Screenshot Thread

Hectate

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Very relevant to my interests, those images are.
:
:
Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

dripple

  • Posts: 747
(Where's the "Like" Button for single posts" :D )
Sure, my games won't get better with all the new features of Stencyl.
But I do have more fun creating bad ones.


MayazCastle Keeper

Unept

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  • Posts: 351
WHY OH WHY HAVE I NOT BEEN FOLLOWING THIS THREAD. SUCH AMAZING.

A pretentious game about surviving/escaping amidst frantic chaos, maybe:
Unicycle Hero: iOS  |  Level With Me: iOS/Android  |  Hue Ball: iOS/Android  |  Lava Bird: iOS/Android   |   Disposabot   |   Twitter

MadManAdam

  • Posts: 371
Pay no attention to the graphics, just working on game mechanics and animations for the main character atm.  Let me know what you think!  I really like this thread.  Really cool to see what others are working on.

dripple

  • Posts: 747
Here we go.
"Castle Keeper", a puzzler with simple mechanics as found in classic titles of the 90s' Tines or Brainies.
Graphics are licensed from  Oryx Design Labs and modified to suit my needs.



Who's interested in the game play and development process, can follow this thread.
Sure, my games won't get better with all the new features of Stencyl.
But I do have more fun creating bad ones.


MayazCastle Keeper


Unept

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  • Posts: 351
Pretty colors. Funky gradient.
Unicycle Hero: iOS  |  Level With Me: iOS/Android  |  Hue Ball: iOS/Android  |  Lava Bird: iOS/Android   |   Disposabot   |   Twitter

Manuel

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  • Posts: 763
That looks pretty, Irock.

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Game developers are the deities of the virtual realm.
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irock

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Thanks. That game's cancelled because it was boring. Probably shouldn't have made art and stuff before finding that out. Haha.

@Manuel: Not sure I understand what's going on there. Is there some significance to the colors of the blocks?


NEW GAME


AdventureIslands

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  • Posts: 728
Working on the mobile version of Duke Dashington. I just need to come up with one more level and I have 30 rooms of Incan Temple and 30 rooms of Pyramid temple. I'm considering working on 3th Atlantis Temple, but I am pretty worn out with this game and just want to get it done. I'm thinking of maybe releasing the game with these 60 levels and just work on more temples if the game sells.





Photon

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Lookin' good AdventureIslands! Funny how such short one-screen levels are still plenty enough to sap one's energy, but it can be true for sure.

I'm actually looking forward to this upcoming LD29 myself (this was the result of AdeventureIsland's LD27 entry, for those who don't know.) Hopefully my schoolwork won't get in the way though. :)
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

AdventureIslands

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Lookin' good AdventureIslands! Funny how such short one-screen levels are still plenty enough to sap one's energy, but it can be true for sure.

You don't just blaze through the rooms like they are nothing, every room is a 10 second puzzle you need to figure out how to navigate through before time runs out. Creating just single room and testing it works takes multiple hours, and that's even if you are not drawing and programming new assets. The rooms get quite complex especially towards the end of the temples.

Now, imagine having to come up with dozens and dozens of small rooms that need to be possible to get through in under 10 seconds, each with their own tricks and puzzles you need to solve on the way. it's surprisingly mentally taxing.

One of the tougher rooms of the game, you need to get through while avoiding spinning sawblades, breaking the blocks on your way AND watch out not to get crushed by falling spiky red blocks:


Jon

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Funny how such short one-screen levels are still plenty enough to sap one's energy, but it can be true for sure.

I've often found that the simpler the end product is, the harder it is to get it right.

(Not saying that this game is simple by any means, what I mean is that every design decision made in these single-screen levels will be magnified.)

dripple

  • Posts: 747
Not saying that this game is simple by any means, what I mean is that every design decision made in these single-screen levels will be magnified.)
That's because every level, every single screen, has to tell the whole story of the game over and over again.
In a way the player is still excited and engaged and does not get bored.
Nowadays, with endless worlds and god games, this genre is almost forgotten.
Sure, my games won't get better with all the new features of Stencyl.
But I do have more fun creating bad ones.


MayazCastle Keeper

dude99999

  • Posts: 121
One of the tougher rooms of the game, you need to get through while avoiding spinning sawblades, breaking the blocks on your way AND watch out not to get crushed by falling spiky red blocks:


Well, I know that I'll spend a lot of time trying to pass that level when I play it. :D
Visit Power Spark to play more of my games.