Post screenshots of what you're working on!!

Show us your works in progress and request feedback

Post » Fri Sep 02, 2016 7:36 am

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Before I move onto the file naming screen, just a little eye candy
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Sun Sep 04, 2016 4:59 am

@gillenew crushing it as usual
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Post » Fri Sep 09, 2016 2:24 am

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Post Apocolyptic random encounter survival explorer rogue like... taking elements from fallout (obvious from the pic if you ever played the old games) FTL and the ol' Oregon Trail.

Hope it turns out!
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Post » Fri Sep 09, 2016 2:29 am

Virocop wrote:Donuts ‘N’ Justice


Donuts ‘N’ Justice is a fast-paced 2d horizontal shoot-’em-up wherein you take the role of one of two
Super Cops in the 1980s to defend their city against gangs, violence and corruption.


This looks amazing!

Lots of talent in here! So many of your games look dope- Good luck to all of you! Hope we can all finish and release!
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Post » Sat Sep 10, 2016 11:13 pm

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A swarm of Stillborn.
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Post » Sun Sep 11, 2016 1:08 am

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Jumping back up for screenshotsaturday.

Game comes out on the 22nd btw!
http://store.steampowered.com/app/412660/
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Post » Mon Sep 12, 2016 7:14 am

main route first part inferno ver_1

we are working in the main route of the first part of the inferno version of the map.

needs some adjust but most of the route is ready

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Carlo Andrei Mercado

Animator, illustrator, concept artist, special effects for games.

[email protected]

http://f-fman.wix.com/portfolio-ffman22

http://ffman22.deviantart.com/



tutorials:



https://www.scirra.com/tutorials/950/dynamic-mini-map dynamic-mini-map tutorial



https://www.scirra.com/tutorials/9479/p ... ing-damage falling damage platform tutorial



originally published by ffman22
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Post » Mon Sep 12, 2016 1:44 pm

Inventory system studies
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Post » Mon Sep 12, 2016 7:26 pm

guimaraf wrote:Inventory system studies
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Really nice work! I love when artists consider showing loot in relatively big sprites. Makes all the difference, because people usually like to observe their precious loot. Its very satisfying to grab a new sword and see a big detailed sprite of it, place it on the character to use and hear the gratifying clang of the metal. inXile in Wasteland 2 tried to get away with tiny soulless inventory icons and we told them do it at your own risk, meaning we won't buy your junk then! They came to their senses and did okay looking real rendered icons.
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Post » Mon Sep 12, 2016 8:14 pm

So far I'm failing miserably to do the first monster for my hardcore-combat oriented RPG project:
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But I found a 'concept art' and getting closer, above 4th is ~30% along the way. The final adorable and fun looking monster (unlike the above) has to have the following animations: attack, get hit & hurt, dodge attack, collapse dead.
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