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1135569 Posts in 47688 Topics- by 39046 Members - Latest Member: westenra

July 06, 2015, 09:50:00 am

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1  Feedback / DevLogs / Re: Screenshot Saturday on: July 04, 2015, 08:13:46 am
Trudy’s Mechanicals @ Incubator Games

Our Suppliers suction grind animation! The Supplier can suck up opponents and grind them up for “re-processing” purposes. Please handle using caution!

2  Feedback / DevLogs / Re: Screenshot Saturday on: June 27, 2015, 08:07:28 am
Trudy’s Mechanicals @ Incubator Games

Good morning, this week we have an animation of our Ravager character quickly reloading his pistols!

3  Developer / Art / Re: GIFs of games being worked on on: June 23, 2015, 07:57:56 am
That's truly terrifying. Looks like a man is eaten by a box.

He can be much more terrifying! The Supplier is meant to grind up opponents for "repossessing" purposes.
4  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: June 23, 2015, 07:25:23 am
Just a quick update showing some lighting variation via different skyboxes/light point samples.



The lighting intensity and skybox saturations are purposefully overintensified to show off the contrast between them. It's still all fairly subtle to ensure that coloured lights don't completely distort the painterly style. We hope this approach gives us some options for "tinting" each biome and giving them all a unique atmosphere.
5  Developer / Art / Re: GIFs of games being worked on on: June 22, 2015, 11:47:20 am


The box Supplier's death animation.
6  Feedback / DevLogs / Re: Screenshot Saturday on: June 20, 2015, 04:17:09 am
Trudy’s Mechanicals @ Incubator Games

Good morning from Toronto!
This week for Screenshot Saturday we brought our Scavenger Bird out to show off his character death animation.  Sad

7  Feedback / DevLogs / Re: Screenshot Saturday on: June 13, 2015, 04:02:27 am
Trudy’s Mechanicals @ Incubator Games

Hello!
This week we have another animation for Screenshot Saturday, our Ravager character in his on guard stance.


8  Feedback / DevLogs / Re: Screenshot Saturday on: June 06, 2015, 03:50:57 am
Trudy’s Mechanicals @ Incubator Games

Good morning, for this week’s new Screenshot Saturday we have Homunculus talking animation!


9  Developer / Art / Re: GIFs of games being worked on on: June 05, 2015, 05:37:50 am


Walking animation for our character Corsair, in Trudy's Mechanicals.
10  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: June 04, 2015, 07:51:10 am
Since we have multiple layers for the textures, lets start by adding some basic fringes to our house:



The above image has vertically-fringed corners, but we quickly ran into an issue with horizontal fringing. Since our heights are done in half-blocks (64 "pixels", which are half of the 128 minimum texture height) and the fringe textures occupy only a small portion of a tile, it was possible for the textures to be applied with no visual alteration. The animation below shows the same fringe being applied to different elevations, with some of the textures not appearing until they're "nudged".



This nudging alters the anchor of the texture so that the fringe part starts 64 pixels lower and properly aligns with the tile. This nudging was required in numerous places, so we also implemented it for horizontal orientation. This allows us to quickly fine-tune other decorations such as vines:



And here's our house with some grass fringes, extra vines, and a few windows:



Will do a quick update on lighting next time!
11  Feedback / DevLogs / Re: Screenshot Saturday on: May 30, 2015, 03:56:23 am
Trudy’s Mechanicals @ Incubator Games

Good morning!

The end of May is already upon us, it sure zoomed by quickly!
This week we for Screenshot Saturday we have animations of two characters, the Sewer Slug and the Supplier being pushed back.

12  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 28, 2015, 07:54:31 am
Here's another batch of concepts:


The sombre Konstantyn.


The trains of the Sprawl.


Potted plants of the Aerie.


Miscellaneous icons.


The Sleepless Forge
13  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 23, 2015, 06:39:27 pm
Thanks guys, appreciate it. We definitely want to make sure we imbue the units with as much personality as possible.
14  Feedback / DevLogs / Re: Screenshot Saturday on: May 23, 2015, 07:18:39 am
Trudy’s Mechanicals @ Incubator Games

Good morning!

This week we have for you another screenshot of the Forge Arena where two teams are battling against one another.
The players are able to use the interactive environment to claim victory against the opposing team!


15  Developer / Offering Paid Work / Re: Looking For a Composer on: May 22, 2015, 06:34:19 am
Sorry for missing that post -- just wanted to respond saying that our long search for a composer has finally come to an end!

Thanks for all the responses, and apologies if we didn't personally get back to you. As mentioned before we got a ton of submission and it took a while to sort through all of them. Rest assured we checked out every portfolio sent to us and bookmarked a bunch for future reference.

Thanks again for everyone's interest!
16  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 20, 2015, 07:14:00 am
A few more unit animations:


Koschei's run on all fours.


The Supplier overheating.


Scavenger bird's idle state.
17  Feedback / DevLogs / Re: Screenshot Saturday on: May 16, 2015, 07:37:22 am
Trudy’s Mechanicals @ Incubator Games

Our latest screenshot is an animation of our Scavenger Bird in his idling position.

18  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 15, 2015, 07:39:07 am
Thanks guys! Yeah, the custom engine stuff has taken a long while since we're not just jumping into Unity, but it's also been nice to learn more and have a custom tool that we know we can take in any direction.
19  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 14, 2015, 07:29:08 am
Like this:



He's meant to suck up and grind opponents, and even corpses for "re-processing" purposes.
20  Feedback / DevLogs / Re: Trudy's Mechanicals (3D Tactics Game) on: May 12, 2015, 07:26:40 am
Our level editor has a total of 5 texture-layers, but this number is somewhat arbitrary -- everything gets baked down into a single texture map in the end. Since we haven't experimented with texture-blending (yet!), all of our upper-layer textures contain transparencies and are stored in .tga format to avoid mipmapping/alpha-channel issues.

Below is an example of some extra details added to the grass via a secondary top layer containing a few flourishes:



It's subtle, but further helps to break up the grass.

Once this basic layering was in, it was time to create various aesthetic extras. However, to get the most mileage out of our decorations, we decided to reuse and expand on our roof-tile-rotation feature by allowing any texture to be rotated (0, 90, 180, or 270 degrees) and mirrored (horizontally and/or vertically). While such drastic transformations usually result in obvious seams, none of our decorative tiles touched tile-edges or were big enough to look odd following random transformations. Below is an example of a single leaf tile placed as is, and then randomly rotated/mirrored. 



These random transformations were actually done by hand, though, so our next step was to create the concept of tile "mini-sets" that would automate some of the work for us. Each mini-set consists of 1-n amount of tiles, and a list of valid transformations for the mini-set as a whole. The editor allows for filling/painting with mini-sets just like with regular tiles, except the actual tile placed on the map is randomly selected from the list and transformed according to specifications.



Mini-sets require a bit more groundwork to set up, but they've already proven big time-savers. Below is an animation of cycling through some of fill possibilities using a leaves-set.



With more experience, it quickly became evident that it was beneficial for virtually all decorative tiles to be part of a mini-set. With paths, for example, we split the stone pieces into centre/corner/side mini-sets and painted with them directly.



Next up, we'll try to make that building look a bit less like a stone slab.
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