What are you working on?

GregAnims

  • Posts: 305
Probably snow world mockup for my new platformer. Rocks and stuff look bad, but its a start. Pretty happy with the colours, feedback and criticism very welcome! As well as location suggestions :)


coleislazy

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Definitely like the colors, as you say. How is the snow working?

GregAnims

  • Posts: 305
Definitely like the colors, as you say. How is the snow working?

No idea, this is just an image. Hopefully i can figure out how to get the engine to draw lots of squares of varying sizes and move them down - without much lag. Would be awesome if they moved realistically when the camera moves, like they are being passed but i assume this may mean drawing lots of snow outside the camera which may increase performance stress.

GregAnims

  • Posts: 305
Jet fx


(ps- is it me or do the current game forums not make much sense, hence a lot of people posting in the wrong places.. i think it should be changed to: games in development/finished games)

Gemini

  • Posts: 164
Ill second this. Allthough the premise of a "game Ideas" forum is a good way to filter irrelavent posts from the In-Development forum... You know the posts...the one where somebody states that they want to make a huge rpg and they have a bunch of storyline or premise but no actual thought into the gameplay?

But yeah man...a Development forum would be swell.

Also: That Jetpack effect looks sick dude.

solleader

  • Posts: 44
I'm working on a game that is a tribute to "i wanna be the guy" game. The first part with about 15 scenes is almost finished. Today when i'll return from university i'll load up only for stencyl for just 1 day of beta testing. The game is meant to be one of the world hardest flash game (but not impossible, i tried it and i finished ;) ). Since this is my first game and i'm nearly a beginner, if it get a quite success i can implement a system to include achievements, saving system, fixed guns' shots, maybe some personal art a stage select with a warp zone for levels and lots lots more ;D
so stay tuned!

i have attacched the first scene as a spoiler!

« Last Edit: March 28, 2012, 07:39:25 pm by solleader »

GregAnims

  • Posts: 305
Construction world tiles. Playtested the game and you couldn't see far enough ahead for the fast gameplay i wanted, so i spent ages scaling everything down and re-tweaking the controls. Then i  realized that the large images i was using for backgrounds would result in a massive filesize, so i have gone with a tiled background. Tiles are opaque black so they work with any colour sky.


thechaosengine

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  • Posts: 329




I don't even know. I wanted to explore the wall-jumping mechanic of ROOD some more and suddenly it went all 1950's Katamari Damacy on a crappy TV.

epos

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thechaosengine

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haha I'm starting to like this.

MyChairHasALooIn

  • Posts: 310
A zombie thing, because you know, people will look at it long enough to rate it.

playable gfx demo :)

http://www.stencyl.com/game/play/11948

« Last Edit: March 31, 2012, 01:34:59 pm by MyChairHasALooIn »

GregAnims

  • Posts: 305
I don't even know. I wanted to explore the wall-jumping mechanic of ROOD some more and suddenly it went all 1950's Katamari Damacy on a crappy TV.

Looks awesome! Is that an opaque png over the top with vignette and noise?

thechaosengine

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  • Posts: 329
Looks awesome! Is that an opaque png over the top with vignette and noise?

Merci :) The vignette (actually it's just a radial gradient) and noise are on a layer all the way in the back. There's two parallax scrolling layers on top of that, one for the clouds and one for the blocks. The scanlines are on a foreground layer as an opaque png.

It looks better in motion, almost every layer is animated. The scanlines flicker slightly and the static buzzes a little bit.     

Sunflower

  • Posts: 591
Still working on dialogue logic, in case someone didn't know already. O.o'
In case someone would like to see what I've made so far, the early version is on Forge as "Dialogue System Guide". Yes, I decided to make a guide about it, and I'm planning to use this dialogue logic for it, because I'm too lazy. Unfortunately, some of icons are still the standard hammer one, which I bet is complete opposite of perfectly collected, ordered, named and imaged behaviors each of you have!

Also, if someone would like how the dialogue actually looks in-system, they should peek at... alright, about everything, maybe except some unrelated behaviors I want to use later for menu. But yes, it seems that it's going to be a powerful beast... O.o
Oh, and the actual dialogue is stored in scene-specific events for Text Box Guide! There are only two pieces of dialogue so far, but if you want to play around and add some more, note that text won't display without "Type()" command.

So, that's about it, I suppose... ? ^^'

(oh, and if you happen to look at behaviors, you'll probably understand why I want some DM improvements, like Custom Blocks sorting or expanding/collapsing or having them for drawing purposes as well)

jol

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  • Posts: 174
I'm working on a little platformer, well this is my first stencyl game so I try to keep it simple. I'm lucky I have a great 2D artist to help me with all this stuff. Anyway the storyline will be about what happen between life and death. Hope you will like it !