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891277 Posts in 33535 Topics- by 24775 Members - Latest Member: PestoForce

June 19, 2013, 11:26:32 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 61312 times)
HyperDuckKev
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I wants to Give you SounD!


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« Reply #360 on: September 21, 2011, 02:19:10 AM »

I miss this project Sad where you go!
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Twitter: HyperDuckKev
www.hyperduck.co.uk
Scut Fabulous
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« Reply #361 on: September 21, 2011, 04:56:54 AM »

I've been working a lot over summer to save up for a trip.  Also, seeing as I don't currently have a programmer to work with on The Salvage I've been spending more of my creative time on other things.


I have neglected to post some concept art, so here you go, enjoy!















« Last Edit: September 21, 2011, 07:57:41 AM by Scut Fabulous » Logged

oyog
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« Reply #362 on: September 21, 2011, 07:22:29 AM »

The art's fantastic, as always.  Hope you find a capable programmer if you keep working on this project and enjoy the trip!
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Core Xii
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the resident dissident

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« Reply #363 on: September 23, 2011, 06:58:33 AM »



I love this thing. Not a clue what it is, but I love it.
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Christian Knudsen
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« Reply #364 on: September 23, 2011, 11:51:42 AM »

Reminds me a bit of the crystal spaceship from Superman. Just made from rocks instead of crystals.
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Laserbrain Studios
Currently working on Hostile Takeover (TIGSource DevLog)
Bones
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Pixel artist, Animator, Programmer


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« Reply #365 on: September 24, 2011, 10:33:57 AM »

My guess is that each of those objects, are the artifacts which the main character will be searching for within the game.

I hope you find a programmer again sometime soon Scut
Was enjoying the movement demo you released a while back, so it makes me want the game more.

God speed Scut.
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Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Pemanent
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« Reply #366 on: September 24, 2011, 10:53:48 AM »

I absolutely love your art! If it were put into a game I would probably die.
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Theon
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Pew!


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« Reply #367 on: September 25, 2011, 09:42:56 AM »



This here thing...
This is ridiculous.
It's stupid.
It's fucking retardedly pretty.

I hate you.
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Belimoth
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Pharoah Bourbon


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« Reply #368 on: September 28, 2011, 02:50:24 PM »

If I could choose only one unfinished game on TIG to play some day, this would be it.

I don't hope it will get finished, I know it will because it is too awesome not to be. If you die before then, I will steal your identity and every asset here and hire people to finish it posthumously.

So you'd better not because I don't think we'd do a very good job.

Thank you for being inspirational Beer! This is worth the wait.
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Scut Fabulous
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« Reply #369 on: September 30, 2011, 01:08:47 PM »

Thanks for the encouragement, I'm actually a little surprised that there's still a good amount of interest in the project.  The Indiegames Weblog stuck a link to my blog in their weekly roundup, not an article, just a thumbnail image of my pixel art and a link, and over a few days it got over two thousand hits: http://indiegames.com/2011/09/indie_game_links_salvaging_the.html

I find that sort of thing both encouraging, but also a touch irksome.  I know there's a million game ideas out there that never get made, but this one to me really feels like it could have legs if I could just find a solid programmer to team up with.

Anyway, a few weeks back I did a digital painting of the protagonist of the Salvage.  It was just for fun, to help me learn more raw techniques.  I spent some time retouching it.

http://scutanddestroy.files.wordpress.com/2011/09/salvage-suit-painting-retouch-01.jpg
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Geti
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« Reply #370 on: October 01, 2011, 01:22:17 AM »

There _is_ an alternative to working with a programmer. Learn to code yourself.

You could easily prototype the "core" of this in something like flixel or flashpunk to try out what works and what doesn't. The tools are free, there are a lot of tutorials to get you on your feet, and it means at the very least we start to see something playable.

I'm sure you could even post code issues here and someone would help out if they have the time. "I have xyz problem getting FlxState to behave" "here's how I'd tackle it are you sure you're doing abc solution?"

It'd be great to see this get made as close to your vision as possible, too Smiley
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HyperDuckChris
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@hyperduckchris @hyperduckdan @hyperduckkev


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« Reply #371 on: October 03, 2011, 10:09:34 AM »

Geti is right, somebody I work with called Dean Dodrill could only do art before he sat down for 6 months and built his first build of Dust: An Elysian Tail. That thing went on to win Grand Prize at Dream Build Play!

Saying that, you gotta have the time to give into it. However Kevin & I, as you know, would love to see this project start to produce builds. I think many others would too, considering the response from a little revival of this devlog by Kevin Smiley
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Scut Fabulous
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« Reply #372 on: October 26, 2011, 08:09:03 AM »


http://scutanddestroy.files.wordpress.com/2011/10/salvage-hulk-01.png

I’ve been getting back into The Salvage recently, and wanted to tackle the issue of ‘treasure chests’ that virtually every game contains in some form.  Part of the texture I want players to encounter is that each dig site has been visited in the past, seemingly with bad luck for the visitors.  Occasionally players may encounter the hulk of some old craft, and within its hull might be preserved a useful trinket or supply.
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JobLeonard
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« Reply #373 on: October 26, 2011, 08:48:06 AM »

 Hand Thumbs Up Left Sounds good
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r0ber7
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Inspired by pixels.


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« Reply #374 on: October 26, 2011, 12:04:12 PM »

Get this man a programmer! Stat!
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