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

Login with username, password and session length

 
Advanced search

998541 Posts in 39164 Topics- by 30579 Members - Latest Member: MEGAMAD

April 19, 2014, 07:49:30 PM
TIGSource ForumsFeedbackDevLogsThe Inflicted - Horror Adventure Game
Pages: 1 ... 7 8 [9] 10 11
Print
Author Topic: The Inflicted - Horror Adventure Game  (Read 17228 times)
Graham.
Level 10
*****


hasn't made a game


View Profile WWW
« Reply #120 on: December 07, 2012, 10:30:28 AM »

I miss tangible inventories.
Logged
zamp
Level 1
*



View Profile
« Reply #121 on: December 07, 2012, 11:21:38 AM »

I miss tangible inventories.

I hope this is tangible enough Wink
Logged

Graham.
Level 10
*****


hasn't made a game


View Profile WWW
« 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.
Logged
zamp
Level 1
*



View Profile
« 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
Logged

tequibo
Level 1
*


smoke and mirrors


View Profile WWW Email
« 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.
Logged

Graham.
Level 10
*****


hasn't made a game


View Profile WWW
« 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.

Logged
Manuel Magalh„es
Level 10
*****



View Profile WWW
« Reply #126 on: December 07, 2012, 02:16:40 PM »

That inventory is nice. Smiley
Logged

zamp
Level 1
*



View Profile
« 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:
Logged

Graham.
Level 10
*****


hasn't made a game


View Profile WWW
« Reply #128 on: December 07, 2012, 03:46:15 PM »

Yeah. I like this btw.
Logged
zamp
Level 1
*



View Profile
« 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...
Logged

caiys
Level 10
*****



View Profile WWW
« Reply #130 on: December 08, 2012, 06:47:03 AM »

Oh man that inventory system is brilliant. Hand Thumbs Up Right
Logged
zamp
Level 1
*



View Profile
« 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.
Logged

zamp
Level 1
*



View Profile
« 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.
Logged

zamp
Level 1
*



View Profile
« 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.
Logged

ThePortalGuru
Level 7
**


Expect the funexpected


View Profile Email
« Reply #134 on: December 10, 2012, 04:04:53 PM »

Hell yes!
Logged

Pages: 1 ... 7 8 [9] 10 11
Print
Jump to:  

Theme orange-lt created by panic