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1029024 Posts in 41340 Topics- by 32941 Members - Latest Member: mfabbri77

August 01, 2014, 10:31:44 PM
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31  Feedback / DevLogs / Re: Chroma on: February 19, 2014, 11:26:16 AM


They took the same name, althrough they announced it just a few days ago.
What'll you do?
32  Developer / Technical / Re: Beautiful fails. on: February 16, 2014, 06:03:40 AM

I'm trying to create an animated wave using math.sin. I don't really get it yet and this came out of it. Looks like a string of DNA being rotated.

I guess that with this amplitude you'd want to either increase the distances between the joints, or not connect them the way you currently do. More like connect those that are below 0 and those that are above 0 with a line. Tongue
33  Feedback / DevLogs / Re: Dungeoneering on: February 13, 2014, 11:10:23 AM

He's the assassin's grandmaster. Didn't really turn out as handsomly as the archmage in my opinion. I think I didn't have the idea for his appearance.

Share a thought?

Lightly touched the shadows. I know, I have no sense of 3D lighting Embarrassed
34  Feedback / DevLogs / Re: Dungeoneering on: February 12, 2014, 10:04:05 PM
The sprites facing the cameras position bothers me a bit. I think they should line up with their screen position instead. It may be on your list, I just though I'd bring it up.

If you are using Unity, instead of... I guess, LookAt(Camera.main.transform), do something like:

screenPos = Camera.main.WorldToScreenPoint(transform.position);
facingPos = Camera.ViewportToWorldPoint(screenPos);

I may be overstepping here, but whatever.

Yup, I tried axis-aligning my sprites, but it didn't feel right. (Since I didn't skew vertices accordingly, to get a better effect)

I'm writing it from scratch, though, so no unity here Tongue

I still haven't finished with it, though.

Looks nice, especially since you're targeting mobile platforms I guess it should do well there, the animations look suitable Grin

Good luck!

Thank you Smiley
35  Feedback / DevLogs / Re: Dungeoneering on: February 12, 2014, 11:45:52 AM
The shadows are fixed and the core engine (along with game mechanics) is in. Time to work on the art!

I started with avatars for game characters. Since I like mages very much, I though that I'd start with one. In the story, he's an archmage (I know, badass).

Took me whole 1.5 hour(s) to create him. I've got the thing in vector format, so I can scale him to my likings without losing the quality.

The game is supposed to be humorous, so don't mind the hat Smiley

I hope he looks fine, and that mixing my pixel "art" and vector art will look OK.

Any thoughts? Hate, perhaps?
36  Feedback / DevLogs / Re: Druids of Gemini - RPG/Adventure Game on: February 08, 2014, 02:45:52 AM
Incredible art!
37  Feedback / DevLogs / Re: Screenshot Saturday on: February 08, 2014, 02:43:48 AM
FuriousGamer87, to me it appears as if the game wasn't a serious-one, but more of grotesque or something like that. Like a parody of something, perhaps?
38  Feedback / DevLogs / Re: moonman on: February 08, 2014, 02:15:36 AM
I'm a bit late for the early particles talk, but have you considered making those fire particles on moonman randomly in front and behind him? Since they're all behind him at the moment, and it doesn't feel like he's really on fire, no?
39  Feedback / DevLogs / Re: Dungeoneering on: February 05, 2014, 11:02:18 AM
Had a break (Gothic marathon, I played through Gothic I, II and III, but only finished I because playing as a mage in II with NoTR addon was a joke - hell, in particular. Got bored with III because you quickly get powerful and then it's only mindless killing), and about today I came back to my lovely game. Still wrestlin' with them shadows, but thanks to marvellous advices coming from Polly it's quite better now. Yet, still something's broken.

Here's a couple of screenshots:

And a close-up which reveals the artifacts:

It's a huge pain, demotivating, too, but I cannot give up on those shadows. They just look too cool to me Facepalm

Well, hopefully I'll fix them shadows soon, and I'll be able to move onto things like spell effects, item wielding & dropping system, blood particles and such.
When that's done, I'll move on onto maps, which means more shapes like pillars, bridges and so forth, along with scripted events like small puzzles.

But those shadows.. I could aswell delay their implementation to a later date, but then my screenshots won't be as wonderful as I'd like them to be.

Also, I think I'll change game's name. Both because the game is not much about dungeons actually, it'll feature only a handful levels in dungeons (besides that there'll be forests, cities and such). Besides that, there's a quite popular game Guild of Dungeoneering, and I don't want to impersonate anyone or anything. It's just too similar.
40  Developer / Technical / Re: Making games on standard computers on: January 31, 2014, 01:31:56 PM
And I use both desktop and laptop, where laptop has Intel HD 3000 graphics only Roll Eyes (It has a fine CPU and a decent amount of RAM though, so it's OK for programming)

@EDIT ( I can play Mount & Blade Warband on good details, DX9 and with 60FPS on that intel chipset, too, so it's not that bad. League of Legends required lower details, then it's good FPS. Same for DoTA 2. Counter Strike Source plays super-too aswell. I also played Dishonored on it with decent FPS. )
41  Developer / Technical / Re: Beautiful fails. on: January 21, 2014, 10:52:11 PM
The planet - isn't it supposed to be more of a sphere?
42  Feedback / DevLogs / Re: Polycode on: January 19, 2014, 08:17:42 AM

43  Feedback / DevLogs / Re: Dungeoneering on: January 19, 2014, 04:24:13 AM
Nearly got the shadows right.. It's been two days already Lips Sealed

I intend to use directional lights for outdoor areas. I'm only testing them/it on a dungeon.
44  Feedback / DevLogs / Re: Dungeoneering on: January 16, 2014, 02:06:21 PM
On my way to implementing shadow maps. Today added post processing (1st step towards shadow maps) and fixed the depth sorter a bit.

Here's a sample of post processing shader

Ofcourse I don't intend to keep this effect Tongue
45  Feedback / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: January 15, 2014, 02:42:27 PM
You probably should consider support for exporting games to gameboy or something with this Grin

That's a niche Durr...?
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