AuthorTopic: MakaPixel's Game Projects  (Read 553 times)

Offline Maka

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MakaPixel's Game Projects

on: June 16, 2018, 11:33:05 am
I hope it's okay if I use this thread as a home base for all the games that I have been working on. As well as pixel art, animations, ideas, etc.

I will be updating this thread slowly but surely over the coming weeks/months.

My intent for this thread is to get feedback, comments and critiques from the community.

I've tried posting my work to twitter but it doesn't seem like a good place for discussion. As it stands now I haven't really found a community for posting and discussing games, design, pixel art, animation, etc. With twitter for instance if I post my work people don't really comment in a way that starts discussion. I understand that is the nature of twitter though.

For awhile now I've been longing for more discussion about my work so that I can learn more about myself and learn from other peoples experiences as well. No one man is an island. I do have friends that comment on my work as well as other designers but I'd love it if I could get more fresh takes. I'd like to hear some suggestions or ideas or just general brainstorming.

I'd like to create a dialogue between myself and the community. I believe the games that I'm working on are pretty cool and unique(art style wise) I would like to know if they resonate at all with the community.

Please let me know what you think about these projects! Thank you!

For now I'll post a few screenshots and gifs of what I'm working on so far.

Red Hot Riders: It's a fiction based western game that is inspired by such games as Metal Slug, Gunstar Heroes and Sunset Riders. It's an action game that puts emphasis on smooth kinetic movement and stylish action. It was going to be a 4 player game but due to the inability to release it on Switch/PS4 I've decided to turn it into a single player game. I don't think PC players will be sitting down locally and playing a 4 player game on 1 PC. Sadly.

Goal of the game is to fight through waves of enemies per stage and beat a boss at the end of each stage. After you complete a stage you'll be taken to a shop where you can buy equipment. In the core game I wanted to keep the amount of weapons you can get fairly small. You'll always be equipped with a handgun but you can switch to either shotgun, machinegun, or rifle depending on which you find and pick up. Like in Metal Slug the secondary weapons have ammo. However, you can freely switch between Handgun and secondary weapon.  You can also pick up sub weapons in the form of bottles, molotovs, grenades, dynamite and a special fire work sub weapon.

There is also a sub system where you have a little robot partner that you can upgrade as you play through the stage. I initially wanted the players to raise this robot buddy throughout the course of the game but instead I've decided to take a more Cave Story approach and you'll level the robot up per stage by finding special pickups inside enemies, boxes, chests, etc.

I'm currently in the process of rethinking the scope.











Untitled Game #1

Action based platformer game that takes inspiration from Devil May Cry, Earthworm Jim and other wacky Sega Genesis style platformers. I'm designing the game so that combos are more organic and physics based(like Smash Bros) and less dial a combo.

Goal of the game is basically to fight and combo the shit out of Ice based enemies. However, since I've stopped development on this game I've decided that when I go back enemies will be a lot more wackier than just ice enemies. It's gonna be sort of an drug based high/trip. So think like fighting fire hydrants, street signs and other weird inanimate objects.

You can also explore the stage and find hidden objects, collectibles, and secrets. At the end of the stage you'll fight a big boss and a score will tally at the end and you'll be graded. I've always liked when games do grades because it helps increase the replay value and helps steer the player toward playing the game in a more optimal way.

I was really only thinking it would be like 5 stages long with a decent amount of replay value and reasons for wanting to keep playing. The scope for this game is fairly overwhelming and unfortunately I started this when I didn't quite have the experience to finish it up. I still plan to come back to it some day and shrink the scope down a bit, although my skill level has improved so maybe I wouldn't have to shrink the scope that much.










Offline Curly

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Re: MakaPixel's Game Projects

Reply #1 on: June 16, 2018, 05:30:56 pm
Oh I saw your portfolio earlier. Amazing animation work and style :)

The fighting gifs from the untitled game looked a bit confusing at first. I think it's because of the background. Too saturated or busy maybe?

Offline Maka

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Re: MakaPixel's Game Projects

Reply #2 on: June 17, 2018, 12:41:11 pm
Curly I agree with you. There is also an issue of the size of the character, the slimness and the speed of the character that makes it easy for the eye to lose him. I need to tone down the BG art as well as possibly slow the character down and give them some sort of after image or flowing flame thingy so that the eye has more to latch on to.

Although I wonder if there is a way to still keep the appearance of the colors without the loss of clarity with regards to gameplay. Hmmm.

Any thoughts on Red Hot Riders?  I initially made RHR because I wanted to work on a smaller game but yet again my own ambitious nature got the better of me.

Anyway I'll post more small bits of gameplay from both.

For the Untitled game I'm switching all the code over to Construct 2 from Clickteam Fusion 2.5. However, I might wait for Fusion 3 before doing any of that.

I decided to work on a smaller arcade NES style action game that is more about score attacks and stylish action than it is about progressing through stages. Still in the concept phase for that one.

Offline Maka

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Re: MakaPixel's Game Projects

Reply #3 on: June 18, 2018, 06:30:54 pm
Here's a hybrid action/platformer stage. The goal is to ride along in your dragster car and blow up the trucks parts. You can also get out of your car and use melee on the truck parts.

Originally I wanted to have enemies on the trucks but since I was stupid I programmed the truck to actually move.

When I get back to this project I'm going to redo this section and instead of actually moving the trucks I'm going to fake it with background moving.



Also I have some concept art to show



   

Offline Curly

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Re: MakaPixel's Game Projects

Reply #4 on: June 20, 2018, 09:17:44 pm
The truck stage looks crazy haha

This bg from Red Hot Riders looked a bit busy to me as well. Lighter outlines seem to help.


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Re: MakaPixel's Game Projects

Reply #5 on: June 21, 2018, 03:01:29 pm
Yeah that's a good call! I wonder if I can just approach it more like a Disney animated film and instead make the backgrounds lineless and more painterly. Hmmm