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Devil Boy My current project

#1 User is offline   SidiousRed 

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    Posted 22 February 2011 - 08:03 AM

    Here are a few screenshots from my current IGM project, Devil Boy. It started out with the intention of being a simple clone of the NES classic Kid Icarus (i figured the polar opposite of Pit would be a little devil child) but since i started adding NPCs and a storyline it's taking on something of an RPGish quality. I'm also making an original soundtrack myself for this game, so far 5 tracks are finished and i think it's sounding pretty good so far. The first level is almost done so I'm hoping to have a demo up here on RPGCrisis within the next week or so.

    Attached File(s)

    •  DBscrren1.png (113.95K)
      Number of downloads: 11
    •  DBscrren2.png (120.34K)
      Number of downloads: 11
    •  DBscrren3.png (206.18K)
      Number of downloads: 8
    •  DBscrren4.png (199.16K)
      Number of downloads: 7
    •  DBscrren5.png (98.43K)
      Number of downloads: 8
    •  DBscrren6.png (125.28K)
      Number of downloads: 7
    •  DBscrren7.png (88.67K)
      Number of downloads: 6

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    #2 User is offline   habla_babla 

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      Posted 11 March 2011 - 05:51 AM

      Looks good so far. Anything new?
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      #3 User is offline   SidiousRed 

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        Posted 24 March 2011 - 05:58 AM

        ----------------UPDATE--------------------

        Just a quick progress report, things going very well, now working on level 2 of 3 (predictably, they are Hell, Earth and finally Heaven) here are a couple more screenshots.

         dbs1.png (784.13K)
        Number of downloads: 4
         dbs2.png (831.63K)
        Number of downloads: 3

        Also, here are a few pieces from the soundtrack



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        #4 User is offline   habla_babla 

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          Posted 24 March 2011 - 01:16 PM

          Seems to be coming together nicely. I never played Kid Icarus, so what kindof powers are you planning on using for him?

          And I was impressed by the music. Can definitely see it being used for a videogame
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          #5 User is offline   SidiousRed 

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            Posted 25 March 2011 - 08:25 AM

            thanks lol

            at the momment devil boy can shoot fire balls and thats it, i want him to be able to fly with the aide of a magic carpet for a limited amount time at some point tho (i think this may be hard to do, as far as i'm aware the gravity setting for a gadget cannot be changed depending on the action it is in) and im thinking about giving him some weapons that are more powerful than his fireball attack.
            I also have this idea about him being able to transform into a giant raging hulk devil when he gets real angry. too much? lol

            My next main objective is to knuckle down and do the sprite-work for more enemies, NPCs and finally get the tileset finnished to a point where things are'nt looking so samey everywhere you go, then i'll set my sights on developing items and powers before continuing with the level design, unfortunatley real-life money-earning work and family life do get in the way alot though
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            #6 User is offline   habla_babla 

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              Posted 25 March 2011 - 01:13 PM

              hmm.. the carpet thing. Would you able to turn a switch on from the player gadget coming in contact with the carpet gadget, and use the same type of gravity momentarily as say the space shooter demo? But I guess with the background layers not being the gadget layer i dunno.. maybe switch the layers too when riding the carpet? Probably just talking out of my ass lol.

              The hulk devil could be cool. Makes me think of the big purple monster you can turn into on 'zombies ate my neighbors' with the potion.

              haha and yeah sprites and tilesets are a bitch after awhile. I finally started to make a little progress when I just decided to use tile placeholders and just try to finish the level. And then go back and make it look prettier afterwards. Otherwise I just got bogged down trying to customize every little inch... ok I still do.
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              #7 User is offline   SidiousRed 

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                Posted 28 April 2011 - 02:22 AM

                ----------------UPDATE--------------------
                another quick progress report. Not too much new as i decided to take a couple of weeks off from developing the game as it (or more accuratel the IG Maker software) was starting to drive me a little crazy. but anyways heres whats new-

                -savepoint-based save system now fully working
                -tileset even further expanded
                -new enemies and NPCs
                -new music for the soundtrack
                -i have finalised in my head exactly how i want the story to play out

                the biggest thing there is that save sstem now works, it took a suprising amount of stress to get it sorted - as this game started out as a clone of Kid Icarus the origional plan was that there wouldnt be a save system, but this project has kinda run away from itself and is no longer a simple platformer but a simple platformer with too much dialouge

                In honesty, this project should be finnished in the next few months, all the remaining work is level design, art/animation work and then general polish, so im already thinking about my next project. Iv got this idea about doing a game in the style of Hideo Kojima's classic graphic adventure SNATCHER. I did some basic messing around with IGMaker a while back to see if this kind of game could be made with it and it tottally can, such a project would probably require greater art/animation skill than i possess though so i'm open to the idea of collaborating on such a project, let me know if you're into the idea.
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                #8 User is offline   hablababla 

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                  Posted 07 May 2011 - 02:28 PM

                  Hey good to hear you are still progressing. I can understand IGMaker frustrating you to the point where you need a break lol

                  How in the world did you get savestates to work??
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                  #9 User is offline   SidiousRed 

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                    Posted 08 May 2011 - 03:21 AM

                    lol, it certainly can be frustrating but i feel i recently turned a corner so to speak, after nearly a year of using the software im finally starting to get a feel of how it really all works.

                    my next update is gonna be more impressive, my game now has cut-scenes, lots more enemies and areas.

                    how to use savestates? with a lot of messing around! save states all works with the two switches 'read from file' and 'save in file'

                    basically to get a save point to work u make a gadget that when activated changes the memmory "AREA NUMBER" to wotever number save-point it is (if its the first save-point then 1) and then turns on the switch 'save in file' then turns it off again, this will save ur game.

                    to get loading to work from the main menu make an option to 'load' or whatever which takes u to a canvas that turns on the switch 'read from file' then turns it off agaian and give that canvas links to all canvases with a save point, making "area number = wotever" for the triggering condition.

                    thats pretty much how i got it to work, sorry if that confuses you, i always have trouble explainin this kinda stuff to other people
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                    #10 User is offline   SidiousRed 

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                      Posted 16 May 2011 - 09:05 AM

                      some snew screenshots

                       Devilboyy1.png (112.98K)
                      Number of downloads: 2  Devilboyy2.png (73.42K)
                      Number of downloads: 3
                       Devilboyy3.png (118.99K)
                      Number of downloads: 2  Devilboyy4.png (145.48K)
                      Number of downloads: 3
                       Devilboyy5.png (189.08K)
                      Number of downloads: 3  Devilboyy6.png (125.01K)
                      Number of downloads: 2
                       Devilboyy7.png (98.44K)
                      Number of downloads: 1
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                      #11 User is offline   hablababla 

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                        Posted 18 May 2011 - 04:18 PM

                        Nice. Seems to have alot more color and personality the further along you go. Any luck with flying or hulk-devil? lol
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                        #12 User is offline   SidiousRed 

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                          Posted 19 May 2011 - 04:21 AM

                          lol, i ditched the hulk idea, as for flying ive decide im gonna put hats in the game, wearing different ones will give u different powers, flying being one of them. the game is coming along quickly at the momment , im enjoying it. below a couple of updated screenshots of ones i put up before

                           Untitled1.png (142.81K)
                          Number of downloads: 2  Untitled3.png (164.02K)
                          Number of downloads: 3
                           Untitled4.png (90.62K)
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                          #13 User is offline   SidiousRed 

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                            Posted 28 May 2011 - 04:34 PM

                            here is a quick gameplay video of devil boy.

                            it kind of sucks, the screen capture software was causing major slow down and there is no souind, i'll replace this with a better video soon.

                            everything you see (particularly the make-shift artwork in the intro) is likely to change


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                            #14 User is offline   SidiousRed 

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                              Posted 30 May 2011 - 09:02 AM

                              a quick screenshot to show off the new and shiny XP AND LEVELING UP SYSTEM! futuristic, no? Also, clouds...

                               ack.png (133.52K)
                              Number of downloads: 2
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                              #15 User is offline   SidiousRed 

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                                Posted 03 June 2011 - 01:08 PM

                                an early look at the pause menu, i put off doing this for ages but now its done, just needs a little polish.

                                 Untitled22.png (144.33K)
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                                #16 User is offline   SidiousRed 

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                                  Posted 04 June 2011 - 02:50 PM

                                  pause menu +polish. my most pointless update yet?

                                   EQUIPPED.png (147.25K)
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                                  #17 User is offline   SidiousRed 

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                                    Posted 07 June 2011 - 01:55 PM

                                    some new screens for fun - the HUD and menu layout is now pretty much finalised

                                    Have added MP so fireballs have to be used more strategically, obviously i gave devil boy a melee attack to compensate.

                                     1.png (203.41K)
                                    Number of downloads: 2  2.png (153.88K)
                                    Number of downloads: 1

                                     3.png (138.25K)
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                                    #18 User is offline   SidiousRed 

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                                      Posted 11 June 2011 - 02:54 AM

                                      a part of devil boy i'm working on, confused? lol

                                       blue.png (21.6K)
                                      Number of downloads: 2
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                                      #19 User is offline   RedFox1187 

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                                        Posted 11 June 2011 - 09:52 AM

                                        This game looks like it is really coming together. I like the menus and such, it makes it look like more than a simple platformer.

                                        I have a small suggestion about your updates, though. It might be a little easier to see the updates if you just edit your first post, instead of adding additional posts. That way you can really see the progress without having to search through everyone else's comments. Just a suggestion though.

                                        Also, for game videos, I suggest Fraps. As long as your computer is half-way decent, it should give you good results. I believe they have a trial version you can try without needing to buy it. I used the full version to record the Mega AJ gameplay videos. It took a while to upload them to youtube, but I didn't want to sacrifice the quality. It's no biggie though, I just uploaded the videos when I went to bed.

                                        At any rate, good work. I can't wait to play this. Watching your game build progress inspires me to stick with mine. Good luck on it!
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                                        #20 User is offline   SidiousRed 

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                                          Posted 11 June 2011 - 10:14 AM

                                          thanks for the positive feedback, the game is coming together nicely, only problem is i keep having ideas for little extras and giving myself more work to do lol

                                          nice to hear you like the menus but they're going to change as im in the process of giving devil boy more stats (Magicattack, magicdefense and defense) and adding in a LOT more equipabble and usable items then i had ever planned, so menus gonna have to be redisigned to accomodate this.

                                          i'll give fraps a try but as for my computer being half-way decent...well, im stuck with a laptop right now lol

                                          stay motivated with your project, look forward to seeing more about it
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