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Posted: Wed Jun 27, 2012 5:57 pm
by Valigarmander
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Here's my attempt at improving the shading on the Iguanodon. Aside from adding the outline to the body, I also moved the shadows up so it covered more of the creature.

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Here's the mammoth, which I think was my best-shaded sprite from last year. I didn't change too much, just adding the outline and adding some extra shadows.

Now, for some new stuff.

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Here's a squid. Yaaaay.

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A wolf. This one was quite difficult to shade due to the creature's countershading (damn you, natural selection). I might tinker with it a bit more later. If anyone has any problems to point out with the current shading, please let me know.

Posted: Wed Jun 27, 2012 6:38 pm
by Meowskivich
Valigarmander wrote: Image

Here's a squid. Yaaaay.
SQUIDZ!!!

Posted: Wed Jun 27, 2012 7:22 pm
by Spoonweaver
Looking good. Your graphics are very impressive.

Posted: Fri Jun 29, 2012 4:27 am
by Nickismo
Im taking a short break from working on my metal gear solid game. So, in the meantime im working on this.

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The game is about you and your friend wanting to go see the new avengers movie. Its not as easy as expected.

Posted: Thu Jul 12, 2012 2:01 am
by mjohnson092088
Did some work on Doom RPG. Here's a few screens showing off new gameplay elements. Well, it's pretty much just level-up scripts...

The Skill menu. Stats have been replaced by skills you are given 10 skill points every level to allocate as you see fit. There will be an in-game guide to what each skill does.
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The Ability menu. You may increase each to a maximum of 20. Benefits start at 1, with more benefits gained at 5, 10, 15, and 20. The five "active" abilities are Bruiser, Juggernaut, Marksman, Sabotage, and Medic, which give the characters various abilities to use in battle. The other abilities are passive, with a variety of different effects ranging from increased defenses, speed, item finding, etc.
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Thespazztikone is working on some menu backgrounds as we speak. Expect pretty-looking computer-style backgrounds for each menu.

Posted: Thu Jul 12, 2012 4:36 am
by Meowskivich
Looks dandy :o

Posted: Thu Jul 12, 2012 8:32 am
by TMC
Neat! So I take it that the builtin status menu is gone?

I'm curious to know whether the abilities and skills are inspired by the cellphone Doom RPG, DoomRL or something else, or are entirely original.

I'm not sure if I understood you correctly, but I think it's a bad idea to allow players to put points into abilities one by one if it only makes a difference when they hit a multiple of 5 points. (Instead I would allow them to accumulate points and spend in multiples of 5).

Posted: Thu Jul 12, 2012 1:48 pm
by mjohnson092088
The status menu is still there for now. I hope to eventually make every menu customized, including items and equipment. The whole idea behind skills and abilities actually started with me playing Fallout and Dragon Quest games, but the functionality and use of each ability are, for the most part, original. Think of every 5 points as a "tier". If players had 5 skill points every level instead of 3, they would reach a tier in an ability EVERY level. By level 4, a character could be a master Marksman! I wanted the player to really have to plan their characters out, as it should be impossible for each character to master more than few abilities. Or, on the other hand, they could master no abilities, but be decently proficient in many, giving them a wide variety of beneficial perks.

Posted: Thu Jul 12, 2012 3:20 pm
by Spoonweaver
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Working on a Character Creation system for my HotOHR contest entry.

Posted: Thu Jul 12, 2012 5:31 pm
by BMR
Hey, neato. Are we going to get a preview of what those different races are?

Posted: Fri Jul 13, 2012 9:07 pm
by FnrrfYgmSchnish
I've been working on Fnrrf Ygm Schnish: Alleghany Hell School a lot lately... maybe I'll even have enough done to upload the first actual demo before the year's over.

Here's some screenshots of a new area I just mapped out (and some of the random critters you find there.) I'm guessing it shouldn't be hard to figure out where in the school this place is hidden.

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Posted: Fri Jul 13, 2012 11:01 pm
by Baconlabs
The idea of a sentient, evil school lunch is hilarious to me. I'm imagining those paltry servings from the NeverSeconds blog rearing up and attacking children somehow. I look forward to seeing more!
... Which is really saying something, because when I first noticed this project several years ago, my initial reaction was more along the lines of "this looks stupid, who cares?" There's a lot of little things here that have built up to a more polished impression.

Posted: Sat Jul 14, 2012 12:04 am
by Ichiro
Got the FF-ish Quick Status Screen working at last:
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Posted: Tue Jul 17, 2012 2:28 am
by mjohnson092088
Started these for a one-man dungeon crawler that I "intend" to work on once I'm more comfortable with slices, and can make a CBS.

Warrior Slime
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Mage Slime
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Cleric Slime
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Hunter Slime
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Needs no explanation. You know who you are.
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Posted: Tue Jul 17, 2012 3:46 am
by Master K
@Mj: That last slime is Mogri. I can tell from the hat, bushy stash, monocle, and tea cup.

And that's awesome.