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

StarDiver stickers for the GDC sticker swap:
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And a Human battle platform:
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Here're two screenshots from a visual novel I'm currently making. To get it done, I decided to code my own tool set that handles dialogs, audio and graphics.

Since I've just finished coding in fill transitions, there're two screenshots showcasing a simple horizontal transition:



Also, these images show that the system automatically adds black bars and resizes the drawing canvas when the game is run at a narrower screen resolution, so as to make sure anyone using the tools doesn't have to worry about aspect ratios mangling their graphics or removing half of the scene from view.

I've also uploaded some of the screenshots I've taken before into an imgur album, in case anyone would like to look at how the development process went: http://imgur.com/a/VLQdu
 
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https://dl.dropboxusercontent.com/u/87770923/output.webm

Been dicking around with some RPG stuff lately. Got some GUI stuff, animated tiles, pathfinding, basic scripting system that spawns entities and tells them how to behave, a neat roof-erasing thinger, and some other random things done. It's got a really simplistic Shining Force-like combat system. I should record that too, but it lacks a lot of pizzazz at the moment.

Some simple things I want to change today or tomorrow: Make rain splash particles not spawn on indoor tiles. Right now rain drops won't spawn if they'll hit an indoor tile, but if the roof disappears after a rain drop has already spawned then it'll continue to fall and splash down anyway. Don't want to check every frame and erase rain drops, but just not spawning the splash will hide it well enough. Tag water tiles so that ripples spawn when rain drops impact them, rather than the same splash particles as everywhere else. Also make the rain look better in general... never made effects like this so I'm still experimenting. I think I'll go with canned splash animations instead of random particles, but we'll see.

Sooner rather than later, I need to add keyboard/joypad controls to my GUI stuff. Sort of unsure of how I'll handle that, but I should address it before I get neck deep into mouse controls and realize I have to re-design everything to make a menu interface that's compatible with both. Right now keyboard/joypad only lets you move around and interact with things.
 
New video of Pocket Smash. I zoomed in so that you can better see Mario's movements and also have a better Phone to record from. So hopefully this video will make more sense than past videos.
 
First time posting in this thread (please be gentle), I've spent every now and then posting in the indie dev thread.
I think this is possibly the only thing I've shown from the game so far but here goes...
ijmRg+

So this is some concept art for the first world!

(I'm insanely nervous uploading this)

Edit: Excuse the weird jagged edges, odd effect after compressing the original from 80mb to 450kb,
 
(I'm insanely nervous uploading this)

There's absolutely no reason for that, you are talking to other developers, probably the most polite feedback you'll receive you'll get it from them (and NeoGaf is pretty patient too for a gaming forum IMO).

Also explain more about your project, what is it? what's your plans? this one and the other thread are the places to do that.
 
This isn't Saturday. I'm reporting all of you.

edit: oh, that stuff wasn't from today :) Okay, cancelling my reports.
 
There's absolutely no reason for that, you are talking to other developers, probably the most polite feedback you'll receive you'll get it from them (and NeoGaf is pretty patient too for a gaming forum IMO).

Also explain more about your project, what is it? what's your plans? this one and the other thread are the places to do that.

You're a kind sir for the reassurance!

The project's titled Wavelength (tentative) and it's a Surreal Horror which combines a turn based RPG battle system and Rhythm-based gameplay.

I really stress about the Surreal Horror definition because the game isn't gory but it isn't QUITE a psychological horror.
Each world is going to feel like it's crossing from dream into a nightmare, (I described the world as 'terrifyingly beautiful') because what I want to achieve is to make the player to have the feeling of going mad.

A HUGE focus of the game is Music and (this is going to sound very vague) Music "culture".

Myself and the rest of the team (basically 5 people) are hoping to nail for an end of 2016 release date for Wii U but we're also looking at other platforms as we develop it.

I THINK that's probably a better description of the game than what I've mentioned in the past to people hahaha
 
I'm making a 2D maze runner about dodging obstacles and replenishing gas before you run out. You can set your ball to move faster or slower, but the higher the gear, the faster you leak gas.

So far I have put in a survival mode for 1-4 players (though the development build on itch.io only goes up to 2), but I am also going to need to add a "story" mode to convey the subtleties of gameplay, as well as a pointfest mode where there are pickups and timed events to keep things spicy.

Here is a video of single player, and here is one of multiplayer.





 
Some more concept art for Wavelength, more of an 'action' based scene kinda showing what the battles will look like and a couple of the characters!

CKLvaUCUwAEtUqA.png
 
Time to activate this thread again, whatcha think of the slightly improved desert environment? The atmospheric dust and particle effects as well as dynamic sand isn't really visible here, but think it's good enough to start working on a new environment?
 
First time posting in this thread! Co-founder of MixedBag Games here, we've made Futuridium EP Deluxe PS4 / PSVita last year and we're now working on the action adventure forma.8 for PS4 / PSVita / Wii U / iOS / PC / Mac / Linux.

forma.8 is a metroidvania action adventure game with very peculiar game mechanics, since you're a floating character with mainly defensive powers. Maybe someone of you has already tried the demo that was part of the Nindies@Home program on Nintendo Wii U during E3.

Anyway here are some of the very latest screenshots.
If you like the game we're very active on Twitter and share a lot of dev related stuff: @MixedBagGames

hub1_teaser.png

Yep that's a huge creature... friend or foe?

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Open air...

temple.png

OMG ancient and mysterious civilization!

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Big spider-like... thing
 
It's Saturday so time for a bump!


One half of my game VizionEck is an FPS/TPS while the other is a puzzle platformer. This screenshot shows the game's environment and art style. Each color affects the player differently when touched. The colors Will be released on PS4 exclusively.
 
Here is a screenshot of my runner game called Dead King. You have to buy every single one of your abilities.

This shot shows you using up the armor that you purchased as you run through monsters.

9ThfWdN.gif
 
It's Saturday so time for a bump!



One half of my game VizionEck is an FPS/TPS while the other is a puzzle platformer. This screenshot shows the game's environment and art style. Each color affects the player differently when touched. The colors Will be released on PS4 exclusively.

I'm digging on this pretty hard.
 
Do we still use this thread? :P

Anyhoo, here's a bump in the form of the game I've been poking away at called 'Advance'. I've got some screenies of the arena's each of the 5 different game modes take place in to show off :D

General jist of the game is that it's multiplayer stealth racing: you control a secretly assigned robot and win by getting it to the finish line first. The two tricky things about it though are that each player ALSO control an armed contestant guarding the finish line who can shoot any suspicious looking robots back but robots are only vulnerable while moving so you stay still to deflect the contestant's bullets back at them :P

Onslaught: no special rules in this mode, just lots of robots to blend in with :3
NcOwz05.png


Turbo Onslaught: super fast version of the above.
BvFMWos.png


Contrabots: each player has an AI contrabot nemesis that moves whenever the player doesn't move their robot. If the contrabot reaches the finish line the player loses.
qUdYumw.png


Switch: if your robot gets shot in this mode it switches places with the marked AI. It's like the shell game but mixed with robots, racing and guns :P
WnWH5Mb.png


Dyads: I was worried this mode would break people's minds but it turns out that players can actually handle controlling 2 robots and 2 contestants simultaneously after all :D
I8Jfkw6.png



Once I get the trailer done I'll be trying to get this up on greenlight but for now the early access on itch.io is kind of my home for it I guess :P
 
Do we still use this thread? :P

Anyhoo, here's a bump in the form of the game I've been poking away at called 'Advance'. I've got some screenies of the arena's each of the 5 different game modes take place in to show off :D

General jist of the game is that it's multiplayer stealth racing: you control a secretly assigned robot and win by getting it to the finish line first. The two tricky things about it though are that each player ALSO control an armed contestant guarding the finish line who can shoot any suspicious looking robots back but robots are only vulnerable while moving so you stay still to deflect the contestant's bullets back at them :P

Onslaught: no special rules in this mode, just lots of robots to blend in with :3
NcOwz05.png


Turbo Onslaught: super fast version of the above.
BvFMWos.png


Contrabots: each player has an AI contrabot nemesis that moves whenever the player doesn't move their robot. If the contrabot reaches the finish line the player loses.
qUdYumw.png


Switch: if your robot gets shot in this mode it switches places with the marked AI. It's like the shell game but mixed with robots, racing and guns :P
WnWH5Mb.png


Dyads: I was worried this mode would break people's minds but it turns out that players can actually handle controlling 2 robots and 2 contestants simultaneously after all :D
I8Jfkw6.png



Once I get the trailer done I'll be trying to get this up on greenlight but for now the early access on itch.io is kind of my home for it I guess :P

This sounds real fun! I like it
 
Ooh didn't know about this topic. This is a screen of my upcoming game. It's an exploration puzzle/light platforming game. You control 2 characters and can switch anytime to solve puzzles and continue on your journey.

I don't even have my characters modeled yet but I'm trying to nail down an aesthetic.
 
This sounds real fun! I like it
Ooh thankies! :D

I've been taking it to various gaming things in scotland and it's been getting a good reception so far :3

Ooh didn't know about this topic. This is a screen of my upcoming game. It's an exploration puzzle/light platforming game. You control 2 characters and can switch anytime to solve puzzles and continue on your journey.


I don't even have my characters modeled yet but I'm trying to nail down an aesthetic.
Glad my bump was handy then XD
Sounds interesting :3

Added some new mech units to my game

JIHcLVl.jpg
The mechs on hexes things kinda reminds me of greed corps :3
 
Thanks to Pehesse for pointing me to this thread from the indie dev thread.


POWER HOVER is action game about hoverboarding robots, it came out on iOS about a month ago and just recently on Android.

We are now working on the first content update that will advance the story and give player six new levels and a boss level.

Here's a style test for ghastly ruins of human metropol :

iI5Z8aI.png

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Heh, not much action in this thread, well, here's this weeks #screenshotsaturday

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Spiraling around in Power Hovers update levels! I Just finished this level yesterday and it's already one of my favorites in the whole game. Update is shaping up nicely!
 
Let's keep this active shall we? :3

So... What've I been up to on Advance?
A lot of the work recently has been boring but important UI stuff, but in the last few days I've finally freed up enough time to start work on some new game modes!!! :D These 2 new ones feel really strong gameplay-wise and I've decided to drop the old 'contrabots' mode as I feel these two new ones are far superior and can easily replace it.

Claim (prototype name, will think of something better soon)
RaIGjJ7.png

Being a bit boring arena-wise with this and just yoinking Contrabot's one seeing as it won't be using it anymore. Unlike the normal mode, robots don't get pushed back much when shot in this one, but instead they get 'claimed' or marked showing which player has claim to them. If a claimed robot crosses the line then the claimant wins. Luckily you can only claim one robot so if you shoot another it'll free up your previous one. This has led to much laughter and total chaos when 4 players get thrown in so I'm feeling pretty good about this one :D

Waltzing Queen
11ZKqE3.png

In this mode there's a central 'queen' robot that controls all the AI bots. When you shoot her she changes to your colour and if she or any AI cross the finish line then whoever's colours she's wearing wins. As per usual you have your own robots hidden among the AI horde so you can still win with that regardless of what colour the queen is. This works fairly well and the arena looks pretty cool to me but I'll probably tweak the AI to be a bit more aggressive in this mode and reduce how far the queen gets knocked back when shot as she's a bit of a bullet magnet :3 Right now the queen is represented with the same marker i'm using for 'claim' but i'm going to actually give queenie her own unique robot model, hopefully referencing Matilda from Robot wars in some subtle, non-infringing manner :P
Arena-wise I can see myself maybe toning down the yellow honeycomb lights on the walls as they're a bit on the strong side.
 
Heh, not much action in this thread, well, here's this weeks #screenshotsaturday

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Spiraling around in Power Hovers update levels! I Just finished this level yesterday and it's already one of my favorites in the whole game. Update is shaping up nicely!
Nice! Looking forward to it.
 
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