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

Game's still a while off, but here's some neat photos (stretching the definition of screenshots here) from EGX about a month ago:

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...and to fit more with the actual theme of the thread, here's two gifs:

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Website: http://octahedrongame.com/ (with lots more images from the event)
Twitter: https://twitter.com/OctahedronGame
 
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I thought I might miss this screenshot saturday since I was still busy coloring one of the moves at midday, but in the end it makes the deadline. As always, plenty of stuff going wrong in there, hit impacts all over the place, wrong audience, etc - the main focus are the grapple moves that are starting to work!
 
I've missed a few weeks here, but I'm back with even more enormous gifs!

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This one showcases some more guest stars from fellow indie devs: the cook from Cook, Serve, Delicious, Hibari, from Spirit Huntress, and the dancing cuboids from VisionEck.

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This one shows the latest move in, and the last move needed to complete Carrion Wind's character. I "only" need to work on her AI now to finish the match!

Most of the fan signs and panels are reputation dependant, too, meaning you can enter the match with some/most of them being in your favor if you're popular enough, like here:

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FINALLY - I present my humble trailer for Infinite Cosmos
Protip: A really sweet set of cans or something with a subwoofer is preferred

Completely crushed YouTube version (1080p 60fps):
https://www.youtube.com/watch?v=NPzIF7wM43U

Uber quality download (1080p 60fps):
http://downloads.absinthegames.com/videos/InfiniteCosmosTrailer60fps.zip

What a great trailer! Music, editing... I need to up my game when I make my next one.

Vacuous World 5 is almost complete! Lasers and glass? I decided not to implement refraction for the sake of making stage design simpler.

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First screenshot saturday of the year for me!

I'll post only the link to the HTML5 version of the gif to save on enormous gif usage (new year resolution and all that).

http://gfycat.com/SolidOldfashionedGallowaycow

It's the first completed visual novel type character, to test the widest range of animations planned so far. Many characters with a lot less screentime will have less, while others that are plot critical will have about as many. I'm going to be animating those for quite a while, but it's ultimately adding quite a lot to the VN segment feel, so it's worth it! ... I hope.
 
Here is a little video of my controller demo for Pocket Smash.

This is actually a previous version. I don't have on device multiplayer working well enough to show off just yet. In this video the controls are as follows:
Tap = Jump
Swipe Left = Regular attack
Swipe Right = Special attacks
Swipe UP = Defensive Moves (Block & Dash)
Swipe Down = Smash attacks

I have since made Swipe Left into regular attack and Smash attack depending on analog touch force to make it more like Smash Bros. This leaves Down Swipe for initiating grabs.

While I'm happy there aren't any on screen controls(except Refresh button for development purposes) I know this can make it difficult to understand how to play for those unfamiliar. I need to work on making a tutorial to teach new players how to use the controls for when I have my upcoming show & tell session in a couple of weeks. Hope you guys enjoy.

I'm so pleased to finally be able to participate in a neoGAF tradition that I have long admired ^_^
 
Hello!

Crossing the river in Red Goddess game Check it out this ‪#‎screenshotsaturday‬ ‪#‎SneakPeek‬ Thank you!

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This thread fell off the radar for a while. I might as well post the result of my recent experiments in finding a GUI overlay that seemed workable for a turn-based strategy game.

Two different styles, and no overlay, can be cycled with a keypress:
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I also implemented a config file so some settings like the colors can be changed. Static screenshot of example funky colors:
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Some more visual novel-type character animation for Honey Rose. Below is just a small sample, there's more at the gif link (not gfy since it somehow makes its framerate worse? That's a new one)

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Just wanted to say that I've been following Honey Rose UFE for a while and it looks amaaazing! I can't even imagine how much work you've put into all those animations. Can't wait to see this finished! <3
 
Just wanted to say that I've been following Honey Rose UFE for a while and it looks amaaazing! I can't even imagine how much work you've put into all those animations. Can't wait to see this finished! <3

Thanks a lot :-D Can't say I'm counting the hours/days/months of animation anymore as that'd be a depressing thought compared to what's still ahead, but it's comments like yours that make it all worthwhile and keep the energy up to do it all. So thanks for keeping an eye of things, and I hope the end thing won't disappoint :-3
 
Thanks a lot :-D Can't say I'm counting the hours/days/months of animation anymore as that'd be a depressing thought compared to what's still ahead, but it's comments like yours that make it all worthwhile and keep the energy up to do it all. So thanks for keeping an eye of things, and I hope the end thing won't disappoint :-3

Awwwww, hurray! I'm sure it won't disappoint at the very least!
 
It's time to show off some more of my game Primitive.

This is a puzzle exploration game built around environments where you cannot tell the difference between an open surface and a solid one due to everything either being a solid colour or pitch black.

You are a creation of a capital C Creator. Except you're more intelligent than the godlike being intended you to be, meaning that not only aren't you what it really wanted to make, but you're proof of it's fallibility. Still the Creator thinks there still might be somewhere in the world it has Created where you might fit in, so together you push on. The Creator sort of still loves you.

Sort of.


At it's most basic, you are presented with things like this that might be doorways, but many of which aren't. Slam against walls like when you played Wolf3D and were looking for secrets. I know it's not everyone's idea of a game mechanic, but hey!


Initially environments are incredibly blank, basic, empty spaces, but as you move through the game you start to see things like these places that seem almost like they could have an intended purpose. Not that you know what any of this stuff is.


And oh dear, what the heck? Did you make that mess? The Creator wants you to know that it isn't upset at all, and that it totally didn't spend all that time putting everything just perfectly on those shelves for any particular reason. Don't worry about it. No really. It wants you to know it isn't remotely bothered about all the time it's now going to have to spend putting them all back. It's forgotten.


Sometimes you're falling. If there's a distance you can't fall, you haven't found it yet. You wonder if whatever the Creator was trying to make would have been as good at falling as you are. The Creator wants you to know that it would have been even better, but that that doesn't mean it doesn't love you. Just not as much as it probably would have.


But it's not all just slamming into walls, and making a mess, and falling. There are actual puzzles and actual platforming too, often mixed in with the need to constantly change your perspective and check your presumptions about every new puzzling space you find yourself in.

Primitive! From me, plagiarize.

Coming to PC. It's going to be free. Don't worry.
 
Not much to show off from my game Brock Crocodile but did finish adding this animation of the boss initiating the battle by pulling out his gauntlets.

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*Those gauntlets aren't used for punching but for levitation, thinking outside the box here!
 
Been adding new things to my Tower Defense game (ZaciSa's Last Stand on Wii U). I added a new weapon Bot called the "Tesla Coil." As you can see below, once it starts attacking on an enemy, it will spread out and target nearby enemies beyond it's range. Making it a powerful weapon.

Below are the Wii U's Gamepad view, since the game mainly takes place on the Gamepad.
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Working in the pirate faction now:

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I'm tired and today I screwed up at TWO job interviews but at least the dev is going right and fast.
 
I finally got on device multiplayer working for my in progress game Pocket Smash. It took forever to make sure that the players controls weren't being confused.

https://www.youtube.com/watch?v=ytwQT2fSGNs

The game tends to run above 60fps but Recordable is very power hungry on my tablet so I had to film in 1/2 the resolution and the framerate isn't ideal. I'm having some issues with the player 2 analog not showing up so to avoid confusion the visible analog stick is controlling Mario in this video. Hope you guys enjoy.
 
Saturday? I hardly ever post screenshots on Saturday or otherwise, so I suppose I should do that again. Here are a couple of recent GIFs from the other thread.

With numeric overlay mode:
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With symbolic overlay mode, and silly pixel explosion I just made yesterday:
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I'm not sure I catch the dress reference in your picture. Is it that the ghost knight thing is wearing a sort of gold robe/dress?

Yep. Not terribly noticeable, but I couldn't miss out on the chance to participate in that ridiculous internet debate.
 
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