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Messages - Zayko
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Devlogs & Projects / Re: MIRAGE [game presentation]
« on: December 21, 2015, 05:25:46 pm »
sorry here you go ! (this is akward...I should have figured that dropbox direct links only work for me  :blind:)

Devlogs & Projects / MIRAGE [game presentation]
« on: December 21, 2015, 04:24:32 pm »

Hi everybody !
I’m Valerio but i go by the username “Zayko”, i’m a student in Switzerland and, as i received a lot of help and advice from the members of this forum as well as its archived posts and tutorials while working on this project, i thought i would show you guys how it is doing.

How it started:
My friend Philippe who is a java developer and myself have started creating this game a year and a half ago as a school project. We’re both passionate in our respective domains with the common point between us two being the love for videogames.
The idea for mirage grew slowly but the first step was made when Philippe saw the movie  In-Time (you know… the one with justin timberlake and that chick.. where they use time as money) and he thought that the concept of the movie could be interesting if applied to a game. At the time we were working on another project but when we started talking about Mirage the ideas started flowing and the game took form in our heads. I have and still am drawing all of the elements in mirage and work on its universe and characters while philippe writes all the code as we discuss on the mechanics of the game.
   As we were finding new ideas and rejecting unrealistic ones the project grew into what it is now. I’m rather satisfied with the core game that we have at this point and i invite you to read the presentation below if you have a few minutes of your time to lose.

The Game:

Mirage is a 2D combat/platformer with mechanics inspired by the In-Time, for those who haven’t seen the movie, the idea is the time you have left to live is, in a literal way, money meaning that the only currency in the game will be time which will incidentally also be your “health”. That gives to the game a quick and nervous gameplay where rapid decision making is a requirement. Ingame, you can, for example choose to take a certain path which is longer but safer and lose 10 seconds more of your precious time OR take the more dangerous bath but risk to lose even more time against enemies.

Over the core “combat” gameplay, which could be compared to games such as “Risk of Rain” or the combat mechanics in “Starbound”, there is another aspect to the game which is the puzzle. The player will be able to roam freely within all of the levels of the game with an emphasis on vertical movement. This will enable him to solve the various puzzles and enigmas while fighting against the enemy and the clock.

Here are some images of the game as it is in its current, early-stage version.

This is the main character of the game. I will not give any more details on the background story as i am still working on it.

Some levels:

A boss fight we are working:


Our goal is now to keep building around what we have, it is still very rough and will need a lot of polishing but we are actively working on it

Some new functionalities and gameplay elements are beeing worked on as well, here you can see a screen capture from Philippe working on a particle system and a new companion. (Those are old graphics and blue pixels for the particles ! don’t look at them for too long you're gonna burn your eyes !! D:)


If you are interested by the development of this game and/or want to support us follow us at any of the links below. I will keep this post updated with any news. We are also thinking of handing out a test version to let people try the game and get a bit of feedback.

website (soon)
Facebook (soon)

Love and kisses, Zayko ;D

Pixel Art / Re: dirt, stone and grass tiles [C&C]
« on: June 08, 2015, 07:43:05 pm »
the point of those textures is that they need to tile... i have a dozen of levels to do and a deadline for august i can't draw each platform in detail DD:
i'm going to try and use a palette of colors more similar to yours :)

Pixel Art / Re: Looking for sprite feedback
« on: June 07, 2015, 08:55:02 pm »
I'mma try and help too !  ;D
on frame 5 the arm of your lil' guy staightens, i would consider letting it be bent like in the precedent frame, maybe higher ?

here , look at this, could be helpful :

Pixel Art / fox running [c+c]
« on: June 07, 2015, 06:48:26 pm »
here's an animation of a running fox i have been working on for a while:

wath do you guys think about it ?

Pixel Art / Re: dirt, stone and grass tiles [C&C]
« on: June 07, 2015, 01:35:13 pm »
Thank you for your reply,
Beeing new to pixel art and used to higher res digital painting i have been using brushes to paint textures like i would do on full res ones XP

i have been looking at some games and redid the stone and dirt textures:


thoughts ?

Also, i haven't done the grass yet, i find this one a bit trickier.

The long line things hanging at the bottom of the platform are my attempt at making it look like a floating surface with stalactites:

Here shown in an early test with the old stone and dirt textures :

Pixel Art / dirt, stone and grass tiles [C&C]
« on: June 06, 2015, 11:58:38 pm »
I have started a sidescrolling-combat game project with a friend some time ago. At that time i drew some tiles to build the platforms and was pretty happy with it, after that i have been doing a lot of animation.
when i came back to see my my tiles after some months i noticed they weren't actually that good at al :P

The stone texture doesn't tile as good as i would like it to and the grass' colors feel weird !

Here's a sample:
Any criticism welcomed and thanksfor it  in advance !

EDIT: the tiles are 16x16

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