Topic: The Screenshot Topic (Read 106133 times)

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I know, I know.
But when I'm translating my projects, I everytime (from end of 2007) asks some friends with good english for help.
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I thought the bad gram was intentional. Like the sheep could talk, but not very well
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workin on the west continent world map. its too big to post the whole thing, but how does it look so far? the
weird lookin coast line is an area called Sherbet Shores, so thats why it looks kind of wacky.  Also, can you tell thats a crater?


this demo is takin so much longer to prepare than I thought... cheers.

bottom of the page like usual  :sweat:

:O shweeetness! that new stuff looks awesome. :woop:
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@Dragol:
Love the goat and the sprites, good stuff. c: One little thing being that the pink haired girl's sprite seems to be just a little too saturated in contrast to the maps (especially the first one); desaturating her a bit should get them to mesh better.

  Hi. What are you doing?
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Yeah LWG, that's better. It looks much cleaner now.

Dragol, the dialogue is pretty cool for the sheep actually. But otherwise yeah, definitely get some help.
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Reives,
I can't do this, Casandra's hair is the one of six running gags.)
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Jelly Physics Engine!


This is a quick video demo of the jelly physics engine I made for my project, Mr. Blue's MisAdventures. Every single animation for Mr. Blue was made in real time using my Jelly Physics engine, not a single animation was made, saved or used but a single static image of Mr. Blue.

Direct Link - http://www.youtube.com/watch?v=Ldg5XwdPerw

Last Edit: March 06, 2009, 04:08:45 am by AlchemyX
In a world gone mad...
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@Little Wing Guy: I don't really understand everyone's problem with that map. It seems perfectly navigable to me. It isn't too linear, but it seems like a bit of exploring would lead me to where I needed to go. One thing I don't understand is the ruins tile everywhere: is this area ruins? One does not typically find assembled flagstone buried under untamed soil deep in the wilderness. That's just silly nitpicking though. :D

One thing I'd definitely change are those horrible skinny tree trunks. Try editing the other Rudra narrow trunks (several chips have them) to maintain approximately the same shape but give the trees way more depth.
The Misadventures of Crimebot
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I haven't had much time at all to work on my game, but I've managed to splice together some chipsets for the next area in my game after the end of the demo.





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@Neok: This is awesome!
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Killer Wolf what happened to your western game? I was really looking forward to that!
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So I decided to start work on Neo Lescia again. I don't really see any way to finish Dreamer, as production was almost at a halt for the entire thing.

Good news is that now I have a five man team for Neo Lescia, which means custom music, custom artwork, and maybe even a co-writer.
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AlchemyX: Looks interesting. I like the movement of the jelly. I maintain what I said on my previous post, though.

Neok: Nice tileset. Looks a bit repetitive, though.

Lennon: That map is a bit random. I would love to sleep in a place like that, though.
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Well, if you mwan the way the corners are, then thats just my best attempt at making them curved like the outside of the building. You'll also have to keep in mind that the waterfalls and everything is in a cave, so I'll definitely have a tint or something on it later.
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I'm still working on the western.



I changed the look for the main character, so I have to go back and redo all of the sprites for him -ex...sitting in a chair, eating, drinking, the quickdraw frames, climbing, etc. I've been working on some spriting for other projects I have rattling around in my head at the same time. I'm also trying to decide whether or not I should use the quick draw mechanic for all in game gunfights, or if I'll end up keeping the clunky ABS I have in place for "random" skirmishes.

By the way, when that room is running - the bartender's neutral animation is wiping down glasses from the counter, he looks up when you walk in. When you order, he turns and gets a bottle, pours a glass and sets it down for the player to pick up.

@Killer Wolf: AWESOME, I think the female looks a lot like Jill from Resident Evil 3, just like a 2D version with a palette swap.

Thanks! I hadn't noticed the Jill thing until you pointed it out. She's supposed to be the protagonist for that cyberpunk game I mentioned a while back. A more "final" version of the sprite has red hair and a leather jacket.


Last Edit: March 06, 2009, 06:00:49 pm by Killer Wolf
Vagrancy - Be careful who you wake up in a twenty four hour parking lot.

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floorceiling ?!?
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Yeah, just experimenting with the artwork & edited char right now. I might do a pixel art kind of thing with the face though.
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@Lennon. Crap, Dreamer was so damn promising. Any chance you'll ever continue working on it?
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@Lennon. Crap, Dreamer was so damn promising. Any chance you'll ever continue working on it?

Don't know. After this I'll probably take a small break and get to work on the sequel. I never really had a concrete plan anyways, and to tell you the truth, this is my favorite game, out of the ones that I've thought of. It's very important to me, so I don't thinkI ever should have quit making it.
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Well Angelissa's Quest demo is quite ready, this is the last screenie of it before demo release.


 
And that's when I decided to become a barber.
 
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