Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891182 Posts in 33529 Topics- by 24767 Members - Latest Member: Stome

June 19, 2013, 05:59:49 AM
  Show Posts
Pages: 1 ... 72 73 [74]
1096  Player / General / Re: TigCast? on: January 20, 2009, 03:50:06 AM
dude we totally have the podcast market cornered.

But seriously... podcasts aren't exactly challenging as an idea, but getting the right balance of personality, people that know what they're talking about, and interesting arguments isn't the easiest thing in the world. it's kind of rare in my opinion.

plus decent microphones.

but you guys should try it out, maybe it'll be magical and taste of turkish delights.
1097  Developer / DevLogs / Re: Ghost Walk... (Title undecided..) on: January 16, 2009, 08:15:58 PM
looks like a neat palette. but...

i'd say off the bat though that i have no idea where the character would collide with the terrain. are the dark "hills" in the background or not? since they are darker and provide more contrast with the overall background color it seems that they would be more likely to be the terrain than what i'm thinking you intended the terrain to be.

good news is, it should be a easy fix.
1098  Developer / Business / Re: What does your physical workspace look like? on: January 16, 2009, 01:23:02 PM
woot, this thread rules.

this is where we used to work (joe and mike left to right):


and this is our new office we moved into a few months ago (i'm in the middle on the ball thing [don't call it the Ball Thing call it Pure Being])


More pics of both places here, documenting the move.
1099  Developer / Art / Re: Help with art to sprite transition. on: January 15, 2009, 02:16:15 AM
rich (from pixeljam) has put together a great tutorial on pixeling at gamedev (it's a two parter):

http://www.gamedev.net/reference/art/features/pixelart1/

http://www.gamedev.net/reference/art/features/pixelart2/

also there's derek's classic pixeling tutorial here: http://www.derekyu.com/?page_id=218

hope those help. maybe once you go through those you could post your progress here and folks could give you some feedback as you go.

happy pixeling! it's addicting
1100  Developer / Audio / Re: Every TIGer has a song inside! The ultimate Songsmith Compo! on: January 14, 2009, 04:55:51 PM
I call it: Whip My Dip (feat. Mike Boxleiter)
1101  Developer / Art / Re: MoXi: Digital Watercolor on: January 14, 2009, 12:43:15 PM
My experience with these things are that they are fun for an hour or so before I tire and return to photoshop. Impressive nonetheless. Hand Thumbs Up Right

that's pretty much what happened. Here's kind of a post-mortem of my experience with it.

I struggled an awful lot with this app, having to start over 90% of the time due to glitches as well as getting the tracing working by importing some RGB image inverted foo. I'd say that this will be awesome once all the kinks are worked out, and if you only need like 1-2 images that aren't that complex (more like washes) then give it a try. I think if I were to do the ink painting (black ink) in earnest, I'd just do it on paper and scan it in next time and modify the ink colors etc in photoshop.

This is more or less what came out of it:


I'd like the atmosphere to match with the earth more, but the games i'm working on lately are quick little guys that span no more than 2-3 days of development, so I just gotta call it good and keep a'movin.
1102  Player / General / Re: Anyone know anything about this? (Mo'Minis) on: January 11, 2009, 09:23:34 PM
yep. was the spam via tig? looks totally bogus.
1103  Developer / Art / MoXi: Digital Watercolor on: January 10, 2009, 03:33:50 PM
Yo,

Per my subconscious New Years Resolution (2009 edition) this year I decided to stop lurking here and start getting more involved. For my first trick, I wanted to share with everyone this sweet digital watercolor dealio.

Watch the trailer here: http://www.youtube.com/watch?v=UwcYP2KMgFc


Looks sweet right? Well, it's not publicly available... but! If you're really interested in using it, you can email the developer with an idea of who you are and why you want to use it. You can't redistribute the software, but you can talk about using it.

Here's the FAQ where you can find his email and the guidelines for getting the prototype: http://visgraph.cse.ust.hk/MoXi/FAQ.html


Admittedly, the prototype is quite buggy and feels a little... hollow, as in, it's not robust at all. But whatever! We're game developers, bugs and hastily fashioned tools are part of our daily life so I got over it and am really loving the effects.

I'm working on an ink painting of the earth for a little flash game codenamed Creation. The clouds are a WIP, but you get the idea...



I've always had a deep love for zen ink painting and eastern style watercolor. I hope a few of you guys can get a hold of it and start implementing it into more games. Good luck and let me know in this thread if you use it and post screens in here.
1104  Developer / Feedback / Re: Dinowaurs on: January 09, 2009, 07:44:08 PM
you guys can play the beta here if you want: www.kongregate.com/games/intuition/dinowaurs-beta

more dinowaurs stuff: www.dinowaurs.com and.. the FAQ if you're getting beat down: www.dinowaurs.com/faq
1105  Developer / Feedback / Wild 'n' Free: A True Story on: April 18, 2008, 08:01:59 PM


Wild 'n' Free: A True Story
Arrow keys to move.  "Esc" to access the options menu.

Aid the Boto in his quest to cleanse the amazon of modern man's blight on our eco-system. His sharpened friends, the piranha, have vowed their allegiance in our efforts and many will soon follow with their signatures on our petition of majesty. March(swim) on with your brothers and sisters to find our destined glory!

The object of the game is to destroy as many polluting sea-vessels as possible without getting annihilated by said pollution.  The kelp on the sea floor heals you, and the swarming piranha are your weapons.  Use their inertia to hurl them out of the water and onto boats where they wreak their own Amazonian brand of havoc.

This game has been in the works since the release of Deathworm.  Mike had the idea to make a Deathworm-like game in flash, so we did last summer, but it never really took off and wasn't all that interesting.  So we just played more Deathworm instead.  Nonetheless this fun little pet project of ours has been a long time coming, and when we changed its title from Professor Porpoise: Adjunct Faculty Adviser to the Apocalypse to Wild 'n' Free: A True Story things got pretty fun development wise.  We added the piranha mechanic and made the avatar (Boto) more of a leader than the main damage dealer.  We hope you enjoy it, and please give us all your feedback, we'll be making changes and whatnot here and there when we have free time.

Thanks for playing!
~ Mike and Greg
1106  Community / Announcements / Re: The Obligatory Introduce Yourself Thread on: March 05, 2008, 11:15:57 AM
Hey Tiggers!  I guess I should introduce myself.  I've been lurking for quite a bit, and don't have time to pump a post count up to a respectable level, so my posting will probably be infrequent, but I love this community, it's made of awesome.

So I'm Greg, I'm 24, live in Iowa, look like I'm 34 and co-founded intuition games with three other chaps (ted, mike & josh) in the fall of 2007.


Me not paying 0.25 per minute to play shitty battlefield clones in the Denver airport on the way to GDC 08!


Ted, me & infinity.


all of us in our hotel room in SF

As far as games I've worked on, it's mainly dinowaurs, i've done some simulation stuff with the U3 engine for a virtual reality thing at Iowa State University.  I've also done a few projects during school that amounted to no game (due to no programmer) but a lot of art...
A semester or two ago we got a little something going in torque game builder, it was called YOMI... it's not much, but whatever.

http://intuitiongames.com/portfoliopages/yomi.htm

I went to school at ISU for four years studying graphic design (in my last semester now) and before that I pursued creative writing at the University of Iowa, and before that I wanted to be a chef.  I still like cooking and writing, ideally i'd like to write/design games, but i enjoy the visual arts as well and find programming really rewarding.  I still consider myself a student and probably always will, and i love learning from all of you guys.  GDC was especially awesome.

i have some recipes (if hungry) and other work up on my website at www.gregwohlwend.com which includes my blog from when i was studying abroad in Rome last semester, it was a blast.  I'm here to feel the powerful passion and spirit of games made out of love instead of green paper slips.  I'm not happy with the current market of video games and I feel it's my duty to be part of the solution.  I think it's a great time to be an indie developer, a kind of renaissance will emerge out of us, i know it.

My favorite games of all time are Baldur's Gate II, and FFVII, FFII (cecil and kain, I know it's supposed to be IV or whatever, i played II on the SNES, suck it.) link to the past, kid icarus, bionic commando, mario 3, oh yea, and trial by fire: quest for glory II (ESPECIALLY AWESOME game by sierra, also could add in DIG, and robin hood: conquest of the longbow and other SCUMVM).  right now i'm having a ton of fun with n+.  Go raigan and mare!  I don't get to play enough games nowadays, but that's why TIGs is so awesome, i can taste them and get back to work.

1107  Player / Games / Re: I'm so indie... on: March 05, 2008, 10:13:42 AM
"I'm so indie I code in trinary" - Joe
1108  Community / Get Togethers / Re: So it ends. on: February 27, 2008, 10:46:09 AM
I had sawtooth shark.  He made all other beasts wet themselves on sight.
Pages: 1 ... 72 73 [74]
Theme orange-lt created by panic