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1027940 Posts in 41256 Topics- by 32875 Members - Latest Member: nether

July 29, 2014, 04:56:23 PM
TIGSource ForumsRecent Posts
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 on: Today at 04:54:40 PM 
Started by nether - Last post by nether

My main skill is programming, but I made this design doc for a game that I've started developing. If people have time and would care to take a look, I'd be interested to hear your thoughts.

Google Doc: https://docs.google.com/document/d/1DBIzPj6azaDrGDdzjhDs1pR2edE6uHhz9Wpj7eILd64/edit#


 on: Today at 04:54:23 PM 
Started by Bones - Last post by Bones
Every wonder how a Cockatrice is born?

According to Alexander Neckam's De naturis rerum (ca 1180), the cockatrice was supposed to be born from an egg laid by a chicken and incubated by a toad; a snake might be substituted in re-tellings. Cockatrice became seen as synonymous with basilisk when the basiliscus in Bartholomeus Anglicus' De proprietatibus rerum (ca 1260) was translated by John Trevisa as cockatrice (1397).[4] A basilisk, however, is usually depicted without wings.

Okay... So what I get from that.

 on: Today at 04:53:44 PM 
Started by John McDonald - Last post by John McDonald
First time here! I'm wrapping up a 1-button game for Android (and then the world). To give Skippy Fish its best chance of success, I want to see what you think of the art. Here's a screenshot of the main game screen:

You tap the screen when Skipper approaches the water to make him skip along the water and "escape" from the shark.

Click for a 2.6mb GIF of gameplay

I'm aiming for simplistic graphics that don't detract too from the gameplay. The fish will show us as small as you see it in the above screenshots on phones, but will likely be scaled up (or scaled down less) on tablets. Everything is in SVG. Here's the fish's sprite:

Top row is swimming & tail flap for a skip, lower row is scared swimming.

I didn't spend a whole lot of time on the shark because you barely see his body, but here's what he looks like:

The cloud is nothing exciting, but I don't really know what to do with it. Any ideas?

Here's the icon I've managed to come up with (512x512):

And scaled down for reference:

Any comments or feedback would be awesome.

To get you started: a friend mentioned that the eye in the icon isn't round but looks like it wants to be round, so either make it round, or make it more obviously not round. He also mentioned that I should shorten the gills, and make the fin larger.

 on: Today at 04:52:00 PM 
Started by Laserfury - Last post by Canned Turkey
Your art is  better than mario & luigi superstar saga.
I regard that game as a crown jewel of pixel art, and now this one.
This is actually my favorite thing right now.

 on: Today at 04:46:30 PM 
Started by ZackParrish - Last post by ZackParrish
Just finished this track for the expansion of Valdis Story: Abyssal City...

And still looking for projects... so don't be a stranger!


 on: Today at 04:45:31 PM 
Started by void1 - Last post by void1
I need someone to take these people an animate them for walking, running, jumping. I would give the body parts separately. They need to face up, down, left, and right.

I need the same for a jaguar, pig, and other animals.

Idealy, I wouldn't want them to make art from scratch since I've already done a lot. It would be nice to touch it up as well to animate them.

How can I figure out a cost for this?

 on: Today at 04:31:40 PM 
Started by chegr - Last post by chegr
your english doesn't seem very good
Yes, you are right, I'm Russian and I was frustrated last night when I wrote this post, so my English could be even worse. Sorry for this, I don't like when people write messy too. Feel free to correct me.
Thank you for you ideas!
I'm not sure about importing tiles with alpha.. I'll surely try, it would be the best solution.
The last time I checked it, GM refused to import these. I don't quite remember, it was several years ago.
About additive blending do you know how to realize it in GM?
I also have thought about abandoning backgrounds and draw my gradient as stretched sprite.

 on: Today at 04:27:27 PM 
Started by eigenbom - Last post by Zaphos
The devlog is now archived at http://moonman.io/devlog_archive/page_0.html.

To do this I wrote a Python script that takes the output of the 'printpage' mode of a forum thread and then splits it up into subpages, downloads and renames all the linked images, and puts it all into a single folder. It depends on BeautifulSoup4. The script is here.
Very cool Smiley  (Moonman historians of the future rejoice!)

ALSO is the cape new, too?  (In the trap grass gif)  Or did I just totally miss that there were floaty capes all along?!  I like the cape.

 on: Today at 04:21:06 PM 
Started by KellyRay - Last post by KellyRay
@cascaid Lol thanks. I'm glad you liked it.

I am actually surprised that the spacebar didn't work! I will have to investigate this. I have to tell you, your comment sparked an idea about the colliderStay methods. And I think you are correct. Try the demo again and see if there's any improvement. I've seen a significant improvement on my side and I had nearly 30+ orcs on the screen. I was forgetting to turn the collider off when the Hero was hit the first time so even though he wasn't taking damage, the TiggerEnter stuff was still firing.


 on: Today at 04:08:58 PM 
Started by Irock - Last post by Irock
Trying to settle on a graphical style. Trying out a low-poly thing.

One thing I'm worried about is how bland this game might potentially seem from the outside. I'm wondering if that's actually the case and whether or not a minimalistic graphical style might amplify that problem.

In addition to playing around with graphics and making small fixes and tweaks, I made a little checkmark zoom (scale zoom, not speed zoom) down when you activate a split. Splits happen just when the camera crosses a certain y coordinate, so I felt it was necessary to add some more feedback so it's more obvious when it happens.

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