Schr�dy (New video!)

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8-bit retro-style music and sound effects: 10 loops-able music tracks and 301 individual SFX!
  • <center><img src="https://dl.dropbox.com/u/105711543/Images/title_schrody.gif" border="0"></center>

    <center>October 31st 2012:

    October 6th 2012: Alpha gameplay video!</center>

    THE GAME

    Schr?dy was originally being developed by Vin?cius Men?zio doing the graphic arts and programming, and Daniel Moori doing the music and sfx. I recently joined the team to take on the programming, and also help with game design. Originally prototyped in Flash, we are remaking the game in C2 to speed up development and reach more platforms.

    <img src="https://dl.dropbox.com/u/105711543/Images/xeV5w.png" border="0">

    What is it about?

    The game is a Halloween-themed mix of puzzle platforming and action platforming. You control Schr?dy, the Black Cat, who can project his own soul out of his body to solve puzzles.

    <img src="https://dl.dropbox.com/u/105711543/Images/S7qzW.gif" border="0">

    It plays like an average side-scrolling game when you're in cat-form, with enemies to defeat, spikes to avoid, and platforms to dominate.

    <img src="https://dl.dropbox.com/u/105711543/Images/zgn7L.gif" border="0">

    The twist is that when you go into ghost-form, the screen locks to whichever position it was right before, and the puzzle-oriented possession game mechanics come into play.

    <img src="https://dl.dropbox.com/u/105711543/Images/D6Auk.png" border="0">

    What's the plan?

    We mean to have the first iteration of this game, a demo of sorts, running and ready to ship by October 31st.

    By then, we intend to have:

        A 'complete' game with feature-complete gameplay and a proper ending;

        At least 3 different levels;

        At least 6 different kinds of possessable enemies;

        At least a half hour of total gameplay;

    And by 'feature-complete' you mean...

        All of the clich? platforming interactions down (spikes, springs, moving rocks, falling rocks, etc);

        The camera tricks and the movement for the ghost-mode fully functional in a non-frustrating, engaging way that keeps puzzles interesting and fresh;

        Interesting and meaningful collectibles spread around the game world;

        Possessable enemies unique enough to avoid making the game too repetitive;

        Challenging and clever puzzles making the best possible use of the available enemies;

    <img src="https://dl.dropbox.com/u/105711543/Images/ZsesN.png" border="0">

    Cool, can I play it?

    Soon! We're working non-stop on the game, and a playable build may pop up at anytime now, so stay tuned!

    To keep up with the most recent developments and learn more about the game, check out the Schr?dy Devlog on TIGsource! <img src="https://dl.dropbox.com/u/105711543/Images/XpDFr.gif" border="0">

  • This looks great. Will definitely follow the devlog.

  • wow, this looks amazing! the idea of possessing enemies is great

    but the name reminds me of "The Tale of Scrotie McBoogerballs" <img src="smileys/smiley36.gif" border="0" align="middle" />

  • the name reminds me of "The Tale of Scrotie McBoogerballs" <img src="smileys/smiley36.gif" border="0" align="middle" />

    The "c" is silent ^^;

  • Love the graphics and the theme, is feline quantum imposition featured? :D

  • I really LOVE the graphic style. The theme doesn't disgust me and I will follow your devlog, ofcourse.

    Seems to be a good project. Keep the good work!

  • Love it! Can't wait to try. The visual is beautiful and the game mechanics seem very interesting.

    What screen resolution do you use for your game plz? I'm trying to reach that pixel art rendering but I'm not really sure about how to do it.

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  • I love the cat animations.

  • What screen resolution do you use for your game plz? I'm trying to reach that pixel art rendering but I'm not really sure about how to do it.

    240x160, same as the GBA.

  • I like the Schrodinger cat joke ^^

    And great pixel art. That's how it is supposed to look at its best.

    Level: Nitrome

  • Added a video to the original post. Please keep in mind this engine is like 4 days in development :P

  • Wonderful video Tokinsom, the engine is looking awesome and the gameplay is really interesting (and creative).

    Congratulations and keep the good workin�.

  • As I said in the TigSource Forums I love this game!

    PD: Are you appointing to mobile devices?

  • As I said in the TigSource Forums I love this game!

    PD: Are you appointing to mobile devices?

    We're planning on it, but developing mobile games in C2 still isn't really an option from my experience. If anything we will release a desktop version and then see what we can do about getting it on mobile devices, but there will probably be some big differences.

  • woot, the video is amazing, loving the possession idea <img src="smileys/smiley4.gif" border="0" align="middle" />

    I'm a huge fan of sidescrolling games, even trying to make one myself with the C2 free version, but it's not half as awesome as yours <img src="smileys/smiley36.gif" border="0" align="middle" />

    keep up the good work!

    (e parabens ae rsrs)

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