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TIGSource ForumsCommunityDevLogsTrash TV - Done! Out 23rd Feb!
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Author Topic: Trash TV - Done! Out 23rd Feb!  (Read 48452 times)
Nate_G
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« Reply #20 on: January 27, 2012, 10:20:46 AM »

I agree with Andy 100% about the colours, and with Scut about the antennae.

I love the new dust animation though!

I'm going to email you about footsteps, and jumping and landing sounds..
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Overpass
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Bishop
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« Reply #21 on: February 07, 2012, 03:09:19 PM »

Been working on more television theming today. I've added a subtle film grain effect, similar to Left 4 Dead's implementation. In this screen shot we can film grain is applied to darker areas more than lighter areas, drawing the players eye to key points.

This also creates a very clean area around the player, as the illumination from television screen stops film grain being applied in a radius around the player.



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Scut Fabulous
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« Reply #22 on: February 07, 2012, 03:49:05 PM »

Approved! Smiley
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SolarLune
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« Reply #23 on: February 08, 2012, 06:35:22 AM »

This is looking sweet. Though I can't see any of the "film grain".
Me either. Still looks sweet. Very interesting characters - I need to make less conventional characters, too... The glow of the television screens should help them to stand out on the screen - perhaps you could make the glow change color for Signal (to reflect the signal on the screen)? I dunno - just an idea. Anyway, this is looking great.
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Bishop
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« Reply #24 on: February 09, 2012, 12:08:40 PM »

New gameplay trailer up, finally with audio!





Shame the video compression hides the subtle film grain effect. The film grain in that image isn't visible in my 2nd monitor, which doesn't run at it's monitor's native res.

As always let me know what you think. I'm now on twitter too, trying to get the word out as it slowly nears completion. https://twitter.com/LawrieARussell
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andy wolff
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« Reply #25 on: February 09, 2012, 12:17:09 PM »

There's a lot of stuff I see in that video which I really like, mostly:
The little heart that comes up after completing a bit of a level
The lasers actually acting like beams of light, and triggering cool things on the levels

I like what you're doing with the sound

The levels feel pretty bland and lifeless. It'd be cool to see some more exotic neon/cyberpunk decorations/objects.
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Franklin's Ghost
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« Reply #26 on: February 09, 2012, 07:15:26 PM »

Nice new video, like the use of lasers and boxes.
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Nate_G
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« Reply #27 on: February 10, 2012, 02:03:08 AM »

I like what you're doing with the sound


Thanks :D
We're still working on fleshing out the soundscape but it's definitely coming along!
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Overpass
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Scut Fabulous
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« Reply #28 on: February 10, 2012, 09:02:58 AM »

It does a great job of showing how the puzzles could work, I think that as a teaser it provides vastly more information than any screenshot could in a very short time span.
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SolarLune
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« Reply #29 on: February 10, 2012, 10:24:20 AM »

Nice new video, like the use of lasers and boxes.
Agreed. It could only get more complex (in a good way) with moving platforms, or even moving enemies / televisions that walk about to trigger the lasers. Crazy Nice job!
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Bishop
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« Reply #30 on: February 23, 2012, 06:16:40 AM »

I've been working on promotion lately and was wondering if anyone can recommend me a webhost? Thanks in advance, some proper updates to come soon!
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Bishop
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« Reply #31 on: February 25, 2012, 04:02:38 AM »

Improved my screen curve, fixing the wavey lines it used to have and made a new level/set of puzzles.



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Nate_G
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« Reply #32 on: February 25, 2012, 04:07:36 AM »

Hmm... I think the footsteps I've done are going to sound odd while walking on lasers...
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Overpass
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Franklin's Ghost
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« Reply #33 on: February 26, 2012, 03:52:13 AM »

Improved my screen curve, fixing the wavey lines it used to have and made a new level/set of puzzles.

That screen curve is looking authentic, makes me feel like I'm back in the early 90's playing my megadrive in my room.
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Bishop
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« Reply #34 on: February 27, 2012, 11:36:30 AM »

For the last screenshotSaturday I wanted to take an image of a level. I tried running through taking several shots and pasting together, but it was quickly obvious that was it hassle. So today I wrote a function to do it for me!


Click for larger image!


I'm sure I could use this for something else, but I have no idea what.
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Scut Fabulous
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« Reply #35 on: February 27, 2012, 11:40:50 AM »

I'm sure I could use this for something else, but I have no idea what.

Umm, for when you sell the Prima Official Strategy Guide at an insanely inflated price?   Hand Money Left Evil Hand Money Right

Would the game be playable in a totally zoomed out view like that?  This could be a really cool 'map' function, where you just zoom out to see where you've been.
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Bishop
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« Reply #36 on: March 09, 2012, 04:17:06 PM »

This week I've been implementing feedback from London Indies and other play testing. I got some time to work on levels and created a cool transition effect between them. It's still a little rough around the edges. What do you think?



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Franklin's Ghost
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« Reply #37 on: March 09, 2012, 05:27:22 PM »

Awesome level transitions and really like the explosion effect you've made.
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Nate_G
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« Reply #38 on: March 10, 2012, 01:18:07 AM »

I sort of feel like the static on the transition should fade in quickly, and then fade away when the new level comes in.
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Overpass
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« Reply #39 on: March 10, 2012, 03:06:23 AM »

Following this dev log now...  Hand Thumbs Up Left Smiley

The text above the explosive crates looks completely out of place in a game with no text. I get that Ricky's feedback was that it wasn't clear when the bomb was about to go off, but I think he likely meant that the shaking doesn't communicate that it's about to explode. It's not the right language.

Exploding things in video games usually flash when they're about to go off. If you change that text for the bomb flashing just before it goes off (maybe a dee-dee-dee-dee-dee sound as well) it would be more stylistically consistent. Maybe a flash leading up to it that increases in speed.

There could be other non verbal ways to communicate it as well though...
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