SCREENSHOT SURVIVAL 20XX

Posts

author=Infinite
How's that?


Nailed it. Blends much better. And the baby scorpion is a nice touch.



Working on Team/Combo/Unison attacks.
The dimensions are way off, I have to rework the animations, backdrops, and the enemy positions, but I figured I'd throw this up anyway.
Why not?
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=djbeardo
I'm putting together enemies and I came across this guy:



Any ideas of what I should call him? Is this a "standard" D&Dish monster that I'm not familiar with?
I think it's meant to be Beelzebub but I have no fucking clue.

It's listed as Devil 03 if I recall. Been a while since I looked into the XP character sets.
@Craze:
Blackmoon Prophecy: Gaiden: The Unauthorized Story by Kaempfer

The houses are heavy, heavy edits. The roof is taken from two obscure Japanese games about ogres or some shit and then heavily edited and the walls are custom based on the original walls but redrawn to better fit into my game. The little huts are a similar combination of edits and reduxed tiles based on my needs.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
I spontaneously decided to begin working on the trailer for P:FC's release months before I even need it... lol.

I guess the upside is I won't be made a day late with release again due to an overambitious trailer.

Feedback would be hella appreciated.
Looks awesome i even got goosebumps (srsly)..I want to know who's talking on 1.06 mark.?
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=riderx40
Looks awesome i even got goosebumps (srsly)..I want to know who's talking on 1.06 mark.?
Saxxis Bufudyne, the cat with the terrifying tall tophat! He also has lines elsewhere in the video, such as at 2:00.

Also if you got goosebumps then that's awesome, must be on the right track at least.

I think it's a little schizophrenic at the moment in places, gonna work on making sure each character is recognized when they first speak.


Big Daddy Longlegs nightclub, still working on the Bug Kingdom.
author=BowelMovement
I think it's meant to be Beelzebub but I have no fucking clue.

It's listed as Devil 03 if I recall. Been a while since I looked into the XP character sets.


Yeah, it's listed as a "devil" of some sort. But I've got a few other devils, and this guy is just... not like a devil. I thought maybe it was a wendigo, but those are more elkish. And then maybe I thought it was a skinwalker...

According to Navajo myth, skinwalkers can look like anything. From a wolf to a person to just something freaky.

So I'm going with skinwalker.

That being said, I was able to find this AMAZING resource that I will share with you all, the "Dictionnaire Infernal" published in 1863.

Even if your French isn't fantastic, it has some awesome pictures.

I remember looking through that for one of my games. It's too bad I can't understand French at all, because it'd be an interesting read. I heard there's some translation going on but who knows how long that will take. There's a similar book in english, though, which I remember using for my game, Dictionary of Witchcraft. It's apparently like an abridged version of Dictionnaire Infernal.

Another interesting read:
http://www.amazon.com/Demonographia-The-Fountainhead-Diabolic-Portraiture/dp/187900013X


Just to be clear, she's a bit dense.



The world map for this is mainly an island. I want the first map as realistic as possible, given the tileset. And for it to gradually break down, first by switching the borders edges and getting rid of some of the little rocks, then slow receding of land and forest, then replacing the real water with fake water, then replacing even fake water with a picture of the ocean (island floating on nothing), then degrading the light in the sky, replacing the whole picture with an oil based one, and then I want .hack//Sign level degrade (the alien sky and sea is a start, but I can't help thinking there should be more to it).

Anything else I can add to the first or last one? I can work towards whatever beginning or ending art there is.
charblar
"wait you made this a career?"
3574

Screenshot of our Mcbacon Jam project!
author=bulmabriefs144
Anything else I can add to the first or last one? I can work towards whatever beginning or ending art there is.


Is there a reason the towns jump around on the map? Maybe keeping those consistent would keep the message that it's the same island, but is just degrading. Keeping the mountains, too, might be helpful.

I think adding a spring or a water feature would be nice on the island.

Also, are there tiles for dead trees? Those could be nice to add to the last island. Or craggy mountains. Something to make the environment more "prickly" and less inviting.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
@Charblar: Also there's not enough of a gap between the foot path at the top and the start of the buildings, need to add a bit of dark cement between.

Here's something I haven't quite finished, all that remains is cosmetic changes to the HUD though, the fight, sans the ending, is complete, at last Esperia's final fight is done.

Red Tempest weapon set is a much cooler looking set of weapons that Pep gets for this fight and each that follows, in this mode all his weapons do double damage and he regens 1 Health per six frames, and one ammo, or as it's now called: Psionic Energy (PE) each frame.

WE SMOOTH-REGEN NOW!

Found a much more efficient and easy way to "draw" health, rather than moving it 10 pixels for each 10 lost like I have done since day one, I found a way to just make the health bar picture move entirely in sync with the player health variable. Same for ammo. I've also found a way to do this for the boss HUD. Meaning there is now 50% less time I have to invest in each bossfights construction, because instead of conditional after conditional for their HUD, it's now simply three conditions. Thinking on it, I could theoretically have huds for any enemies you encounter too with how simply this is, and I need a picture on that side of the closet space anyway. The variables are already set up, it'd just be a matter of applying a cosmetic HUD event on each map where enemies are encountered, and simply an empty box, or maybe some info in a scene where no encounters show up.

The really big thing is that monsters and bosses accross the board will have to have one variable changed. Instead of having their health subtracted by weapon damage, it will be added to it, and all enemies would have to start at zero health, and the condition would have to be for when they have over x amount of health.

But! It would be worth it! each pixel is one point of health on the hud, so I'd simply have to make a few different hud images to switch out, is all.

Also, fun facts about the fight above, each health bar of Esperia there is 300 pixels, so that's 300 health, meaning in the span of 3 and a half minutes I had taken down 1,200 Health points.

That's a pretty big conjunction considering the first time you fight her you take off 100. (The Same as a Soulcatcher)

Then the next time its 450.
That KH music.

Looks pretty fun overall, BM. I like the bullet hell-ish blue fireball attack Esperia does the most, I think. Something that's kind of bugging me, though... the red blocks around her when she preps for moves look rather odd. Is that intentional, by chance?
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=zacheatscrackers
That KH music.

Looks pretty fun overall, BM. I like the bullet hell-ish blue fireball attack Esperia does the most, I think. Something that's kind of bugging me, though... the red blocks around her when she preps for moves look rather odd. Is that intentional, by chance?
Unlike in previous fights where she used the attack based on the players position and facing, in this scenario she does it based on her own events position, but not facing. I'll likely make it so it's based on her direction too. If you mean, they just look odd because they are flat red squares/tiles, yeah, that's intentional, conveying danger-zone information is more important than artistic fidelity.

Haha, the Kingdom Hearts music I thought fit well for the time being, seeing as in that fight with Xemnas he does a similar attack. In the actual version it will most likely use The Horror Within.
author=djbeardo
author=bulmabriefs144
Anything else I can add to the first or last one? I can work towards whatever beginning or ending art there is.
Is there a reason the towns jump around on the map? Maybe keeping those consistent would keep the message that it's the same island, but is just degrading. Keeping the mountains, too, might be helpful.

I think adding a spring or a water feature would be nice on the island.

Also, are there tiles for dead trees? Those could be nice to add to the last island. Or craggy mountains. Something to make the environment more "prickly" and less inviting.


There is a reason. Your party is going to the chapel, and going to get married (so to speak), and they are frustrated by the fact that the chapel keeps moving. Meanwhile, oh, reality is falling apart. My thinking was that the more that (gradually) breaks down, the better. As in, if I have a spring, the first frame is a spring, the second is a stagnant spring, third is swamp, and by the fourth, the spring is gone. Dead trees would certainly be a nice touch. I might also have the mountains degrade into hills before disappearing.