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Screenshot Daily

A topic by donboody created Mar 31, 2016 Views: 10,599 Replies: 306
Viewing posts 141 to 180 of 180 · Previous page · First page
Submitted (1 edit) (+2)

I started building the graphics.
Lots of code so far, not much to show!

This is an RPG, there are 12 player races which also double as the NPC's.
Each one has at least 2 hand to hand attacks, and 3 ranged attacks. They are all unique, and based on a list of attributes so that your adventures add attributes instead of just increasing your strength. When you start, the character you play will be able to win in one area, but has no effect in other places.

Introducing: dwarves, pixies, space aliens, robots, drones, trolls, kung-fu kitties, pirate kitties, spectres, and steampunk ratties. The graphics are not done for wyverns, satyrs and giant spiders.

Submitted (2 edits) (+1)

Added some graphics, and integrated Google Play for achievements.

Im hating my battle system. I'll change it to a percent system as part of rewards.

oort

Submitted(+3)

not actually an screenshot, but is the scene =D

Submitted

looks awesome bro I want to play that!

Submitted(+1)

hopefully you will, =D
rvrn if i can't finish for the jam i'll do it.
sadly just started doing it 2 days ago, i wasn't aware of the jam before XD

Submitted(+6)

Didn't have a lot of time today, but I made a couple UI things: the whole startup sequence and an animation for when you get a reward for completing a quest. Plus, we finally have a name!! Taṇhā is a Buddhist term for thirst, craving, or desire- perfect for a game about monks breaking their sacred vows to get with each other!! :P

Submitted(+1)

That reward animation looks insanely smooth, when the size is taking into consideration! Game looks better and better with every post!

Submitted(+1)

Thanks!! Took a while to get it nice and crunchy, but since the game primarily revolves around getting and giving gifts, we needed it to be satisfying.

Submitted (1 edit) (+9)


Day ??? now. These last days have been such a blur for me. End of last week I got real busy with other stuff, then I spent the entire weekend just working on this game, and then today I started feeling ill but tried to do what I could anyway. So I have a bunch of stuff to show you now!


Enemies

I started adding enemies! The only implemented so far are the classic "slime" enemies that seem to be in every RPG ever. Their AI is super shitty, just walk in random directions, but eh, they're slimes! Slimes don't have brains.

(Oh yeah, you can also see the "area marker" in the corner of that gif, just shows the name of the area when you change rooms)


Combat

First I implemented simple melee attacks. Then I implemented spells, the first one being Fire. Currently, the S key on the keyboard uses your spell, and D key is melee attacks. All attacks use some stamina (the blue bar, recharges a bit every second) so you have to manage that in order to be able to attack efficiently. If I have time, I'll add more weapons and spells that you can change between.

Melee attack animations: (they're real janky, I know...)

Here's what the "getting hurt" effect looks like by itself. It's just some screenshake + RGB splitting, but it's pretty cool looking:



Increasing stats

Throughout the game, there will be a few of these statues that will increase one of your stats, HP or Stamina. These are single-use, so think ahead! The A key is for dialogue (see the pattern? Controls are Arrows + ASD, nice and simple!)

Angel statue sprite: (proud of this one, pico8 colors are great for stuff made of stone!)



I hope you like my game so far. Next step is more enemies, more environmental stuff so I can build the maps, then figure out the story and add in NPCs.

I still have no idea what to do in terms of music. I can't make music myself, so I guess I'll have to find some free stuff or someone to make music???

¯\_(ツ)_/¯

Submitted

Arggh! Sound! I had completely forgotten for my own.

Submitted
Deleted 4 years ago
Submitted

Sure! I guess since I'm already borrowing a lot from Zelda, the music could be in that vein as well? I'm thinking to begin with I need at least 2 tracks, an overworld one that's adventure-y and fairly happy, and a boss track that's super intense. Thinking 8-bit chiptune stuff. Would be best of they loop, of course.

So totally, go ahead and play around with the above concepts if you feel like helping me out! :D

No pressure tho, I've found some free music here that, in a worst case scenario, could also work, but stuff created specifically for this project is of course much cooler.

Submitted
Deleted 4 years ago
Submitted(+1)

<3

Submitted(+3)

Some screenies from today:



There's also now 14 achievements, gamepad controls, HTML5 support, Intro credits, hotkeys for faster navigation and I've started on the help screens (will add in-game tutorial though if there's time.)

Submitted(+2)

Well, I spent a lot of today just animating. ^^; Fun~

I should also make these gifs smaller, but here's a title screenshot;



And here's some gameplay. (I had to butcher the quality to get it to fit on the internet.)



Submitted (1 edit) (+2)

I made some progress since last time: I've got a titlescreen, composed the main music and the graphics are a little better. There's also a multiplier that can enable a MAX mode!


I don't think this is a pure 64*64 grid though as there are some rotations, especially the arrow that points out the nearest meteor.. Anyway, I think this will be my last "screenshot" before releasing my entry, I don't have many more features to add from now. I know this is just a minigame compared to most of the entries, but I'm pretty satisfied with it :)

PS : I can't find a way to upscale the game in any resolution I want in Construct 2, it's just fullscreen :/ Does somebody have a solution or it's not a problem to play in fullscreen ?

Submitted (1 edit) (+2)

LOWREZJAM Day 11:

So, the previous day I didn't post any screenshot here, I posted at Twitter instead because there was no screenshot.

I have finished my Runny kit (and also on sale). While trying to make a 64x64 runny game, found some glitches that cause improper size and position which is good to me because I know what to update next for the kit.

As I mentioned above, I am making a 64x64 runny game which is based on my very old game Runny Square which was made to participate in Ludum Dare last around 2 years ago. The difficulty won't be as nasty as the older one. Also, I learned on how to record screenshot gif.

I am still trying to adjust the font size and fixed the incorrect positions.

Submitted(+2)

Newest work moving between world and buildings:

Submitted(+6)

With the deadline fast aproaching, I think the main mechanics for my entry are finished.

I set up a simple menu for items, weapons, and options. (No weapons to choose from yet, just a simple "pistol" like thing)

For the shooting mechanic, the camera tries to focus the bullet. It looks a little weird and I'm open to advice on how to improve the effect. At one point I set up the camera speed to be fast to catch up with the bullet, but it ends up looking like it's snapped to the bullet. I also tried having the camera snap back to the player when they shot, and then following the bullet, but it looked very jerky.


The bullets will hit other solid objects or enemies they collide with first.

I haven't decided if I'll write a random dungeon generator or write some dialog and setup 3-4 "levels". With 5 days left it can't be both. x_x

Submitted

It looks really cool now. Great development !
The bullet thing is real annoying though, I was thinking, maybe showing only the enemy and doing some shake + blood or something similar so without seeing the bullet we see the moment it hits? Bullet travelling is cool but not sure how you can solve this repetitive camera movement.

Submitted(+4)

inventory trade

I've been working on GUIs! It's tricking in HTML5 canvas, but I've streamlined it pretty well for myself. I have the Storage (Inventory) GUI all worked out, and the trade GUI is coming along nicely. If you set your speed before opening the Storage screen, your ship will keep sailing while you manage your things. You'll have to be careful not to crash, though!

Submitted(+2)

Tiny Gain, my Russian-roulette style beat-the-deck card game is almost an actual game. I've got a TODO list coming out my ears! Damn you Dark Souls 3!

Submitted(+2)

Today I learned how to use the paint tool (?), but seriously, graphics look "dirtier" and "fuller" :D

Submitted(+3)

#LOWREZJAM Day 12:

Improved the graphic.

Submitted(+1)

Been a few days since I posted. I've added a title screen, an NPC and gotten more dialogue working as well as setting up a simple inventory/trade system. Still need to clean up somethings, but everything is functioning so far ^.^ Will be replacing the pickup items with something that makes more sense. I need to get rid of that test string too.... That's the easy part though. 4 more days... I've got this XD

Submitted(+2)

Didn't get as much done today as I hoped, but at least I added platforms, a 3rd size, a few enemies, and hit detection. ^^;

Submitted(+3)

Now I have to add more encounters like this one. My ambitious number is 20 but I don't know if I can manage to reach that.
Then there are some level-experience balancing stuff.
And finally fixing cut sprites in the build because Unity.

Submitted

I fixed the menu screen because the original font had a lot of interpolation. It's extremely simple so I may change it again, but its not a huge priority at the moment. I have a lot of the main functions completed. All that is left is to have the player give the npc enough coins to complete the repairs, followed by some sort of end sequence. Most likely will be a cut scene of some sort.

Submitted(+2)

Added more enemies, breakable boxes and platforms, and springs! ^^;

Now hopefully I can just work on cutscenes and level design. ><;;

Submitted(+2)

Added lasers to chaos64!

Chaos64

Submitted(+1)

light effects O.O looks good!

Submitted

Thanks! ;)

Submitted(+5)

Finally had a chance to work on some story elements.

The menu is complete, and the mute sfx and mute music options work as well.

Here's a look at the shotgun and weapon menu.

All that's left now is some dialog for the cut-scenes, a couple new weapons and a few new enemies. (You know, the fun stuff :D)

The pressures on because I plan on taking part in this years Ludum Dare with a friend, so this is essentially the last day for me on this jam.

Submitted

seems very cool, and the font/text looks awesome!

Submitted(+2)

trading

Trading! Creating a working economy is hard work, but somebody's got to do it.

Submitted (3 edits) (+5)

now my game has a llama Headphones On, World Off


Submitted(+2)

I can't wait for you guys to try this game out, it is a puzzler.

Each blue outlaw card has a bonus that makes it more or less suited to solving each encounter. Right here, we've got a lady whose power is to remove trees. By removing the tree on the left, we'll not only enter stealth-mode (reducing the standard difficulty of each enemy) but remove the buff the tree is providing to the blue squid enemy, reducing him further to only 1 strength.

That 1 strength means one of your six Russian-roulette cards need to be drawn, rather than three.

Submitted(+7)

Today because of school and work, I could only do the scroll encounter and a new cover image for game page.
Anyway, now the game has two working non-battle encounters.
I put my trust in next two days.


Submitted(+1)

looks very cool

Submitted

thank you :)

Submitted (9 edits)

A shot of my lava tileset from my game.



Submitted(+4)

As I'm useless and forgot to upload gifs other than on Twitter ( on @stuckieGAMEZ my personal account ) I've been forgetting about posting what I've been up to here..
So, here's all the gifs so far, plus a new one of what I got done last night and finished quickly over lunch time.


First off, I scribbled in GIMP to make a little title mockup.

I had the idea of doing a game similar to the old Spectrum game Scuba Dive - where you tootled around some cave like systems and found treasure, avoiding the nasties, and slowly running out of air. I had thought it a bit difficult, so instead of three lives and instant death on hitting anything, I decided that your oxygen got lowered instead, so you could at least continue on. Couple of hours in GameMaker:Studio and I had this:


Some weeds, an eel, and a happy crab!

Life gets in the way as it usually does, so took me a few days before I could get back to it.. and added some things to collect:


A snappy clam!

A treasure chest, a big pearl, a bubbly thing for more oxygen, a raft, and a bugged eel floating backwards...

At this point I was relatively happy with how things were going, but not quite sure where else to diverge from the original Scuba Dive and make it more my own.. then I had the idea of using the boat - or raft in my case - as the timer. It'll drift from right to left across the top of the screen, and once it reaches the left you best be on it! I liked the idea of your treasure not counting unless it's back up on the boat as well, so I've kept that in.. but instead of losing it when you touch something, I've made it weigh you down.. so get too greedy, and you're going to have a bad time trying to get back up!


A test run of the game from starting to err.. drowning from being too greedy and caught by an eel... so close to the surface too!

So that's where I am just now.. it's somewhat playable.. there's quite a large level to swim about in ( though I need to add a few more bubblers I think - as there's only one in there just now ) with lots of things to collect. Still got audio, particles, and a proper start/end sequence to deal with.. and perhaps fix the "hurt" image as it looks a tad out of place. The swimming is rotational ( like in Scuba Dive ) and takes a bit of getting used to, but works well I think. I think a standard 8-way would make it a bit too easy anyway.

Now have the fun of whether to finish this off as best I can tonight, and do Ludum Dare this weekend, or just continue with this.. suppose I'll see how much I get done.

Submitted(+6)

Today's progress: Tall image for intro.
And some small intro stuff. I have to speed up tomorrow.

(+4)

Long time I haven't posted anything. The reason ? Polishing my game again, again and again. But the end is soon ! :D




By the way, can't wait to test other games!

Submitted(+4)

My friends say my game Snake Pit is a lot of fun to play so I'm excited to share it will all of you soon. It is basically Super Mario combined with Kirby combined with Gargoyle's Quest with a hint of classic Sonic and RPG.

Submitted(+3)

Hey all,

It's not much right now, but this jam has given us a chance to get our first "finished" (in great big quotation marks) made. After hours of grappling with Unity, we've got this fun little spooky quicktime dungeon crawler together in a playable-ish mode. Going to do as much polishing as we can before the end of the jam, but we're honestly super stoked to even get this done.

Everyones stuff looks so good, super stoked to play through a bunch of them!

Submitted(+5)

I have pushed a lot today.
I've finished the intro.
I've added the final battle with evil wizard and its stages.
This battle also has 3 cutscenes.
Win cutscene.
Balancing and changing of loot / level up system.
Fixing bugs (of course)

Now the game is 100% playable even though there are only 2 non-battle encounters.
You can test it and give me feedback so I can edit the game before submission. I'd really appreciate it.



(+1)

sooo cool..

Submitted

It really is the worst time to have started your #LOWREZJAM project right near the end (was busy with a capstone project for college), but I'm jamming all day today to get it done!

Basically, it's me returning to my LRJ2014 project, Marble Incline. The original was probably one of the toughest projects I worked on, since I tried to really hold myself to the low-res feel. Even had the game land on a YouTube show, which made all the legwork worth it.

It had a weird executable when I wrapped it up, so not a lot of people were able to play it properly. At least with my growing knowledge of Construct 2, development appears to be a whole lot better.

Anyways, have a logo, a screenshot, and a (death animation) GIF of Marble Incline Redux! Still have a lot to work on in the next few hours, so wish me luck!





Submitted(+1)

Two days ago I finished my game. I felt pretty tired and didnt have any motivation left. But i think that the game I made is okay and was a good learning experience. Now i'm looking forward to play all the other entries to the jam.

This is the games intro:

v


Submitted(+1)

I know what you mean, this jam took it out of me too. Good work!

Submitted(+2)

Finally uploaded my game 'The Sheriff', and i m really happy with my work :D

https://itch.io/jam/lowrezjam2016/rate/62024


Submitted(+3)

...so against all reason I decided to enter this jam incredibly last minute, and made something short and simple over the last few days. I'd actually heard about the jam itself a few days after it started, and it just kept sticking in my brain until I felt like I had to do something for it.

You can find it here: https://itch.io/jam/lowrezjam2016/rate/62192

And some screenshots. It felt good to do some pixel art again after several months (years???) of not pixeling, as well.

Submitted(+1)

LOWREZJAM Day 17:

After a very long days and weeks, The game is finally finished. As I ever mentioned before, the game itself is based on my old game, Runny Square, but its difficulty is less nasty compared from the old one. I also use my modified tool "Runny Kit" to develop the game faster.
The game can be played here: https://neithr.itch.io/looping-zip.

Gameplay is simple, just click or press space to change direction. Gain point as much as you can by touching the laser.

Looking forward to play other participant's game when the vote session has begun. In my times, it means I have to play them tomorrow because my data plan's limit in noon is 10x smaller compared to midnight limit.

Also while waiting, I will make another game for sale. This time I will release it in PDF platform. I have been waiting the moment to make another PDF game. The game for this jam is a warm up especially for my pixel art before starting the project.

Submitted(+1)

I've finished capturing and uploading some animated gif finally.

Play it here: https://itch.io/jam/lowrezjam2016/rate/62711

Some drifting:

Viewing posts 141 to 180 of 180 · Previous page · First page