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April 24, 2024, 09:52:48 PM

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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2146751 times)
emacs
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« Reply #1700 on: April 01, 2013, 10:26:49 AM »

Looks awesome dorkus!
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DesTomate
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« Reply #1701 on: April 01, 2013, 01:27:23 PM »



Love it! For some reason, it makes me think of Plok (SNES). Tongue

And the dog sledding game looks like a lot of fun too!
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mrKaizen
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« Reply #1702 on: April 01, 2013, 04:30:39 PM »

Hi, 2 shots from my new project, EFFING DEAD, a survival action in RE4 style:



« Last Edit: April 01, 2013, 04:41:10 PM by mrKaizen » Logged

melos
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« Reply #1703 on: April 05, 2013, 09:20:53 PM »

some new game

mayeb there'll be a tileset or sprite next weeek? o_o


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play hydlide 2
Conker534
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« Reply #1704 on: April 05, 2013, 09:23:31 PM »

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adamprack
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« Reply #1705 on: April 05, 2013, 10:10:55 PM »

Here's a shot from my html5 single-player rpg, Courier:



You can follow it on twitter @Adam_Creations
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<--Check out my demo reel!

@Adam_Creations
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« Reply #1706 on: April 05, 2013, 11:30:50 PM »



these don't really show off the game, but I wanted to post something to show I was doing things since it's been like 3 weeks since the last time I posted

EDIT: without a space between them they look like one image and it... looks kind of cool Shocked
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Quarry
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« Reply #1707 on: April 06, 2013, 12:11:56 AM »

What are you making that with?
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barley
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« Reply #1708 on: April 06, 2013, 12:21:16 AM »

it's python/opengl but I'm thinking about porting it all to C#/monogame just because python is a huge pain for compatibility with everything other than desktop OSs

it sucks though because I love python
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Quarry
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« Reply #1709 on: April 06, 2013, 12:29:04 AM »

How did you achieve the AA effect?
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barley
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« Reply #1710 on: April 06, 2013, 12:37:07 AM »

Code:
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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Bishop
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« Reply #1711 on: April 06, 2013, 01:37:11 AM »

I think I've really undersold the co-op mode. It's full of griefing friends potential.



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Claw
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« Reply #1712 on: April 06, 2013, 01:54:03 AM »

Awesome Bishop, really digging the aesthetic and sense of depth in that last gif, that room looks massive
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Quarry
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« Reply #1713 on: April 06, 2013, 01:54:45 AM »

Code:
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

Do you use immediate mode?
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barley
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« Reply #1714 on: April 06, 2013, 02:24:57 AM »

Code:
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

Do you use immediate mode?
Nah, it's all VBOs since the vertices are all pretty much static. I did use immediate mode at first but it got to the point where drawing 1000+ circles every frame like here:

was slowing everything to a crawl.
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ANtY
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i accidentally did that on purpose


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« Reply #1715 on: April 06, 2013, 04:46:53 AM »

@Bishop: wow, this looks too good!

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TPathuis
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« Reply #1716 on: April 06, 2013, 04:50:58 AM »

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Ragzouken
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« Reply #1717 on: April 06, 2013, 05:18:25 AM »



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TPathuis
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« Reply #1718 on: April 06, 2013, 05:25:00 AM »

Mesmerizing!
Does it zoom out in 3d at the end, or does it scale in 2d? Would be cool to be able to play it in a monkey ball perspective almost maybe.
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Ragzouken
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« Reply #1719 on: April 06, 2013, 05:37:17 AM »

Does it zoom out in 3d at the end, or does it scale in 2d? Would be cool to be able to play it in a monkey ball perspective almost maybe.

I'm using a 2D framework (LOVE) so the 3D for the win sequence is hacked in a way that probably wouldn't be reliable enough for gameplay.

Also the platforms don't carry the player along with them so I think it'd be hell to play with a much more restricted view. I think the next version of the framework is adding something that will incidentally make 3D effects easier, so I might be able to try it out Smiley
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