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Indie Game Screenshot/Video Thread
Forum Index - Donut Plains - Creation Corner - Indie Game Screenshot/Video Thread
Pages: « 1 28 9 10 11 »


O
Note: Imgur scaled up the image for some reason. The screen in the final game will be 740x480.

Masa edit: 740x480'd to fix table stretching.
How hard would it be to add an option to set your own palette?

or at least having presets to Black and white, or Gameboy green as additional options?
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
It's still nothing pretty to look at, but I got my game fully working with bpm changes and stops. This is reading an actual simfile from StepMania. Some features such as holds and actual visual distinction betwen 1/4 notes, 1/8 notes, etc. are still missing, but yeah.
Working on stuff again 👀


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Quest on Full Moon Island 2





Pray for Japan.
@K3fka you were actually two persons hitting those arrows, right? Or you're a bot
Seriously I can tell you're happy to have made this work properly, it always feels good when you manage to get your own stuff working.
So it's kinda like a Stepmania file reader then? That p nice, and actually impressive if you made it all on your own

@Yahochi, so you're going for a Gameboy styled fangame? That's cool, I've always been fond of that style and you seem to respect it well, as far as I can see
@Eminus: Just Another Super Mario Fangame


Currently playable: Mario, Luigi Toad and Yoshi

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Quest on Full Moon Island 2





Pray for Japan.
Originally posted by Yahochi-1359
@Eminus: Just Another Super Mario Fangame


Currently playable: Mario, Luigi Toad and Yoshi


I like me some SMD3W Super Mario Land games!

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Eminus, I forgot to check this thread for a bit >_>

Anyway, the arrows right now are just automatically disappearing after their target time, so it's kind of like an "autoplay" so to speak, at the moment. But yes, reading StepMania files, and it's 100% my code.
Working on stuff again 👀
Added some lighting effects (torches + moonlight). I feel like my graphical abilities have come a long way, considering I didn't even know how to draw a texture a few months ago. Still a couple of things to touch up though, but hey.

That looks quite nice and charming. I really like what I'm seeing on that screenshot.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks for your comments.

And because it's Saturday, here's a small gameplay video!
I like the enemies and items, and of course the music is amazing, too. If there is one thing I don't like that much in that video, it's the screen transition effect.

First of all, I think the color choice isn't that great. That's basically puke green if I ever saw some. Secondly, I think that transition is a bit too slow for something that occurs for every screen transition. Basically, the screen fades out and in completely for every single transition, which there are many of. I think a typical screen scroll effect, like in the 2D Zelda games, would be better suited for this scenario. You could still keep the complete fade-out-fade-in for transitions to houses, dungeons etc. Alternatively, you could just make the transition effect (a lot) faster, though I would still change the color in that case.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks again for the detailed comments!

I've heard mixed things about the screen transition. With the way I've built the game, it's kind of impossible to do a Zelda-like effect at this point since each screen is loaded separately versus being on one giant map. I want to take every effort possible to reduce the load time between regular screens and alter the transition a bit, but having that "scroll" effect won't really work.

The other option is to just have the next area load instantly, which some games do, but I'm not sure if that would be too pleasant-looking.
The lighting effects look kind of cheep for the fact that they're in a higher definition than the rest of the graphics. God-Rays can look especially tacky in 2D environments when not dome right. The graphics are a definite improvement but I'm not sure how I feel about the trees. The leaf texture is a little too busy near the top.
This may be a personal nitpick, but the music feels too loud, especially in comparison to the sound effects. This might be because of the punchy-chiptune nature of the song, but /shrug

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Later.
Originally posted by S.N.N.
I've heard mixed things about the screen transition. With the way I've built the game, it's kind of impossible to do a Zelda-like effect at this point since each screen is loaded separately versus being on one giant map. I want to take every effort possible to reduce the load time between regular screens and alter the transition a bit, but having that "scroll" effect won't really work.

The other option is to just have the next area load instantly, which some games do, but I'm not sure if that would be too pleasant-looking.


Is asynchronous loading possible in whatever engine you're using? If so, that would be an option here. Basically, always load (at least) five rooms into memory at once, and whenever you switch rooms, instantly start the loading operations for all four adjacent rooms (or at least those that aren't loaded yet). Since the game's style is very minimalistic, I expect that it should always get done loading all four rooms before the next transition happens (even on slow machines), and if not, you could still put a blocker on a transition that locks the game until the next room is loaded.

Granted, asynchronous loading isn't that easy to implement and the gains are so minimal in this case that it probably isn't even worth it for your game. That's basically what a professionally coded game would do in this case, though, except not on per-room basis, but rather on a per-section basis (like, always loading game sections of X rooms into memory and then also starting to load all adjacent game sections into memory already, while you're playing on the first section).

I'd still change the color, though. As an idea, you could make the color of the transition dependent on the area you're currently in. For example: In a forest area, you'd get a dark green transition, in a plains area, you'd get a light green or light blue (sky color) transition, in a cave, you'd get a brown or black transition etc. I think that could slightly improve the effect.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!


How about them video games, huh.

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For what it is (an early prototype), it looks kinda neat. Although of course none of the ideas (the art style and the gameplay) are anything particularly new. Not that they have to be, anyways.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
It's not particularly new in those areas, no, but we're trying our best to make it feel fun and juicy, like arcade games yunno. Nothing wrong with retreading old ideas as long as you do them well.

The only real new thing is the setting/story but that should be enough to set it apart from other edgy shooters.

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Originally posted by Gregor
no, but we're trying our best to make it feel fun and juicy, like arcade games yunno. Nothing wrong with retreading old ideas as long as you do them well.


Absolutely agree, and that sounds nice.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Pages: « 1 28 9 10 11 »
Forum Index - Donut Plains - Creation Corner - Indie Game Screenshot/Video Thread

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