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TIGSource ForumsJobsCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 534961 times)
MaloEspada
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« Reply #1200 on: June 23, 2010, 09:20:11 AM »

-awesome-

 Shocked

you're making the graphics, right?
looks effin' cool.

also, aquaria rip-off. (sorry, I had to say this hahah)
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Saker
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« Reply #1201 on: June 23, 2010, 10:18:35 AM »



So , Evil Empire was all about A Ninja invading the Arab land by shooting stars at flying carpets and green ghosts (Genies?!) Facepalm

Edit : Also I found this :

, If you're afraid of the mental harm caused by playing the original games , someone played it for you .
« Last Edit: June 23, 2010, 10:24:56 AM by Saker » Logged
Melly
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« Reply #1202 on: June 23, 2010, 04:16:42 PM »

Perrin, Alfredo looks pretty bizarre.

Awesome.
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« Reply #1203 on: June 23, 2010, 05:54:05 PM »

This summer ALFREDO will be well and truly IN THE FETTUCINI!

Ohhh, I love the Pixar-credit-esque look you have going for the lights and pictures, with the angular non-right angle shapes. Do you think you could do the same thing for the main tiles? That would seriously scream awesome.
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Perrin
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« Reply #1204 on: June 23, 2010, 05:56:16 PM »

This summer ALFREDO will be well and truly IN THE FETTUCINI!

Ohhh, I love the Pixar-credit-esque look you have going for the lights and pictures, with the angular non-right angle shapes. Do you think you could do the same thing for the main tiles? That would seriously scream awesome.

Yeah planning to use it throughout, my main inspiration was actually Andrius's Assemblee entry, I really liked the style.

For the title sequence I might look for older examples of it, I know some of the pink panther credits sequences employed elements of this style. I presume there's some kind of name for it.
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Nate Kling
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« Reply #1205 on: June 23, 2010, 06:27:59 PM »

CITY OF DOOM! (still work in progress image)
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JaJitsu
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« Reply #1206 on: June 23, 2010, 08:52:26 PM »

heh, I posed for that.
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Mar
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« Reply #1207 on: June 23, 2010, 09:03:33 PM »

heh, I posed for that.

 Hand Clap Shocked
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Nate Kling
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« Reply #1208 on: June 23, 2010, 09:49:38 PM »

It's true... I have a picture of jajitsu's butt from an extreme angle sitting on my desktop at this very moment.  Strictly for artistic purposes only of course.
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CK
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« Reply #1209 on: June 23, 2010, 10:24:19 PM »

CITY OF DOOM! (still work in progress image)

wow, that's incredibly beautiful Crazy
i just really love it - it has some effect on me

 Hand Metal Left Wizard Hand Point Right boop
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Melly
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« Reply #1210 on: June 23, 2010, 11:48:03 PM »

It's true... I have a picture of jajitsu's butt from an extreme angle sitting on my desktop at this very moment.  Strictly for artistic purposes only of course.

Would you mind sending me that picture? So I may... use it?

Strictly for artistic purposes only of course.
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« Reply #1211 on: June 24, 2010, 03:15:23 AM »

An update on our progress for Underground.
Just finished the core functionality of the level editor.
-Painting tiles
-Adding Scrolling backgrounds
-Modifying Collision
-File saving/loading

Screenshot

Going to add functionality to place animated tiles.
Have a "background scroll test" mode.
Add more options for modifying tile/sprite details, such as a picking a special shader.
Be able to place game specific triggers.

I'm really enjoying this project. I've been wanting to make tools with C#/XNA for a while now. The main window is drawing with XNA. Didn't know how hard it would be to use XNA with a windows form but it turned out not to be a problem. =)
« Last Edit: June 24, 2010, 03:22:53 AM by WindowRunner » Logged
Perrin
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« Reply #1212 on: June 24, 2010, 04:24:57 AM »

I'm really enjoying this project. I've been wanting to make tools with C#/XNA for a while now. The main window is drawing with XNA. Didn't know how hard it would be to use XNA with a windows form but it turned out not to be a problem. =)

Are you going to make the actual game in XNA? I ask because with all the pre-reqs that must be installed before an XNA game will run under windows what happens on a lot of machines is the game will just crash on launch.

With XNA games under windows you kind of have to rely on an installer to get the person's machine ready to play the game, but you can't use installers for this comp.
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« Reply #1213 on: June 24, 2010, 05:32:43 AM »

only the tool will be using XNA. the actual game will only have DirectX as a requirement, so it shouldn't be a problem.
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Perrin
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« Reply #1214 on: June 24, 2010, 05:39:57 AM »

only the tool will be using XNA. the actual game will only have DirectX as a requirement, so it shouldn't be a problem.

that's fair enough then. Hope we can see some game screenshots soon. ^_^
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moi
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« Reply #1215 on: June 24, 2010, 09:35:18 AM »

...nice.
Progress has been slowed due to antagonist factions opposing resistance on the secondary roads. I have completed 2 more levels. Only two (simpler) levels left to go. But today I woke up with dengue fever. I'll try to do as much as I can but most of my work will probably be part of an elaborate hallucination. stay tuned.
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subsystems   subsystems   subsystems
JMickle
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« Reply #1216 on: June 24, 2010, 10:48:59 AM »

hallucination = win
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Melly
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« Reply #1217 on: June 24, 2010, 01:00:28 PM »

Well, I just broke the personal 2 week deadline. It shouldn't take much longer to finish the game, but it'll still take some more days.
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« Reply #1218 on: June 24, 2010, 11:17:55 PM »



It's Illuminator time again!

http://www.l-ames.com/logan/illum-3.zip

Same as last time:  C is flashlight (leave it off to overcharge it to kill ghouls), X is action (to pick up/use items, and open/close doors).

Most of the game is there.  Sounds, enemies, levels, tiles, and all that rot.  It still needs some polish, and things like a menu and a story and a boss to frame it all.  But essentially you're this kid who's chasing after these ghouls to rescue his kidnapped sister.  The ghouls travel from house to house by tearing through the fabric of space, but they stitch it up afterward.  So you have to find the hole in space in each level, and kill enough of the ghouls that the stitches come undone.

There's eight levels here.  I'm not sure if I want to force the players to take 'em all at once, or what, but if you want to skip through levels, you can use the numbers 1-8 in-game to skip levels if you're into that sort of thing.  For now.

If anybody has any good ideas for more ghouls, or extra things that can be plugged into the wall, I'm open to ideas.
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PleasingFungus
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« Reply #1219 on: June 25, 2010, 12:16:21 AM »

I think I am now terrified for life

(amazing game)

(got to level 4 I think)

(but now I am petrified with fear)

(so, I guess I cannot play any more)

(aaaaaa)
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Finished games: Manufactoria! International King of Wine!
And others on my site.
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