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Screenshot Survival 20XX
I hate RTP because it tends to get overused, not because of it's style, though the purple shading used and just the general style of the RTP faces pisses me off. That said, those kidmode faces someone has been showing around recently are cute.
As for what I'm up to, well the game I'm working on now doesn't have any worthwhile screens yet, but it will. Future it will.
As for what I'm up to, well the game I'm working on now doesn't have any worthwhile screens yet, but it will. Future it will.
Whatchu Workin' On? Tell us!
To be fair vacuum is a fucking abominable word.
Just been continually doing art, though I'm beginning to hatch plans for Perseverance: Adherence, you'll hear more on that soon, for now here is a lewd traditional art that I put a lot of work into and had a lot of fun making.
Edit: Wow that's huge, just click this link instead.
http://i.imgur.com/CFekYLk.png
Just been continually doing art, though I'm beginning to hatch plans for Perseverance: Adherence, you'll hear more on that soon, for now here is a lewd traditional art that I put a lot of work into and had a lot of fun making.
Edit: Wow that's huge, just click this link instead.
http://i.imgur.com/CFekYLk.png
Screenshot Survival 20XX
author=CharlieENDEven should that happen, I will never support it!
I definitely didn't expect that RTP is going to become cool again.
Your map doesn't look all that RTP, the pure black outlines in the sprites is why. Though this might be an older maker.
@Cashmerecat: Love that art-style and scenery, if you can make a whole project like that I'd recommend.
Whatchu Workin' On? Tell us!
Glasses: Making MGR:R fangames a possibility.
Okay, what I've been working on? Eh, getting back into art and anatomy, god it's so fun just to be able to draw again without trepidation. To that end I've basically just been doing anatomy and working on my fabric work.
This one is slightly lood on right side, so I'm spoiler it.
Finally some leaps and bounds in clothwork.
To bad her knee looks stupid as sin.
Okay, what I've been working on? Eh, getting back into art and anatomy, god it's so fun just to be able to draw again without trepidation. To that end I've basically just been doing anatomy and working on my fabric work.

This one is slightly lood on right side, so I'm spoiler it.

Finally some leaps and bounds in clothwork.

To bad her knee looks stupid as sin.
Whatchu Workin' On? Tell us!
My plans today are to go to the corner newsagent and get a new sketchpad because mine is running seriously low.
I will then begin planning, concepting and deciding on things for my first Unity project. It'll be either Exile, Percy or Hellcat in an engine actually designed with a character action game in mind.
I will in sporadic bursts share these blueprints with you, it won't be any shy-rotam gig like with exile this'll be whole hog planning, level designs, interiors, atmospheres, even objects and entities that sit around and do nothing outside of build the world. Character designs, monster designs, villain designs, storyboards, I just got a high quality mech pencil for Christmas, and now I have good purpose to use it.
For now, here's a brief outline of what may be in store.
Exile; Planned features:
-Destructible environments. (Doors, glass windows, etc.)
-Environmental manipulation (throwing trash cans, character action, etc.)
-Expatriate Pack (Basically limited flight)
-Seven weapons, including Relinquished (Polearm), Lost and Forgotten (Laser pistols), Zenmaster's Charge (Placed Bomb-like explosive), Fate's Thread (Grapplewhip), Letter of Lament (Boomerang-type weapon), Yearn (Projectile firing staff) and finally Calamity (BFG).
-Way more secrets.
-Very cartoony sense of humor, feel good fun experience.
-Will play somewhat like an isometric Hotline: Miami
Hellcat: Born Again; Planned features:
-Fluid weapon selection.
-Inventory (simple but working, like in Heretic)
-No dialogue, will be a test in show don't tell.
-RPG Weapons (as in, level them up as you use them.)
-Top down shooter.
Perseverance: Adherence; Planned features:
-Sidescrolling shooter, with new mechanics, such as a blinkdash (half second of invulnerability frames), Stamina which will be used up when you fire guns and shadow dash.
-Jumping will not require stamina.
-Prowltek (as a non-obligatory stealth mechanic)
-Weapon quickselect (Press S, select with mouse)
-Move with A (left) and D (right)
-Shoot with Z, Jump with X, Crouch with C, Blinkdash is right or left shift.
-Up arrow enters doors and communes with objects in the background.
-Down arrow descends ladders.
-Control or enter activates things.
-Mouse will be used for targeting enemies. Swoopers, Sappers and the like will be much more dangerous in open areas.
-All environments will be prerendered tilesets cease existence.
-Resolution will be 1280 x a variable height dependant on resolution (4:3 = 1104, 16:10 = 768, 16:9 = 720) Each screen will be it's own map.
-I've already though on how to do the current bosses in the side-scroller environment, originally Perseverance was planned as a part of Intelligence 2D.
-No heavy emphasis on platforming, all jumps will auto-succeed, avoidance of attacks matters far more.
-Story is built onto a lot more, due to not being rushed.
This is all subject to change, but the main reason I'm planning to moving forward with Unity is for sake of fluidity in gameplay.
I will then begin planning, concepting and deciding on things for my first Unity project. It'll be either Exile, Percy or Hellcat in an engine actually designed with a character action game in mind.
I will in sporadic bursts share these blueprints with you, it won't be any shy-rotam gig like with exile this'll be whole hog planning, level designs, interiors, atmospheres, even objects and entities that sit around and do nothing outside of build the world. Character designs, monster designs, villain designs, storyboards, I just got a high quality mech pencil for Christmas, and now I have good purpose to use it.
For now, here's a brief outline of what may be in store.
Exile; Planned features:
-Destructible environments. (Doors, glass windows, etc.)
-Environmental manipulation (throwing trash cans, character action, etc.)
-Expatriate Pack (Basically limited flight)
-Seven weapons, including Relinquished (Polearm), Lost and Forgotten (Laser pistols), Zenmaster's Charge (Placed Bomb-like explosive), Fate's Thread (Grapplewhip), Letter of Lament (Boomerang-type weapon), Yearn (Projectile firing staff) and finally Calamity (BFG).
-Way more secrets.
-Very cartoony sense of humor, feel good fun experience.
-Will play somewhat like an isometric Hotline: Miami
Hellcat: Born Again; Planned features:
-Fluid weapon selection.
-Inventory (simple but working, like in Heretic)
-No dialogue, will be a test in show don't tell.
-RPG Weapons (as in, level them up as you use them.)
-Top down shooter.
Perseverance: Adherence; Planned features:
-Sidescrolling shooter, with new mechanics, such as a blinkdash (half second of invulnerability frames), Stamina which will be used up when you fire guns and shadow dash.
-Jumping will not require stamina.
-Prowltek (as a non-obligatory stealth mechanic)
-Weapon quickselect (Press S, select with mouse)
-Move with A (left) and D (right)
-Shoot with Z, Jump with X, Crouch with C, Blinkdash is right or left shift.
-Up arrow enters doors and communes with objects in the background.
-Down arrow descends ladders.
-Control or enter activates things.
-Mouse will be used for targeting enemies. Swoopers, Sappers and the like will be much more dangerous in open areas.
-All environments will be prerendered tilesets cease existence.
-Resolution will be 1280 x a variable height dependant on resolution (4:3 = 1104, 16:10 = 768, 16:9 = 720) Each screen will be it's own map.
-I've already though on how to do the current bosses in the side-scroller environment, originally Perseverance was planned as a part of Intelligence 2D.
-No heavy emphasis on platforming, all jumps will auto-succeed, avoidance of attacks matters far more.
-Story is built onto a lot more, due to not being rushed.
This is all subject to change, but the main reason I'm planning to moving forward with Unity is for sake of fluidity in gameplay.
Screenshot Survival 20XX
author=CrazeBoorish pleb, you ain't even my age.
Feel free to ignore the ravings of an old* man.
*i'm 23
I act a lot younger than I am, twenty-six-year-old masterrace awwyeah.
@Yuna21: It comes down to personal preference, (and scripts not being reprehensible wastes of fucking time and effort, too but shhh!) I think the methods to induce atmosphere that you use are really cool.
I also thought I was legitimately the only clever motherfucker who took screenshots in that manner.
Screenshot Survival 20XX
author=yuna21The attraction to the unfaltering serene nature of earth and life is understandable.
More Tristy stuff. Almost 10 hours into the game now. ><
snop1
snop2
I need to stop posting natural areas and start working on that 70x70 Imperial Capital already, orz.
Mapping Planet Haven was definitely one of the highlights of developing Menagerie.
author=unityOnly problem I have with it is the mouth placement. i think it's too high up and maybe too far to the right.
I've got a question.
snop3
Would a faceset in this style look cute, or just dull?
(Tileset from the Chapsets thread :DDDD)
Menagerie: Remastered!
Sure, though it's not a demo anymore. The game is virtually complete, i just wanna add a bit more optional content in at some point.
Screenshot Survival 20XX
author=CalmOneYou're gonna go far, kid.
@Max McGee - Oh yea, you're right, I don't know how I missed that!
All of those scripts you see, I wrote them myself, after taking the time to learn RGSS2.
Plsying Trial (by trial-jin) again made me yearn to do a game that all meshed together artistically, so I might make Hellcat: Born Again, that game.
It, Perseverance or Exile. Hell, maybe even... all three? :0
We'll see.
Fan Submissions!
I'm both proud and a little disconcerted at the efforts some of our fans go too.
only a couple years ago, getting fan art wasn't a thing that i ever expected, not even hoped, it was a pipe-dream then.
Now, while not common, it is cool that we get some, since the games we make are pretty unique its fairly easy to latch onto the characters and think 'hell yes i could make a cool fan art of this!'
It just warms my heart each time we do.
only a couple years ago, getting fan art wasn't a thing that i ever expected, not even hoped, it was a pipe-dream then.
Now, while not common, it is cool that we get some, since the games we make are pretty unique its fairly easy to latch onto the characters and think 'hell yes i could make a cool fan art of this!'
It just warms my heart each time we do.























