Holy crud! I only just realised our game is on this!
Awesome! Thanks, and I especially love that it's placed on the Y...
Holy crud! I only just realised our game is on this!
Awesome! Thanks, and I especially love that it's placed on the Y...
I didn't realize there was a #ScreenshotSaturday thread on GAF! I guess that gives me an outlet to post some of the stuff we've been working on with Drift Stage over here.
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.
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.
http://giant.gfycat.com/VibrantInfantileHyracotheriu
[url=http://gfycat.com/VagueEllipticalArmyworm][img]http://giant.gfycat.com/BitesizedChill
I am using [URL="http://www.stencyl.com/"]Stencyl [/URL]to make my game.[/QUOTE]
INCREDIBLE.
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.
Our demo is essentially a proof-of-concept that we will be releasing alongside our Kickstarter very soon. We consider it Pre-Alpha, and there are a ton of bugs or visual flaws that are not indicative of the final game.
I am using Stencyl to make my game.
I didn't realize there was a #ScreenshotSaturday thread on GAF! I guess that gives me an outlet to post some of the stuff we've been working on with Drift Stage over here.
The sooner I get to jack this into my veins, the better. Everything is looking glorious! I love the feels I'm getting. Your aesthetic choices for everything look spot on and that boss is an absolute monster.Hello there IndieGAF! We've nearly finished our first milestone, the GunWorld demo is complete! All that's left is a few minor bug fixes and some background/foreground color tweaking to make sure players can always distinguish one from the other. Here's a set of screens from the (nearly) finished demo build.
![]()
The Revolver is growing fine, but that pile of rocks on the left looks awful dead. If you find and water the correct GunMother, those rocks will sprout Drill Guns!
![]()
This is a sandwich I wouldn't want to be a part of. Running Ron doesn't mess around.
![]()
The final stretch of the second level in our demo. How good is your timing?
![]()
Our demo includes one boss fight. It's a rough build and isn't complete, but it's still nothing to scoff at!
Our demo is essentially a proof-of-concept that we will be releasing alongside our Kickstarter very soon. We consider it Pre-Alpha, and there are a ton of bugs or visual flaws that are not indicative of the final game.
I didn't realize there was a #ScreenshotSaturday thread on GAF! I guess that gives me an outlet to post some of the stuff we've been working on with Drift Stage over here.
Some gifs of Blast Rover. If these are too big, let me know and I'll pull them (I was judging by what people posted on the other pages)
![]()
![]()
![]()
So that's your game? Consider me a supporter already, I'll be there day 1!
Those look amazing. I'm ridiculously psyched for GS!
This post has made me interested in Stencyl. I've been looking into it for about a week now because of it.
Are you using tilesets? Or are you using pictures as your level graphics?
Love this. Does great conveying the strength of the main character. That stance alone nails the character's purpose (yet unknown from a title screen, strength is still instilled). The environment conveys a sense of something much larger than the character, itself, not just talking about size. If this is the translation you were looking for it has been nailed. Loving this.Yo GAF. Here's an updated title screen for Olympia Rising:
![]()
Pehesse said:That first screenshot is giving me heavy Shovel Knight vibes, and that's a good thing. I'm up for another retro NES styled action platformer :-D Also, good luck with the pre-alpha demo... Releasing one to a handful of testers was gut-wrenching enough for me, I don't want to think about what it's like to release publicly just yet :-D
AbsintheGames said:The sooner I get to jack this into my veins, the better. Everything is looking glorious! I love the feels I'm getting. Your aesthetic choices for everything look spot on and that boss is an absolute monster.
One day this will be in my hands and I'm gonna lock myself in my game room and not come out for hours.
Another Saturday!
I use tilesets for most of the generic ground and wall collision. so -- I made a tileset that just has flat squares and some angles and I build up the level collision using it, but it is not actually seen. The visual part of the graphics are done by putting together many separate actors. Think "stamps". It's a very organic process with no particular rules. Some graphics are bigger than others.
alternatively you can just draw the collision straight on in the scene editor without using tiles at all. I use a bit of that for more custom work but for general stuff I find tiles to be easy. plus it was force of habit.
I can't promise you that Stencyl doesn't have problems or is perfect, but it's what I know how to use and thus using it for this project came very naturally. The program is also in a transitional period as the folks in charge are attempting to shift priorities a bit more in the direction of serious development. The program was initially conceived more for mobiles and flash.
I see, so kinda both. The tiles are more invisible-ish for the collision, and the actual level is like another layer sitting over top?
yes. I put down a tile layer for collisions first when laying out the levels where it just looks very simplistic, because my tiles are just black shapes. when I said they aren't seen at all, what I really should have said is that the edge aren't seen. often the black "fill" of nothingness is actually the black tiles. but in terms of really seeing earnest graphics, they're all actors. turn off their physics, turn off their collision, etc, to keep them as lightweight to the program as possible, because these actors aren't used for anything but window dressing.
Awesome. I had kinda thought that's how it works. Difference is, you're making a scroller, and I'm doing a top down RPG. Wonder how I can make that work..
This is all interesting to me, seeing as I've used RPG Makers for anything I've ever made![]()
doing top down games is certainly very possible in stencyl.
doing the RPG stuff (like dialogue and inventories and so on) is also quite possible and made quite a lot easier by using various extensions people have made, most notably the dialogue extension.
How easy or difficult would it be to make a sort of Side-scroller RPG?
I didn't realize there was a #ScreenshotSaturday thread on GAF! I guess that gives me an outlet to post some of the stuff we've been working on with Drift Stage over here.