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999615 Posts in 39235 Topics- by 30648 Members - Latest Member: lonelytomato

April 24, 2014, 12:53:18 PM
TIGSource ForumsFeedbackDevLogsTrash TV
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Author Topic: Trash TV  (Read 21086 times)
Scut Fabulous
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« Reply #15 on: January 18, 2012, 04:16:36 PM »

I'm getting the same sensation I had as a kid seeing Amiga games for the first time!
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Bishop
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« Reply #16 on: January 26, 2012, 04:44:37 PM »

A few play testers complained the controls were too twitchy, so I spent today revising my control scheme. I've swithced from no inertia to somewhere between Super Meat Boy and N+. While I was at it I revised my animation to better communicate the new movement states.

http://www.youtube.com/watch?v=PaKSUwJUJaQ

I was wondering what you all thought? Particularly of the aerial movement, in the falling animation I fear it moves too much like hair.

The zoom is done in game and slightly blurs things, I was surprised at how much detail it kept. I'm going to work on a smooth zoom in and out, perhaps for level transitions.
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Scut Fabulous
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« Reply #17 on: January 26, 2012, 05:01:08 PM »

How about making the aerials spring and vibrate a little on landing, so that they seem more like metal than hair.
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Bishop
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« Reply #18 on: January 27, 2012, 07:03:54 AM »

Hey everyone,

Today I'm working on rolling out my lighting system to all my older levels. I added support for different coloured lights and ambient light.

I think it's working really well, but it changes all that hard work I put in the initial solid light colour pallettes.

This is 'Indian Red', more mute, mixed colours. I like this one for being more subtle, I feel your eye picks out objects easier with this lighting.


This is 'Firebrick', a touch darker, more moody.


And finally 'Red', very striking, but also narrows the band of colours.


I've gone through hundreds today and I'm torn between these three. While people have complimented me on my art, I really just see myself as a programmer and perhaps lack a little confidence/knowledge of art. I really appreciate any feedback! Thanks!
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Andy Wolff
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« Reply #19 on: January 27, 2012, 08:21:47 AM »

I say go with something between Indian Red and Firebrick, but closer to Indian Red. Firebrick feels just a little too dark and Indian Red just a little to light
Red is too saturated

they all look pretty good, though
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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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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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@Poxican
Gabriel Verdon
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« Reply #21 on: January 27, 2012, 06:51:03 PM »

I think you're vastly over-thinking it. Just pick one and move on. If you find it doesn't work later, change it.
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Bishop
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« Reply #22 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 #23 on: February 07, 2012, 03:49:05 PM »

Approved! Smiley
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Garrent
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« Reply #24 on: February 08, 2012, 05:48:14 AM »

This is looking sweet. Though I can't see any of the "film grain".
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SolarLune
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Hmm.


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« Reply #25 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 #26 on: February 09, 2012, 12:08:40 PM »

New gameplay trailer up, finally with audio!

http://www.youtube.com/watch?v=AMo09Vdo5p4

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 #27 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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Franklins Ghost
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« Reply #28 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 #29 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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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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@Poxican
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