Post screenshots of what you're working on!!

Show us your works in progress and request feedback

Post » Mon Jun 01, 2009 2:51 pm

Those trees really do look like they came from alchemy. Beautiful art anyways. :mrgreen:
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Mon Jun 01, 2009 3:00 pm

Whats Alchemy? Tried to google it and couldn't come up with anything.

Looks awesome Obson, nice atmosphere!
B
77
S
49
G
25
Posts: 346
Reputation: 17,409

Post » Mon Jun 01, 2009 3:17 pm

B
62
S
21
G
12
Posts: 1,910
Reputation: 13,155

Post » Mon Jun 01, 2009 3:38 pm

Thanks guys!

I see how the trees look like they came out of alchemy. The backgrounds are all just vector art in photoshop though. The characters are 3d renders from max.

megatronx: The assets are all made for 1280x720 res. I currently shrink the display some by default when it plays just because it still needs some polish before it looks great at that res :)

Though, if you play the video on vimeo and make it full screen you can see it closer to its native res since I uploaded it at 1280x720.
B
1
G
3
Posts: 3
Reputation: 831

Post » Mon Jun 01, 2009 3:50 pm

[quote="obson":1iu7981h]megatronx: The assets are all made for 1280x720 res. I currently shrink the display some by default when it plays just because it still needs some polish before it looks great at that res[/quote:1iu7981h]
I loke high res stuff, however i think my laptop won't run game with the decent fps in this resolution. You could think about making low res option for older machines like 720p.
My professional Royalty Free Music at Scirra Assets Store
--------------------------------
Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
B
71
S
19
G
19
Posts: 1,919
Reputation: 16,910

Post » Mon Jun 08, 2009 11:36 am

Aria is still on-going, sure, there's been a roadblock or two, and some annoyances, but... More characters, and three new areas (none quite finished) to show off!



IT'S SOMA CRUZ! And the area? It's sorta a mix of a couple of Wario Land 4 areas. I know the background looks like shit, I'm thinking of either changing it or doing it another way.



No, that sword won't be as ungodly cheap as it was in the Sorrow games.



It's Blaze the Cat, and... Well, I used Smithygod's edit/custom sprites, considering they were the best-looking and most practical ones for my purposes. Finding the right sprites for her was a pain in the ass.



Also, both Sonic and Blaze will be able to "run" when they hit greater speeds. I haven't done that for Sonic YET, though.



It's-a-me, Mario! Yes, the fat plumber is in. As for the area, it's a mix of the Underground Laboratory from Mega Man Zero 3, and Area N from Mega Man ZX.



Look at him jump!



And finally, FROG! Frog is actually the only character that has all the sub-attacks finished, as seen below.

As for the stage, it was meant to be the Guardia Castle Dungeon area (ya know, the jail-break portion after the trial?), but it came off as looking nothing like anything from Chrono Trigger. Eh, it's a dingy brown dungeon with some CT elements. It works. Most of it is hand drawn... By my mother. STOP LAUGHING.



Uppercut slash! When I looked at those specific sprites, it looked like Frog was doing a "sword Shoryuken". Neat.



Yeah, it's the bubble spell. It looks better in motion.



A down-slash, like Crono does, except... Well... Different.



OH MY LORD


Anyway, some actual freakn' info...

- The character roster has hit 10 characters! Granted, not all of them complete, but still. I'm well on my way to breaking the multiple character record for a platformer - I have 20 in all planned. No, I'm serious.
- The game now has an RPG stats and experience system, akin to Castlevania: Synphony of the Night. I intend to follow up with an inventory system as well. Stats are calculated by level, so the only stats that are "stored" are levels and experience.
- I didn't show enemies for the new areas, because... Well, they're not finished yet. I have been working on bosses, though.
- I may release a second trailer. And perhaps a second demo. No promises, though.
B
94
S
37
G
11
Posts: 404
Reputation: 11,275

Post » Wed Jun 24, 2009 8:07 pm

A commissioned work me and my friend have been creating for a school: It's basically an isometric exploring game where you can walk around the school, talk to people, explore things (like how you can take a look at the pool table, it'll pop up a vectorized / stylized photo of it along with some information).

The game is about 99% finished at the moment, it still needs some minor bugfixing and we're looking into getting it translated into a couple more languages (right now the game is in English, Finnish and Norwegian, we intend to have at least Swedish and Hungarian in addition to these).

My friend does all the graphics, I do the code, we've both worked on the levels. I have to say, isometric is an absolute bitch to work with, but damn, the result looks pretty nice.

And now for the screens:




B
16
S
8
G
4
Posts: 136
Reputation: 3,144

Post » Wed Jun 24, 2009 9:17 pm

Looks cool. How'd you get that sorta-painterly looking effect in the screenshot/photo of the vending machines?
Moderator
B
88
S
32
G
33
Posts: 3,005
Reputation: 27,432

Post » Wed Jun 24, 2009 10:34 pm

[quote="Arima":1oijcwyp]Looks cool. How'd you get that sorta-painterly looking effect in the screenshot/photo of the vending machines?[/quote:1oijcwyp]

Photoshop?
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Wed Jun 24, 2009 10:35 pm

[quote="Arima":13u1fgbk]Looks cool. How'd you get that sorta-painterly looking effect in the screenshot/photo of the vending machines?[/quote:13u1fgbk]

seems like color reduction
B
52
S
7
G
6
Posts: 1,945
Reputation: 7,610

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest