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1059468 Posts in 43082 Topics- by 35036 Members - Latest Member: MoodyLynn

October 31, 2014, 10:08:05 PM
TIGSource ForumsFeedbackDevLogsThe Inflicted - Horror Adventure Game
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Author Topic: The Inflicted - Horror Adventure Game  (Read 19808 times)
Graham-
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« Reply #120 on: December 07, 2012, 10:30:28 AM »

I miss tangible inventories.
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zamp
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« Reply #121 on: December 07, 2012, 11:21:38 AM »

I miss tangible inventories.

I hope this is tangible enough Wink
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Graham-
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« Reply #122 on: December 07, 2012, 11:31:23 AM »

Yes. Is there a "grasping" sfx?

I would make the hand smaller or partially transparent. The focus should be on the items, which are beautiful.
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zamp
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« Reply #123 on: December 07, 2012, 12:38:55 PM »

Yes. Is there a "grasping" sfx?

Not yet. We'll probably add one that differs based on the item you pick up. We've already done some sfx for it but not all items have sfx.

I would make the hand smaller or partially transparent. The focus should be on the items, which are beautiful.

Sorry but this is the way it's going to be. The hand graphic will eventually change based on what item you pick up and also you need to see what button you're going to press with it (keypads etc).

Puzzles work now. They also work even better than they used to Smiley
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tequibo
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« Reply #124 on: December 07, 2012, 01:25:38 PM »

Really like inventory management animation. So cheap, simple and cool! Reminds me of Terry Gilliam's work for Monty Python.
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Graham-
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« Reply #125 on: December 07, 2012, 02:00:07 PM »

I would make the hand smaller or partially transparent. The focus should be on the items, which are beautiful.

Sorry but this is the way it's going to be. The hand graphic will eventually change based on what item you pick up and also you need to see what button you're going to press with it (keypads etc).

Well changing the sfx/graphic based on item goes towards solving the same problem. So it's okay.

The keypad thing isn't a good case though. You could easily solidify the hand when necessary.

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Manuel Magalh„es
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« Reply #126 on: December 07, 2012, 02:16:40 PM »

That inventory is nice. Smiley
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zamp
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« Reply #127 on: December 07, 2012, 03:18:11 PM »

That inventory is nice. Smiley

Thanks Smiley

Well changing the sfx/graphic based on item goes towards solving the same problem. So it's okay.

The keypad thing isn't a good case though. You could easily solidify the hand when necessary.

You'll be able to poke with a finger so I think it'll work out just fine.

Really like inventory management animation. So cheap, simple and cool! Reminds me of Terry Gilliam's work for Monty Python.

Gentleman

Final result:
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Graham-
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« Reply #128 on: December 07, 2012, 03:46:15 PM »

Yeah. I like this btw.
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zamp
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« Reply #129 on: December 08, 2012, 06:38:07 AM »

Yeah. I like this btw.

Thanks

I have a feeling something was corrupted when I moved my map data parser to another class...
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Ant
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« Reply #130 on: December 08, 2012, 06:47:03 AM »

Oh man that inventory system is brilliant. Hand Thumbs Up Right
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zamp
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« Reply #131 on: December 08, 2012, 08:59:36 AM »

Oh man that inventory system is brilliant. Hand Thumbs Up Right

Thanks

Optimization Day 3

Everything seems to be working. Haven't checked if scripts broke but for now I'm going to say optimization is finished. I've re-implemented most of the sanity based effects (the screen warps and distorts again  Hand Shake LeftWTFHand Shake Right)
I tried using perlin noise to give it some extra warpyness (is that even a word?) but perlin noise is seriously expensive to do! So I dropped it. Maybe I should just make a tileable graphic to get the same effect much, much cheaper.

Woooo! Warpyness!


Next step: going bat shit crazy... Time to work in this one visual effect I've been thinking about for months now. It's quite hard to put into words but I'll try anyways. The effect will fade in another layer on top of the current world. This layer adds this grimy, rusted out look to the game. How it's going to fade in... well... it slithers in like a bowl full of worms.
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zamp
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« Reply #132 on: December 08, 2012, 11:41:10 AM »

I call this a day. Time to go waste my time in minecraft.

Btw: effect is way too fast in this gif. I set it this high just to test it out.
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zamp
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« Reply #133 on: December 10, 2012, 03:13:23 PM »

Would you be interested to see a broadcast of what goes on when I develop the game on twitch or other streaming website? If you are could you tell me your timezone (in GMT+/- please) so I can find out a good spot to stream at.
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ThePortalGuru
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« Reply #134 on: December 10, 2012, 04:04:53 PM »

Hell yes!
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zamp
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« Reply #135 on: December 11, 2012, 01:55:16 AM »

Hell yes!

Anyone else interested? If not it's going to get fairly personal Who, Me?
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zamp
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« Reply #136 on: December 15, 2012, 05:07:36 PM »



Suddenly it occurred to me that I could just hook up the tilemap into the displacement itself to take away the feel that it's just an overlay. Works fairly well! If you've ever eaten silly old hush-hush you'll probably feel right at home with this Well, hello there!
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Delicious
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« Reply #137 on: December 15, 2012, 06:53:55 PM »

The blurry pixels are weirdly attractive here. Hmm, maybe cause it gives it a more eerie look.
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« Reply #138 on: December 15, 2012, 07:46:56 PM »

Really digging this. The top down style reminds me of BOH and that's a good thing.
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zamp
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« Reply #139 on: December 15, 2012, 10:32:38 PM »

Really digging this. The top down style reminds me of BOH and that's a good thing.
The blurry pixels are weirdly attractive here. Hmm, maybe cause it gives it a more eerie look.

Thank you!


Behold! A phone!

Edit: More phone!
« Last Edit: December 15, 2012, 11:44:29 PM by zamp » Logged

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