[Steampunk Giants] concept art

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A complete set of graphical user interface (GUI) to build 2D video games. With steampunk theme. Suitable for action game
  • <center><img src="http://i174.photobucket.com/albums/w89/Popowigeon/logo03.png~original" border="0" />

    Steampunk Giants is a fast-paced side scrolling shooter I've been toying with for awhile as an excuse to practice with Construct2. The concept can pretty much be summed up by one sentence: any problem can be solved by shooting it. Lots of enemies mean lots of explosions.

    As of now, I've got the player controls working pretty well and some of the more basic enemy AI working as well. I'm currently working on making some interesting enemies (both in visuals and gameplay terms), so I thought I'd post a few sketches I did for ideas so far. I'm going for a goofy cartoonish design, something similar Metal Slug and the like.


    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts01.jpg~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/creeper01.gif~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts03.jpg~original" border="0" />

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/concepts02.jpg~original" border="0" />

    And to show I'm not just blowing smoke up anyone's skirt, a quick ingame screen:

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/screen1_02-10-14.jpg~original" border="0" />

  • Looks Cool.

  • Such amaze art. Much wow factor. Mechs with steampunk? Pure sex appeal!

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  • This is hitting all the right strings, man. Steampunk? Check. Mechs? Check. Pixel Art? Check. Amiga? Check!

  • This is awesome, love steampunk.

  • Great concept art!... but I'm not sold on the retro-style implementation.

  • The ladies love it.


    Amiga? Ouch, I thought I at least made it to the Sega Genesis.


    Not a fan of the retro 2D visuals as a whole or not the style of it so far? I'm curious 'cause I've had a bit of trouble translating the charm from the large concepts to the small sprites in-game.

  • Not a fan of the retro 2D visuals as a whole or not the style of it so far? I'm curious 'cause I've had a bit of trouble translating the charm from the large concepts to the small sprites in-game.

    That's exactly what I meant... I love retro style, but for this game, I personally think it's not the best choice. Maybe a kind of 'vectorish' sprites would help to retain the charm from the original concepts.

  • Retro yet still looks so visually vibrant and attractive! Me Likeee <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Awesome design for the carrier, it reminds me of the one in Iron Brigade!

    Love that walk animation for the creeper, too. Nice and weighty. Can't tell if it's supposed to be a tripod or it's just missing a back leg though.

  • PlanetX

    You might be right. Though, I feel like I can easily add character to the larger sprites. Most of the non-trash enemies will be about 1/2 the size of the player or bigger, so I might try working on some of them to see if they work well before I make an decision though.

    ahr Ech

    Damn! You noticed that, too? I was hoping it wasn't that noticeable. I had trouble with it because the front leg covers the back and moving either of them makes it look bow-legged and changing the timing on the movement makes it look like it's limping. All I can think of is to lengthen the body. Any suggestions, master?

  • Oh, I see it back there now. Yeah, that's tough. Lengthening the body would work, sure, but the compactness it has now is really nice. Since the back legs are smaller maybe they can be closer together without looking weird?

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