My TIGSource competition entry: This Cursed Rock

Post your Construct-made creations!

Post » Sat Nov 08, 2008 7:25 am

[quote="Ashley":2zqgdj5v]Love the style :) reminds me of the pixel art golden days of LucasArts games like Loom and the original Curse of Monkey Island... with some high-colour-depth modernity thrown in.[/quote:2zqgdj5v]

Yeah, I think I've sort of stumbled into a personal style here. When I started this project I planned on just making very simple pixel art in order to keep the graphics production flowing. But I couldn't really get the moody, shadowy look I wanted for the house interior at night so I started messing with higher-res shading and it seemed to work out okay. I'm pretty happy with the pilot house, it turned out kind of refined looking I think. I'm digging working with this mix of high and low res.

As for posting something playable... well, the only thing playable so far is the level one demo I posted earlier. I don't actually have any level design or even any combat coded :shock:. I'm pretty confident though that once I get all the graphics assets finished I can build the main portion of the game in a couple of days, and spend a couple more doing up the rest of the cutscenes. Add another couple of days for sound, and one or two for testing and tweaking and I might even have time to spare before the end of the compo. I just need to bust out the rest of the graphics quick like a bunny.

Also, like I posted in my compo thread on TIGS, I don't think I'll be posting any more screenshots or demos until the game is complete for fear of spoilers ;).
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Post » Sat Nov 08, 2008 12:21 pm

even though the waters are calm, they still have a significant amount of movement being out at sea and all so make sure to animate that chunk-o-blue you have! :P
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Post » Sat Nov 08, 2008 5:45 pm

This looks awome, but one thing you might consider is to start with the coding earlier, since construct isn't really reliable yet, and you might have to change some plans or spend loads of time on ugly workarounds.
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Post » Sat Nov 08, 2008 7:20 pm

[quote="Attan":2bozlbzi]This looks awome, but one thing you might consider is to start with the coding earlier, since construct isn't really reliable yet, and you might have to change some plans or spend loads of time on ugly workarounds.[/quote:2bozlbzi]

Well, I did code the movement, animation, menu, dialogue, and transition stuff first. The combat should be pretty easy since it's just simple "on collision" stuff. And the enemy AI I've done before so I'll just be reusing that with a couple of tweaks.

I know Construct's quirks pretty well by now, and I'm not doing anything I haven't done before. I've stuck with simple tried and tested methods so far so I'm not breaking any new ground. Except for the sound. I had no idea if I would be able to get the sound going properly. And I did run into some trouble there, but I was able to make a workaround for that relatively quickly.
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Post » Tue Nov 25, 2008 7:50 am



It's getting down to the wire... I don't know if I'm going to make it.

I have pretty much all the coding done. I still need to do two major art pieces, sound effects for the ship scene and the main level, and a song for the level. After that it's just a matter of stitching everything together as fast as possible.

The deadline is listed as midnight on Friday, Nov. 27th... but Friday is the 28th so I don't know what's up with that. Either way I'm really friggin short on time.
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Post » Tue Nov 25, 2008 5:08 pm

Looks beautiful. Hope you make it!
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Post » Tue Nov 25, 2008 5:40 pm

Very professional and clean! Great sprite work too! Can't wait to try the rest of it out! :mrgreen:
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Post » Tue Nov 25, 2008 8:03 pm

Good luck Deadeye ^-^
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Tue Nov 25, 2008 11:36 pm

*cracks whip*

Get back to work slave... I mean... Hi deadeye nice to see you are working hard heheh *ahem*.

~Sol





















Good luck mate ;)
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Post » Wed Nov 26, 2008 4:12 pm

8) lookin good keep up the good work!
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