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SGDK Version 1 => Projects => Topic started by: Guilect on 2005-12-29, 11:58:49 AM

Title: Screen Shot Topic...
Post by: Guilect on 2005-12-29, 11:58:49 AM
This topic can be used to post a screen shot of the game you are currently working on!  You can post more then just one of course.

I will start it off with the game I'm working on right now!  My game's resolution is 320x240.  I always wanted to try and create a game with this 'blown up, pixelated' kind of graphics for a long time.  I just recently found out about it.  Anyway, this is my game!
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-29, 12:06:12 PM
I will continue this topic with a screenshot from one of my games.  This game is a 2Player game i am making.  I'm trying to add in a lot of cooperative gameplay in this game.  As in, player one has his own unique abilities and player two has his.  Together, they must overcome many obstacles.  This is actually a sequel to my game 'Samantha's game'.  I'm making this open ended.  How I'm integrating this is:  There is a town on this world map you may explore.  It has shops, civilians and other things.  Across the world there are secret dungeons you can only access by buying certain high priced keys at one shop.  In the world there are spots you can go to kill enemies to get money, or search dungeons for secrets that hold cash.  this will actually be very easy now that I got two player working.

Well, anyway, here is a small screenshot of the first dungeon, or the 'Prison'.
Title: Re: Screen Shot Topic...
Post by: cbass on 2005-12-29, 04:20:52 PM
Past few months, when I got a spare minute or 2  ;), i've been working on an adventure game.  No title yet, its a top down game (no gravity), select from up to 8 different playable characters with unique abilities and attacks.  Fight monsters who can shoot back, controled by AI which can react and change tactics.  Don't have many maps made for it yet, but plan on making several dozen.  This game is extensively scripted but im probably done with 70% of the script, so I should get some content out soon enough.  I hope to have this done by this summer.

getting a little burnt out on the complex games, so about a week ago I started to make a game that I don't plan on doing any scripting for.  A simple puzzel game involving ladders, pushing around boxes, and possibly bombs, but i haven't thought of an easy way to implement them yet without script.  Tring to keep things simple, so only using 1 tileset and 1 map.  The map will be very large and contain about a 1/2 dozen levels or so.  Hope to have it done in a few weeks, depending on how much free time I have.  Tenitive Title "shoots and ladders.... and bombs"
Title: Re: Screen Shot Topic...
Post by: Guilect on 2005-12-29, 04:28:54 PM
The one over-head game sounds pretty advanced.  The graphics look good, also!  Hopefully you can get those games out soon, but it sounds like you have a busy life and not much time to give to your games. :(

EDIT:  I'll post another screen shot of my game soon!  I will try and get a good one this time...
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-29, 04:33:24 PM
Sounds really good, CBass.  I have another screen to post... this one is inside a torture chamber, but it is still located in the prison. 

It looks like we all have some promising games to look forward to in the future, nice graphics everyone.  Well, anyway, here is my next screenshot.
Title: Re: Screen Shot Topic...
Post by: Guilect on 2005-12-29, 05:58:18 PM
Alright, here's another one from my game.  This is inside a lab... well that is really all I can say about it.  I don't want to give too much away about my game just yet.
Title: Re: Screen Shot Topic...
Post by: cbass on 2005-12-29, 06:51:41 PM
I like the looks of the games in this post.  good job everyone. :D :D :D


I can't take credit for the graphics in my adventure game. :o  I got the spritesets and tilesets from one of the rpg maker 95 revisions.  I came accross them one day online and thought "what excellent graphics they were", and I thought i'd try to make a game good enough game to do them justice. :)

I did (and still am) making all the graphics for the shots and icons.  I also had to edit many of the tilesets because some of them just didn't match up, and some were just unnessary if multipule layers are allowed ;)

I incuded another screeny.
Title: Re: Screen Shot Topic...
Post by: billybob884 on 2005-12-30, 11:57:37 AM
a screenshot of the shockwave effect in my moon level boss
Title: Re: Screen Shot Topic...
Post by: Guilect on 2005-12-30, 08:51:35 PM
That's a nice looking game Billybob!  What is it about?  The world kind of looks like cheese. :P
Title: Re: Screen Shot Topic...
Post by: gwal on 2005-12-31, 12:39:44 AM
Here's some screenshots from my game.
The first is from the 3rd level, and the second is from the first level
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 10:21:22 AM
I like the detail in your game, Gwal.  Is that the game that you are trying to implement slow-motion into?  It looks pretty interesting, and the concept of slow-motion is a pretty unique game mechanic.  Sounds like it will be really fun.

Billybob, is that your game you've been talking about [multiple hits with enemies, shockwave boss help]?  If so, how long is it so far?  It looks pretty nice to me.

Cbass, I really like the look of your adventure game, I've always loved those type of RPG graphics.  it still looks really fun and interesting, whether you made the graphics or not.  Let's hope you do the graphics justice like you say!  It sounds like you're on the right track with multiple character's and abilities.  I have one question though, will each character have their own personality? I really love it when there are multiple character's, but I also love it when they're all unique and interesting as far as character development goes.
Title: Re: Screen Shot Topic...
Post by: billybob884 on 2005-12-31, 10:37:48 AM
That's a nice looking game Billybob!
Title: Re: Screen Shot Topic...
Post by: Eastfist on 2005-12-31, 12:54:18 PM
Those are some good-looking screens, gang!
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 12:56:09 PM
I agree, there are a lot of good looking games in development currently.  Eastfist, do you have any game to show us?  If you do, feel free to post.
Title: Re: Screen Shot Topic...
Post by: Eastfist on 2005-12-31, 12:59:18 PM
 ;)  Of course. I'll show you guys an updated screenshot of my baby, Runsetter 1.52. Hold on...
Title: Re: Screen Shot Topic...
Post by: Eastfist on 2005-12-31, 01:09:52 PM
I might have posted these before, but what the hey...
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 01:13:29 PM
Nice, I like the style of your game.  I played all of the runsetters you've posted on the projects page. I thought they we're pretty fun, is this one going to have some new stuff?

EDIT: Yeah, that's interesting.  We must think alike. :P
Title: Re: Screen Shot Topic...
Post by: Guilect on 2005-12-31, 01:16:24 PM
Your game has some good graphics, Eastfist. :)  It has a nice style to it!  What is the game about, and what kind of gameplay additions can we expect from this?  If you plan on releasing it, that is.

EDIT:  Sorry Game developer, I just read your post, and mine states almost the exact same stuff. :P
Title: Re: Screen Shot Topic...
Post by: Eastfist on 2005-12-31, 01:21:24 PM
It's everything I've learned since way back when, all wrapped-up into one. Of course, not to deviate off topic, I should probably post in the Runsetter project topic.  Here goes -->
Title: Re: Screen Shot Topic...
Post by: gwal on 2005-12-31, 02:19:57 PM
I like the detail in your game, Gwal.
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 02:29:52 PM
I really like the idea of slow-motion.  It's a unique thing to implement.  I'm just going to throw a random question at you... Was a game named F.E.A.R. an inspiration?  It just really reminds me of it, because you can slow-down time during the game and also increase the duration you can slow it down by collecting items throughout the game.  F.E.A.R. is a First Person Shooter for the PC that just recently came out [well, not recently, but this year].
Title: Re: Screen Shot Topic...
Post by: gwal on 2005-12-31, 03:02:32 PM
Hehehe...yes, FEAR actually did give me the slow motion idea when I played it at my friend's house. I thought that it was a pretty cool mechanic that could work in my own game.
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 03:09:43 PM
You see, I knew it!  Very cool idea by the way.  I can't wait to see it in your project when it's posted.  That is, if you plan on posting it.
Title: Re: Screen Shot Topic...
Post by: gwal on 2005-12-31, 03:16:04 PM
Once I finish the 3rd level, I'll submit a demo, but I probably won't have the whole game completed for a while.
Title: Re: Screen Shot Topic...
Post by: GameDeveloper on 2005-12-31, 03:33:37 PM
Hey, that's cool.  I'll definitely want to try that game out.  I'm a fan of F.E.A.R., so i'm sure this gameplay will be very appealing to me.  Can't wait to see it. :)

To stay slightly on topic, I'll post another screen from my 2Player game.
Title: Re: Screen Shot Topic...
Post by: cbass on 2006-01-04, 06:12:13 PM
I have one question though, will each character have their own personality? I really love it when there are multiple character's, but I also love it when they're all unique and interesting as far as character development goes.

Don't think I'm gonna put too much dialog into this game, or really none at all said by the player characters.  Im going to center the game around combat and exploring.  To add a little depth, Im going to make a few "quests", but not have too much more than "Save my Son!, the evil King's men took him." or "Find the Sceptor, the hobgoblins have it in the cave to the south."  Simple stuff like that.

One neat thing I have done is made the content creation very simple dispite the complex scripting.  All enemies (enemy sprites) are created not with paths, but by placing tiles, and the runtime code creates the sprites out of tiles.  I want to try to encourage other SGDK users to create custom maps for this game since it is so easy and shouldn't take more than a few hours per map.  No sprites have to be defined, and no special functions beyond "switch to map" ones to connect it to the rest of the game are required, but making more special functions can help add depth, fun, or story to each map.

No more screenies yet..
Title: Re: Screen Shot Topic...
Post by: Guilect on 2006-01-13, 09:44:07 PM
Here are a few new screens of my game.  It is set in the same area, so some of the graphics may look a bit redundant.  The one screen has kind of a 3d building in it.  I used some special parallaxing tricks. :)
Title: Re: Screen Shot Topic...
Post by: Orion Pax on 2006-01-19, 06:12:53 AM
This is from a few months ago, october I think. I believe the number of colors are in the 20's - 30's for this gfx set. Been kinda burned out on game gfx lately so I haven't finished the set.  Still working on SHFL gfx too heh. Below the mayan set is a shot of Super Happy Funland I don't think I released... Under that an older shot of shfl that I have shown before, on the old forums so it might be new to some.

I need to finish something!! =]
Title: Re: Screen Shot Topic...
Post by: billybob884 on 2006-01-19, 09:19:49 AM
holy s**t :o

...kinda makes my graphics look a little... less than ok..
Title: Re: Screen Shot Topic...
Post by: Zorb Burger on 2006-01-19, 07:51:29 PM
Edited by Ben: Zorb, you are being nothing but insulting and rude in some of your posts, and I won't tolerate that any more.  I will delete posts that have nothing but insults in them.
Title: Re: Screen Shot Topic...
Post by: Zorb Burger on 2006-01-19, 11:15:08 PM
i ll got scrn of ma gma rela sono! :D :D :D
Title: Re: Screen Shot Topic...
Post by: Orion Pax on 2006-01-22, 08:34:46 AM
Billybob I'm truly glad you like my work but don't sell yourself short! looking at you screenshots it wouldnt take much to bump your work up to the next level.

For the record I use to draw nintendo sprites onto graph paper so I have a long history with pixel art and I'm still learning new things all the time. Much of that was self taught + studying existing examples. There are easier ways.. their are now tons of tutorials and pixel art communities if you want to better your work... honestly if you learn a few key things your work will improve dramatically. Pixel art is something anyone can get into and its easier now then ever... If anyone here wants I can assemble a thread based on the key things I have learned over the past few years as well as a number of tutorial links & communities I think are beneficial. Nothing comes over night but its not as difficult as it looks. I am willing to help out anyone here if needed/desired, as my time contraints allow.


Eastfist... I know you didn't ask for crits when you posted your screen shots but I need to say something sooner or later. I have been watching your progess for years now (you inspiried me on pushing SGDK without scripting) on the gfx front your progress has been a bit static. Your work reminds me of older apogee games - commander keen, duke nukem, etc. Thats not a bad thing but if you want to grow as a pixel artist I think you need to start visiting the pixel communities.. To be blunt - their are people there that kick both our asses at this (and they are helpful). I am not good with that s***, I'm kind of a loner but I also know how it effects my art. I think you could pick it up pretty fast, as you have a strong foundation already.


Title: Re: Screen Shot Topic...
Post by: cbass on 2006-01-22, 08:00:33 PM
Hey Orion,

If you would, could you link to some of your preferred tutorials and communities.  I used to visit one which seems to of disappeared, "pixilation".  and the only tutorial I have read seems to have too, but was written by this "tsugumo" guy, which I think was an excellent tutorial.  Most of my art I would still consider "Programmer art" but at least its good programmer art   ;)
Title: Re: Screen Shot Topic...
Post by: Eastfist on 2006-01-23, 02:27:44 PM
Orion Pax wrote:

Quote
Eastfist... I know you didn't ask for crits when you posted your screen shots but I need to say something sooner or later. I have been watching your progess for years now (you inspiried me on pushing SGDK without scripting) on the gfx front your progress has been a bit static. Your work reminds me of older apogee games - commander keen, duke nukem, etc. Thats not a bad thing but if you want to grow as a pixel artist I think you need to start visiting the pixel communities.. To be blunt - their are people there that kick both our asses at this (and they are helpful). I am not good with that s***, I'm kind of a loner but I also know how it effects my art. I think you could pick it up pretty fast, as you have a strong foundation already.


I'd devote more time to it, but alas, I don't have that much time.
Title: Re: Screen Shot Topic...
Post by: sam on 2006-04-15, 07:44:33 PM
Quote
One neat thing I have done is made the content creation very simple dispite the complex scripting.  All enemies (enemy sprites) are created not with paths, but by placing tiles, and the runtime code creates the sprites out of tiles.  I want to try to encourage other SGDK users to create custom maps for this game since it is so easy and shouldn't take more than a few hours per map.  No sprites have to be defined, and no special functions beyond "switch to map" ones to connect it to the rest of the game are required, but making more special functions can help add depth, fun, or story to each map.

Can you pleeeease tell me how to do this?
I hate my map editing script right now. It just gets in the way. I'd assume all the enemies that you place have to be inert/follow flat floor or something, right?
Title: Re: Screen Shot Topic...
Post by: Bulbaboy on 2006-04-15, 07:48:12 PM
I agree with sam's first sentence, although not for the same reason.  User-created content and modding is cool, after all, and not having to start from scratch if/when I want to implement it would be nice.
Title: Re: Screen Shot Topic...
Post by: cbass on 2006-04-16, 11:03:33 AM
Can you pleeeease tell me how to do this?
I hate my map editing script right now. It just gets in the way. I'd assume all the enemies that you place have to be inert/follow flat floor or something, right?

This will not get you away from the map editor, hopefully it will get you away from the everything BUT the map editor (solidity is already defined, tilematching done, sprites are dynamic so no need to edit, all special functions relating to the player sprites functions are automatically copied to all maps)
You want to know how to do this for one of your projects?  Basically you have to script it in.

For instance, I want to have a designer (me or someone else) be able to create a new map, place the tiles, place the sprites (by placeing tiles on an "enemy sprite layer")  add in a playersprite and any special functions (optional), add in item pickups (just like placing tiles again on a "item" layer) then all you would have to do is make some transport special functions to get to and from the new map and you are done.  Also, I could make it even easier by having a map template that is just copied whenever a new map is created.  Then it would be: add tiles, done.

In order to do this, my script is constantly scanning the boarders of the screen looking for tiles on the "enemy sprite layer" that are not blank, if it finds one, it uses script to add the appropriate enemy/NPC sprite and delete the tile.  The enemy sprite is then controled by script depending on what enemy it is.  If the player runs away so the enemy sprite is off the screen, the script turns him into a tile again. (this is to save on system resources so their aren't 50+ sprites running around and getting tested for collisions)

Also, when the map first loads, the script creates the correct player sprite (so the content creator doesn't have o worry about designing one) or edits the current player sprite to be the correct one.  All the appropriate special functions for the player sprite are copied to new maps as well (so player still shoots, gets hit, dies, etc)


If you wanted to do something similar for you game, it would definately require a lot of custom code to fit your particular genre/game.  I think I have posted said project once before on these forums but all the code is in VB 6.0 not a .vbs file.  Here it is again if you want to see what I'm talking about, just run the exe.

Dynamic Content Adventure Game Alpha (http://www.tysonpederson.com/file_download/1)
Title: Re: Screen Shot Topic...
Post by: sam on 2006-04-16, 02:52:41 PM
whoosh. Ya got some pretty complex stuff goin on there. I didn't understand anything. I think I'll just stick with making paths until SGDK2 comes out.
Title: Re: Screen Shot Topic...
Post by: durnurd on 2006-04-16, 08:38:53 PM
You can read the Scripting Docutorial in the help file to see exactly how to do what you want.  It explains every aspect of coding, and specifically how the script for Gold Yoink works and what it does.  The sprites aren't just simple follow flat floor sprites.  They could be any kind of sprite you like, but in Gold Yoink, they're intelligent enemies that follow the player using a heuristic-based search algorithm (I believe).
Title: Re: Screen Shot Topic...
Post by: sam on 2006-04-16, 08:44:03 PM
I started reading it once. I got about a third of the way through and I couldn't keep reading. I didn't understand much. It shows you what certain parts of the code does but it doesn't tell you how to write a script for your own game.
Title: Re: Screen Shot Topic...
Post by: durnurd on 2006-04-16, 09:20:46 PM
Of course it can't tell you exactly what to do for your own game, since your own game will almost invariably not be Gold Yoink.  You have to be able to understand what everything is doing, not just see what it's doing and go "yeah... okay".  However, since you wanted to be able to place sprites using tiles, and Gold Yoink does exactly that and tells you how its doing it, it'd be a good idea to read it and comprehend what it's saying.

If you need help understanding, feel free to ask.  The Docutorial isn't meant as an entire online course for programming, of course.
Title: Re: Screen Shot Topic...
Post by: sam on 2006-04-16, 09:39:10 PM
Quote
Of course it can't tell you exactly what to do for your own game, since your own game will almost invariably not be Gold Yoink
Yah I know, but, (in my opinion) it doesn't make it clear enough where to put your own sprite names and stuff. I'll look at the docutorial again some time, but for now I'll just use paths.
Title: Re: Screen Shot Topic...
Post by: bluemonkmn on 2006-04-17, 05:40:41 AM
Quote
Of course it can't tell you exactly what to do for your own game, since your own game will almost invariably not be Gold Yoink
Yah I know, but, (in my opinion) it doesn't make it clear enough where to put your own sprite names and stuff. I'll look at the docutorial again some time, but for now I'll just use paths.

That sentence from durnurd made me laugh out loud  ;D.  Good way to start my day.  "Almost invariably not be GoldYoink," heheh.

Anyway, the docutorial isn't meant to be simply a template where you fill in the blanks with your own sprite names.  If it did this, you would, as durnurd so facetiously suggests, simply be re-creating another form of GoldYoink, and come out with no better understanding of scripting.  It's meant to help you understand what the GoldYoink script is doing so you can figure out how to adapt the scripting features of GameDev to your own purposes by looking at how Gold Yoink's script accomplishes certain tasks.  But the goal is to help understand scripting in general, not just understand how GoldYoink works.  In combination with the scripting reference, it should be clear where you use map names and layer names and sprite names and such.  I think it's a good thing that the docutorial doesn't give you every detail because forcing you to go back to the scripting reference to fully understand the code helps tie it into the main reference you should be using anyway.  Using the docutorial in combination with the scripting reference should be a good way to get a comprehensive understanding of what you're reading about.  As the docutorial warns, however, it's by no means a comprehensive guide (and it's not a beginner's guide to programming either... you might need to practice some more fundamental programming concepts first separately).
Title: Re: Screen Shot Topic...
Post by: cbass on 2006-04-17, 10:51:19 AM
That sentence from durnurd made me laugh out loud  ;D.  Good way to start my day.  "Almost invariably not be GoldYoink," heheh.

It made me laugh too. because hey... ""what kind of loser would make GoldYoink Clone"" :P
Title: Re: Screen Shot Topic...
Post by: durnurd on 2006-04-17, 12:21:52 PM
Yeah, Douglas Smith (http://en.wikipedia.org/wiki/Lode_Runner) needs to get a life... and a real name.