Concepts and Mock-ups

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  • I have done the same thing. >< The ones mentioned here are not even half the ideas I've gone through, just the ones I've made progress on.

    I get stuck on feature creep and end up making my game ideas too complicated for my current skills. Which is why I keep trying for simpler ideas, based more around gameplay to teach myself how to get to the more complicated ones.

    If this is your issue as well, might I suggest trying to clone a classic game first? To learn the engine you want to work in before trying one of your other ideas (going through your list from simple to complicated). It's working for me, so far. I keep thinking of ways to change it but by having that classic game as a base I know I wont get too far off track.

    If you're stuck with the art, I suggest working out the game first. You may not need as much as you think, and getting the gameplay figured out will tell you what exactly you need.

    I had no idea what style I'd be using until I actually started playing in the engine. You can see how the art style changed with each engine switch. Now I'm focusing on simple, easy to animate, because I can't avoid the art (I can't seem to use placeholder boxes ><) but I want to make a very simple game.

    If you need help learning how to draw what you need, I know of some great tutorials, just ask. =)

  • ah thnx :], make the art and assets is easy for me

    the bomb right now is sound/music :/

    i'v decide what i want make from the game mechanic side of things

    and i made the inverse with mine: aesthetic > simple plot > gameplay

    because i can see that i will put some aspects that is not the "core mechanic" sorta thing

    reading your post i can see that maybe this is a "issue" side with artistic driven devs, like, programmers avoid start their games with the art; of course, starting with the art bring this loop of things being redone over and over again but, i feel more comfortable designing the "look" of things and then making the interactions; i feel like, strange to think "gameplay-wise" yet. if this make any sense.

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  • I apologize for being so slow to respond here.

    I agree it is an issue for the art-driven devs. I too feel more comfortable getting the look down first, but I also get lost in gameplay ideas. I'm learning that working on the art first is a way to focus myself, so I'm not getting too deep into "feature creep" and going beyond my actual skill level.

    This time I did make some placeholders for the tiles and backgrounds, which has made things go a little quicker.

    Now, however, I'm working on the backgrounds/tiles as I'm not sure what I want for level design yet. Figured getting the pieces in would help.

    I haven't been able to do too much lately, been kind of busy.

    But I have a mock-up of the tiles/bg now.

    Could be too bright...not sure.

    <img src="" border="0" />

  • Dyre

    very nice, really like this vibe

    it will be a exploration game?

  • More Mario clone with a little extra. Enemies are defeated by hopping on them or shooting them with a gumball (when available).

    Instead of breaking blocks for coins (gum bits), enemies drop them when defeated.

    Chests will contain power-ups, but they're still temporary (in that damage removes them).

    The sprite in the mock-up is the tiny, default version. She has a bigger version and a "Magic Gumball" version (like Mario's fireball). I also need to work out what to use as the Invincibility Star.

    The plan is to just have four levels, fairly short, mini-boss in one and a big boss at the end of the last.

  • Dyre


    maybe onde o this games cam inspire you with some design direction(not for the quite for the platformer thou...)

    just in case you go back to your first project idea, hope it give some kind of "insight"

    youtube video links:

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  • Thanks. ^.-

    Oh, the first project is one of two big ones I want to make someday. They will not be going anywhere, I am going to get to them. =)

    The others are build-up, as I keep over-complicating everything and then I realize I can't actually do this right now.

    Even the Mario clone is proving a bit much because I had to go and make big sprites and now it's taking too long to make them - and as mentioned they are too big. Resizing and figuring out the proper size for collision is proving a pain in my butt. ><


    I have not seen any of those games, and they look pretty neat. I'll look into them. My main inspiration for Oh, Brother is Zelda and Metroid though (for gameplay/exploration). Fortune Summoners has greatly inspired the visuals and tone, as it's one of few side-scrolling RPGs I've found that has real towns to explore (and stars little girls).

    My issues are mainly that I do not have the skills to make it yet. I have the story, most of the quests, items/upgrades/enemies, etc. worked out and written down. A bit of concept art is done too (including menu mock-ups), but I can't really get into making it as it's just too big for me right now.

    I did make a small demo in RMXP, for when I was going to try it as a turn-based RPG. It's outdated now, but the story and dialogue are still fairly accurate. As are the number of side-quests and how much the townsfolk have to say. Everyone has a name and personality and they know Nini as it's her hometown (and her parents are the leaders of it). Ramble,ramble, sorry. >< The link for it is still in the main post of this thread if you want to check it out.

    To show how much Nini is always in my head - I keep redesigning her, but these are likely to stick.

    Her costumes -

    <img src="" border="0" />

    And a prettied up one of her main costume -

    <img src="" border="0" />

  • Dyre

    this is really good

  • Thank you =)

    Anytime I get stuck on something I end up drawing Nini, so I have quite a few little sketches of her lying around. ><

  • Is it okay to revive my own thread? I hope so, because I forgot about it and I actually finished a project and am working on another one - so if anyone is still following this thread.

    <img src="" border="0" />

    <img src="" border="0" />

    I finished the little vertical platformer.

    Now I am working on Glimmer again, but with a new style and using Construct 2.

    <img src="" border="0" />

    <img src="" border="0" />

    Glimmer is about a little girl made of light in a world of shadow. The goal of each level is to collect a ball of light that will extend her personal glow.

    There's not much of a story, but I plan to add some still picture cutscenes for what there is.

    Shooting for Halloween release.

    I hope no one minds how slow I am to update this, I tend to only post to my tumblr or AGDG threads. As I -am- using Construct, however, I should post here more. ><

  • Awesome! <img src="smileys/smiley4.gif" border="0" align="middle" /> Your game looks great <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thank you. =D

  • If you're still interested, I would like to work with you I'm currently developing a game and already have an another project on hand and would like someone to step one as an artist, since you're also coming from C2 we could brainstorm together, never saw a polished animu type game in mobile, if you're interested talk to me here.


  • Sorry, I'm not interested in working on a team. I have too many projects of my own to get through right now.

    Good luck finding someone though. ^.-

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