Added: 4 years ago
From: darkfalzx
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  • I'd wish real girls would move like this... I absolutely LOVE the animations <3 <3 <3

  • Oh bless her ... she's got elephantitis at her age! Great music ... if you're 4 years old.

  • This is pretty amazing stuff. Did you happen to work on pier solar as a background artist also?

  • Goddamn, I haven't seen sprite animations this good since SOTN. Keep it up!

  • @sygnus5 it's a game o.o

  • this looks great, I love the creativity here. I've also been working on a project for 5+ years and know how you feel. Anyway, better late than never- hope oyu finish this project and jeep on with the good quality of work and dedication.

  • THIS IS VERY NICE GAME I am user of Indie game maker HOW YOU make the character Walk diagonaly ? can you tell me ?

  • If you like the genre, you should try Aztaka (PC)

  • Dunno why I bit reminds me Alundra somehow, I am looking forward to try this.

  • Hey darkfalzx, are you going to release this for Dreamcast?

  • When is this getting released? Will it be on Steam?

  • Made me drool on my keyboard :) I'm willing to pay for this beauty.

    Wish you all the luck with the final release!

  • @ShineSpark88 Not sure what you are smoking mate, but before you make such accusations - you better actually compare the two. The only similarity to Lady Sia is the fact both characters have ponytails.

  • @ShineSpark88 Wow - I got myself an honest to goodness troll! Whatever buddy - go crawl back into the hole you came from. I didn't spend 5+ years on this game to put up with this crap.

  • @darkfalzx ok i see what hes saying...thy look alike....so i could say you referenced....who doesnt.

    the fact still remains that you did redo the sprites.......he girl have a if pose is shorter and thinker..so

    even if you did take stuff its nothing to kill you over.

  • @ssscybro2 btw your sprites ate x10 better.

  • @ShineSpark88 If you'd said Scurge:Hive, i may have actually believed it for almost 3 seconds instead of 1.

    Still, the trolling made me aware of this game so now i'm excited :)

  • @trople Alright, that's good to hear.

  • @ShineSpark88 I've never played either game, but 30 seconds of Lady Sia video shows that you're full of it. They're in a vaguely similar style, but none of the animations match at all.

  • @ShineSpark88 in case you're wondering, Specsavers are doing two pairs of glasses for the price on one in the UK. I suggest you invest in some so that you can see properly.

  • @ShineSpark88

    Thanks, wouldn't have learned about this game were it not for you.

    To darkfalzx: Looking great.

  • @ShineSpark88

    You, sir, are a dumbass and a fucknut.

  • This really reminds me of Seiken Densetsu 3.

    Do know what the song is is called?

    Also, what platform will this be on?

  • lol, tentacles :3

    Anyways this game looks better than the old version of it i just saw, gameplay looks more in depth and fun this time around, nice music but i can't help but think you stole it from some Japanese video.

    Well anyways looks great, hope it's as good as it looks......|:(

  • @AnthonyLopez23456 It says it right in the video description - the music is from a Japanese video. I never tried to claim credit for it.

  • What's the name of the song playing I want it so bad and I can't find it.

  • @Z10R Dude - It does seem like all mentions of that song have been erased from internet - which is sad. I'm glad I still have some of the MP3s the band had publicly available.

  • @darkfalzx isn't it by the cheetah girls or something lol

  • @Z10R

    The song can be found on youtube @ watch?v=T28wPqewdRQ

    I dont know anything about the band in question, but at least that one song is there.

  • Sweet stuff you got there, cant wait to play lol :P

  • Are the sprites original?

  • @SuperCyberus: Yes sir - that's why this stuff is taking me as long as it does.

  • Man amazing looking animation, old school feel, very nice ^^

  • What gam creation sofeware you used?! This is magnificant!

  • @SuperCyberus I am still using Game Maker 6 (they are up to Game Maker 8 now, which just highlights how long it's been taking me: )

  • This looks totally bitchin'. Can't wait to play it.

  • Duuuuuude

    This is so awesome!

    The graphics are just so amazing, and it looks really fun to play. I'm watching this video over and over :)

    Seriously, I bet this game will won like thousand indie game awards when you release it!

    Could you upload some more videos of it? A new version perhaps? Pleeease?

  • this is awesome can you tell me how to do those frame transitions if you did it on multimedia fusion please =) I'm going crazy

  • You HAVE to release a beta or alpha or whatever soon. I REALLY want to play this. It looks awesome.

  • AMAZING graphics, but I don't like how little damage you seem to do to enemies. It feels unsatisfying.

  • @radishrancher: I know what you mean - this is a video from a very, very old version of the game, and I believe the problem with enemy damage looking lame has since been solved... or so I hope. Iya can now combo her moves even better, the enemies get tossed around more violently (and actually have cool animations for getting slammed), and produce more dramatic dying effects.

  • this looks phenominal, I think the finished product will definitely be something to see!

  • Nice graphic + Awesome animation

  • Really nice graphics!! Well done. Do you have a homepage?

  • Looks too slow for some reason.

  • Well - not sure - this is about the normal speed with which a human would move (if you run in long strides, as opposed to sprinting). This pace also makes the physical behavior of the player and enemies a lot more predictable, giving you ample time to react to hazards. I have just played another indie Metroidvania game - Return of Egypt, and Eternal Daughter before that, and I'd say I prefer my pace much rather than the alternative. In LOI the controls have a lot more responsive feel.

  • Oh, I see.

    Your animations are top-notch, btw.

  • What piece of software are you using ?

  • Using GameMaker 6 for this. I hesitate to upgrade to 7 or 8, as I will lose compatibility with some XP machines, and will pick up an a additional 2 meg in size

  • what about the graphics ?

  • The graphics are made in a combination of ProMotion and Photoshop (in Index mode).

  • The music reminds me of the new NiGHTS game...

  • Wow this is very well done.

    I came across this by accident today and now I'm really looking forword to it.

  • In the case of the latter, it wasn't so much the layout of the levels, as much that I encountered too much of the same palette-swap enemies and remixed tile sets. If the designers had included a greater variety of mini puzzles, Indiana-Jones-ish traps and escape sequences, things of that nature, it would broken up the monotony. While ambiance isn't a bad thing (and, from what I've seen you do have incredible artistic skills) it alone shouldn't be the selling point of a game.

  • Personally, I'd avoid anything 'Metroid-esque' as that game series turned out to be a glorified scavenger hunt.) I'd also avoid the recent Castlevania trend, wherein the levels are SO expansive that anyone other than a die-hard fan would quickly get bored of simply running around looking for what to do next. By the same token, keep the story loose and none-linear, similar to 'mad-libs' where the theme is outlined, but the player can customize parts of it to sort of create their own story.

  • Thank you for the suggestion, but I'm afraid it's just not what this game was designed to be. It was originally intended as an action-RPG - kind of like Popful Mail or Ys3, but has evolved into a more labyrinthine experience. From your comment I assume you don't enjoy maze-like world layouts of Metroid and Castlevania, but there are plenty who do, including me.

  • How are you doing sound effects?

    And how long does it take you to get a good fluid anumation going enemies?

  • Anyway, I degress. I'm sad to hear you might not be developing this anymore. You clearly have talent (Especially art, hardest part for me!) scripting, artistically, and more, you just need some motivation and innovation ;)

    And by the way, one thing I've learned, if anything, is that there is no such thing as a good game, because people's standards are so unique and high these days.

    Creating games isn't about being good, it's about conveying your story in the best, most expressive way possible!

  • Thank you for your praise and suggestions. A hard-written script is clearly something I lack. I have a really good idea of the story outline - it's opening and conclusion points, along with some key players and events, but since there really isn't any real dialog in the game (aside from some at the end, and a few planned soliloquies at key points), I was never able to put this into a coherent play-by-play. Like, what kind of script would you say Super Metroid might have? Same with LOI.

  • :) Glad you're happy.

    There's a really great game called "Another World" that despite from a exposition in the handbook, contains no text yet a very emotional and epic story. I highly suggest a play, hopefully you'll find some inspiration.

    And trust me, with Theoria, I had the same problem... Ideas but no paper. One day I forced some motivation by ripping out that power cord, writing a outline, which was surprisingly good. Then I plugged it back in and in a week or two- a masterpiece! =)

  • Unfortunately whenever I try writing the story down, I start getting carried away, and making it "epic", requiring heavily scripted events and exposition. I don't like that - I like subtle storytelling, and plots that go beyond the simple "save world from evil" variety.

    Another World is one of my most beloved games of all time since I beat it on my 286. You might be surprised, but I was totally planning on "borrowing" some elements of that game in LOI - especially things happening near the end.

  • Subtle storytelling must be very hard though :/. I'd never be able to do that. Not all games are focused on save the world. For example, in Another world, Lester's goal is survival, while Buddy's is revenge. I do enjoy a good plot that is anything but a stereotypical FF game though ;)

    Heh, my art style is a tribute to AW in itself. Shucks that it's the first time I've worked in photoshop though, not very easy!

  • Also, I am still very much working on it, though unfortunately real life has been terribly busy and uncertain lately, preventing me from moving the creation at a faster pace. As developing this game is still essentially work, I haven't been spending all of my free time on this, instead opting to play other people's games on occasion. As is - the gameplay isn't dull - Iya now has a wide range of things to do in battle, something the second incarnation of the game severely lacked.

  • Good to hear! I might have gotten things on your blog mixed up, sorry :(.

    I feel you on the work too, it's hard for me to cram my game into my schedule.

    Anyways, I'm glad we could chat! Good luck on your game!

  • This basically puts some pressure on the player to keep moving, to visit medical stations and occasionally take his rage out on something, depending on his morale path.

    In addition, a wonderful story can make or break a game. I concluded that by making (Currently) 3 drafts of my game script! It's been modified to leave lots of suspense and mystery to keep the player engaged and convince him to replay.

    *To post #3*

  • As a guy starting out with Gamemaker, I am honestly- SHOCKED at how good you are at this. Animation, scripting your own engines, EVERYTHING.

    I read a couple of your blog posts and thought I might give a little imput. For the problem with it being dull, the way I coped with that in my game (Theoria) is I added a DOT health system, plus a Rage system (essentially a Mana bar that requires supervision).

    *Continuing into post #2*

  • Who does your animation?!

  • cybersalad: I am doing the whole thing myself - animation, backgrounds, tilesets, sound effects, code, tools and all. That's why it's taking so long.

  • _____I'm getting a really awesome PC-Engine vibe from this game. Which reminds me, it's like a lot of coolness from all the games that I COULDN'T have 'cause some business jokers in Japan decided to not send to the United States. "Foolish gaijin Americans, you do not DESERVE our games! Ha-ha-ha!" Ah, whatever. I guess they don't deserve the extra million or so dollars we'd give 'em for good imports, eh? So finish up this game already!

  • Looks pretty good so far. Great music, but I think that it belongs on another part of the game, like maybe the opening menu or something. It may be a little too active for stage music, but this is just my relative opinion--I mean this only positively.

  • I said it in the description - the music isn't even mine - I just thought it provided a decent companion to the video. So far I haven't worked on the aural portion of the game a whole lot, but from what I'm figuring at the moment it wouldn't have a whole lot of music (mostly ambient sounds), and whatever will be there will be reminiscent of music found in Shadow of the Beast 3.

  • I've seen all your work on pixeljoint, didn't realise you were into GM aswell

  • I doubt this is GameMaker. It'd be a real pain in the arse to make a game this complex without it going at a snail's pace.

    I'm already paying the price for it.

  • Duh. I just read the comment below; it is GameMaker.

  • @YukiTheLaughingMan It is gamemaker, he often mentions it :3

  • Oh my effing bike. This is stunning.

    I want your drawing + programming skillz.

  • this is easier to make than you'd think, it's just the animation makes it looks really complicated.

  • This looks kind of... Metal Slug-esque. Any chance it'll be a bit deeper and less arcade-ish?

  • Well - think Castlevania, but with a better combat system. The game world is immense. The portion you see in the video is less than 0.5% of the world.

  • Sounds promising. How far along is development?

  • I've been at it for 3 years now, but since it's just me, and I have a family and work two full-time jobs it's not going as fast as I want it to. I'd say it's 20% done, but I expect a demo out by, possibly end of the year... yap - that would teach me to be less ambitious with my projects: )

  • woah that looks very awesome, in what language are you programing it?

  • It's being coded in Game Maker 6 - an absolutely amazing dev tool for programming-illiterates like me.

    Looking at this video for the first time in months - damn - the game has come along since: )

  • What size is the screen, QVGA? I'm impressed if it is.

    Ominous choice of music, though, I must say.

    :o)

  • Hahahaha - Yeah - I kinda liked the song... then I made the video... and only THEN I played the original Cheetahmen!

    The resolution will be switchable between 320x200 Widescreen and 256x192 Fullscreen... as that's the DS resolution.. yeah - there is a DS port: )

  • Looking at the character, that's probably the smoothest 2D game pixel animation I've ever seen. It looks great!

    I mean, Odin Sphere also looks good, but the characters in Odin Sphere are more stiff in their animation than this.

  • Nice animation. I'm impressed.

  • This looks really cool can't wait to play a demo of some sort, i like the little details like running ladder grab and the way she kinda glides when she turns around from running.

    Overall Kudos for the game it looks really interesting.

  • awesome demo man! I would pay top dollar to play this one. seriously. This game looks dope! Keep it up!

  • I'm starting to get really good at pixel art.but I think I'm givin up GM because I'm starting to learn flash which has vector art and can be put on console :p

  • Saw your work on Pixeljoint, really impressive, and the fact that you you are an artist AND programmer it makes it even more amazing! I try to be an artist programmer and composer too, Graphics are no problem, I'm getting better in music and programming, well I'm working on that. But never mind, keep up the good work!!!

  • I'm impressed... Very well made. I look forward to this.

  • I love everything about this except for the control, looks a little slippery, but with that pace its probably not a problem.

    Look forward to playing it though!

  • Amazing sprite art is amazing. Can I kidnap the artist? T_T Please? Please? Pretty please? Pweeeeeze XD

    The control seems little bad, especially wall jumping seems hard, but I'll bet you'll go to fixing it, it's just WIP anyway.

    Are you going to release it as HB or are you working with SDK and gonna release it commercially?

    Ah, and amazing backgrounds.

  • Since I am both - the artist and the programmer (and game designer, and story writer, and sound engineer, and at a future date possibly a composer, though I never tried writing music just yet:), it will be kinda hard to kidnap me. The wall-jump appears "hard" because I was messing up - I was trying to show off her edge-grab move, but missed it at first, and then just continued doing silly mistakes. Remember the wall-jump move in Super Metroid? THAT was hard - mine is really easy and forgiving.

  • Ah, I see. That makes sense. And BTW. that edge grab is awesome. Made the same level of impression on me as Flashback back in the old days. Nah, the only Metroid I ever played was Fusion. I'm more of Castlevania guy. Whoa, so it's pretty much 1 person game. I'm pretty much everything you mentioned but artist and composer. Well, before I seriously think about pretty sprites, backgrounds and music I should get my game programming skills leveled up, heheh.

  • graphics are awesome, walljumping looks cool.

    if it has RPG elements i must have it

  • the basic movement like running, turning and jumping strongly resemble Pitfall.

    The fighting moves look awesome and the music is interresting.

    i'd like to play it

  • omg, pitfall: the mayan adventure was the shit when i was a kid

  • <3 the music, <3 the graphics, <3 it all.

  • where can I get my hands on the demo?

  • Cool, I'd like to play this game when it comes out.

  • is that paralax scrolling in the background. [i dont know what paralax is lol]

  • Yeah - in games the slower-scrolling background layers or faster-scrolling foreground layers are usually called parallax. Mine has 4 layers, as I'm trying to limit myself for DS porting purposes.

  • Is the reasoning behind sucking while making a trailer to get the person that's watching pumped?

  • It has a bit of a Lady Sia feel to it, and it looks really good. Fluid animations. I cannot wait for the complete product.

  • oh yeah, and the music fits amazingly

  • when are you gonna make this :[

    looks awesome

  • Is there a demo to download anywhere? Looks pretty good, I'd love to give it a spin.

  • LOVE Iya's supposed fighting style. It's some sort of a Wild Beast-like style! Can't wait to see more from you. It looks like this will fit perfectly with the DS! 5 stars!

  • i love that chinese martial art position she assumes when sitting down

  • We were just checking this out here at the WF office...amazing stuff!!!! We're HUGE fans!

    -Rob

  • Thanks Rob: )

    I added a tiny video of the modular creature test - looks promising, as it took no time at all to add.

  • Iya, has an interesting fighting style, she moves like a beast. Kinda like a broken animal based martial art.

    Thing is though, that I think your "wiff" sound effect doesn't give us the effect of a "wiff".

    Also you might want to make your animtaions play faster, so the player can attack faster, and turn faster.

    Players like to have as much control as possible.

  • By now, Iya has a rapid attack that is executed if the attack button is tapped quickly (if it is tapped slower, she will initiate that 1-2-3 combo you've seen in the video). Also, her uppercut, jump-kick, and air-turn-kick have been sped up significantly.

    The run speed might appear a bit slow, but it's a lot less noticeable when you actually play the game.

    Again though - the sounds are all pure placeholder, as I am now concentrated on getting the visuals looking good: )

  • might want to edit geocities site. says 2007=P

  • Nice sprites there, better than most commercial games 10 years ago (having Hocus Pocus in mind).

  • Nice.

    Tha main character reminds me of alundra.

  • This is quite interesting. It looks a lot like Mega Man ZX for some reason.

    My only criticisms are that there seem to be too many frames of animation of Iya such that it might end up being unexpectedly unresponsive if the player wants to quickly switch direction or something. But maybe that's just an illusion based on the low framerate.

    Also, Iya stands a bit funny--she looks like she's leaning backwards for some reason. Maybe you have a reason for that, but it just doesn't seem natural.

  • suggestion dun advertice but on ur site to play the game have a pay-pal donatio button id donate alot cause this game looks like it was a lot of work and you put alot of effort into it its all full frame i love it :)

  • sweet animation. looking good, keep the good work!

  • First time I've seen this.

    This definitely looks extremely interesting. Will be keeping an eye on progress!

  • sweet, so if this is going to be a homebrew game what systems would you relese it for(non-commercial), and when do you think it would be released? Also, I forgot to tell you very amazing those sprites are. Very nice job on those. I'm here to chat all nigh:3 Though, u prolly already signed off......I have nothing to do, but this video just gave me something to do, think about some hawt stuff for this game. Is it ok if I send you varied ideas for the game via pm?(private message)

  • very nice animations. Is this going to be an official AAA release on the ds or just a homebrew game? also, some of the animations look like they can be sped up just a tad. Speeding up the animations won't take out the smoothness, it will just make it look more natural and it will make the game play faster. I hate nothing more than a slow game. But this my friend is a masterpiece. It would also be nice if you made the option to choose between a girl or a boy.

  • This game is being developed with a possible commercial release in mind, though so far on a zero-budget in my free time (which makes is come along very, very slowly). As the game is to be a story-driven action/exploration affair, not unlike Metroid or Castlevania games, I have no plans to include alternative playable characters (though as of right now I am working on animating a male character with a range of motion similar to Iya herself, which might move me to include an alternative scenario:)

  • Got to tell you man, awesome job. If you are using Photoshop for spiriting you got some patience. The game looks stunning.

    Mind sharing targeted resolution?

  • I saw some of these pixels over at pixeljoint. I cant wait to play this game, it looks gorgeous! These backgrounds are so sweet, and the bad guys' animation is ridiculously smooth. Some of the best stuff ive seen in there a long time. The girl's animation is super tight too.

  • Dude, your spriting skills are godlike. Wow.

  • That looks pretty amazing, man. What'd you use to make it?

  • GameMaker 6 for the PC version. Not sure what my programmer uses to port this to DS and XBLA: )

  • Game Maker 6? Wow, I've seen and created some nice stuff in that, but I've never seen something like this. Amazing.

    Then again, I've only really dabbled in the fangaming spectrum.

  • Man, this is some great animation. It's not just fluid, but you made some many extra things that I really dig (grabbing a ladder rung, long jumps, skid-turning). My only complaint would be that it seems a bit slow (possibly youtube's fault).

    If this comes out for the DS, I'll buy a copy. And if you're putting on XBLA, why not consider Wiiware? ;)

  • These graphics are just so fucking ace dude.

    I WANT TO PLAY IT.

  • DARKFALZX ,hi that me again lol,thx for the message and do you have msn?(i didnt send a private message beoucse it says i cant i dont know why).

  • k but,can u send me a link?

  • nice but what music is this plz tell me

  • watch?v=bKRNXZBeZTI

  • The music!

  • The track is:

    Aliced Twilightz - Cheetah Girl

  • I'm intrigued by this. A DS version of this would be *fantastic*! There are very few good DS sidescrollers out there right now...this looks like it would be a welcome addition!

  • Adore the graphics. The animation on her is simply beautiful.

    Nuts to 3D games. >>;

  • The animation is fantastic and damn near perfect. The background art also looks excellent and so does that big enemy character. I like that the player can walljump and ledge-climb too.

  • It looks like the animation of Mickey Mouse and the Castle of Illusion meets the colour palette Shadow of the Beast and the exploration / RPG elements of Metroid/Castlevania - what a great combination.

    Your animation is the best I've seen from an indie!

  • nice :) design of trees and background vaguely reminded me of shadow of the beast.

  • Shadow of the Beast series as well as other Amiga Psygnosis games still remain some of my favorite games of all times. So, yeah - there is definitely inspiration there: )

  • I am painting and drawing myself,so really Love the animations ! Would you mind and share some info how you did them ? What program do u use ?

    I really would love to draw some sprites myself,just no idea how to do ! Anyway..cool animation..reminds me of Metals slug pixel glory ! When is the game out ,anything you can say ?

  • I used a combination of Photoshop, and ProMotion for this project. Photoshop is good for designing the sprites and backgrounds, but near-worthless for animation and tiling. ProMotion offers great animation and tiling capabilities, but will have you bashing your scull into a wall many a times, as it is, not quite 'user unfriendly', but rather just weird. I'm writing the original game in GameMaker 6, and having my friend port it to DS and XBLA. And by 'port', I mean pretty much reprogram.

  • The The Legend of Iya looks awsome

  • gl @ dbp

  • cool game

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