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

Our latest project is still in prototype stage and isn't much to look at at the moment, consisting mostly of quick blockout designs and images, but here's an image from an earlier stage of my overworld generator (21kmx9km atm). The actual gameworld won't have this kind of "single mountain range" terrain, but it's an easy test and good to debug river generation code.

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The next interesting stage will be a combat work-up, to see if the prototype has actual legs, so to speak. If you're interested in a couple of interface blockout videos and other devlog posts, check our full devlog, which is updated semi-regularly and also has some videos for our android game, Kamiel Leong.

(Technically not a foul, since the image was from last week's saturday ;)
 
Holy crud! I only just realised our game is on this!

Awesome! Thanks, and I especially love that it's placed on the Y...

Whoa, I just noticed because of your comment that I know well what's inside one of those A's as well! It's awesome :-D Shouldn't this shirt become the OP emblem? :-D

Long live the week-long Saturday!
 
I think I fit all but one or two of the page-two (50ppp) games in the letters. It was a half joke, but one of those jokes you're kind of serious about because your dad owns a screen printing business so it wouldn't be that hard to make a reality. If people are interested. In the joke. I would never wear the shirt, but I thought it would be fun to make.
 
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Progress on the daytime front, you can now actually play a complete day and update the calendar accordingly. Most options presented "work" but many simply load events that do nothing, so that's going to be one of the next things to do, along with making the same thing for the downtown area and have the complete daytime loop available.

Here's a video of the current thing : https://www.youtube.com/watch?v=pxsmqVBj5Pw

And now, back to entering all of the dates for the calendar!
 
Just added a few more skins and designs into my game, and customized my own ship to look like the Normandy. You can design your own ship with a number of modules, like bricks and customize color and make it look unique. Mass affects how your ship moves so having a well balanced ship is very important.

Something like this:

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Been messing with shaders.

I've also got the demons dropping plasma balls when they die. The player can pick them up, and will eventually use the energy to power up their weapons.

 
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.

So that's your game? Consider me a supporter already, I'll be there day 1!
 
Hello GAF, it's Screenshot Saturday time!

I'm bringing in a few new images for GunWorld, the game is still in Pre-Alpha so it's looking pretty rough. These first few shots come from the opening level of our demo we'll be releasing soon, the backgrounds are placeholder tests and not final.

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Our levels are designed to alternate between free moving camera sections and claustrophobic challenge rooms. This is one of the more simple ones, a lot of it is simply pattern recognization and timing.

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Here is one of our weapons, the Drill Gun. Fires through any surface and bursts into fragments on the other side.

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This is the final portion of our platforming training in the first level of the demo. The player is taught how high and how far they can jump through increasingly more demanding, yet safe, jumps. It all comes together with the spike pit in this cave.

These final shots are from a super rough version of the second level in the demo. It takes place within a volcano. There is no background yet and the lava is designated by red placeholder tiles.

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This level is far more demanding than the previous one. These jumps all come down to timing, but the window for mistakes is very small.

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Here's an alien drone getting shot in the face. They patrol an area and then stand their ground once you get too close. The drones will even jump when you do to block you from bypassing them!

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This is the player's first encounter with Running Ron. His armor repels all attacks from the front. Unlike the drone he doesn't patrol, he waits in one spot for the player to arrive, and then makes a mad dash towards them as his attack.

As an extra, here's some of the natural weaponry. In GunWorld, weapons grow in the wild like fruit. However each flower won't produce a gun until you've restored the appropriate GunMother. You can see these rotted plants in game as an indicator of where guns will spawn if you return after restoring more GunMothers.

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Hadn't seen this thread before!

Going to drop some screenshots of Beat Beat Shooter from these last few weeks that I had posted on twitter for #ScreenshotSaturday, these are mostly centered around UI overhaul and additions.

- HUD changes for the main game, new Beat Bar showing the progress and current level of the Beat, also the lives of the Ship and how many power slots you have at the moment. Also how many slots each power costs:

- Main menu for the Level Editor:

- Color picker for plain objects and decoration, these will change depending on the current palette:

- Mostly showing the different tools that popup when selecting an item on the level editor (delete, clone, config):

- In the config menu you have several options as change the layer of an object, change the alpha / opacity and change the color of it. There are a good amount of layers for those creative people that to go all out on how the level looks:

- Difference between the view with all the layers active:

- And then narrowing the selection of the active layers, the purpose of this is that if you have many objects stacked in different layers, sometimes you want to work only with a few layers so you can select and modify objects of a specific layer more easily:

-------

Good amount of work is going to the Level Editor since it is what we are using to create the level of the main game and we want to give the users the opportunity to create and share their own levels. What the levels are will depend of the user, it either can be geared towards a more classic shmup with only background decoration and centered around the enemy spawn or it can have its nice share of structures and obstacles in between.
 
Didn't know this thread existed! Shots from the GAF game project I started work on, that I totally wont make deadline for, but instead will be making this something greater.

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I've been wanting to make this for over 15 years.

Hybrid Circle is a story that I've been conceptualizing since the 10th grade. I LOVE games from the 90's, especially JRPG's. I've always wanted this to be a game that played, and felt like those. Open. A bit complex. Amazing, unrealistic story, great soundtrack, quests, etc.

Story: You are Xander, a soldier in the mightiest army in the world. You are attending the annual parade that celebrates your country's might, when the Capital City is attacked by an evil, and unforgiving force, bent on making the world pay for it's countless years of war. With the city leveled, you must find a way to escape! Accompanied by a mysterious man who seems to know a bit too much about the city's attackers, and the Lady Captain: strong willed, tough, yet empathetic. The objective is to bring the world together to stop this force, before there is nothing left.

Art: I take inspiration from old Soviet cities, and places like North Korea, because that imagery fits very well with the story. There will also a variety of locations with different visual styles.

Gameplay: I'm still working out if I want it to be fully turn-based, or more action oriented. Perhaps a mix of both?

Looking for: Artists. I'm working on this kindof alone at the moment. So I would love to speed up the process a bit for things like world design, sprites, NPC's etc.

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.

Those look amazing. I'm ridiculously psyched for GS!
 
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.

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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!

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This is a sandwich I wouldn't want to be a part of. Running Ron doesn't mess around.

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The final stretch of the second level in our demo. How good is your timing?

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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.
 
It's Saturday!

Well, I started working on this screen yesterday and here is a brief detail of it.

You can set your weapons to target specific parts of an enemy ship, so you can disable thrusters, or hit a fuel storage module for a big explosion and disable more parts of an enemy ship. Depending on your sensors power you will be able to see more details on the enemy ship, like module status and some of the upgrades so you can plan your attack.

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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.

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

As for Honey : stuff happened this week, and stuff happened today. This week's stuff can mainly be found in the indie thread so I'll just go over it quickly here : there's now a status bar. It's all there.
Moving on, today's stuff is about the downtown events, specifically the Sporting Center gym, which is your main hub for training your physical stats. A small visual walkthrough of what it can look like :

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Depending on your stats, what happens during training differs and you won't get the same benefits, so you need to choose your moment. Or you can just force Honey to grind while exhausted, that can make for some interesting results (not all of them negative, too! :-D)

And now, back to typing all those events/possibilities to account for as many stat variance possible and have plenty of things to see and read!
 
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.

dYHz8ui.png

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!

QL6wI9U.png

This is a sandwich I wouldn't want to be a part of. Running Ron doesn't mess around.

DCokFp5.png

The final stretch of the second level in our demo. How good is your timing?

fr0SNyi.png

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.
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.

As for me, this is all I have to offer. There have been several changes to this sytem and now everything that controls the rain has a degree of randomness and procedural generation:

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Hey GAF! Here are three new screens for #screenshotsaturday for Beat Beat Shooter.

• Showing off the enemy's configuration panel with some options, you can alter a lot of the enemy parameters such as health, movement speed / pattern, delay between fired bullets as well as the pattern, and also specify if you want several enemies to spawn from the same config.


• Also recently implemented tooltips for the Level Editor UI! To help creators in case some of the options aren't very clear going by the icons alone.


We also added a new article on IndieDB explaining the gameplay mechanics!

If you are interested you can follow us at @Missingdf.
 
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.

It's... beautiful. Fantastic work, I love the style and vibrant colours.


Here's our #screenshotsaturday for Screencheat. I'm not supposed to say what this is, but supposedly it'll all make sense in time. :P

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quoting myself from a week-old post in the indie thread

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)

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Blast Rover, made by myself & MTMBStudios, with awesome music by Sadsic, almost finished!
 
Got a few from Murder at Mystery Manor. Mostly environment shots. Taken from what I've posted int he indie dev thread.


It's an online multiplayer murder mystery game for up to 8 people. Pre-alpha is done, we're hoping to go into alpha in August. Kind of hard to get gameplay gifs, but the environments are pretty!
 
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!

thank you guys :D

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?

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.
 
Yo GAF. Here's an updated title screen for Olympia Rising:

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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.
 
Seeing some awesome stuff. AbsintheGames and Ashodin, I'm really digging seeing progress on your games in the Indie thread, can't wait to see more!

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

Thanks! We've taken a lot of care to make the game feel NES authentic. With the visuals, controls, and level design. I'm stressing out about releasing the demo, I'm sure people are going to find a ton of bugs and then tell us all the reason our game sucks.

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.

Really kind words! The demo releases next week with our Kickstarter. It'll feature four guns, two levels, one boss, and likely a ton of bugs I didn't catch. Our website will be launching then as well. Keep an eye on the Indie thread!
 
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?
 
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.
 
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 :D
 
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 :D

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 think the biggest challenge with doing an RPG in stencyl is probably the same biggest challenge with doing it just about any other way -- organizing lots and lots of data and dialogue and stuff in general.

it's certainly possible, and made easier by using extensions others have made, but as far as an RPG ever being easy I don't think it ever really is. Someone made an RPG kit for Stencyl that sounds promising but I haven't personally tried it.
 
Sorry for being a bit late!

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It's a shmup paying hommage to classics of 8/16 bit era, with some "modern features" which will be revealed close to release.

The game is still in prealpha, but there's a 2 minutes stage to play with.
PM me if you're interested in trying it ^___^
 
Thanks Jobbs. I feel MUCH better, testing this and all. I gotta get away from RPG maker, man. Not being able to make games that can even go full screen, much less in high resolution, I feel really ruins the game.

 
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