Cool thread. (I just read through all 14 pages. ) Aralon looks completely different graphics-wise. Very impressive!
WOW! Glad to see this thread still kicking! Here's a before and after for our new game Zombies! Mummies! Vampires! Werewolves! Aaaaarrrgh!!! (coming soon!): BEFORE AFTER
Cool thread indeed! It's very neat to see the way the game's art evolved over the course of development. Some are very different!
Wow.. u guys rock at making games... feel so small now.. Here is my first game before and after. BEFORE AFTER The concept of the game changed totally.. haha Here is the gameplay capture (finished product): If you'd like to get it: CLICK HERE
@Rocotilos What is the title of your game? I'd like to check it out. Looks cool Post an iTunes URL maybe?
@schplurg, the game is called Arkaneum Merchant. I PM'ed u a promocode. Pls take it. http://itunes.apple.com/app/arkaneum-merchant/id349083345?mt=8 Mancala based.The game basically was abandoned since it was released on SDK 2.2.1 last year!. However, I am doing a remake for it right now.. added levels and challenges.. going to update it to v1.2 soon (almost finished.. just finalizing and checking).
Our game Companions will be released in May 2011. We started development last september. I'm very proud of our baby. Have a look! Back in the days: Ah, what a beauty :
Greedy Bankers, my most recent game, began as a prototype on PC. The second picture is the game as it looked back in November, and the third is how it looks now it's been released (in February).
The project: Pro Zombie Soccer. Here´s the first crappy mockup I used to explain to the Programmer how the game was supposed to be. We had a slingshot kind of control way before Angry Birds was even out! haha, but we removed that control system after trying it out on the prototype and seeing that we needed something more arcadey and fast. And here it is how the good old PZS looks in the final build:
Awesome thread. We got a new Character Artist. New screens are Retina (not yet released - click to enlarge)
Heh, I'd agree. Looks like some of you are holding out on the REALLY early (i.e. ugly) stuff! Our process usually goes that we have a week or two to make an initial prototype, the programmers just use whatever art the can get their hands on (i.e. finding whatever on google). Which obviously makes things extremely ugly. Only after that, if the prototype looks like it has promise and we decide to go ahead with the production we start working on the actual art. This is one of the first screenshots I could find laying around of Tactical Soldier - Undead Rising. (this is the "programmers use whatever art they have laying around" period ) Once the prototype was done we started doing some temporary level art. To get a better idea of the games mechanics and get the production pipeline worked out. And then, roughly a year later, it looks more something like this. More of the final thing at http://www.tacticalsoldier.com. Game isn't released yet, but it's been submitted to apple so "any day now"! (be sure to follow us on twitter to get the news first, @TSURGame).
I have a huge, free updating coming to Boom Boat hopefully around the end of this month. I basically took every dime (and them some) that I made from Boom Boat 1.0 and put it into this patch. I think the results will be freakin' amazing. Check out the difference between version 1.0 (on the app store now) and version 1.1 (out 2-3 weeks): You can also read an expanded preview (includes screenshots of new levels) here.
King Rupert development Here are some pics from our game development. BEFORE: AFTER: video before Peoject time ± 3months. + 2 weeks for in game Level Editor. Game has lite version, if someone is interested can test it
SquidDrop My upcoming game Squid Drop: First prototype. The game didn't yet have a name and I hadn't even reached the point where I knew it would feature a squid. It was more of a blob really. Also completely monochrome. (I still like that idea, but it was wrong for this game). OK, the blob has evolved into a squid and there's some color added. First public screenshot of the finished game. (Not 100% done with the finished article, but should be able to send out the final beta this week).
the update is a nice touch up to the original.. but whats up with the "spike" waves? they look a bit odd.. and mabee picky but since you overhault the hole gfx.. your "counter" next to your bombs is not cut out properly.. its clearly visible that the round corners are missing a few pixels..