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Metal King Slime
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 PostMon Jan 20, 2014 7:45 pm
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Fenrir-Lunaris wrote:


Best bear-owned man-boobs ever.
Metal Slime
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 PostTue Jan 28, 2014 6:09 am
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-> Worked on more of the game's endings, just three more to go out of the classic set (Lemons, Neo Geo ending, and Stargazing) before I get to the NEW ones.

-> Replaced the Movie-star ending completely. I think this one's much more hilarious/offensive. You've been warned!


-> Getting certain endings changes your opening load-out for RPG mode. Working for Rancher Sam might give the player a nifty magic staff to use, and so on...

-> Soundtrack Get!
To friends long gone, and those I've yet to meet - thank you.
Blubber Bloat
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 PostTue Jan 28, 2014 7:00 am
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Okie dokie then.

ANYWHO!
THIS WEEKEND IS WORK-ON-YO-GAME WEEKEND!
Feel free to chat here anytime, of course, but I will bring about that lovely monthly reminder.
This weekend, there's a good chance of me working on AR-PUH-GUH!, or perhaps Merciful Mungbeans a wee bit, as I received a bit of wip music from retrobanana for it that I keep forgetting to listen to.
AR-PUH-GUH! is what I'm more feeling like working on, though, as the rebalances and tweaks and other stuff is much work, and I'm loving the way the game is turning out currently.
The story is probably going to be redone because, well, I've grown bored with the stupid story I had before, though the final boss is going to remain the same, but I'll probably have...I dunno, something. Perhaps more of a monster hunting thing? As I've stated before, the game isn't about story in the slightest, it's about exploration, many bosses, and all sorts of juicy bits that I love about RPGs in concentrate. RPGs with lack of bosses make me sad. Though I don't want it to take a rayman 3 approach and make literally your freakin' shoe a boss fight. twice. maybe three time, I forget, that game was lame.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal Slime
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 PostThu Jan 30, 2014 9:00 pm
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After some hassle with deciding how I want to start the game, I decided to go the simple route. Here's a video showing off some stuff that I can't show with screenshots alone.

http://www.youtube.com/watch?v=0lzEoE0daik

Coming soon:
- Maptiles and town layout
- NPCs and dialogue
Super Slime
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 PostThu Jan 30, 2014 10:51 pm
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There's some really great touches in that video. I love the way the text box expands, and the voice-pitched beeps are great, too.
Mega Tact v1.1
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Liquid Metal Slime
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 PostThu Jan 30, 2014 11:45 pm
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RMSephy, I like a lot of things about your game. Marking exits with arrows is cool. I think what I like most though is the act of triggering battles by slashing at the enemy. Really nice touch. Will this be a Heart of the OHR 2014 contender? I hope so.

I've been picking at The Adventures of Powerstick Man: Extended Edition for the last few weeks, wrapping up production on a major cut sequence, and finishing up a major side area called the Pirate Force Camp. Here are a few shots of what I did in the last four weeks:



The fate of Jack Ice after the battle in Primex. Who are these people, and what have they done to him?



The Wile E. Coyote of Cannonball City, getting hungry after setting a trap for our hero.



The Pirate Force has kidnapped a number of women from a nearby town and locked them up in places around their camp for the gang's sleazy ways. Powerstick Man (and potential teammates) must work his way through town and free them all, laying waste to the Pirate Force as he goes.



Retched, the gatekeeper to the Den of Filth, aka the Pirate Force's dungeon, tries to stop Powerstick Man from fighting him. He's not too bright since he's left his back exposed to the easily accessible kitchen behind him.



One of the terrible things Powerstick Man encounters on his way through this vile town.

The Pirate Force Camp side mission is one of three that the player can complete to unlock the eastern regions of the Cannonball Strip (everything east of Cannonball City). The other two are the Treasure Cove Cave, which is the final area in the original release, and Cannonball Mountain, which takes Powerstick Man to the governor's mansion. (Only one mission needs to be completed to advance the story, not all three.) The Pirate Force Camp is the most involved side mission since it encompasses four major areas and takes our heroes to a hidden beach (which I have not begun working on yet, but will soon enough). It's also the required mission if you want to eventually ride around on horses.
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Liquid Metal King Slime
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 PostFri Jan 31, 2014 4:46 am
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@RMSephy: that looks beautiful! I love the way it looks in motion. Definitely even cooler than the screenshots you showed before led me to believe.

@Pepsi Ranger: Yay! I remember the Pirate Force scene from the book!


I starting my work-on-your-game-weekend early :)

Blubber Bloat
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 PostFri Jan 31, 2014 7:42 am
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Wow, I'm pleased at this turn out Grin

Here's a couple NPCs I've been doing for AR-PUH-GUH!, one of which was already posted about in said game's thread, I'm trying to get more mutant NPCs made, and for some reason I keep feeling like making more plant people than otherwise (I think James is rubbin' off on me...)

Rosebud person

I'm honestly not sure how to make this guy walk. I'm half tempted to make them immobile royal snobs or something in general. I'm not sure, though. Took a ton of effort and redrawing to get it to look as good as it does. For that one frame.

Mutant NPC

I'll leave it up to your warped imagination as to what this is. There is more to come as time goes by.

Have a great second work-on-yo-game weekend of 2014, yo.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal King Slime
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 PostFri Jan 31, 2014 11:09 pm
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Started working on this game that I'm currently calling Technofunk Supertron a little while ago. Still not much to see, but I figured I'd share a bit anyways.

As you may be able to tell, it's a space shooter akin to games like R-type. However, what you can't see is that it not only doesn't use the arrow keys. IT instead uses all the letter buttons and some of the symbol buttons on the keyboard. The goal is to have players furiously typing away in order to try to guide the ship.
Blubber Bloat
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 PostFri Jan 31, 2014 11:12 pm
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That name alone is mystical.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostSat Feb 01, 2014 7:36 am
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Returning NPC on board.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostSat Feb 01, 2014 7:38 am
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All of the above look awesome. Maybe I should steal Sephy's textbox point of origin idea.
Liquid Metal Slime
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 PostSat Feb 01, 2014 4:45 pm
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Pepsi Ranger wrote:
I've been picking at The Adventures of Powerstick Man: Extended Edition for the last few weeks, wrapping up production on a major cut sequence, and finishing up a major side area called the Pirate Force Camp. Here are a few shots of what I did in the last four weeks:


I've been considering starting Powerstick Man for a while. It's always looked cool to me. Should I wait for the Extended Edition?
Liquid Metal Slime
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 PostSun Feb 02, 2014 2:58 pm
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Well, this weekend is kind of a write off for me seeing as I have so many reports due in the coming week. I did happen to make some changes to my game over the past week though so whomever wants to see that can check out my latest video:

http://www.youtube.com/watch?v=U1yYiHSIB7M&list=PL5FafLrq9rotB0E1nGNIUkehH6wejO_Rr

This video shows off a variety of new changes:
1) Pallette Shift and Reduction - I decided to reduce the palette in photoshop and reduce the amount of contrast so as to create a slightly darker mood.

2) Elevation Triggers - I added zones which trigger the characters to change elevation as they pass over top of them. This is noticeable on the bridge, green panels, and rope. The zones separately trigger the heroes based on their party order positioning. The rope (elevation) idea was actually inspired by Bob the Hamster in sort of an indirect way when he called my pipe/pole a rope. After he said this I decided not to correct him and instead changed the pipe in to a rope as it seems to actually fit in a more nicely.

3) New Cloud Animation - I also made this new cloud animation as I felt the old one was to choppy. I still feel this animation is a bit crowded and repetitive looking, so I may further change this. It will suffice for now though. Any suggestions on how I can get rid of this repetitiveness would be appreciated.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Blubber Bloat
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 PostSun Feb 02, 2014 6:27 pm
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easy, just make a few variations of the clouds.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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