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

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.

awesome, let me know if you have questions, or try the stencyl forums where I also frequent.

btw, if you are using the free trial version it only has flash export (from what I remember) which doesn't have near the muscle that the stand alone has if you want to put a lot of stuff on screen. in addition, really, really substantial improvements and additions typically come to the subscriber only beta releases long before they trickle down to the official release. For example, I've been using full gamepad support for quite a while now, and unless I'm mistaken it's still not in the official release.

I won't use this thread to keep gabbing about the particulars of stencyl, though, find me if you have questions. :)
 
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I really like the look of this, it's drool-worthy! What platform are you planning on releasing it on?
 
I really like the look of this, it's drool-worthy! What platform are you planning on releasing it on?
Thank you so much for the kind words! We are aiming for Linux, PC, Mac and we just got Android/iOS builds running this weekend. Surprisingly, moving through the levels at breakneck speeds with touch translates extremely well even without tactile feedback from keyboard/gamepads. We had reservations about the speed and precision needed in later levels but our multitouch code feels really good and natural. One of my pet peeves with mobile action games is the inability to slide from one input to the next so that was out first priority was making touch make sense. You shouldn't have to learn how to control touch input or need tutorials. You should just instinctively be able to perform as you would expect and we are making sure to nail that down.

So everywhere but consoles, at this time :P
 
Thank you so much for the kind words! We are aiming for Linux, PC, Mac and we just got Android/iOS builds running this weekend. Surprisingly, moving through the levels at breakneck speeds with touch translates extremely well even without tactile feedback from keyboard/gamepads. We had reservations about the speed and precision needed in later levels but our multitouch code feels really good and natural. One of my pet peeves with mobile action games is the inability to slide from one input to the next so that was out first priority was making touch make sense. You shouldn't have to learn how to control touch input or need tutorials. You should just instinctively be able to perform as you would expect and we are making sure to nail that down.

So everywhere but consoles, at this time :P

Yeah I feel touch can be awesome when it works, especially with Terry Kavanagh's games on iOS and Kero Blaster was fantastic also.

Can't wait to play it!
 
Thank you so much for the kind words! We are aiming for Linux, PC, Mac and we just got Android/iOS builds running this weekend. Surprisingly, moving through the levels at breakneck speeds with touch translates extremely well even without tactile feedback from keyboard/gamepads. We had reservations about the speed and precision needed in later levels but our multitouch code feels really good and natural. One of my pet peeves with mobile action games is the inability to slide from one input to the next so that was out first priority was making touch make sense. You shouldn't have to learn how to control touch input or need tutorials. You should just instinctively be able to perform as you would expect and we are making sure to nail that down.

So everywhere but consoles, at this time :P
IOS version? Awesome! Always looking forward to new hardcore platformers to play on the go. Do you have a site, IndieDB, dev blog, etc. for the game?
 
IOS version? Awesome! Always looking forward to new hardcore platformers to play on the go. Do you have a site, IndieDB, dev blog, etc. for the game?
AbsintheGames.com We are on IndieDB, too. Not much is up at the moment as we are gearing up several levels and choosing one for a demo. I want more done before I make to any real push for getting the word out. Really only been discussing it here on GAF. Been meaning to post more info on the site but we have been busy with the game and I haven't had much time :P
 
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.

Glad to see some WebMs, more should use them as they are far more optimized for gameplay clips. The gifs of Drift Stage have also seen some love in the lowpoly appreciation threads before :)
 
thank you guys :D



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.

Grabbed an earlybird KS backing for this and really looking forward to playing it. Looking better each time you post something!
 
Another Screenshot Saturday is upon us GAF, and this is a pretty big one for us.

We just recently launched the Steam Greenlight and Kickstarter campaigns for GunWorld. Greenlight is going great so far with a ton of yes votes coming in. Every vote/pledge counts so if you think GunWorld looks rad then please check out our Greenlight and Kickstarter pages or share them with your friends.

Here's some screenshots from the free demo that is available on our Kickstarter page right now. If you want to see the game in action there is also a trailer on both that and Greenlight.

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This week has been all about Coach's gym, and today, I'm finally done with all the main events about it! You can of course train in it, and that means stat buffs, but you can also do a practice match to actually try out your moves, talk with Coach about several things, and check out a noticeboard filled with info about stuff that may look very similar to achievements, but... yeah, they're sort of achievements.

Still, a bit chunk of dialog/events done!
 
Posted these earlier in the development thread:

Forgot to comment in the indie dev thread, really like the look of your game. I think it's quite a while since I saw it the last time and it looks more interesting than ever :).
 
Forgot to comment in the indie dev thread, really like the look of your game. I think it's quite a while since I saw it the last time and it looks more interesting than ever :).

Thanks. It's been a while since I posted new footage online.
 
Another Screenshot Saturday is upon us GAF, and this is a pretty big one for us.

We just recently launched the Steam Greenlight and Kickstarter campaigns for GunWorld. Greenlight is going great so far with a ton of yes votes coming in. Every vote/pledge counts so if you think GunWorld looks rad then please check out our Greenlight and Kickstarter pages or share them with your friends.

Here's some screenshots from the free demo that is available on our Kickstarter page right now. If you want to see the game in action there is also a trailer on both that and Greenlight.

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Backed, Tweeted, shared, in my veins, etc.

Liked the demo. Controls feel really nice which is a pain in the ass to get right so BRAVO!
 
Backed, Tweeted, shared, in my veins, etc.

Liked the demo. Controls feel really nice which is a pain in the ass to get right so BRAVO!

Thanks! We spent a lot of time replaying some old NES favorites when developing the controls. The current control scheme is the product of many iterations of trying to get the feeling right.

I'm sure it'll continue to be tweaked and improved as development goes on, but we're pretty satisfied with it too!
 
Yo gaf, back again with some Tinertia progress.

We've been busting our asses for the past two weeks getting ready for the early access release on Steam (pc, mac, linux) later this month. Here's our third boss, gatekeeper of the sewers, The Crapacitor.

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Really love how his animations turned out. Super creepy.

We've also been doing a pass on our UI. Here's the mode select screen.

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And because I love this guy so much, here's a vine of the second boss in action.

Check out our website www.tinertia.com for more info.
 
Last Christmas my wife discovered a mobile game called Hill Climber. She really enjoyed this game, spent hours playing it and told everyone she could about it. Then one day she came to me defeated and said "no matter how good I do I always die at the end". She didn't realize the point to endless runners/racers but she had a very interesting point that no matter how well she did the game would end in tragedy. I spent a good deal of my holiday break thinking about this simple statement and how an endless runner/racer could be tackled without a tragic ending. That is when I came up with Atmospug, the Cloud Jumping Dog.

Equal parts “choose your own adventure”, platformer and endless runner - Atmospug creates a new sub-genre affectionately referred to as a “Level Chain”. In Atmospug, all levels are metaphorically stacked and mixed into one deck. To begin the player is “dealt” three levels to choose from. After making their selection and successfully beating the level, they are dealt three more levels. The player again makes their selection, only this time the new level is added to the END of the last level. To progress, the player must repeat their initial success as well as beating the new addition. The game continues to progress in this manner increasing the challenge each time success is achieved. In a Level Chain the player's best game ends in celebration and since the player is choosing which level to add, each player’s “Level Chain” is uniquely their own.

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Gameplay Video: https://www.youtube.com/watch?v=unQjL2QAMBY&feature=youtu.be

You can follow the progress on Twitter (@gutshotgames). Thanks for reading!
 
Oh, nice, been seeing Atmospug in the Reddit Screenshot Saturdays. Looks like your game is coming along nicely!

Thanks for the kind words. The biggest challenge has been level design. Unfortunately the game design doesn't lend itself to randomly generated levels so I have to design each one manually. I'm up to 37 but I'm aiming for at least 50. I'm aiming to have them complete in the next 30 days.
 
I'm a developer at indie studio Candescent Games.

Our first game is called Tinertia. It's a hardcore platformer without a jump button. It is scheduled to release on PS4, PC, Mac, and Linux.

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The player uses the right stick to fire rockets in any direction. Shooting at the ground causes the player to rocket jump.

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Of course you'll need to use your rockets for other things, like clearing a path through the level.

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The game features a contiguous world of levels. Each level in a world is connected into one larger structure. This allows us to play with the 3D space more and incorporate switching platforming axes into the gameplay.

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Here's a higher angle shot.
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There will be bosses. This is a WIP clip of the second boss:
https://vine.co/v/MPlXrYImamT

It's a fast paced Meat-like with high difficulty and emphasis on mastery of the controls and physics based movement.

We were GreenLit on steam in May. There will be an early access release of the first 30 levels in August for PC, Mac, and Linux. Full release will be in early 2015 on PS4, PC, Mac, and Linux. This is our GreenLight trailer:
https://www.youtube.com/watch?v=jhSy9AvltfA


Here's a video where I explain the controls and unique movement:
https://www.youtube.com/watch?v=_6onD04ieaE

We will be holding an Alpha playtest of the first 10 levels and boss via Steam next week. Info on how to join in can be found here:
http://www.canplay.com/2014/07/the-tinertia-alpha-is-coming/

That sounds fucking great man.

Also strafe looks excellent and would love to check it out as well.

Bunch of talent on GAF.
 
Last Christmas my wife discovered a mobile game called Hill Climber. She really enjoyed this game, spent hours playing it and told everyone she could about it. Then one day she came to me defeated and said "no matter how good I do I always die at the end". She didn't realize the point to endless runners/racers but she had a very interesting point that no matter how well she did the game would end in tragedy. I spent a good deal of my holiday break thinking about this simple statement and how an endless runner/racer could be tackled without a tragic ending. That is when I came up with Atmospug, the Cloud Jumping Dog.

This is the #1 reason why I dislike games like Tetris, or endless runners, or Left 4 Dead style horde mode survival games. No matter how well you do, or how long you hold out, you are GUARANTEED to lose. I just want a way to win.
 
Currently working in the Star Map of my game: Rogue Armada.

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Is supposed to be a space adventure with procedural levels and permadeath, is still in a very early stage.
 
This is the #1 reason why I dislike games like Tetris, or endless runners, or Left 4 Dead style horde mode survival games. No matter how well you do, or how long you hold out, you are GUARANTEED to lose. I just want a way to win.

Tetris has an ending, though. At least all the versions I'm familiar with.
 


Phew! Got done with a pretty big chunk today, namely the end game/fail states related to the tests. That actually brings the VN prototype very close to a fully playable state - I'm still missing a lot of stuff, of course (background assets, possibly animated characters, some story beats and events, and most of the random events dialog) - but it all works on a mechanical sense. And to show how it does, here is a small walkthrough of what can happen during the first couple of days in the game! (you'll need to enlarge the image by clicking on it)

And now, to add some ways to actually win at this thing, not just lose...
 
I just posted in the regular indie thread, but since it's Saturday!

BOOM:





And finally, a WIP overview of a full randomly generated level:


(you're the tiny little person at the bottom :P)

Love the artstyle! Keep it up :D

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Today I'll be posting some screenshots of newly added decoration for one of the themes for Beat Beat Shooter, introducing: Planets for the space theme!









Colors still need some adjustement based on the different palletes in the game, but overall I'm satisfied on how they look, as they help add some variety to the background.
 
Hi guys, never posted in here until now. This is a game I'm working on called Due Process. I'm currently an animator/artist. There was a thread on Gaf a few months back, but it died. It's a FPS tactical shooter in the vein of the old Rainbow Six and SWAT games. This is where our art currently is at!

I've wanted to post in this thread since it started, but I've been late to the party. Been really busy haha


New concept art!

Node plays Due process!
https://www.youtube.com/watch?v=ylUlr9StVww

First Trailer
https://www.youtube.com/watch?v=U2Wu0hOSOyA

Website
Due Process

Enjoy!
 
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.

Must hold urge to portbeg! Fantastic looking games this and Axiom Verge look fantasic for the metroidvania fans.

All projects look pretty cool actually keep up the good work and ill try and buy your games(if i dont run out of money)
 
Hi guys, never posted in here until now. This is a game I'm working on called Due Process. I'm currently an animator/artist. There was a thread on Gaf a few months back, but it died. It's a FPS tactical shooter in the vein of the old Rainbow Six and SWAT games. This is where our art currently is at!

I've wanted to post in this thread since it started, but I've been late to the party. Been really busy haha



New concept art!


Node plays Due process!
https://www.youtube.com/watch?v=ylUlr9StVww

First Trailer
https://www.youtube.com/watch?v=U2Wu0hOSOyA

Website
Due Process

Enjoy!

These screenshots looks awesome.
 
Guess I'll open the ball this week!

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What's new : mostly new backgrounds to fit pre-existing events, but I've also completed the ending(s) and game overs checks/events... and there were quite a few. Now, as always - I only need to write the contents of said events, but that's the good part!

Also, I talked about it in the indie thread but I'll mention again it here since it took a bit of time this week as well : website for Honey! Yay!
 
Some updates:

Murals are IN! (Our story delivering sections)

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New title screen:

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Invisible Blox + Secret Routz

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Narrator talks to Scrolr:

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I'm finally back to working on Quark Storm's features, and I just finished implementing a basic bubble platform that keeps the player inside of it until it's popped by an explosion from within. Basically, it's a way to control the player's position for some of the trickier jumping sections (or as a tutorial element, too).
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