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Topics - vdweller

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1
Development Showcase / A game. With a bouncing ball.
« on: October 06, 2018, 16:46:33 »
I'm just going to leave these here.

https://i.imgur.com/GifbODO.png
https://i.imgur.com/Oe815fx.png
https://i.imgur.com/1VUtqqX.png
https://i.imgur.com/GLdnNCS.png

Please disregard the ugly placeholder ball graphic.

Should be released somewhere around December 2018.

Those of you who've played WADF know the drill.

2
Development Showcase / Emerge: Cities of the Apocalypse
« on: February 03, 2016, 13:58:37 »
Brace yourselves, fellow Nifflas forumers, for it's SHAMELESS PLUUUUUUG TIIIIIIME!
Okay so I've been developing a game since 2012. There's some info below, please give the demo a whirl, tell me what you think. It would mean a lot.


A post-apocalyptic strategy/defense game

DOWNLOAD DEMO (version 0.9 b2):
Mediafire Link, 66.31 MP .zip, no install, no fullscreen

System Requirements: System Requirements: Pentium 4 3.4 MHz or better, 1 MB RAM, 256 MB Graphics card (nVidia GeForce 8800 GT / ATi Radeon HD 3870 or better)
OS: Windows XP / Vista / 7 / 8 / 10
Warning! Do not play the game with a slower CPU! Likewise, playing with not enough RAM/VRAM will throw you "trying to draw non-existing surface" etc. errors. Pay attention to the Requirements!

Vote for the Game in Steam Greenlight! Click the logo below to go to the game's page!


TRAILER
https://www.youtube.com/watch?v=jy8-DBePg6I

Candidate Trailer for Steam Greenlight
https://www.youtube.com/watch?v=t594lfUEA_U

KEY FEATURES:
EXPLORE AND EXPAND: Restore derelict metropolises, one turn at a time! How will you spend your Action Points this turn? Will you scout a nearby sector, then clean your weapons and check out a new recruit? Or will you patch the hole in your defenses and then blindly move into unexplored territory?

REDISCOVER LOST TECH: Plot your course over an expansive, multi-branched research tree! Bring forth scientific marvels, or start a second industrial revolution! Or perhaps, build a strong economy and make powerful alliances with merchants and mercenaries!

MANAGE YOUR TEAM: Choose your character class and find or recruit survivors. Gain experience and improve your team's skills and equipment. Find and buy tons of weapons, mods and usable items! But beware, for fighting the undead can be deadly...

BUILD AND FORTIFY: The Apocalypse has ravaged cities' infrastructure, and it's up to you to restore them. Construct improvements in captured sectors to empower your cause. Produce automated defenses to help you weaken or eliminate invading undead armies!

FIGHT THE UNDEAD ARMIES: As turns pass, more dangerous undead appear. From acid-spitting zombies to undead, armored soldiers, there are no limits to the horrors you will face. Set your snipers to aim for the head, have a bunch of grenades ready, and pray they don't reach your barricade in numbers!

UNLOCK THE FUTURE: Relieve the world from undeath in campaign or skirmish mode! Meet mysterious survivors and determine the outcome of random events! Unlock new areas, enemies, classes, bonuses and challenges and lots of extra content as you play!

SCREENSHOTS:


WEBSITE:
Official Website

SOCIAL:
Facebook
Twitter
IndieDB

BETA TESTERS AND SPECIFIC FEEDBACK WANTED!
1) You liked the demo? You like hunting for bugs and testing stuff? Want a free copy of the game when it gets out? Consider registering here and report the bug! Mantis Bug Tracking is a great system and it would really help to keep all reports in one place instead of reading lots of stuff in forums - it might help you too, since you can check if an issue has already been reported!

2) What about the game balance? A mission was too easy/hard? OP skills? Please let me know!

3
I have been developing a Windows game for the past 4 years. I am near the stage of finishing it. So, aside from Steam Greenlight or other online platforms, I am looking to set up an online store and a website.

My questions are:

1) Do you recommend any online store service? I am an individual, not a company.
2) Do people actually buy games from the game website? Or is, like, 99% of sales coming from Steam or elsewhere?
3) I don't want to wait for the game to be greenlit (or rejected). I want to set up a website first, with a demo and a purchase button, and then submit the game elsewhere. Is this the right way of thinking? Does this have any complications? Say that I want to sell my game for $4.99 in my website. And then after some time it gets greenlit. Do I have to alter my price?
4) Does a dev blog help things? There are so many many many blogs out there that makes wasting precious development time to write stuff just for a handful of people to see seem counter-productive and vain. I am a team of one (my cat has thorougly denied any pleas for collaborating with me so far) and spending 1 hour writing some stuff for the blog is not spending 1 hour to add a game feature...

Thanks in advance for your responses! I'm kind of swimming in the dark for these things. Making games is what I like to do...but setting up all the rest seems quite colossal so some info wouldn't hurt.

4
Development Showcase / Digital Art
« on: August 28, 2015, 18:39:21 »








More in Deviantart!

5
This is very early but I think the results are quite interesting. I am developing a space exploration game. This demo only shows AI entities fighting (there is no controllable character). I am using Game Maker 8. The AI infrastructure is very well founded, so lots and lots of additional possible moves can be added with minimal effort. Each character will have over 700 frames of animation.


link (2,51 MB zip)
http://www.mediafire.com/?rmqza44ra38fr59

6
Creativity Support / Screenshot posting help!
« on: May 23, 2010, 10:06:55 »
Greetings,

I would like to help me on a matter of mine.
I am trying to develop a new game with Game Maker 8. It has a retro 2x scale graphical output, but on my PC it appears slightly distorted, as seen in my attachments.

I got a couple of nice, clean screenshots from the GM community, and thus I think its my PC only, or at least a small number of PCs where those graphics look glitched.

If you could please download the game .exe (it's 1,37 MB), run it, press F9 and upload a screenshot, you would be very helpful.

So, what does the game display look like on your system?

7
Collaborations / The random worlds game!
« on: March 23, 2010, 00:20:15 »
Before everything else: Why should you even bother starting a collaboration with me?  There is only one answer I can give to persuade you: I make freeware games. That is, I have *completed* eight full, freeware games. My website, http://vdweller.awardspace.com, bears proof of that. My latest game, Metal Venture, reviewed here, also bears proof of my dedication. No game of mine is Quake 5, but at least I can promise that, once started, there’s a good chance that it will be finished.

So, what is this all about? Read below!

I am currently developing a “random world generator”. You can see it in its first stages of development here (4.4 MB .zip – Press F1 for instructions).

My goal is to combine the feeling of vastness of Oblivion, the randomness of a roguelike and the cyberpunk atmosphere of Shadowrun. A universe contains randomly generated planets, with random settlements, with random areas, with random people, who give random quests. It is quite early to discuss about a main goal, perhaps randomly chosen from a pool of greater challenges. Of course, player progress is saved, and the game ensures that once a random universe is generated, players will find the same planets/locations etc each time they return to the game. That is unless they begin another adventure.

I can make decent graphics for a game, but I suck at pixel art. I thought that an appropriate graphical style for such a game would be a higher-res  equivalent to Shadowrun for SEGA Genesis. Take a moment and look at these images below.



These graphics are not bloated with details, but they do give the overall feeling that somewhere, in the dangerous streets of a distant metropolis, a hero is struggling to make a living in the shadows of corporate buildings. So far I’ve thought of the following locations. Each one needs its own graphics:
1) Arcology (google it!)
2) Cave
3) City
4) Floating city
5) Megacity
6) Mining facility
7) Mining platform (as 6, but for water areas)
8) Outpost
9) Power Plant
10) Research lab
11) Ruins
12) Starport
13) Tribal camp
14) Underwater lab
15) Vault
16) Village

If you think you can do it, DON’T START DOING IT YET. Just post an image of a building, a street with some buildings, some elementary concept art. Have the Shadowrun images as a guide for another reason: The design perspective. No isometric or other weird schemes. Start by assuming that the average character sprite size is 40x40 pixels, so anything else should be scale according to this. If your style is good,  then I’ll PM you with more specific info.

At this point, there is not much else left to say. Please feel free to ask any questions  :)

8
Development Showcase / Monsters, Ginormo Sword style!
« on: February 25, 2010, 23:42:00 »
I'm thinking of making a Ginormo Sword-style game. So I started drawing some monsters!

I'm trying to imitate Ginormo's graphical style. If you like the concept, or simply like squeezing stuff into a few pixels, feel free to contribute to the monster sprites!

9
Creativity Support / Very,very serious tileset request thread.
« on: October 18, 2009, 17:29:37 »
OK, this is very serious. Very serious because I need it. And very serious because your work, if it's suitable, won't be thrown away. I am in need of some good tilesets. Can you help? I have included some screenshots to show the graphical style i want them to fit in. They *have* to fit in, not beacuse I'm compulsive, but because it's the 5% that will have to conform to the other 95% of all the other graphics I've made. The tilesets are in .png format (I will post 2 of them below for further reference) and in .png format. NO pixel art. Most objects in my game are rendered 3D objects, so the tiles need to have this "realistic" look. Damaged floor, machinery, catwalks, metal plating, all of this stuff should be OK.

You will be heavily credited, and you will also help a poor bastard finish his game quickly. And I've put much effort in this one.

10
Development Showcase / My website
« on: August 27, 2009, 13:20:29 »
Since I actually bothered updating it a bit, why not add it here as well:

http://vdweller.awardspace.com

It contains mostly freeware games made by me. Opinions are welcome :)

11
Well, as you might probably know, I am currently making a freewere game. Since it's pretty much near completion,audio should be added soon. Since Louigi Verona provided me with a couple of tunes (but was unable to continue at this time), I am still in need of ambient music. If any of you can help it would be a great contribution to my game and I would be more than grateful. It's so important to me that it's more like a 50% boost to the completion of the game, and also a huge morale boost for my efforts since someone actually bothers to compose music for me.

What I need (but this doesn't mean one person has to do all of this) is:
~6 ambient tracks for indoors exploring (I will try to explain the best music approach IMHO)
~2 ambient tracks with a more "outdoors" feeling (an astral plane? a jungle?)
~2 boss battle tracks
1 title/main theme track
~10 very short cutscene music interludes

Now, about the style. Since I like slow music, I believe that slow, beatless tunes with a "space/robotic" feeling should be good for the most part, except for the boss battles where even heavy beat would be OK. It would also be great if some music tracks shared common musical patterns with the main theme. Also, each song should have a short duration (2-3 minutes), since I am thinking of non-looping music,playing once when you enter an area (much like Nifflas' Knytt Stories game music).

Also, if you have heard the music from the Mass Effect game:
http://www.youtube.com/watch?v=-19bl4_SDfI
http://www.youtube.com/watch?v=jpAmZ3AHie4&feature=related
http://www.youtube.com/watch?v=jmKsCXXQaEA&feature=related
http://www.youtube.com/watch?v=fINefilcmZw&feature=related
http://www.youtube.com/watch?v=IKYD4vTT-_U&feature=related

it would help understand what I believe would be a good soundtrack for my game.

Again, keep in mind that I don't require that one man compose all of this stuff. Even 4 songs would be a great contribution. Also, you could give me tracks which you have already composed and believe they fit in such a game.

Please do help me if you have the skills. Your contribution will be of great value.

PS If anyone has already composed songs which fit the above description and are willing to (edit if needed and) share them, please do let me know!

12
Development Showcase / Clouds
« on: June 25, 2009, 18:39:45 »
This is actually an idea I had for my latest work-in-progress game. I imagined that it would be cool in a top-down shooter to have fuzzy-flowing-and-swirling clouds in the distant background. Something like Cloud City in Star Wars :) To be honest, I was somewhat inspired by some cloud effects in Braid. Anyway, try it, instructions are within the program. Just a clarification: "Mirroring ON" slowly fades in and out a horizontally&vertically flipped version of the static background, giving a more "changing" appearence to the effect, but sometimes making things quite more blurry. "Mirroring OFF" leaves the static background as is.

Link (2.79 MB .zip):
http://www.mediafire.com/download.php?zod4n1lnmnx

13
Creativity Support / Drawing blood for sprite
« on: June 04, 2009, 14:10:03 »
Greetings,

I have this "death" sprite for the game I am currently making:
http://nifflas.ni2.se/forum/index.php?topic=78.0

and I want to draw "blood spatters" expanding and twirling as the body does.

Can anyone help me with this?

PS Please retain the .png format with alpha trans.

EDIT: PLEASE READ! I want the "blood" to be drawn to the sprite in each frame, not any "particle effect".

14
Greetings,

After a year and a half in development, Metal Venture is finally ready. It's the largest project I've worked on so far. This game is a top-down shooter, inspired from the Robokill flash game, but different in many ways. A world with a story, consisting of 9 levels is included. Documentation covering the basic aspects of the Level Editor is available. I hope that people will have fun and be creative, making their own worlds, stories and custom graphics. Visit http://metalventure.forumotion.net and become part of the Metal Venture community!

Features :

  • Worlds split in levels, each level containing up to 196 rooms.
  • Multitude of enemies,weapons and items, as well as rare items. Random enemy drops ensure game variety.
  • Ambient lighting for greater world immersion.
  • Inventory, as well as shops!
  • A simple leveling up system, allowing to augment your max energy, health or weapon power.
  • Complete objectives, ranging from destroying specific targets to reaching certain locations, in order to reach the next world level.
  • Cutscenes between each level, and at the beginning/end of each world.
  • Allocating your energy to either your health or your weapon power adds a great tactical feature!
  • Conserve energy in order to throw Jolts, which deal great damage to enemies OR unlock jammed doors!
  • A level editor, allowing players to create their own worlds, adding events and custom item drops (eg. drop a key when a specific enemy dies, or complete an objective) with merely editing properties in objects in a simple way!

Youtube Videos:
http://www.youtube.com/watch?v=G66wMAZfg5g

Screenshots:


Game link:

Version 1.03 (74.78 MB 7-zip compressed self-extracting .exe):
http://www.mediafire.com/download.php?dxtyzy0hthn

Version 1.03 PATCH ONLY (3.96 MB .zip, updates any previous version to 1.3):
http://www.mediafire.com/download.php?4xizzuo2kqx

YoYo games page:
http://www.yoyogames.com/games/115140-metal-venture

GameJolt page:
http://gamejolt.com/freeware/games/action/...l-venture/1588/

ModDB page:
http://www.moddb.com/games/mental-venture

I know that the game size is repulsive, but in my book, 50 MB of original music from various artists (Rusty Studio,PartySan,ERH etc), instead of cheap ripoffs from other games, should compensate for the download size.


Technical Stuff:
The game starts in fullscreen mode. If you don't want this, open the options.ini file in the game directory, find the line:
fullscreen=1
and change it into:
fullscreen=0

Estimated Requirements:
Pentium 4 Processor or better
640 MB of RAM
Graphics card: NVIDIA 7600GT/ATI x1600XT or better with at least 256 MB of VRAM
Tested on Windows XP
100 MB free Hard Disk space

For nVidia fraphics card users: If graphics look glitchy, do the following:
Go to the nVidia display control panel, go to the Adjust Image Settings with Preview and move the slider to "Quality" preset. Alternatively, enable antialiasing in the nVidia display control panel. This is by no means a "Metal Venture" issue, but a "Game Maker 7" issue, I went through a lot of pain in order to determine the source of this graphical glitch, and then a few expert members at the Game Maker community told me what this was all about.


Credits:

Game design and programming - level editor:
vdweller - http://vdweller.awardspace.com

Music:
Voytek Pavlik - http://www.rustystudio.com
get the soundtrack: http://www.cdbaby.com/cd/voytekpavlik

Additional ambiance and sound effects:
www.freesound.org - special thanks to erh

Testers:
fago - heretic - lithium - magma24 - maroutas
minmay - Pet Smil - Razzorman - salmoneous

Special thanks:
h0bbel - kaietnap - kyle solo - mark overmars
tsg1zzn - xot

15
About Nifflas' Website and Forum / About the new forum
« on: February 28, 2009, 02:25:24 »
I would simply like to congratulate LPChip, Miss Paula, Jace and everyone else who helped recreate the Nifflas Support Forum. I understand that you have been through a lot of labor for the new forum to function, so this post is a thumbs-up on my behalf for your work!

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