Scary Monsters

Show off your games, demos and other (playable) creations.
User avatar
Ryne
Party member
Posts: 444
Joined: Fri Jan 29, 2010 11:10 am

Re: Scary Monsters (scrymnstrs)

Post by Ryne »

Just a couple of updates.

First, I've made some changes to the artwork (still looks similar to the current stuff overall, except more "polished" and high quality), and I'll probably start programming this within the next couple of days. I'm thinking of keeping the current artwork a secret, I might however post some small stuff to tease you guys. Basically, I don't want you to be able to expect everything that's coming.

Second, I need a few people to help. I'll be attempting to program the game alone, but if I do happen to need help I'd like to have a few people to test what I've done so far, or at least to shoot my ideas at to get opinions. These people will unfortunately be open to everything I'm doing, so you won't really be surprised when the game is finished. Skype would be beneficial for you to have as well.

Anyway, if anyone is interested let me know!
@rynesaur
Riot
Prole
Posts: 6
Joined: Sat Oct 01, 2011 9:43 pm

Re: Scary Monsters (scrymnstrs)

Post by Riot »

I'm really interested :) Your game looks awesome!

Should I drop you a pm? My skype is ValiumSkyper
User avatar
Taehl
Dreaming in associative arrays
Posts: 1025
Joined: Mon Jan 11, 2010 5:07 am
Location: CA, USA
Contact:

Re: Scary Monsters (scrymnstrs)

Post by Taehl »

I'd like to participate if you would like my help. I could install Skype if necessary.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
User avatar
SoggyWaffles
Citizen
Posts: 72
Joined: Sun Jan 02, 2011 3:27 am
Location: Wyoming, USA

Re: Scary Monsters (scrymnstrs)

Post by SoggyWaffles »

I would be more than willing to help test and hash out ideas. I'm not that best programing, so... But I also don't have a ton of time, school is heating up right now. But come December I will be very very very free, and bored.
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
User avatar
Giantfishy
Prole
Posts: 3
Joined: Wed Sep 28, 2011 8:48 am
Location: New Zealand

Re: Scary Monsters (scrymnstrs)

Post by Giantfishy »

This looks really cool. I love the art style. :D
User avatar
Ryne
Party member
Posts: 444
Joined: Fri Jan 29, 2010 11:10 am

Re: Scary Monsters (scrymnstrs)

Post by Ryne »

Just wondering what you guys think of this overlay effect. I think it adds a nice creepy ambiance, since you'll be fighting monsters and stuff.


Image
@rynesaur
User avatar
tentus
Inner party member
Posts: 1060
Joined: Sun Oct 31, 2010 7:56 pm
Location: Appalachia
Contact:

Re: Scary Monsters (scrymnstrs)

Post by tentus »

Ryne wrote:Just wondering what you guys think of this overlay effect. I think it adds a nice creepy ambiance, since you'll be fighting monsters and stuff.


Image
I'm digging it.

Do the trees make anyone else think of Dr Seuss?
Kurosuke needs beta testers
User avatar
Larsii30
Party member
Posts: 267
Joined: Sun Sep 11, 2011 9:36 am
Location: Germany

Re: Scary Monsters (scrymnstrs)

Post by Larsii30 »

I like it. *thumbsUp*
User avatar
Ryne
Party member
Posts: 444
Joined: Fri Jan 29, 2010 11:10 am

Re: Scary Monsters (scrymnstrs)

Post by Ryne »

Lol I kind of feel like that overlay isn't perfect, but when I remove It - I miss it. So I think I'll play with it a bit, and maybe I'll come up with something cool.
@rynesaur
User avatar
Jasoco
Inner party member
Posts: 3725
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: Scary Monsters (scrymnstrs)

Post by Jasoco »

I like it, but it depends on how big the viewport is going to be. How big of a 1:1 resolution will the game's screen be? i.e., if you were to scale that image down to 1 pixel = 1 pixel, how big would the initial window size be?

I wrote my own screen.lua library for personal use to handle setting up my screen, setting how big the initial drawing area is, what scale to scale the window to and how big the tile size inside of it is. (If the game uses tiles, which they almost always do) So I can drop it into a project and just call the right functions to render the game when I need to. Of course it uses FrameBuffers so I guess I'd have to do some fiddling if I ever got a computer that couldn't support them just for testing purposes.
Post Reply

Who is online

Users browsing this forum: No registered users and 190 guests