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  • Very interesting indeed, motion above concurred.

  • <img src="http://www.thomasmahler.com/files/construct/images/swallowsnest_02.jpg">

    RMB the image and click on 'View Image' to see the whole thing.

    Does that look weird to anyone?

    Most of the scenery of what I'm putting together is rather sad and depressing - and this is the only place that's actually gonna be the opposite. The background is defined through broad brushstrokes instead of geometry or whatever to give it an impressionistic, idyllic feeling.

    With parallax scrolling and motion blur this actually looks rather neat, I think. But I just wanted to know what other people are thinking.

  • That looks really good, thomas. I like the black forground elements contrasted by the orange background.

    Here's a screenshot from what is now the third rewrite of the game I mentioned on the first page.

  • Hi! I'm new to the forums. I've been fooling around with construct for the last few months and finally started a serious project.

    It's an action/platforming game called "Darkstrands."

    <img src="http://img23.imageshack.us/img23/2902/openingp.jpg">

    This was actually done in Photoshop, but it should look about the same in Construct.

  • +100 genius points to dfyb.

    Best of luck with your project. Please keep us updated on your progress!

  • Cool stuff, guys

    I've also got another one:

    <img src="http://www.thomasmahler.com/files/construct/images/scythsTreasure_01.jpg">

    (Now you see why I asked whether the previous shot looks weird to anyone - the rest of the art direction is way more 'realistic'.)

  • All looks beautiful, Mr. Mahler!

  • There are some differences in style between these two screenshots, Thomas, but can't comment much because I don't know much about the theme.

    I like the style though and I wonder how that looks in motion.

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  • There are some differences in style between these two screenshots, Thomas, but can't comment much because I don't know much about the theme.

    I like the style though and I wonder how that looks in motion.

    Yeah, there's a _big_ difference in style between the two shots. I want Swallows Nest to feel very colorful, impressionistic, whereas most of the other areas are pretty dark and moody. It's still not really working though, yeah.

    Anyone remember A Link to the Past? I still remember playing that as a kid and walking around in the forest for the first time ever - it was full of mist at first and then, after you got the Master Sword, the mist lifted, revealing fresh, strong greens. That was so freaking beautiful - I absolutely loved just walking around down there. It was the most abstract impression of nature, but it worked wonderfully just through the strong colors and the music.

    And then, later in the game, you saw the forest from the top of the mountains - I loved that stuff. I'd love to get some of those feelings into this game.

    I think it always looks better in motion, thanks to the parallax layers and the animation (although there isn't really any animation for stuff like grass, etc., yet, dunno how to loop the freaking paint effects) - I'll try to use tons of layers, each with it's different set of scrolling attributes and overlay effects, so you get that multiplane camera effect.

  • Working on an action rpg/dungeoncrawler/roguelike/beat em up .

    <img src="http://img5.imageshack.us/img5/7381/wipf.jpg">

    Implementing basic gameplay (placeholder graphics).

  • awesome, that looks quite hot. The fact that is like a roguelike increases the beauty even more!

  • Well, it'll have elements of an roguelike, but it won't have permadeath and won't be using a turn based system... but dungeons will be randomly generated f.e. Other big inspirations are Golden Axe and Diablo.

  • I'm playing a little with lights in my latest project:

    <img src="http://erikakempf.de/construct/evertease1.jpg">

  • <img src="http://img99.imageshack.us/img99/7025/omgwtf.png">

    just a thing ...

  • doom sprites? awesome

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