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Liquid Metal King Slime
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 PostFri Dec 30, 2016 8:48 pm
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You mean it acts like a key is stuck down? Dang :( I thought that bug was fixed years ago.
Liquid Metal Slime
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 PostSat Dec 31, 2016 8:43 pm
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The deadline for this is 2 months away (March 1st). It's not too late!

I should have a complete version of my game ready to test by the end of the weekend. It will not have sound effects and music, but everything else should be ready.

Here's the title screen!

I'm pretty hyped about this project. Don't let me down guys!

Grin
Metal King Slime
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 PostSun Jan 01, 2017 4:39 am
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I haven't done anything to it since the last screenshot, but here's the Firework script to make your New Years more festive. You can ignore all the balls that pop up at the start and continue to fall indefinitely, they're just there to test something. I didn't realize how soon the deadline was so I'm switching gears into my official entry, though I'm still not srue what that is. HAPPY 2017 WOO

EDIT: I'm also retarded. Hit spacebar (or hold it) to spawn fireworks.
Reigning Smash Champion
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 PostSun Jan 01, 2017 6:44 am
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I've been preoccupied so I haven't been able to work on the game in a month, but I'm hoping to get a chance to get back to it soon.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Liquid Metal Slime
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 PostMon Jan 02, 2017 9:47 pm
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The deadline for games is 3/1. After that, I will work on assembling the whole package between 3/1 and 4/1. The menu does not need to be finished on 3/1. Also, if you still need to do some bug testing in March, that's okay too.

Gizmog wrote:
I haven't done anything to it since the last screenshot, but here's the Firework script to make your New Years more festive. You can ignore all the balls that pop up at the start and continue to fall indefinitely, they're just there to test something. I didn't realize how soon the deadline was so I'm switching gears into my official entry, though I'm still not srue what that is. HAPPY 2017 WOO

EDIT: I'm also retarded. Hit spacebar (or hold it) to spawn fireworks.


Fireworks are looking cool. What's your game idea?
Metal King Slime
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 PostMon Jan 02, 2017 11:52 pm
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Well, like I said, I'm still not exactly sure what my idea is, which admittedly is bad when you've had months to think about it. I think what I'm going to do is a vertical scrolling shooter. Holding down the fire button will provide machine-gun style autofire, but waiting before pressing the button will charge the shot. The longer the shot charges, the more powerful it is and the more likely it is to penetrate the enemy armor. You'll be able to fire defensively, IE: Target enemy shots, but the enemy shots will be charged too and the stronger shot will win out. If you played the Super Scope games Battleclash or Metal Combat for the SNES, it's pretty much the same thing. Don't have time to finish the post.
Slime Knight
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 PostSat Jan 07, 2017 4:46 am
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I'm happy to say that I've done quite a lot on my game, which currently has a working title of Happy House Gameshow. It'll probably be changed, since sometime after naming it I realized that's basically the same as Sweet Home, and well, it might misled people. (the title was taken from a song if anyone cares) I've gone for a minimalist artstyle, only using dark blue and black except where absolutely necessary. Whenever I add the items they'll be in different colors. Perspective's a bit off on some of the objects, but I plan on tweaking them further.

Now the combat, what I'm doing is one-on-one battles essentially, except going toe-to-toe is going to result in you losing, being a horror game and all. So they'll have weaknesses and weak spots. Since I'm a bit of a mythology and folklore nerd and most of the monsters have some roots in those things I'm afraid I may be putting in slightly obscure weaknesses at times. Certainly most people know that silver is good against vampires and werewolves, but some of the other monsters haven't got quite as widespread weaknesses. It's gonna be tricky to provide hints for this, outside of putting "Good against fairies" in the description.
Liquid Metal Slime
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 PostSun Jan 08, 2017 2:06 am
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MorpheusKitami wrote:
Now the combat, what I'm doing is one-on-one battles essentially, except going toe-to-toe is going to result in you losing, being a horror game and all. So they'll have weaknesses and weak spots. Since I'm a bit of a mythology and folklore nerd and most of the monsters have some roots in those things I'm afraid I may be putting in slightly obscure weaknesses at times. Certainly most people know that silver is good against vampires and werewolves, but some of the other monsters haven't got quite as widespread weaknesses. It's gonna be tricky to provide hints for this, outside of putting "Good against fairies" in the description.

This looks cool. Good work. I'll be happy to playtest it when you are ready. Perhaps you could have some books hidden in the house that gives clues about what items hurt what monsters?
Metal Slime
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 PostSun Jan 08, 2017 7:04 pm
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I'm nearly done designing and tiling the overworld map, which will be 8x7 (56) screens big. Also started designing the layouts of the dungeons, of which there will be four.

Things I still need to do:
    Fix the buggy damage knockback scripts (I'm seriously going to need help with this)
    Compose a few music tracks in Famitracker
    Work on scripts for the game's tools/secondary weapons
    Make a submenu screen
    Title screen and save select menu


I'll also try to get more sound effects made when I wind up dusting off my keyboard.
Liquid Metal Slime
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 PostMon Jan 09, 2017 12:39 am
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Today I actually mustered the energy to map the throne room and library of the castle. I really want to finish this thing; I still have two dungeons to make and a whole lot of dialogue and flavor text to flesh things out with.
Remeber: God made you special and he loves you very much. Bye!
Liquid Metal Slime
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 PostTue Jan 10, 2017 4:19 am
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I'm ready to try anyone's game the movement they have something playable. Let me know!

Xoo: Xeno Xafari is about 90% done. I want to finish up the last 10% and let you guys try it, but I got sidetracked with my 2nd game for the compilation.

It does not have a name yet. The game consists of numerous short levels where the screen scrolls sideways. You move your character up and down to dodge various obstacles. It runs at a silky smooth framerate of 60!

So far it's been fun to play and really fun to make.
Metal Slime
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 PostWed Jan 11, 2017 4:46 am
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In all honesty I don't think I'll have anything ready by March. I've been working crazy hours over xmas/new year and my manager is about to go away for a month = temporary promotion.

Apologies.
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Liquid Metal Slime
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 PostThu Jan 12, 2017 3:49 am
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guo wrote:
In all honesty I don't think I'll have anything ready by March. I've been working crazy hours over xmas/new year and my manager is about to go away for a month = temporary promotion.

Apologies.


Damn. I'm sorry to hear that. If your situation changes, maybe you could still work on a project that's a little smaller is scope.
Liquid Metal Slime
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 PostThu Jan 12, 2017 6:34 am
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You could also offer to help someone else with their project, as well. The hours might work out better. I might need some help finishing, for instance.
My pronouns are they/them
Ps. I love my wife
Liquid Metal Slime
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 PostTue Jan 17, 2017 7:37 am
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Screen Shot 2017-01-16 at 11.25.57 PM.png
It's been a little quiet, so I figured I should show some progress on here. I've been studying more NES graphics to try and capture the feel better. These portraits are largely based on those from Fire Emblem: Ankoku Ryū to Hikari no Tsurugi, the original Fire Emblem game. I tried to make them unique enough to not look like carbon copies. Hopefully that worked out.

This is the full character roster so far. There's a sword fighter, two spearmen, an axe wielder, and a mage. I don't know how many more characters I'll add, if any. I think by narrowing it down it'll make the game more likely to get finished. It's becoming pretty overwhelming about now.
My pronouns are they/them
Ps. I love my wife
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