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Golds Curse
#1
In my spare time I've been working on a game that combines elements of Castlevania, Ducktales, and Super Mario Bros 2. I've been doing some of the artwork, but the level artwork was commission for a friend who needed some money. Besides that, I've also been doing concept art and all of the level design.

The setting of the game is inspired by the American mid-west and the gold rush.

I've also felt that I can speed up production by scouting for talent for anyone who would be interested in paid work to improve sprites or make new ones. The main goal is making an authentic looking NES style game, so everything is being done in the NES limitations (with rare artistic license). Right now this is a game being done when I have time (or just plain feel like it), so sprites would be commission.

This is the only spriting community I really remember or know about, so I figured this would be a good place to start seeking help.

So if this interests you, throw me a PM or add me on Skype (sondrogomez).

These were early tests made in Clickteam Fusion 2.5, but the game is being considered to moving to Construct 2 for its Wii U compatibility. The Castlevania style physics will also probably be done away with for something more along the lines of Zelda II or Super Mario Bros 2.
[Image: 4Vrl9lb.gif][Image: W3kVrmv.gif][Image: NLIFiiX.gif]

Most recent sprite work I did:
(hud)
[Image: 90E8fN2.png]
(animated bell)
[Image: MtexXCP.gif]
Character color test:
[Image: nuIyBgl.png]

Hope this is enough information to qualify for a thread! It's not often I make threads for any sort of project, but I think it's time to look for help.
#2
well shit i remember you you're the guy that sent me a pm on pixeljoint

funny to see you using gors' (or mine whatever) sprites

so how's this coming along man ?


edit: whoops necroposted
[Image: E3DU8rS.png]
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Thanked by: Paladin, ShaneLite
#3
Seems like an interesting concept. Sadly, I don't have any experience in Contstruct 2 or CF2. Does the Wii U even allow homebrew on it?

As for the physics, sliding down a hill with a slope less than 45 degrees seems like it would get annoying. Unless a character is a ball or on wheels, they should stay grounded on shallow slopes, and only slide down when the slope exceeds 45 degrees. As I understand it, Construct 2 uses built in Box2D physics, so that may not be an option for you.

If you were coding this in C++, I'd lend you my shape classes so you can make a more basic physics system with them. They support rotation and resizing, too, but not all forms of deformation, except for the triangles, which are more dynamic since they don't hinge on a center point.

On a side note, what program did you capture those GIFs with?
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#4
(06-03-2014, 05:50 AM)Lexou Duck Wrote: well shit i remember you you're the guy that sent me a pm on pixeljoint

funny to see you using gors' (or mine whatever) sprites

so how's this coming along man ?


edit: whoops necroposted
Hey, the projects been growing! Good to see you here too. Since the last update, the art styles changed a slight bit. Placeholder sprites are now using the Wai Wai World Simon sheet (they fit the new art direction better).

(06-03-2014, 11:12 AM)Midi Wrote: Seems like an interesting concept. Sadly, I don't have any experience in Contstruct 2 or CF2. Does the Wii U even allow homebrew on it?

As for the physics, sliding down a hill with a slope less than 45 degrees seems like it would get annoying. Unless a character is a ball or on wheels, they should stay grounded on shallow slopes, and only slide down when the slope exceeds 45 degrees. As I understand it, Construct 2 uses built in Box2D physics, so that may not be an option for you.

If you were coding this in C++, I'd lend you my shape classes so you can make a more basic physics system with them. They support rotation and resizing, too, but not all forms of deformation, except for the triangles, which are more dynamic since they don't hinge on a center point.

On a side note, what program did you capture those GIFs with?
A recent update of Construct 2 does allow for Wii U homebrew on it. Games on it run through the Nintendo Web Framework. I feel like this kind of game will be right at home on the PC and Wii U.

As for the hill sliding, that was a default in Fusion 2.5 that I never intended to keep. Fusion 2.5 has been abandoned for this project as a whole.

I don't think Construct 2 supports C++, but I could be wrong. I have a bit of JavaScript experience from Unity, but nothing to boast about. Pretty much everything in the game is being designed with NES hardware limitations in mind, for an authentic experience.

Gifs were made using GifCam!


I've been doing more things myself now, mostly mock ups and sprite work.

Bell animation.
[Image: tumblr_n5lg464f9X1s4ro4eo1_75sq.gif]
Door animation test.
[Image: tumblr_n5uyi4P4mR1s4ro4eo1_r1_400.gif]
New player sprites.
[Image: ngKNH6W.png]
Playing around with the NES pallet, dunno which ones even correct at this point:
[Image: YSwYRep.png]
I've been working on the new engine in Construct 2 (but then Mario Kart 8 happened):
[Image: J93Tk9n.gif]
Level maps are also being worked on.
[Image: hDJ4CCA.png]

That's basically what's new. Smile

Only other thing to report is the project will be having a 4 month hiatus for the Fall while I work at Walt Disney World for an internship.


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