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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2127296 times)
clockwrk_routine
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« Reply #1600 on: March 09, 2013, 10:50:34 AM »


pumping out a tileset
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Nasawa
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Pic Unrelated


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« Reply #1601 on: March 09, 2013, 01:13:38 PM »


Basic walking animations are go!
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I have pretty much no idea what I'm doing.
Quarry
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« Reply #1602 on: March 09, 2013, 01:19:41 PM »



More info in my signature
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hube
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« Reply #1603 on: March 09, 2013, 01:44:50 PM »


Redoing the inventory UI and adding a new numpad card reader for the doors
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CowBoyDan
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« Reply #1604 on: March 09, 2013, 01:48:42 PM »

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BleakProspects
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« Reply #1605 on: March 09, 2013, 02:26:02 PM »

Balloon landing at a balloon port in Dwarfcorp, complete with animated programmer art flags

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Chaotic Kitten
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« Reply #1606 on: March 09, 2013, 03:19:35 PM »

This isn't a screenshot..but I really wanted to show you guys anyway. Because we've been working on implementing our music system, we made a little video showing it off.  The tracks are randomly assigned to various game elements every time you play.





It's still in testing, but what I'd love to know what you guys think.
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stitch in time is still work.
Panurge
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« Reply #1607 on: March 09, 2013, 03:29:46 PM »

Such an abundance of nice stuff here, as ever. I'm a little embarrassed to post this but it's a big deal for me that I've now got my npcs running around on their own and reacting to things (text is kind of placeholder):

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CDLegasse
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« Reply #1608 on: March 09, 2013, 08:22:04 PM »

Hey guys, lots of pixelated goodness on here today!

Here's my Contribution, you can find more info in my signature:

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makallenz
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Game artist and animator


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« Reply #1609 on: March 09, 2013, 11:56:15 PM »

Dude omg Empire Eden is so incredible looking! WOW WOW WOW! Can't wait for that game. The pixel art is fantastic. Hey quick question. What was your process for drawing the tree background props? I have to draw trees for Omulus tonight and I was wondering if you had any tips  Well, hello there!

Also here's our first super early screenshot of Omulus


(I don't know how to resize the image...)

The house and characters represent near finished artwork everything else is a placeholder. Our main goal is to hopefully get the entire game in a similar style as that house. It's going well so far and you'll be able to see how it all fits together next Saturday. Yeah boooyEEE!
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SolarLune
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It's been eons


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« Reply #1610 on: March 10, 2013, 12:05:16 AM »

Cross-post from the "What Are You Working On?" Thread.

A weekend challenge game.



Here's a quickie video showing it in action.

@dorkus1218 - That's pretty slick, hah! I think the dog's running a little lazily, but it's pretty smooth so far.

@JetpackLover - Excellent shading, and really cool style. It reminds me a little of Wind Waker, but in 2D. Great work!
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PsySal
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Yaay!


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« Reply #1611 on: March 10, 2013, 12:06:51 AM »

Hey guys, lots of pixelated goodness on here today!

Here's my Contribution, you can find more info in my signature:



Whoah
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Core Xii
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« Reply #1612 on: March 10, 2013, 05:18:56 AM »



That's absolutely terrible. It's completely drowning in noise and lacks contrast in detail.
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Impmaster
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Scary, isn't it?


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« Reply #1613 on: March 10, 2013, 05:20:27 AM »

That's absolutely terrible. It's completely drowning in noise and lacks contrast in detail.

I can see what you mean, but from a non-technical perspective, I think it looks quite good. Perhaps remove some of the rain.
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barley
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« Reply #1614 on: March 10, 2013, 07:29:18 AM »

It'd probably look a lot better in motion because you'd end up looking through the rain.
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CDLegasse
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« Reply #1615 on: March 10, 2013, 11:45:13 AM »

That image is mostly to show off the new bloom lighting effect in the game. Not only is it raining in that shot, but there is also a flash of lightning which drowns out the clarity of the screen. In fact the majority of the time, the game looks like this:

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DustyDrake
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« Reply #1616 on: March 10, 2013, 12:20:09 PM »


Hooray for slopes
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GrinningPickle
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Dense and flavourful.


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« Reply #1617 on: March 16, 2013, 12:54:24 AM »

Ongoing awesome all over this thread!

Here's a bunch more shots from the latest version of Super Witch Hunter Pro (EX):









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Ant
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« Reply #1618 on: March 16, 2013, 03:56:08 AM »

added a wee noisy border effect when phasms get all in yo grill



//edit
1 moar coz i luvs ya

« Last Edit: March 16, 2013, 06:54:58 AM by caiys » Logged
Bishop
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« Reply #1619 on: March 16, 2013, 04:18:03 AM »



http://steamcommunity.com/sharedfiles/filedetails/?id=93760163
http://forums.tigsource.com/index.php?topic=23146.0
« Last Edit: March 16, 2013, 04:26:16 AM by Bishop » Logged
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