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/vr/ - Retro Games

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>> No.10660990 [View]
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10660990

>>10660659
>that spoiler
Well I'll be damned.

>> No.9767870 [View]
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9767870

>> No.9295212 [View]
File: 8 KB, 72x107, raging boner.gif [View same] [iqdb] [saucenao] [google]
9295212

>>9291463

>> No.7736292 [View]
File: 8 KB, 72x107, raging boner.gif [View same] [iqdb] [saucenao] [google]
7736292

>> No.4466598 [View]
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4466598

>>4466594
Pretty sure is bait...

Super Mario bros 1-2-3
Legend of Zelda 1 and 2
Crystalis
Solar jetman
Kirby
Double dragon 2
Contra
Ninja gaiden
Castlevania 1-3

>> No.4452046 [View]
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4452046

>>4452042
Ever since that guy pointed out this gif I can't stop giggling at it every time I see it pop up now.

>> No.3532283 [View]
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3532283

>>3532282
>>3532263
If the marine destroyed hell in 2, where do bad people go now after they die?

>> No.2361203 [View]
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2361203

>>2361198

DO NOT ENCOURAGE HIM.

PLEASE

>> No.2060152 [DELETED]  [View]
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2060152

I'm trying to make a game and I want to make the graphics in an 8 bit theme. I'm not trying to go into detail about the gameplay, but I'm going to need a lot of characters represented. Each player will have an army and within that army there will be visual upgrades such as a soldier slowly gaining more armor visuals for defense. Each army will be themed as well, something like humans or undead. I'm going to make these sprite myself so it's going to be a long learning experience for me.
Any sprite sheets you guys can dig up for games with well represented sprite in the 8 bit genre or just pictures in general of a good small sprite would be great. Any questions I can answer I will try to answer. I am only focusing on gameplay mechanics and the art for the game. I am not programming it. I have not begun the artwork yet but I have experimented and will eventually translate ideas into tangible sprite sheets. I plan to make as many armies as possible and unique characters that can join you that are of their own nature. Right now I just want to start with the basic army with a medieval human theme, but anything could be useful.
I hope this thread stays alive and I hope you guys will help.

>> No.1972228 [View]
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1972228

>>1970565

So I've been playing Unholy Realms and all I find myself thinking is "how did this win a Cacoward?"

The architecture is nothing remarkable, and enemy encounters almost strictly consist of monster closets and teleport ambushes. Sometimes it even arbitrarily teleports the player to put them in said ambushes.

This is below Serious Sam tier design, but I'm only on map 5. Is there a reason to stick it out? Does it stop sucking eventually?

>> No.1939041 [View]
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1939041

>>1939038

His pistol should do more damage as should everything else

>> No.1848915 [View]
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1848915

>> No.1358463 [View]
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1358463

>>1358278

I fucking love Reapers and their little faces.

>>1358265

Alternatively, it's made by Platinum Games and is an assault on logic and common sense in a much more awesome way.

>>1358250

3D Classic Iggy Russ was good, basically fixed the programming errors and made it a little prettier. Myths and Monsters was pretty good, too.
I've had an idea kicking around in my head for a game centred around an angel. The basic pitch is a Metroidvania with a Kick Me sign, so you can confront obstacles head on and have to rise to a complex platforming challenge(like having to time a jump so you can dodge patrolling enemies mid-jump to get over a pit), or you can go find the creature that can deal with the obstacle and fight it for long enough to learn its abilities. Flight would be disabled due to the angel having flown a long way, and would be recovered after a couple of hours or so of game time, encouraging people to speedrun for flightless victories.
I should probably get round to downloading MMF from that bundle and work on the basics.
Oh, and the game would have old-school pattern dithering, FM synths, dark green hair wherever possible and lots of nudity. I'm beginning to wonder if all that time spent in the PC-98 threads has altered my mind somewhat.

>> No.880905 [View]
File: 8 KB, 72x107, Reaper Madness.gif [View same] [iqdb] [saucenao] [google]
880905

>>880854
>he doesn't know!

Oh shit yeah, it works, and it's funny as hell, though they tend to explode and are never taken alive. Also, since large enemies are programmed as four things moving in unison, they get hit four times for massive damage. Works a treat for Reapers, too. Sectopods have pretty high stun resist, though, so it doesn't really work for them.

>> No.752524 [View]
File: 8 KB, 72x107, Reaper Madness.gif [View same] [iqdb] [saucenao] [google]
752524

>>752461

The main problem with the original is the delay on the jump, which is fixed in the 3D Classics version. Though you can also glide in that one, which casualises it a bit.

There are other things like the levelling up system being quite weird if you see the rules to it laid out(e.g. every shot burns exp, so you need a certain level of accuracy and to pick up the hearts to make progress), the difficulty curve following standard RPG curve(start as high as it gets, then plummet once you get some exp and gear) and the last level being a half-finished shmup. The last level of the GB one is fully finished, though, and is pretty cool.

Overall, I liked them. They're pretty simple but they had some neat ideas, like getting turned into an eggplant deliberately to use a shortcut. Reapers are a genius concept, too.

>>752387

Not this guy!

>> No.427410 [View]
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427410

>> No.354460 [View]
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354460

>>354375
Well I guess we shouldn't talk about Mario then, if we're following your mindset, huh?

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