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Contact

Member
Oct 27, 2017
287
Is there any good tile set making software out there that I could use to create tiles so I can import them to RPGMaker?
Or should I just use a normal image editor software for that, like photoshop?
 

MrMysterio

Member
Oct 25, 2017
701
Just sharing a bit of pain here - trying to get my head around iOS certificates not having used iOS for about 6 years really fucking sucks. Got a second hand iPhone 5, and borrowed a macbook pro. Macbook pro too old to be updated to Xcode 9.4, iPhone 5, of course, is iOS 11.4, so needs up-to-date iOS and Xcode.
Only spirals into more pain from there.

To change topic quickly, has anyone had a go at Unity's new 2D bone animation system? Recently tried playing around with Anima2D, which hasn't had an update in a while, and I'm guessing it's because of that new system.
 

missile

Member
Oct 25, 2017
112
...
HonoredAnguishedEastsiberianlaika.gif
looks dope
 

JonDadley

Member
May 4, 2018
38
Been trying to get a look (lighting, grading) down for 'dawn' that looks consistent with the strong saturated look for 'night'. Haven't quite nailed it yet but got a good start. Also took a load of community advice on the photo mode and added a bunch more options (mostly from looking at what Max Max, God of War and Horizon Zero Dawn had done)

 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid


Not the most impressive but most of the other stuff I've been working on this week is even less so (AI, fonts, etc.). I do like how the submarine's ended up, for me it went from feeling like a paper cutout to an actual 3D thing.

ZeROURA.png


Putting together my next creature/thing. This is a Shaman, summoner of Evil Spirits. She will be part of the magic based enemies (still TBD what she can do). She is semi-blind and can only see things when they are close. She also has a heightened sense of hearing.

HonoredAnguishedEastsiberianlaika.gif

I missed this, but I love it! Getting some strong Pan's Labyrinth / Giger / Bloodborne vibes. I'm sure she'd love for Kos to grant her eyes.

Is there any good tile set making software out there that I could use to create tiles so I can import them to RPGMaker?
Or should I just use a normal image editor software for that, like photoshop?

I'm always saying this, but Aseprite is again the answer. It has a function that allows you to see your tile in "tiled mode" (horizontal, vertical, or both) where it will append copies of it to the sides, top and bottom, or both + diagonal (in a 9 tile pattern); with this, making seamless repeating tiles is trivial. What's better is that you can work on it without caring if you're drawing on the original or the mirror copies, it will treat it all the same (which is perfect for fixing any edge tiling errors).
 

Jump_Button

Member
Oct 27, 2017
1,787
Just about done port over mostly music and SFX i need to add or change. feel good to come back to a older game and make it better in weeks

 

RHANITAN

Member
Oct 25, 2017
174


haven't been working on it as much lately, but i got some small things done.



Not the most impressive but most of the other stuff I've been working on this week is even less so (AI, fonts, etc.). I do like how the submarine's ended up, for me it went from feeling like a paper cutout to an actual 3D thing.



I missed this, but I love it! Getting some strong Pan's Labyrinth / Giger / Bloodborne vibes. I'm sure she'd love for Kos to grant her eyes.



I'm always saying this, but Aseprite is again the answer. It has a function that allows you to see your tile in "tiled mode" (horizontal, vertical, or both) where it will append copies of it to the sides, top and bottom, or both + diagonal (in a 9 tile pattern); with this, making seamless repeating tiles is trivial. What's better is that you can work on it without caring if you're drawing on the original or the mirror copies, it will treat it all the same (which is perfect for fixing any edge tiling errors).

Nice,the rotations is a small touch that adds a lot.
 

Contact

Member
Oct 27, 2017
287
I'm always saying this, but Aseprite is again the answer. It has a function that allows you to see your tile in "tiled mode" (horizontal, vertical, or both) where it will append copies of it to the sides, top and bottom, or both + diagonal (in a 9 tile pattern); with this, making seamless repeating tiles is trivial. What's better is that you can work on it without caring if you're drawing on the original or the mirror copies, it will treat it all the same (which is perfect for fixing any edge tiling errors).
That's great! Can I put together all tiles I make that way into a single .png file on Aseprite? I couldn't find this info online.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
That's great! Can I put together all tiles I make that way into a single .png file on Aseprite? I couldn't find this info online.

Well, typically you'd work on one tile at a time, just using that functionality to make sure it tiles repeats correctly with itself. But Aseprite is also used to make sprite animations and exporting them as a single png, indeed (as a strip or a grid), so you could put one tile on each frame, for example, and then export it as a spritesheet.

Still, Aseprite has an older version that's free to use. You may want to give it a try and see if you like it:
https://www.aseprite.org/older-versions/
 

Contact

Member
Oct 27, 2017
287
Well, typically you'd work on one tile at a time, just using that functionality to make sure it tiles repeats correctly with itself. But Aseprite is also used to make sprite animations and exporting them as a single png, indeed (as a strip or a grid), so you could put one tile on each frame, for example, and then export it as a spritesheet.

Still, Aseprite has an older version that's free to use. You may want to give it a try and see if you like it:
https://www.aseprite.org/older-versions/
Thanks, I will try it out. It seems like I can download and compile the new versions for free as well.
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,034
Want to start messing around with Unity or Unreal on my time off work before school starts up again. I have a ton of experience with the old Unreal UDK from the XB360 days, but never messed around with creating my own models or skins.

I want to create a 3D character model and a pilotable Mech. The Mech is going to be super simple, basically just an open cockpit with legs. My overall goal is to create a Mech that can transform into a motorcycle, that's as simple as possible lol.

What is the best 3D modeling and rigging program for a beginner to learn on? Does Unity and/or Unreal have a character editor built in now?

I know this sounds ambitious, but I've got plenty of time to learn as I go and any help or tips would be greatly apriciated!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Want to start messing around with Unity or Unreal on my time off work before school starts up again. I have a ton of experience with the old Unreal UDK from the XB360 days, but never messed around with creating my own models or skins.

I want to create a 3D character model and a pilotable Mech. The Mech is going to be super simple, basically just an open cockpit with legs. My overall goal is to create a Mech that can transform into a motorcycle, that's as simple as possible lol.

What is the best 3D modeling and rigging program for a beginner to learn on? Does Unity and/or Unreal have a character editor built in now?

I know this sounds ambitious, but I've got plenty of time to learn as I go and any help or tips would be greatly apriciated!

As a borderline obsessive fan of transforming mecha, this project has 120% of my approval.
That said I know zero about 3D model creation. Some people in here are downright wizards (I have to pick my jaw from the floor every time K Monkey posts their stuff) so I'm sure they'll be able to help you far better. The one thing that I can tell you is that to my knowledge Unity doesn't come with any model creation tools.
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,034
Right now I'm thinking the best way to do it is to just have the Mech disappear and then have the motorcycle take its place. Atleast until I can learn how to do it.
 

Stuart444

Member
Oct 25, 2017
9,068
I've been doing some learning in Unity recently and thought I'd ask this here.

How is PopcornFX compared to Unity's inbuilt solution for Particles? Just curious since there is a free 'taster' pack from them on the asset store and just wondered if anyone had experience with it here?
 

jarekx

Member
Oct 25, 2017
623
I really like that turning animation.




Adding a background ( albeit a hastily done, poorly looking one) helped me so much. It actually feels like I could make more of this now than when I was looking at the black background.

Right now I'm trying to design my first character class. I want him to be an intoduction to the combat system so he is likely going to be a jack of all trades but master of none at first.
 

tmkn

Banned
Oct 30, 2017
348
On Friday evening I went to bed with an idea which I had for a long time, I would wake up and immediately think about it again, fast forward to today and it still won't go out of my head.
Problem is, the idea is very Peter Molyneux like and I just don't have the time for it(even if so, it needs a server infrastructure, I would prefer no monthly costs to run the game) but damn is it tempting.

All the while I'm procrastinating on another (non game) project which is 90% done but I have no desire to work on it, probably because the hard part is over, there are no more challenges left, only standard coding ._.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Some older stuff I forgot to share - thought I'd see if I could get some early feedback before I moved onto the next scene...



 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Right now I'm thinking the best way to do it is to just have the Mech disappear and then have the motorcycle take its place. Atleast until I can learn how to do it.

In an interview with High Moon Studios (authors of War for Cybertron and Fall of Cybertron), they said the trick is to have a few, very visible parts that you know where they'll end in both modes; this distracts from any "cheats" you might need to do with the model transformation. I'm assuming having the characters move quickly while transforming (spinning, rolling and such) also helps making it more convincing.

TF: Devastation goes a different route where the transformation is 100% legit, and they only swap the model right at the end (or at the start, if transforming from vehicle to robot). This is especially noticeable with Bumblebee, as his faction sigil changes place in the very final frame of the robot -> car animation.

Finally, I doubt this will help you at all, being sprites, but here's the transformations from my own game:
TJ6rXbm.gif

90MdLT1.gif

O1npnz2.gif

(the last one is quite outdated compared to how it actually looks now in-game).
I try to make it look good in slow-motion (I cheat relatively little, considering all that I could get away with using sprites), then make the transformation animation quite fast. This means most of the transformation detail or what-goes-where is quite hard to follow during normal gameplay, but is there as a nice bonus if you transform right as the stage ends and time slows down to a stop.

Some older stuff I forgot to share - thought I'd see if I could get some early feedback before I moved onto the next scene...





I'm assuming the character sits up from being laying down on a bed? This would be more obvious to the player if the bed was prominently visible as they sit up. In fact it seems nearly impossible not to see the bed you're lying on when getting up in real life.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
This is still very much WIP but I've been doing some inventory screen stuff and I'm pretty happy with it so far.



Beautiful as always, the "growing" effect when the cursor moves over larger enemies is so nice. Since I've not been following yor game a lot because I don't go into the Discord, I find myself admiring what's visible of the background too. I don't suppose you have a twitter account you post updates to? Not much of a twitter user myself but I did make an account after being told it's one of the best ways to promote one's game.

Also a small nitpick, one that even developers of AAA games like Monster Hunter World and God of War miss; the font is a bit too small to be read confortably in any screen. This is particularly important if you intend to port your game to consoles later on.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
I'm assuming the character sits up from being laying down on a bed? This would be more obvious to the player if the bed was prominently visible as they sit up. In fact it seems nearly impossible not to see the bed you're lying on when getting up in real life.
Haha, it's based on holding a phone to my face as I got up out of bed - perhaps the awkwardness of holding a phone meant that I didn't look at myself :D?
 

The Cellar Letters

lmayo
Member
Oct 25, 2017
4,149
In an interview with High Moon Studios (authors of War for Cybertron and Fall of Cybertron), they said the trick is to have a few, very visible parts that you know where they'll end in both modes; this distracts from any "cheats" you might need to do with the model transformation. I'm assuming having the characters move quickly while transforming (spinning, rolling and such) also helps making it more convincing.

TF: Devastation goes a different route where the transformation is 100% legit, and they only swap the model right at the end (or at the start, if transforming from vehicle to robot). This is especially noticeable with Bumblebee, as his faction sigil changes place in the very final frame of the robot -> car animation.

Finally, I doubt this will help you at all, being sprites, but here's the transformations from my own game:
TJ6rXbm.gif

90MdLT1.gif

O1npnz2.gif

(the last one is quite outdated compared to how it actually looks now in-game).
I try to make it look good in slow-motion (I cheat relatively little, considering all that I could get away with using sprites), then make the transformation animation quite fast. This means most of the transformation detail or what-goes-where is quite hard to follow during normal gameplay, but is there as a nice bonus if you transform right as the stage ends and time slows down to a stop.



I'm assuming the character sits up from being laying down on a bed? This would be more obvious to the player if the bed was prominently visible as they sit up. In fact it seems nearly impossible not to see the bed you're lying on when getting up in real life.

Damn this looks awesome.
 

Asa

Member
Oct 26, 2017
72
Helsinki, Finland
As we are waiting for Best Rally to release(5ht July) I spent this morning looking through our unifinished prototypes, I found this airplane from a game we were working on earlier this year. Plane looked pretty cool so I thought I should share it before it's lost in the prototype history like tears in the rain ;)

 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,034
Damn this looks awesome.

Yeah it does. Thank you for posting those examples Weltall Zero !

Im beginning to realize that its going to be a massive undertaking lol. Downloading Blender now and looking for some guides to get started. I do remember starting to make my own model with 3Dsmax years ago. I remember it being aton of work now lol. So im going to start small. Going to focus on making a character first, just to learn the program and get a better feel for what is involved.

Cant remember which one it was, but there was a 3D Modelling program that had you create models from what I would describe as digital clay. It was really neat actually but I could see it being alot harder than I think.

------------

Btw, what program do people use to make Armor and Gear for characters? Like mods for Fallout 4 or XCOM?
 
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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Damn this looks awesome.

Yeah it does. Thank you for posting those examples Weltall Zero !

Thanks a lot! Always reassuring to receive praise. :)

I'm sorry I can't help much with this, I have never made a 3D model. There's several such programs to treat models like clay and sculpt them, here's an article with a few:
https://www.sculpteo.com/blog/2017/09/20/top-7-of-the-best-sculpting-software-for-3d-modeling/
I also found this:
https://www.strata.com/strata-sculpt-3d-modeling/
 

GMM

Member
Oct 27, 2017
5,481
Yeah it does. Thank you for posting those examples Weltall Zero !

Im beginning to realize that its going to be a massive undertaking lol. Downloading Blender now and looking for some guides to get started. I do remember starting to make my own model with 3Dsmax years ago. I remember it being aton of work now lol. So im going to start small. Going to focus on making a character first, just to learn the program and get a better feel for what is involved.

Cant remember which one it was, but there was a 3D Modelling program that had you create models from what I would describe as digital clay. It was really neat actually but I could see it being alot harder than I think.

------------

Btw, what program do people use to make Armor and Gear for characters? Like mods for Fallout 4 or XCOM?

Personally I dislike blender, it's not a very intuitive program to work with compared to 3DS Max or Maya (but that's just me).

Generally you would use multiple programs to author your models, unwrapping, rigging and texturing them, it all really depends on what you want to accomplish.

Sculpting software like Zbrush or Mudbox can produce extraordinary results, but they have a pretty steep learning curve if you want to produce high quality content for real-time use. The really cool thing is that you can author a super nice looking low-poly model that will be what your game uses from a really high poly end result, so you end up baking the details of the high poly model onto the low poly model through textures like normal maps or height maps.

For texturing I would look into software like Substance Painter or the tools in Quixel suite since they are optimized for PBR rendering pipelines, but be aware that the quality of your UV's is important for those programs to produce good results.
 

Kalentan

Member
Oct 25, 2017
44,634
I make games on it (and some other engines), so yes. It is beginner friendly, but can do some interesting things if you know JavaScript or are just creative.

Now these weren't made in MV as they're older, but here's some RPG Maker games (of the horror variety, but aren't that scary) I'd recommend if never played much from RPG Maker (all three I list are free):


Ib



Yume Nikki



Witch's House


These three games are great starting points in my opinion for seeing what the engine can do, but there's more visually impressive games made with RPG maker too. Like here's a small game made in MV I'm working on right now:

ss_d3cc09096461a5f0dfb8a4f88e52b34c1a2e7034.600x338.jpg


How I think it's best to think of it is a tool is a tool, every tool has its pros and weaknesses. RPG Maker has limitations in exchange for it's simplicity, but it's a great engine for artist/writers, or someone who wants to make a game in the styles RPG Maker specializes in. Can get more complex with coding in MV, but due to the limitations of mechanics in RPG Maker, you can overcome them with creativity and ingenuity.

Some have a stigma towards the engine, but there's also enthusiast for the engine. Just determine if it's an engine that can create the sorta' experiences you want to make or if time would be better spent working on studying something else. One big bright side of RPG Maker is if you want to make projects it specializes in, it can cut down on dev time a LOT when you get the hang of it and deliver pretty polished projects.

Wait that last screenshot is RPG Maker MV? Wow!
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,034
Personally I dislike blender, it's not a very intuitive program to work with compared to 3DS Max or Maya (but that's just me).

Generally you would use multiple programs to author your models, unwrapping, rigging and texturing them, it all really depends on what you want to accomplish.

Sculpting software like Zbrush or Mudbox can produce extraordinary results, but they have a pretty steep learning curve if you want to produce high quality content for real-time use. The really cool thing is that you can author a super nice looking low-poly model that will be what your game uses from a really high poly end result, so you end up baking the details of the high poly model onto the low poly model through textures like normal maps or height maps.

For texturing I would look into software like Substance Painter or the tools in Quixel suite since they are optimized for PBR rendering pipelines, but be aware that the quality of your UV's is important for those programs to produce good results.

Thanks, it was ZBrush that I was thinking of. And yea, I dont plan on using it just yet, was just curious what it was called for future reference.

I did feel pretty comfortable with 3DSMAX from what I remember. Problem is im trying to do this without spending a ton of money on programs. I picked up Blender just because it was free to use. This is just a pet project, not something I plan on selling. I will look into 3DSMAX's offerings though and if its cheap enough ill consider it.

EDIT: Looks like there is a free version of 3DSMAX for students. Mgiht look into getting that, if I didnt when I originally tried it out.
 
Last edited:

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Beautiful as always, the "growing" effect when the cursor moves over larger enemies is so nice. Since I've not been following yor game a lot because I don't go into the Discord, I find myself admiring what's visible of the background too. I don't suppose you have a twitter account you post updates to? Not much of a twitter user myself but I did make an account after being told it's one of the best ways to promote one's game.

Also a small nitpick, one that even developers of AAA games like Monster Hunter World and God of War miss; the font is a bit too small to be read confortably in any screen. This is particularly important if you intend to port your game to consoles later on.
The font is already quite large at 28pts, which is well within accepted standards for TV fonts. I imagine it looks smaller in the thumbnail that also has some of the Unity cruft framing it, but at fullscreen it's plenty readable. Thank you for your concern.

 

Jobbs

Banned
Oct 25, 2017
5,639
When doing UI elements like text I think it's important to keep testing and envisioning things at full screen. If you don't, it seems easy to end up with elements that are too large. I think the font size in Sabrina's description is already as large as it should be. If it were made much larger it'd start to look silly.
 

Psyrgery

Member
Nov 7, 2017
1,744
Hope to join this community soon.

One friend of mine who got a degree in videogame development last year will teach me the basics to get a project started and going.

My aim is to develop a simple low-poly UE4 beat em up game, as the spiritual sequel to Streets of Rage 3 that was meant to be released on sega saturn or the dreamcast but never happened. Will not be able to do the art or coding myself of course, but I am aiming to develop a prototype that would lead to some artists joining in.

As I said, hoping to join this community soon!

Quoting myself because I have been tampering with UE4 for a week, and man it is fun to play with it. With no coding nor artistic abilities I am currently setting up a prototype for a game I would like to make.

So far I have achieve simple things, like making a character move in a 3d plane but only face left or right, the camera follows it on the Y axis alone and also does not move to the leff, always to the right following the character. If only I knew how to capture the character within the boundaries of the camera lol (the character can disappear on the left side of the screen and you have to manually bring him back)

Also, neons rule!

PR5iLKh.jpg


uCRMi8y.jpg


P.S. Using geometries to build level mockups game me a lot of nostalgia of when I used to make levels for Unreal Tournament 99 by using the additive and extrude parameters, and manually settings the textures. Man, those were good times!
 

Rolento

Member
Oct 25, 2017
2,522
Yeah emissive materials are super easy and fun in Unreal... it's oddly my favorite part of the engine.

Been using unreal for the past few months and I know your feels ^_^
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Do you guys have any portfolio sites you'd like to share? :) I have a wordpress variant with a free theme, and I'm getting a bit annoyed by the hidden theme HTML that messes with my layout xD

Also, would you prefer a site with categories (2D, 3D, prototypes, etc) with several games in each, or just a massive list of URLs to different game pages? I'm trying to do some restructuring, and/or culling of some of the less than fantastic projects (though most content is complete).
 

Temathael

Member
Jun 9, 2018
81
Finland, Poland
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.

I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
GuardianFight2.gif

We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.

We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam

Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
 

Yoshi

Banned
Oct 27, 2017
2,055
Germany
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.

I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
GuardianFight2.gif

We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.

We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam

Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
My brother in law usually tilts his wheelchair on its large wheels back and forth if he is waiting for something.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.

I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
GuardianFight2.gif

We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.

We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam

Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?

Wow, this looks pretty impressive! Good job!
 

Pleiades

Member
Dec 12, 2017
166
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.

I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
GuardianFight2.gif

We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.

We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam

Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?

Everything about this looks really nice and detailed. Amazing job on the art!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.

I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
GuardianFight2.gif

We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.

We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam

Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?

Looks great! love the motion blur on the sword! All the effects from the swords and guns looks really on point.
 
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yungronny

Banned
Nov 27, 2017
1,349
As a little baby noob, should I start out messing around with Unity or Unreal? I'm learning C# right now.

Also, my roommate is an awesome artist and is interested in translating that to video game art in some way. I see Aseprite recommended above, anything else that would be a good first step?

Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
mc_idle2.gif


Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?

Giving me Niles Caulder from the Doom Patrol vibes!

images
 
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