Affichage des articles dont le libellé est Screenshots. Afficher tous les articles
Affichage des articles dont le libellé est Screenshots. Afficher tous les articles
jeudi 2 mars 2017
Voxel Baller on Greenlight
I'm doing a voxel brick-breaking game for a few months. It's now on Steam Greenlight!
You can help by voting here: http://steamcommunity.com/sharedfiles/filedetails/?id=875291830
Libellés :
Greenlight,
Screenshots,
Steam,
Voxel,
Voxel Baller
jeudi 1 septembre 2016
Latest screenshots
Here are some screenshots showing the latest build of Cape Bleue.
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| You can use a small robot to get in narrow places. Or to initiate a mine or another trap... |
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| Trying to guard with a shield against an attack. |
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| Slaying mosquitoes. |
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| Sending a knife. |
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| Same thing with a fireball... |
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| Effect of a fireball in someone's face. |
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| The new dialogue UI. |
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| First tests of localization (the main version is in english). And you can see how the scene is zoomed in, as it is in every building's interior now. |
mardi 19 juillet 2016
Recolor
I spent some time lately working on colors. I edited the colors of nearly every object in the game, and redrew some of them.
Below you can see before/after comparison screenshots (click for full size):
There is still work to do, especially on enemies, as I plan to redo them with a better contrast and volumes, like shown below (still in progress).
Here are some screenshots showing the latest build, with new colors everywhere. There are still tunings to do, but it's really better than before. I hope you'll like it.
Below you can see before/after comparison screenshots (click for full size):
There is still work to do, especially on enemies, as I plan to redo them with a better contrast and volumes, like shown below (still in progress).
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| Up: current enemies. Down: the kind of thing I'm doing. |
Here are some screenshots showing the latest build, with new colors everywhere. There are still tunings to do, but it's really better than before. I hope you'll like it.
Libellés :
Backgrounds,
CapeBleue,
Interface,
PixelArt,
recolor,
Screenshots
lundi 4 juillet 2016
Latest build screenshots
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| I changed the sky color in Village & Plains levels |
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| An upside down frame of player character showing the new salto / double jump |
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| 2 objects to highlight transitions between levels: a sign (telling where you're going) and a giant blinking arrow |
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| Mosquitos send green bullets. Their behavior still needs work (I want them to move around the player, without being too hard to hit with a sword attack...) |
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| Here you can see the new tileset, and a bit of water caves |
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| You can now send fireballs, with 3D sound & nice smoke particles |
mardi 31 mai 2016
Portraits & new tileset
I've been unable to code for a few days (plugin incompatibility, waiting new version to solve it), the good thing is I used this time to add new graphics.
The first is a style of portraits, showing every character in the dialogue part of the game. Making portraits from ultra low-rez sprites is fun! Here is the first batch, click for bigger size:
The first is a style of portraits, showing every character in the dialogue part of the game. Making portraits from ultra low-rez sprites is fun! Here is the first batch, click for bigger size:
And I'm working again on tileset. Here is a screenshot of my work in Pyxel Edit, showing the new tileset I'll use in the beginning of the game (the goal is to replace the tileset used here for example).
mercredi 18 mai 2016
Latest screenshots
I worked on level design lately. I think the design of the first level is now 95% complete. I also debugged a lot of things, but there are still problems to solve.
Here are a few screenshots of the game in its current state (still in progress):
Here are a few screenshots of the game in its current state (still in progress):
lundi 9 mai 2016
What's new
I programmed some interesting new stuff lately, and did a lot of debugging.
- I worked on performance, creating a system of auto activation/desactivation used by every enemy. And I reworked the enemy AI to avoid unnecessary colliders usage (for example, on the situation showed on the GIF I posted last time, now two of the colliders are only activated for a frame, when needed).
- Charged attack is now possible in the game! You keep the attack button pressed, during this time a bar fills itself (while the stamina bar decreases), full after 2 or 3 seconds. When released, you perform a strong attack, with a damage multiplier.
- I did a lot of debugging of animation transitions, and some changes in the game's physics (most of the objects have less mass than before).
- You can now pause the game.
- I knew it was going to be like this, so I shouldn't complain... But the swimming part is really hard to program, if I want it in a perfect way, covering every possibility (I want the swim ability to be unlocked during the game...), feeling natural & debugged... I'm still working on it.
I hope I can release a good demo of Cape Bleue, soon! Thank you for following this blog.
- I worked on performance, creating a system of auto activation/desactivation used by every enemy. And I reworked the enemy AI to avoid unnecessary colliders usage (for example, on the situation showed on the GIF I posted last time, now two of the colliders are only activated for a frame, when needed).
- Charged attack is now possible in the game! You keep the attack button pressed, during this time a bar fills itself (while the stamina bar decreases), full after 2 or 3 seconds. When released, you perform a strong attack, with a damage multiplier.
- I did a lot of debugging of animation transitions, and some changes in the game's physics (most of the objects have less mass than before).
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| Here is the animator for the player object. Pretty nightmarish. |
- You can now pause the game.
- I knew it was going to be like this, so I shouldn't complain... But the swimming part is really hard to program, if I want it in a perfect way, covering every possibility (I want the swim ability to be unlocked during the game...), feeling natural & debugged... I'm still working on it.
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| Oxygen bar is one thing done. |
jeudi 7 avril 2016
Swim
I'm working on the swimming mode for Cape Bleue, with an oxygen bar, and its own move speed, animations, etc. Here is a screenshot of a quick test I just made:
I also redesigned some UI stuff, and added a "unlocks" panel in the inventory, showing each abilities unlocked by the player. Here is a screenshot:
That's all! Thanks for your support, and for following the development of Cape Bleue, on this blog or on Reddit.
I also redesigned some UI stuff, and added a "unlocks" panel in the inventory, showing each abilities unlocked by the player. Here is a screenshot:
That's all! Thanks for your support, and for following the development of Cape Bleue, on this blog or on Reddit.
Libellés :
CapeBleue,
PixelArt,
Screenshots,
UI,
User interface
mardi 19 janvier 2016
New UI and other nice things
I worked on a lot of small different things lately. Here are a few screenshots showing the new stuff.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.
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| On this screenshot, a color corrected version of the new UI (brighter & less contrasted). |
I also added some interiors. Here is the supermarket.
I programmed a shadow effect, like in Street Fighter Zero/Alpha (during super attacks), or Castlevania Symphony of the Night.
Libellés :
CapeBleue,
PixelArt,
Screenshots,
UI,
User interface
vendredi 18 décembre 2015
Mountains & caverns
I'm still working on new backgrounds.
Here are some screenshots showing the new mountain background, and a first try of mine level. Click for full size.
Here are some screenshots showing the new mountain background, and a first try of mine level. Click for full size.
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