Added: 1 year ago
From: darkfalzx
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  • I like what I see.

    When is the release date?

  • i preffer the name Gunesha.

    so, this is finished? l love the boss theme btw

  • what program you used to create this game?

  • @martelozo100 i believe he/she said it was game maker 5 but i may be wrong

  • This is great. I hope you're keeping up with it.

  • I think animations should play faster, she runs a tad bit slowmo

  • wow u made this? the graphics and animations look so pro

  • Great to read that you're still working on this! By the way, mind if I make an early "placeholder" work page on TV Tropes for your work?

    Also, I still think that the previous look for Iya is much cuter, and her current appearance--with that backward lean--looks a bit odd.

  • You still working on this? I am very looking forward to it.

  • wow the animations look great

    every movement looks so smooth

  • ENCOUNTER!

    oh, really? if the text wasn't there i wouldn't even notice the GIANT CYBORG ELEFANT WITH MACHINEGUNS THAT HAS JUST FALLEN FROM THE SKIES ON ME... cause you know... things like that happen to me every day :-D. aside from that, it looks pretty good, especially the animations, very organic and nice, keep up the good work ;)

  • @MidnightSt Hehehe - the "Encounter!" text is a homage to an old PC game - Zeliard. If you haven't played it, love Metroidvanias and don't mind old-school graphics, control tropes and difficulty - give it a go. It has tons of charm, and is quite a cult favorite.

  • @MidnightSt how old are you? the stuff like !!! WARNING !!! is allways pumping me up since the old times :)

  • Is the room at 0:07 a placeholder? It doesn't fit with the rest of the scenery.

  • @tailsdahedgehog Actually, no - it's a standardized save room. As in - they all look the same throughout the game. Their high-tech-ness will be explained in the course of the game's story.

  • @darkfalzx Oh, alright; I'll let it be explained. It definitely stands out compared to everything else, so it won't be missed. It's interesting that you accomplish that with darkness and cool colors at first (important things are usually bright and vivid); the save rooms feel mysterious as a result.

    I think good level design and good visual gameplay (if that makes sense) will make this a masterpiece. That seems to be the route you're taking already!

  • Wow, I'm very impressed by your work. I'm looking to create video games as well. Studying computer science in college but yet no real scripting experience. How can I begin moving foward in what you've done? I see you use Game Maker? Perhaps I should start there and slowly progress. Can you give any tips for people such as myself that are looking to move into the game field? In ideas of what tools to use to create a game... Gamemaker, Photoshop... etc. Thank you for your time and good luck!

  • Shadow of the Beast 3 music ;p

  • Oh, man. Those graphics look too good to have been made by one person. By the way, is that water icon one of the powers/abilities in the game?

  • @DBAce9Aura Yes - the various "magic"-type powers are in the game. At the moment they are a bit overpowered, and will require a ton of balancing. In order to keep the fight fair, as it happens early in the game, I avoided using any of the magics, as, say the fire one could kill this boss in a single shot: )

  • OMG I wanna play it NOW!

  • This looks really amazing--out of curiousity, when this get's released, what gaming platform will it be on? :o

  • @Jirashi88 Whatever GameMaker will work on at that point, and where controls wouldn't be a complete nightmare (not sure how well it will work on iPhone, iPad, and Android platforms), but PC, Mac and HTML5 for sure.

  • @darkfalzx

    Ah, I see--that's neat. :3

    I'm thinking about trying to make a game, but so far all I seem to be somewhat good at is the pixel-art for character movement. X3

  • I was kinda wondering if this game was still being made. Awesome.

    My friend showed me the first WIP video of this game as a reference for our own game that we were working on... shame we've stopped working on it since I could probably make a competent adventure/beat-em-up now. Oh well. Here's hoping you can get this done, at least!

  • Is this game going to be sold on any online marketplaces or for computers.

  • Man, just wondering, how far into this game are you? Do you have any kind of demo done or going to be released soon? Because this is the most impressive indie project I've ever seen.

    I've been checking on the sprites at PJ for a couple years now, and I always wanted to try this some time.

  • @lucasirineu I was very close to making this year's IGF, but missed the deadline, and got kinda disheartened. So there might be a demo in mid 2011... and will probably be in the next IGF: )

  • ie show supports Indie Gamers!!!

  • sweet work dude - Ganesha looks even more badass than in the gif!

  • beautiful work! but isn't the usage of music from sotb 2 a (copyright) problem?

  • @blurec The music is a placeholder - I will definitely replace that for the final product. As I am still sort of aspiring for this to be a one-man project, I'll first try my hand at writing music, and if that doesn't work out, like it most certainly wouldn't, as I have no musical experience whatsoever - I'll have to get a buddy of mine to do it.

  • @codecyros I saw your trailer - awesome sauce. Kudos on incorporating a physics engine - it's something I should've thought about from the beginning of LOI, but lacked the programming know-how, and now it's way too late to introduce it. Though, as great as physics engines are - they are all a bit wonky and unpredictable, so I still prefer the good old-fashioned per-case scripting: )

    I'm not sure I caught which boss GunGanesha reminded you off though. I guess I'll have to see that trailer again:)

  • Really amazing. Loving the animation and the complex art!

  • I thought the elephant was a ripped sprite at first glance; it looked familiar. My initial thought was metal slug, but then I remembered that I saw it on pixeljoint. Amazing work. What did you use to code the game?

  • Nice, it looks really smooth. can't wait to get my hands on it once it's realeased!

  • There had better be at least a demo coming soon. I'm very much looking forward to this!

  • Everything is so polished! The modular animation is far superior than anything in Castlevania. It's very natural, well as much as modular animation can be. I don't really like the sound effect of the bricks breaking on the floor. It sounds weak.

  • Great work Falz, looks awesome.

  • fantastic!

  • Finally we get to see something new! =D

  • Do you outsource the art or do you do it yourself? Its extremely uncommon (if they exist at all) that a programmer can do art.

  • @vinja858 Did all the art myself - it's because I'm an artist first, and a programmer only because I need to be in order to get stuff actually done: ) Funny story - this game started as a mini-project years ago where I actually relied on a programmer, and once he lost interest even before delivering a single build - I decided to learn to code myself: )

  • @darkfalzx I have similar experience, just the other way around. I'm a programmer but all the artists get excited easily and then lose interest or don't deliver graphics on time... means never.

    Though being programmer first learning to be artist is a little bit rougher, and... drawing really irritates me and drains me of energy.

  • Really, quite amazing. How do you go through your animation process?

  • @WingedGuardian11 For smaller things - it's all traditional pixel animation - map out basic motion with colored blobs, then fill in detail one frame at a time. Finish off with a pass of secondary motions if needed.

    Larger stuff - like GunGanesha - is made in my proprietary editor - I draw up individual modules (head, torso, arms, legs etc.), some of which have animation frames. Import them into the editor, place the modules into individual frames, and string the frames into animation: )

  • @darkfalzx Wow. How long does it take you per frame? per animation?

  • @WingedGuardian11 Per frame it's anywhere between 15 and 90 minutes depending on the complexity of the frame, the actual environment I work in, and my mood at the time: )

    I just finished a single animation cycle for Iya - the one where she picks up a powerup - it's 130 frames long.... it took me a long, long time to do.

  • I remember this, looks like its taking shape. 

  • wow i wanna play this game sooo bad!!!!! great job looks amazing!!!

  • great vid, if this game ever gets finished itll be one of the best pc platformers around

  • Looking good. looking really good. the art work is nice, the game play is fun, some of the attacks look a little to hard to get out of the way, but all in all.. great!

  • Could be great game if only it will be finished some day.

  • Wow, really nice work. You do any contract animation work?

  • @cybersalad Yes - I do now and then. Preferably indie PC or DS stuff: )

  • wow amazing

    i love that art and animation

  • Great stuff!

  • amazing genius beautifullyoure my idol man id like to make a game like that someday

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