Shattered Realms [Prototype]


  • @Tightrope I've seen this problem before, all you need to do is download the latest DirectX runtime libraries and install them (has to do with the shaders we're using in the game). You can get them here:
    DirectX End-User Runtimes (June 2010)

    @ennohex Thanks for all the amazing feedback this weekend, the local FGC is just sooo amazing :D Seriously, you guys rock! I will keep you updated with the latest builds (every month or so) so you can put it through its paces and then let me know where it breaks. Those infinites :)

    And to everyone who stopped by the stand this weekend to show their support, thank you so much, we really appreciate it. You really refuelled our reserves with vigour to make this the best we can make it.

    Also, here is the latest EGE Build that we showed from Saterday onwards (reduced difficulty):
    Shattered Realms v0.0.2.1
  • Yes that's it. I also came across the shader error. Sadly installing the the end-user runtimes didn't solve the problem for me :(. I'll see what I can do about it.
  • Hey, I played the game at EGE, and here is a
    I played for somewhere between 5 and 10 minutes, which was about all the time I had since I had to return to our table, and I only got to see the sharks, not
    I'm not sure how long others played for, but it could be better to just have one shark wave at the beginning before going through to stage 2 (etc. - I don't know what happened after I killed the 2 shark waves).
    But maybe I just sucked :P

    Also, this has progressed a lot since the first build I played, nice work!
    Thanked by 1pieter
  • Tightrope said:
    i want to try this out but I run into the following error even before the "insert coin" screen. "C:\WINDOWS\SYSTEM32\d3dcompiler_43.dll is either not designed to run on Windows or it contains an error."
    I know this is a problem with my PC and not with the executable. Any advice? I've downloaded and replaced the .dll and reinstalled DirectX 12 but to no avail.
    Hey man, just install the latest DirectX User-Runtime drivers and that should solve it :)
    Hope that helps
    Thanked by 1pieter
  • Please can you provide the ability to re-bind the keys? "N" and "M" are not obvious Accept and Cancel keys and I had a devil of a time just trying to just navigate the menu until I looked at the OP for instructions.
    Thanked by 1pieter
  • @Fengol I'm so sorry that the controls are causing you frustration. Rebinding keys is definitely functionality we want to add, I just haven't been able to get to it yet. It probably won't make it into the Amaze build either, but after that we will be fleshing out the menus, and it will be one of the first things that gets added.
    Thanked by 1dammit
  • After showcasing our game at EGE, Sigma, a prominent member of the local fighting game community, made this amazing video showing just what the Bullet Elf is capable of.

    It's only when the game is put of the hands of fighting game enthusiasts that it really shines :D I can't begin to describe how welcoming and kind the fighting game community is. It inspires us to make Shattered Realms the best it can be.

  • It feels like he's just toying with those enemies ;P
    Thanked by 2pieter dawidstrauss
  • For everyone who are not able to attend A Maze, here is the latest build that we will be showcasing during the following week. There are a lot of small graphical and audio updates, as well as some much needed juice (my favourite part of game dev :), though no oil yet (sorry key config, pause menus, etc).

    Download, enjoy and let us know what you think. All feedback is welcomed :D
    Shattered Realms v0.0.3.0 (A Maze Build)

    (Finishing a Section with a Super Move)
    Thanked by 1dammit
  • Hey, just played this game at Amaze. Its a great game and i was fully entertained even after playing it like 4 times.
    Thanked by 1pieter
  • Hope to see some more videos please!
    Thanked by 1pieter
  • This looks pretty cool! Will fire up one of your builds to test play sometime this coming weekend
    Thanked by 1pieter
  • image
    So we finally released an updated build of Shattered Realms, and we've set it free, and it now lives over on!

    Shattered Realms on itch

    There was much squealing and spleeing when we published it :D But now begins the process of slowly building a community around Shattered Realms, taking their comments and feedback to make it the best game it can be. There is still a (very) long road ahead of us, but hopefully this helps us lay a solid foundation to build our game on.

    For those who love trailers (I know I do), here's the trailer Deon put together for us.

    I'll be sure to keep this thread updated with any breaking news that happens over on the itch page ;)
  • image
    Just to show what this baby is going to look like ;)
    Thanked by 1EvanGreenwood
  • edited
    Love the more modern pixel art style here!!!

    Though, I think the smudge frames on the sword could be done slightly differently.

    In particular, on the downward sword attack, there are two frames during the smudge with the same silloette, the white frame and then the one afterwards. It sort of feels like the sword stretches rather than is moving (as it is pausing on a smudge frame).

    And then the sword-edge on the bottom of the downward sword attack (at the bottom of the sword) shifts oddly as the detail comes in at the end of the attack (as the smudge catches up).

    I've made a gif with these minor tweaks, the frame after the white flash is already catching up with the sword attack (so the movement doesn't feel like it pauses there), and the outline at the bottom of the sword holds its form better (though I'm not sure my solution for the detail coming in is right for this art style).


    Original (for comparison):

    Thanked by 2dawidstrauss pieter
  • Thanks for the feedback Evan :)
    Glad you like the new art direction.
    Means a lot.
  • I really like the new use of colour, and dropping the outlines!

    I feel like the poses are a bit stiff (i.e. they look like body parts were copy-pasted around), with minimal squash and stretch. I feel like that's a bit of a pity, because it's one thing that generally makes 3D fighting games look worse than their 2D counter-parts in my opinion; there's a looseness and exaggeration that I find beautiful in 2D animation that I don't think you're capitalising on here. At the same time, I know that that looseness comes at a cost (it takes a while to do), so I also understand if not taking that route's a conscious decision.

    (And I miss you, dude! Hope you're doing well!)
    Thanked by 2dawidstrauss pieter
  • Thanks Jono,
    I'll take that into account :) for sure, the new art style makes it really easy to do that, and I should.
    Thanks again

    (miss you too dude.Hope YOU are kicking ass)
    Thanked by 1Elyaradine
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