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Do any of you know of a good 3D modeler, preferably one that can export to DirectX? I've tried using Blender, but I've heard that the exporting script it comes with isn't very good.
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# ¿ Oct 5, 2012 12:18 |
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# ¿ Apr 26, 2024 15:35 |
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Okay, so I've been working on a demo for a game on and off (mostly off) for the past few years, and I feel that I've already put in so much into it that I might as well release what I have so far. It's essentially a platformer similar to Cave Story. Right now, I'm trying to work out the final cutscene triggers, so I'll hopefully have a demo out by next week. Until then, here are a few screenshots of the game:
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# ¿ Mar 9, 2013 20:53 |
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The first level of RoboAgogo is finally done! You can download it here. Instructions: Enter: Start game Directional Pad: Move/Aim Up: Enter through doors Z: Jump/Speed up conversations X: Shoot
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# ¿ Mar 16, 2013 09:16 |
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I made a special game this week. It's called Coffee Clicker. It's kind of like Cookie Clicker, except instead of cookies, there's coffee. You can play it here: http://www.kongregate.com/games/HaroldKrell/coffee-clicker
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# ¿ Apr 2, 2014 08:44 |
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Some redesigned characters from an old game I've been working on:
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# ¿ Nov 30, 2015 00:37 |
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OmanyteJackson posted:So I have a question for you dev goons. how difficult/easy is it for you guys to stick with one game idea and see it to completion? I've been dabbling with game making for a while but I always get to a point where i lose interest or worse, start over from scratch. It depends on the scope of the project for me. Something like a Connect-4 app would only take a few days or weeks to finish, while a more "traditional" video game with levels and bosses and stuff could possibly take months or years. I find that if you really want to actually finish a game, you need to plan it out so you know what goals you need to accomplish and know exactly how you can set out accomplishing those goals. One of the biggest issues I find a lot of people have with completing a game is that they'll set out with this nebulous idea and just keep adding features without really knowing when to stop. Eventually, you get this bloated thing with 100 levels, 200 enemy types, 300 skills, etc., but no discernible beginning or end. So you're constantly in this "developer sandbox" state with no hope of finishing it in sight. My advice for a first-time developer is to come up with a simple game, maybe similar to an existing game like Tetris you can take examples from, and make a list with all the necessary features you will need to complete it. Then, for each feature, research how exactly you will be able to incorporate it into your game. Then just keep putting in those features on your list until you're done. Then, at the end, you can polish it and stuff.
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# ¿ Jan 30, 2016 01:04 |
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BovineFury posted:I've been working on a kind of cross between Fruit Ninja and Missile Command. From looking at the demos, the art in the game is decent enough to convey the gameplay in the game (different enemies for different attacks, larger enemies take more hits, etc.) so that's good! I'd say if you want it to not have a "programmer art" feel, I would first recommend keeping all your art throughout the game consistent. As it is, it looks like your gameplay objects have a distinct visual difference from your background. It feels like you're going with a pretty simplified look for the baddies, yet the background is this oddly detailed and animated sky-scape. I would try to keep a uniform theme and have the background something like a sheet of construction paper, or something related to drawing or whatever. Also, I'd recommend improving the UI as well since it seems you're using prepackaged alerts and drawing default text right now. As for your enemy animations, personally, I would add a transition animation between when an enemy is being drawn and after they move down since it seems like the sprite for the face just pops in.
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# ¿ Apr 5, 2017 00:57 |
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Spent a couple of weeks trying to recreate some music I made for an old game. The original track was made in Noteworthy Composer and is essentially a MIDI file converted to an MP3 with the Chorium soundfont: https://soundcloud.com/harold-krell/blue-horizon-original-midi?in=harold-krell/sets/roboagogo Ultimately, I want to recreate this track in VGM Music Maker, which is a tracker that emulates the way sound is output on a Sega Genesis/Megadrive system. I started by just trying to copy what I did with the original MIDI and adjusting the frequencies of the instruments to match as close as possible to the soundfont. After listening to a bunch of older Sega tunes, however, I realized the original track has too many places where not enough is happening. Here's what my first draft sounded like: https://soundcloud.com/harold-krell/blue-horizon-1st-draft?in=harold-krell/sets/roboagogo After listening to it again, it doesn't necessarily sound bad. I feel like the sweeps end up having this weird ambient quality that's similar to the tracks in Donkey Kong Country, but it really doesn't sound right for a Sega Genesis platformer type of game. Also, in both the MIDI version and this draft, the percussion is too distracting. I ended up redo-ing most of this and ended up with this second draft: https://soundcloud.com/harold-krell/blue-horizon-2nd-draft?in=harold-krell/sets/roboagogo I think this one captures the more frenetic style of a lot of Sega Genesis tracks, especially those found in platformers like Sonic, Ristar, and Dynamite Headdy. I still sometimes get the urge to tweak some parts of this track, but I think I have it in a state where at least I'm satisfied with it. If anyone has any opinions and/or criticisms, I'd welcome it, especially if you have experience with VGM Music Maker or Sega Genesis-sounding music! I still trying to find a better way to set the tempo more accurately.
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# ¿ Apr 11, 2017 08:24 |
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I've been updating an old jam game for the past year or so, and have just recently solidified the character controls. Here's some footage of the most recent build of the new game: https://www.youtube.com/watch?v=5hxZP1vd4_M For reference, here's some gameplay of the old jam game: https://www.youtube.com/watch?v=iv-91L_H7Do
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# ¿ Feb 17, 2019 22:43 |
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Just finished up the intro scene for my game. https://twitter.com/harold_krell/status/1142495494288994304 It's going to be enhanced remake of an old Awful Jam entry I made a few years ago. It's a platformer where you try to collect balloons and feathers across some rooftops and slowly but eventually gain the ability of flight. You can download and play the original version here: https://harold-krell.itch.io/lou-ny-balloon-y-goes-floatin-round-town
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# ¿ Jun 22, 2019 20:58 |
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Recent features completed: - damage to the player character/balloons - "lose" scene when the player falls off below the screen
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# ¿ Jul 13, 2019 18:04 |
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Finally added the foreground tiles to the first level of Louny Balloony. https://twitter.com/harold_krell/status/1155147625592545281 The building tiles were modeled after some prototype background buildings I ended up omitting since they seemed too busy and detailed to put as backgrounds for the game.
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# ¿ Jul 27, 2019 17:43 |
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Added a new special attack to my game: https://twitter.com/harold_krell/status/1175587516348420096
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# ¿ Sep 22, 2019 03:26 |
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Been busy making an enemy AI for the player character to fight/navigate against. Trying to make it so these enemies don't clump together after a while on the screen. Also, the physics of the balloons can cause some weird interactions if hit in the right way. The end of the gif where the group of balloons deflect the player is an "ideal" interaction, but in some instances can cause the player to propel in a seemingly wrong location or at a way too high speed, so that still needs to be ironed out. https://twitter.com/harold_krell/status/1180629339282391040
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# ¿ Oct 6, 2019 01:21 |
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Added more birds to my game.
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# ¿ Oct 26, 2019 22:18 |
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Finally created enough art assets, enemies, and features to use in a 10-15 game demo. https://twitter.com/harold_krell/status/1195833761780224001 I still want to clean up the demo intro and ending, as well as update some of the placeholder art like the big balloons, before I release, but it's nice to have something so far that resembles an actual, playable game!
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# ¿ Nov 17, 2019 01:09 |
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I've released a gameplay demo for the balloon game I've been working on! Download and play here: https://harold-krell.itch.io/louny-balloony Based on an old Awful Jams game (which can be played here: http://www.awfuljams.com/big-awful-2016/games/lou-ny-balloon-y-goes-floatin-round-town)... ...I've been reworking with new graphics and updated gameplay! A twist on a traditional 2D-platformer, collect balloons and feathers to go from walking on city rooftops to flying across the stage!
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# ¿ Dec 27, 2019 00:21 |
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Finished a draft of background music for the next level in my little platforming game. Might try extending it later in development. https://soundcloud.com/harold-krell/louny-baloony-level-2 Also, I released a demo for my game over the Christmas holiday if anyone's interested in playing it! https://harold-krell.itch.io/louny-balloony
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# ¿ Jan 11, 2020 23:55 |
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Compiled a couple videos featuring background art and music for my platformer. Trying to go for a Sega-Genesis vibe: https://www.youtube.com/watch?v=BcSz7HeOLmM https://www.youtube.com/watch?v=LUHk226ptTI
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# ¿ Mar 8, 2020 16:56 |
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A game for streamers: https://twitter.com/harold_krell/status/1261740921323843585
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# ¿ May 16, 2020 21:24 |
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Released a demo for a platformer I've been working on. Kind of a mix between Balloon Fighter and a side-scrolling shoot 'em up. https://twitter.com/harold_krell/status/1279451383846993920
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# ¿ Jul 4, 2020 17:32 |
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Making the first boss for my side-scrolling platformer. Normally, the camera pans across a static premade environment created in a designer. However, when a certain distance threshold is passed, the camera stops but the background and objects get a faux camera speed applied to them making it appear that the camera is still moving. Buildings are then procedurally generated to the right offscreen. The boss is inspired after multi-sprite bosses of 16-bit games like Seven Force in Gunstar Heroes, where simple independently moving sprites compose the boss itself. It moves by calculating the next initial y-speed it needs to jump on the next platform, regardless of position, and then jumps after a certain period of time. Once the boss is defeated, the procedurally generated buildings are stopped and the camera moves once again to go through the next part of the level. https://twitter.com/harold_krell/status/1284940270803410944
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# ¿ Jul 19, 2020 21:22 |
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Heya! I've been developing a side-scrolling platformer for the past year or so and figured it could use some more exposure, so here's Louny Balloony! It's mechanically similar to the Balloon Fight game on the NES, but with graphics and music leaning towards the 16-bit era, and with a bunch of other gameplay quirks. Each level brings a change in scenery and offers a new set of obstacles to keep things fresh! I'm currently developing the game solo, including coding, graphics, and music. I have a demo of the potential first level available on itch if anyone is interested trying it out: https://harold-krell.itch.io/louny-balloony Otherwise, I usually post dev progress on my twitter whenever I have the time. Since my day job as a coder has been more busy lately, I'm currently focusing more on creating trailers/gifs/whatever to promote my project. https://twitter.com/harold_krell/status/1358192862131744768
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# ¿ Feb 7, 2021 02:33 |
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# ¿ Apr 26, 2024 15:35 |
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Hello! I just released a new demo last week for a game I've been solo-deving. I'm planning on releasing an updated version for a showcase next week, and it'd be great if anyone was willing to try the current version just to experience the game feel and check if there are any notable bugs. For those interested, it's a side-scrolling platformer that plays kind of like the NES Balloon Fighter game but with longer levels, and has a 16-bit style for art and music. The latest demo (v0.4.0) is available here, as well as an older demo (v0.3.0): https://harold-krell.itch.io/louny-balloony Each version contains a demo for a different level, although the older demo is missing some of the newer game mechanics. The goal for the next release is to consolidate these 2 levels to be playable in a single application. https://twitter.com/harold_krell/status/1421625611374645249
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# ¿ Aug 14, 2021 22:48 |