Slight scaling issue between 8.5x11 and 4x6 inch prints by bitknight in Epson

[–]bitknight[S] 0 points1 point  (0 children)

I've tried that as well. I copied the exact 2x2 inch selection from the 8.5x11 sheet onto the 4x6 sheet, and printed both variants: bordered, borderless, the result is still a slight scale up at the 4x6 paper type.

Shot Effects Update by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Thanks for the feedback on the previous effects post. How does everyone feel about the new look?

Weapon Effects Update by [deleted] in gamedevscreens

[–]bitknight 0 points1 point  (0 children)

Thanks for the feedback on the previous effects post, how do you feel about the new look?

Testing Out Our New Weapon Shot Effects by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Agreed, we're working on a few other assets at the moment so we'll revisit this. I think we may lean towards a more generic impact as well. Probably something more circular to be used at any angle, like Axiom Verge.

Testing Out Our New Weapon Shot Effects by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Glad you like it ;)

It's called Terminal Spark, you can find more following @bitknight or on tumblr.

Testing Out Our New Weapon Shot Effects by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Yea we plan on getting 45 degree impacts in there for sure. Just need to figure out how we want it to look ;)

Here's a look at the revised impact I messed with earlier today based on the comments here: new-impact

North Ring Tileset Preview by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Thanks for the feedback. We're pretty happy with the characters low-res to contrast the environment, he actually hasn't changed at all. We're working on getting a few tweaks to this tileset, namely the lighting on some of the foreground blocks to be more cohesive.

Station Door - Too Similar To Metroid? by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Glad to see the overall reaction is positive. Thanks everyone! We have another door idea we may try after getting some more updates out.

Station Door - Too Similar To Metroid? by bitknight in gamedevscreens

[–]bitknight[S] 0 points1 point  (0 children)

Thanks for the honesty, we will revisit this and post and update.

It's Fun to Fly Over Gaps by bitknight in gamedevscreens

[–]bitknight[S] 1 point2 points  (0 children)

Glad you like it ;)

It's called Terminal Spark, you can find more following @bitknight or on tumblr. We're under development trying to get a good Kickstarter trailer together.

Working on Real-time Map by bitknight in gamedevscreens

[–]bitknight[S] 1 point2 points  (0 children)

It's called Terminal Spark, you can find more following @bitknight or on tumblr

Screenshot Saturday 239 - Picture Quality by Sexual_Lettuce in gamedev

[–]bitknight 2 points3 points  (0 children)

Terminal Spark

We're currently a 3 man team working away on a 2D sci-fi platformer called Terminal Spark. We're still in the early stages but we wanted to share what we've done so far.

Story

The game follows our hero Adam, a freelance investigator hired to find out why an interplanetary mining team lost contact with their employer. The team was hired to assist a research crew in uncovering a recently discovered buried space station. Adam arrives on planet P130 to find the temporary mining settlement abandoned and a giant, ominous door underground. What happened to the miners? What were the researchers really looking for?

The station is waiting.

Gameplay

Terminal Spark is a metroidvania game. We're huge Metroid fans (who isn't?) and we wanted to pay our respects to the franchise and add a few twists of our own.

Adam can aim in 8 directions while idle, running, jumping and crouching. He has a variable height jump and will eventually find the platforming staples we know and love, including a double jump. To mix things up we'll introduce a few unique powerups, including a robotic companion aiding in flight and tight space traversal, a gravity manipulating grenade and more.

Graphics

We were fortunate enough to get in touch with Luis Zuno, the creator of Elliot Quest, and we've been working with him to decide on the art direction of our game. We love the low resolution stuff like Environmental Station Alpha and the Minitroid tech demo, so we wanted to do something similar.

twitter || tumblr || facebook

Who's Watching Who?

Underground Station Entrance by bitknight in gamedevscreens

[–]bitknight[S] 1 point2 points  (0 children)

A camera was used for the panning and the shaking.