Hype Up Your Game Thread

Make games! Discuss those games here.

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Skullduggery Studios
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Post by Skullduggery Studios »

Dude. ONLY complaint is that it other bars should have their own shadows, too.
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Feenicks
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Post by Feenicks »

Bluh.
[s][http://i612.photobucket.com/albums/tt20 ... Iguess.png]
Could have done those shadows a bit better, but eh - the effect overrides any shadow misalignment I guess.[/s]
EDIT:
Image
Fixed, at least to the extent that is needed (that is, it's pretty much equal on both sides).
...and might as well show off the stages this went through before finalization:
http://i612.photobucket.com/albums/tt20 ... erior1.png
http://i612.photobucket.com/albums/tt20 ... ior1-1.png
http://i612.photobucket.com/albums/tt20 ... ingies.png
http://i612.photobucket.com/albums/tt20 ... gies-1.png
Last edited by Feenicks on Sun Aug 15, 2010 2:41 am, edited 1 time in total.
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Puzzle
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Post by Puzzle »

We are working on "2012" a trip into the Mayan world, region of heaven and the Underworld and seven collage students sent by Mayan gods and the head God Iztamnu to find out the Underworld's plot and undermine them or the earth is toast.

Only problem is when our computer crashed it forced us into planning and now we been planning for a month the game manged to grow enormously complex. This doesn't mean we won't make it, only that it going to take a long time and may not be done by November 30th.

J_Taylor told us to divide this into a trilogy and that's likely what we'll do only it means not only three games, but three games that have to match, go together smoothly and that not easy once a games been launched.

Has any0ne else had this problem?
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Puzzle
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Post by Puzzle »

Phoenix,

I really like your style and can't wait to see your finished game.
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guo
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Post by guo »

Been working on this thing (on and off) for over 3 years now... It's still far from being complete, but I guess the screenies give you an idea of what I'm aiming for.

Image
This isn't an actual battle, just some random sprites extracted using OHRgfx.

Image

Image

Image

[s]Alas, I have failed at img tags.[/s]
Last edited by guo on Wed Oct 20, 2010 11:12 am, edited 3 times in total.
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Meatballsub
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Post by Meatballsub »

Looks awesome man, I really like the style.
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RMZ
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Post by RMZ »

<a href="http://s19.photobucket.com/albums/b175/ ... lither.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... lither.png" border="0" alt="Triangle's Maze"></a>

Fenrir's box art revealed the true villain of the game in the palm of the Creator's hand. For fans of the series, or just for nostalgia, Slither is back. The ultimate computer virus! He hacks the maze when it's defenses are down, and it's up to Mr. Triangle to stop him.

Currently, Worthy and I have part 1 of his boss fight done. Anyone who got to the end of Triangle 5 knows what Slither's final form is. His final form in Triangle's Maze is very similar, but a lot more menancing.

Also, for House Heroes fans, our good buddy Surlaw reprises his role as the nasty virus for his voice acting and taunts.

We're at the end of this, and we're trying pretty hard to get it done by end of the year for you guys.
<a href="http://www.redtrianglegames.com">Check out Red Triangle Games!</a>
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guo
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Post by guo »

I like triangles, and I like mazes. This game makes sense to me, and I look forward to playing it.

Is the whole game voice acted?
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Fenrir-Lunaris
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Post by Fenrir-Lunaris »

Vikings nears another demo release. What kinds of things can we expect to see in December?

Image
This character will teach you new attacks by bringing her various weapons from around the world. There'll be OTHER quests such as this all over the game now.

Image
There's also the start of a built-in character/event/location compendium, filled with information about just about everything you'd need to know about the game. It's a little buggy, but new entries will open up as you meet more people throughout the world! Later on will come tutorials about how combat works, and potentially even a MONSTER COMPENDIUM (a Monster Compendium was initially planned in the game's development)

Image
In addition, some older areas will change accordingly once you progress through the game enough.

Image
And of course, new foes prowl these lands.[/list]
To friends long gone, and those I've yet to meet - thank you.
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Baconlabs
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Post by Baconlabs »

Fenrir-Lunaris wrote:And of course, new foes prowl these lands.
IT'S AN ALASKAN BULL [s]WORM[/s]
Last edited by Baconlabs on Tue Nov 30, 2010 2:44 am, edited 1 time in total.
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Bob the Hamster
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Post by Bob the Hamster »

Joy!

Fenrir, we should talk about the monster compendium. What needs to be implemented in the engine in order to make it easier?
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Fenrir-Lunaris
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Post by Fenrir-Lunaris »

James Paige wrote:Joy!

Fenrir, we should talk about the monster compendium. What needs to be implemented in the engine in order to make it easier?
In THEORY at least, the engine should already have everything it needs to enable this. The plan is as follows:

1) Give each enemy an attack that sets a particular tag on. This attack should be unique to each enemy
2) Build the monster compendium by recording every foe's statistics, drops, and even weaknesses in the form of textboxes
3) Use textbox portraits of each foe to display their picture.
4) Construct the compendium using custom menus that link to each textbox. New entries show up when each enemy is encountered. Alternately, have an NPC wandering around who you have to "buy" upgrades to the monster listings from.
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Mystic
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Post by Mystic »

Instead of using in-battle tags, I'm just checking formations with formation slot enemy and seeing what they fought, and if they hadn't fought it before, setting the tag on.

Your way is probably better. Also, with a ton of enemies, maybe all those checks would slow it down.
Last edited by Mystic on Tue Nov 30, 2010 5:42 am, edited 1 time in total.
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Fenrir-Lunaris
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Post by Fenrir-Lunaris »

Mystic wrote:Instead of using in-battle tags, I'm just checking formations with formation slot enemy and seeing what they fought, and if they hadn't fought it before, setting the tag on.

Your way is probably better. Also, with a ton of enemies, maybe all those checks would slow it down.
That's not a bad suggestion, as it doesn't rely on the possibility of enemies NOT using a particular tag based attack. For a small game, or one that doesn't have many enemies, that would be ideal.

Actually, I think I'll go with a specific NPC selling their findings (snapshots?) of enemies in each area. With Surlaw's blessing, of course.
To friends long gone, and those I've yet to meet - thank you.
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guo
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Post by guo »

I have a camera item that uses a "photo" elemental bitset . When enemies are hit by this they spawn an invisible untargetable enemy that sets a tag on with an attack and terminates itself. The tag activates the entry in the bestiary.
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