Still tweaking and working out how the spike waves work.... but basically it adds a cool effect at the waterline (they animate back and forth) and, time permitting for this patch, will react when bombs explode underwater. We'll see though. Any feedback and suggestions are welcome. And yeah I noticed that the graphics are getting cut too. I believe texturepacker is doing it while making the sprite sheets. That will be gone before I release it.
This has been one of my fave threads on this forum! Awesome to see it get some love! http://toucharcade.com/2011/03/08/developers-showing-off-their-before-and-after-pictures/ QS
all these before/after screens/movies have been quite awesome so I'm going to share some of Propaganda Lander for iOS. I know that some of you on these boards really love the game and we love you guys for it So, Propaganda Lander started as a Flash game: (it appears our server blocks hot linking images--our host lives in the stone age so: http://www.smashworx.com/images/pl_screen.png) We then started to move it to iOS but it became a much bigger game in the process: and that's about it. We also presented the game to the NYC IGDA Chapter's Demo Night last year and this is the summary of what we presented to the group for those interested in some technical hurdles and other details of the game development cycle for Propaganda Lander: http://www.smashworx.com/2010/03/demo-night-propaganda/ And this is some concept art I found on an index card lying around that I was cool to see. It was part of the storyboards we did for the movies that play between each world: http://www.smashworx.com/2010/05/propaganda-concept-art/
I somehow completely missed this thread till it popped up on the front page. Awesome stuff! Here's a couple of mine... Silverfish Prototype/Alpha Silverfish Final - Click for Retina size! And here's a Pinch 'n Pop! before and after:
Toothache Previz Hi guys, this is an image I made for you about Toothache game progression: The game is still on sale guys! and it's pretty funny for everyone!! iTunes : http://itunes.apple.com/app/toothache/id368884249?mt=8 Youtube Promo Video: http://www.youtube.com/watch?v=m3U6457T08Y
Jungool before/after Hello Our little game Jungool started out with series of platform tests on NintendoDS as only two of us (out of four people who worked on the game) had iphone and only one person (Flash) had a Mac. The first tests were 16 color to 256 (24-36 used max) but turned out after some PC tests into millions of flying colors right in time to have tests performed on Mac when Headkaze got one and set up a dev environment on it. It made quite a difference from that point on. Characters were also 2D back then but after both Flash and HK turned the Macs ON, they turned 3D as well. I was planning to post more of this on Jungool FB page hopefully soon so feel free to take a peek every now and then. Cheers!
Pardon that this image blows the forum layout to kingdom come, but it felt like the right place to share... (From Mikko's blog.)
uFall Congratulations to who started this thread, very interesting. Here is my little contribution: uFall 1.0 uFall V1.3
Alien Horde Mine started off as an experiment in coding. And then it just sort of grew into my first app / game http://www.alienhorde.com
I'm loving this thread! Here are some very early screens of Gravonaut when it was in prototype, then from the graphics change in alpha, then another graphics update......then another lol. Prototype Alpha Beta Final
Below are all from my iPad two-player games. For Spikeball, to the left you can see a joystick which rotates the spiketail leftwards, rightwards, or gives it a boost. But many players had problems adjusting to this control (because when the spiketail faces you, its "left" becomes your "right"). So I overhauled the virtual controls. Having an extra button for boosts was also replaced now (as people were tapping way too much), you can now move faster the further away you tap from the stick center. The wall layout was also changed, for one thing because the ball got stuck in the corners too often in the old design: Below is the two-player real-time strategy/ board game City Bucks. Originally I had already planned the city map view, but I thought of displaying houses from the side. I figured however that a house viewed from the side doesn't offer too much differentiating visual information in small space. A cafe building and a restaurant building for instance, except for their signs, may not be instantly recognizable as such and sufficiently different. So for the final game, I changed to a top-down view where the roof is removed and you can see into the rooms. Now, I can draw a kitchen, a roulette table, a karaoke stage and what-not to give each house a distinct recognizable look (here's a large version of the second screen): Below is Knights vs Knightesses. Here, the concept sketches shown to the left were pretty much scanned and colorized and converted to the final result as they were (however, the concept sketches were actually the second iteration, after I had created a very different, computer-drawn design I wasn't happy with): You can grab all of these iPad games and more (currently for free) at VersusPad!
Contributing to what is sure to be an epic thread. Here is the first concept/mockup of Starbase Command: And here is how it looks today!
great thread. i found the first picture attached to an email i'd written about 6 months ago saying the game was almost finished - i thought my graphics were fine. so glad now that some friends got involved and we found a graphics guy. Poker Invaders:
This thread is really awesome. I can see how you folks keep reiterating over the time and, really, it makes me look again at my own stuff. Thanks.
I found the first working version of my game tapJuggler, so I thought that I'd contribute to this awesome thread. tapJuggler is just a simple arcade/action ball-tapping juggling game. Here's what my first "playable" version looked like: I had a long way ahead obviously, and I'm pretty happy with the way it turned out. The graphics aren't great and gameplay is limited, but it was my first game ever and I learned a lot throughout the process. I had absolutely no programming experience before I became an iPhone developer, but I picked it up quite quick despite being only 13. I continued to learn and work on small projects until I felt confident enough to make something that would be submitted to the App Store. I worked hard and long through many nights and the overall project took nearly a year before I got it to a point that was worth submitting. Here's what the release version looks like: It would make me happy if you gave it a shot! It's only 99¢! Here's a link to it in the App Store Also, follow me on twitter @JFPro_Games!
Tiny Grave Screen Progress Tiny Grave screen completed at 360iDev Game Jam. Hard to get much done in one night. Old Menu Screen Changing the blocks to look more like body parts. Final Version. Final Version of Menu
Here are some "before" concept sketches for Interstellar Force and their "after" in-game screenshots. Yes, I drew all of the crude sketches myself BEFORE: AFTER: BEFORE: AFTER:
Alchemize Before & After Before - Version 0.1 After - Version 1.3 Published and developed by Schiau. © 2009-2011 Schiau. All Rights Reserved. Schiau, Schiau Studios, the Schiau logo and Alchemize are trademarks of Schiau Studios SRL in the U.S. and/or other countries. View Alchemize in iTunes
Here is some before and after of our first game WarPath ( simultaneous turn-based tank fighting game if you are wondering ) that will soon be released for the iPad. Here's the old one, when it was very simple, no level, placeholder art and basically an adjustment of the GKTank sample code provided by Apple. And the new one, looking much better. Find out more about it at http://whiskybiscuit.co.uk/games/warpath/ Stuart
All it took was a Front Page reminder to get me here! But now that I found this SUPER thread, I need to take part. Very interesting and inspiring stuff posted before! Here is kind-of-a-chronological development story of The Hero: I couldn't find anything too embarrassing stuff, apologies for that. Go get it: http://itunes.apple.com/us/app/the-hero-2nd-edition/id347549741?mt=8