! I take from a quick Google search it's a manwha? From the plot synopsis, it looks like there are some similarities, so I see why you'd make the connection, but from what I can tell from the short overview I read, I can (re)assure you there are also pretty big differences! Still, no ideas come from a vacuum and all that, so I'm not surprised to encounter things that appear pretty close :-)
 
Our new Dire Caves level for psyscrolr.

dgZ9LOb.gif

What is that thing warping the space around it?

I'll add these from the Indie Thread:

ZMSeTVt.gif
FDXdSx4.gif
 
Alas, through some crude machinations, it was decided that I wouldn't get a chance to post yesterday.

So...

Screenshot Sunday anyone!!?

Some island residents. They may hold the key to the destruction of all life, or are just some cranky old folks, you decide.
olddudes.png
 
Top Bottom