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Beyond the Veil

My main issue is with Pine's hair, the flat colour just doesn't match. I suggest upping it to a highlighted dark grey/blue, so it still comes across as black, whilst being able to have the similar amount of detail that the other sprites have.
 
Blowin' a cloud of BUMP?
Yo, you must be on a mission
BUMP somethin'?
BUMP this one.


tiny tiny update...
Bigger one coming soon.
 
Bumpin the thread!! Lot and lots of sprites done for existing characters. Getting closer to getting my battle system to work without much coding (BUT I STILL NEED HELP WITH CODING!!--MONEY AND MY TALENTS AT YOUR DISPOSAL AS PAYMENT!)
Stuff is updated in the first post with the sword god, Cyrus as well as some other upcoming characters (though no pic for them).
Still no demo... I'm lame and a liar! Hopefully it will be out within the next week because it's spring break and I'm gonna work on this all day every day! I'll probably start working on menus and such so that a limited demo will still 'feel' like my game and not an RTP something or other.
Stay tuned!!

Had some problems earlier with RTAB and AB working together... There were annoying pauses whenever my dudes were attacking. BUT! I found out the problem. My sprite sheets for animations were TOO HUGE! If anyone else is having this problem, just tone down the size and break up each sheet into attacks rather than all the sprites/frames being on one sheet.
 
I've read the thread and am unclear about the graphics style for the ACTUAL game, not just the battle system, all these sprites seem to be made for a battle engine.

What are the map sprites like, and if you have sprited them, what style are you using for the mapping.

At the moment, it just seems like this is a gorgeous custom battle system with no other features or content. I guess I'll just have to wait for the demo too, but will it just be a battle system tech demo or something playable with story development/exploration?

Seriously, the spriting is probably the best I have seen on these forums, but where is the actual game information?
 
Yeah it'll just be a tech demo. I don't have any map stuff done yet, it's basically to show off how the battles will work. I haven't decided if i'll use tilesets or pre-made/rendered maps. Either way it'll be nearly 100% original and the chara sets are likely to be larger.
I'm a bit confused as to what you all mean about 'game info'. What do you mean? What is lacking?

"no other features or content"
It's not just gorgeous. It's deep, fast paced, rewarding, extreme(!), and fun(!!). A BIG focus is on the battles because that's the fun part of the game, but I know the story and characters will be likeable and intriguing as well. The story itself focuses on fighting and what it means. In other games, the fighting could be viewed as an overall notion of fighting for what's right, but here it is the more literal notion of battle/fighting/competition/revenge.
I lay this thread out with the assumption that certain aspects will be expected from the gamer. I don't waste my time listing things like character portraits as a feature, overdrawn explanations of characters, listing every little country and city, or whatever... They're just fluff. I don't want to reveal too much of the story and going on and on about that kind of stuff is amateurish.
There is indeed a lot missing, but this game is just getting started (though I must admit I have a ton of concept art i could post up next to the character intros instead of their sprites). The title screen is also about done and hopefully will be up tonight. I'll polish up my menus/windows over the next few days, then the next days after that, make some fun mini-boss battles.
Still... if there's anything anyone expects or would like to see in the thread, let me know.
 
Well this was my point. In didnt understand what the game really was about outside the battles - this seemed a little like a project thread for a battle system as oppsoed to a game. But as you have said you have not even decided on the mapping of the areas in any way yet.

For example, consider the differecnes between games like Xenogears and Wildarms, both rpgs with battle engines, but outside of battle they are both clearly distictive because of their atmosphere and original features - what features are in your ame ourside of the battles and what is the atmosphere like? Real world, magical, sci-fi, horror, urban etc
 
Cool. Thanks Calibre, I appreciate the no-nonsense critique.
Updated first post with a screenie.
Demo should be out in a few days!

EDIT
Dear Wise, Wonderful, and Compassionate admins,
Whata elsea I gotta do to blast this baby into the regular projects thread?
Thanks ya'll!
 
Cool I appreciate it!
I know I'm still missing a lot of stuff that a regular project would necessitate, like at least a few maps and a title screen. But was just a bit curious so I could set my sights.
 
Rain or Shine, no matter what I have done, there's gonna be somethin' for download on the first page by this weekend. I dunno if you could call it a demo, but that's what it's tryin' to be!
 
Yay! Here it is! Check the first post or Demo thread.
Not much now, just one battle. The next one will have more variety in enemies, as well as character customization. I wanna say that'll be in a few days, but who knows?
 
Congragulations on getting something out!

I must say though, I'm the last person in the world to whinge about the size of downloads, but 43mb for a single battle demo is pretty freaking steep! You may want to explain to downloaders the reason it's so big to save yourself:

"Wowz! Too big! Can't download! Sorry!

Has this download had all the unnecessary extras taken out like unused mp3's and aniamtions etc?

Anyway, I'm currently downlaoding, I'll give feedback soonish.

EDIT:

You should really make sure the standalone download works before releasing it... no beach battleback in the folder, so the game crashes, and I can't see the font either.
 

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