WiP in WiP, post your screenshots!

Zloykotara

L1: Registered
Jul 21, 2015
22
229
Hl2jaD6.jpg

Just something a spent a few hours on, for no reason )
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I really hope I can walk on top of those trains but still die in front of those trains.

You can walk on top of/ride the subway train to the point however it will only be a short distance. And yes the train can hit and kill you if you are in its path.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
dynamic_music_test_by_thedragonborn79-dascybs.png

I'm working on a little short game. This is more of a dynamic music test, where the music changes depending where you are. You could compare it with the water levels from Super Mario 64. I'll share it here when I finish it, which will probably be soon because it's almost finished!
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Neat. I've been dabbling with XNA/Monogame over the past month for a 2d platformer, but have only been building a game agnostic core. What framework/engine are you using?
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Neat. I've been dabbling with XNA/Monogame over the past month for a 2d platformer, but have only been building a game agnostic core. What framework/engine are you using?
I'm using Game Maker: Studio, nothing too fancy. I've relied mostly on tutorials for making the player movement, plus some little tricks I've found on the way, like squash and stretch effect when you jump or land. It doesn't have any enemies, as I focused more on the movement and the background music. In fact, the whole thing goes around the music. I thought of uploading the song to SoundCloud and putting a link to it in the game
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
dynamic_music_test_by_thedragonborn79-dascybs.png

I'm working on a little short game. This is more of a dynamic music test, where the music changes depending where you are. You could compare it with the water levels from Super Mario 64. I'll share it here when I finish it, which will probably be soon because it's almost finished!
what engine do you use?
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
what engine do you use?
What about looking one post above :p
I'm using Game Maker: Studio, nothing too fancy. I've relied mostly on tutorials for making the player movement, plus some little tricks I've found on the way, like squash and stretch effect when you jump or land. It doesn't have any enemies, as I focused more on the movement and the background music. In fact, the whole thing goes around the music. I thought of uploading the song to SoundCloud and putting a link to it in the game
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
ffc133f5c8.jpg

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Detailing is haaard

Looks like you've got a good start. Your buildings could use some trim though, and add some more little details around like crates, barrels, foliage, stains, patches, and litter to give it some more character and make it feel more used. You might want to add a some taller buildings as well, try to break up the skyline.
 
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Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
YK6hwxV.png


In the middle section of the building (where the cart comes out at the bottom), you should make sure that the cart entrance and windows are somehow centered on that face. Also, it looks like the two wings on either side of the building are of equal width - consider giving them the same roof pitch so that the full front facade of the building is symmetrical. (Consider widening one of the wings if they aren't the same width.)

Ps8IFy7.png


Strong/yellower interior lighting could help this doorway really stand out. Thunder Mountain does this a lot.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
dynamic_music_test_by_thedragonborn79-dascybs.png

I'm working on a little short game. This is more of a dynamic music test, where the music changes depending where you are. You could compare it with the water levels from Super Mario 64. I'll share it here when I finish it, which will probably be soon because it's almost finished!
damn you're a lot better at spriting than me
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
damn you're a lot better at spriting than me
funny thing, I did a lot of sprite editing when I was around 11 and 13 and that helped me get some sort of base, that's why the eyes look MegaMan-ish. Well, both my sprites and chiptune songs are heavily inspired by Megaman, the classic series is just awesome megaman 6 is the best megaman game