[OPEN THREAD] WIP Screenshot and Video Hype Y'all
#151
Posted 23 February 2016 - 06:49 PM
#152
Posted 23 February 2016 - 10:37 PM
Galladin, on 23 February 2016 - 01:29 PM, said:

For some reason I expected you to say 1998 or something >_> My MZX-graphic-style-dar is broken.
Go for it!! one of these days I'll actually finish a decent MZX game myself, it's almost a civic duty now
#153
Posted 03 March 2016 - 05:45 PM
hayashi, on 24 February 2016 - 12:37 AM, said:
Go for it!! one of these days I'll actually finish a decent MZX game myself, it's almost a civic duty now
Nope, I think we started fiddling with MZX in 1999-2000, so no.

Anyway, enough of this nostalgic blabbering and more old MZX stuff - I managed to find and copy two old hard drives (still missing the latest versions of Devil's Mind, the one I found was from 2009, there's the 2011-12 version somewhere still).
Cavemen, an idea for a game where the player plays a member of one of the neanderthal or cro-magnon tribes and battles for survival.

Graphics for the drakeling game enemies and a possible battleboard.

Northland, a game set in iron age Finland. This is from a fully functional inventory, using the same mouse-based inventory system as Devil's Mind and initially used in the Red Giant. This was fun to plan, and albeit it was heavily influenced by UnReal World it never really was planned to be a full survival game, but more of mix between Dragonbreed and Devil's Mind - quests here and there, following the main storyline and developing your character and trading for goods etc. Squirrel pelts were used as currency, but all items would have their own asset value, and items could be bundled to be traded for different items with NPCs.

Northland's title screen. This was fun to do and after finishing it and finding a suitable MOD, I was staring at the title screen literally for half an hour and smiling.


Northland's in-game graphics for the player character and the different background stories the player can select from.

Animations for an overhead-looking game in Shadowrun setting.

This post has been edited by Galladin: 04 March 2016 - 09:56 PM
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
#156
Posted 25 November 2016 - 11:05 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#158
Posted 04 December 2016 - 08:20 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#159
Posted 04 December 2016 - 09:10 PM
#160
Posted 05 December 2016 - 01:47 AM
#161
Posted 05 December 2016 - 06:16 AM
#162
Posted 05 December 2016 - 06:55 AM
KKairos, on 04 December 2016 - 01:10 PM, said:
I've thought about it but have so far resisted the temptation. Although I've been making steady progress these last few months, it's mainly been shoring things up so they work properly and lately story writing. I'm afraid if I show you all what I got, I'll be less inclined to finish it. I'm going to keep it under wraps until it's ready for play testing I think.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#163
Posted 05 December 2016 - 06:57 AM
CJA, on 04 December 2016 - 05:47 PM, said:
Definitely looks like it has potential to be in the MegaZeux hall of fame!
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#164
Posted 09 December 2016 - 08:08 AM
Quote
qft
New video. It looks like there's less here, and there is in one technical sense, but this is also running a much more dynamic system that will let me store robots running the enemies as text files and also allow me to load/kill special animation robots for enemies as necessary. Also I changed the music.
#165
Posted 09 December 2016 - 03:45 PM
I'm doing something similar with my enemies. But they run in a very controlled manner where I assign a specific one to a specific area of the character set and it only exists in a specific spot on the board. This allows me to halt their animation when they're off screen so that a different enemy can use the same characters.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#166
Posted 09 December 2016 - 03:49 PM
#167
Posted 09 December 2016 - 05:29 PM
KKairos, on 09 December 2016 - 07:49 AM, said:
Oh awesome! Somehow I always forget about TIGsource as a resource for game development. I need to try and remember it more.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#168
Posted 10 December 2016 - 04:38 AM
KKairos, on 05 December 2016 - 07:10 AM, said:
I wish I could say I was working on a game. I really do. It's hard to get started though.
Here's an unused title screen:

Here's another unused title screen:
I actually created a whole route for that game, but writing a lot of anything is hard. I think Graham can empathise with me on that.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#169
Posted 10 December 2016 - 04:01 PM
Dr Lancer-X, on 09 December 2016 - 08:38 PM, said:
Here's an unused title screen:

Here's another unused title screen:
I actually created a whole route for that game, but writing a lot of anything is hard. I think Graham can empathise with me on that.
And I have the carpel tunnel to prove it.

That's lovely, what did you program it in?
My bother is currently in the preliminary stages of putting together a game in unity. He's programming in C# and really likes its structure and many helpful tools. He said he'd like to start teaching it to me when I'm done with servo.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#170
Posted 10 December 2016 - 09:09 PM
Graham, on 11 December 2016 - 02:01 AM, said:
That one was Ren'Py. Not really suited to general game development and it can be a pain getting it to do exactly what you want. Although so is MZX =P

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#172
Posted 11 December 2016 - 01:35 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#173
Posted 14 December 2016 - 03:05 PM
#176
Posted 18 December 2016 - 01:14 AM
Btw, what service are you using to make these nice GIFS with?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#178
Posted 18 December 2016 - 02:28 AM
Some of the floppy disks you find around the game contain messages from the boy who made Servo.

and some contain.... other things.

This post has been edited by Graham: 18 December 2016 - 02:52 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#179
Posted 18 December 2016 - 04:31 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#180
Posted 18 December 2016 - 04:34 AM
Dr Lancer-X, on 17 December 2016 - 08:31 PM, said:
I found an ascii qr code generator online. It actually outputs Unicode but you can easily change the characters.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey