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1075765 Posts in 44140 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 12:59:50 AM
TIGSource ForumsFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 431222 times)
octobinz
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« Reply #4080 on: July 12, 2014, 09:33:45 AM »

Work in progress from Kodoku

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sSuite
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« Reply #4081 on: July 12, 2014, 09:48:51 AM »

Chainsaw? Check.
Rockets? Check.
Grappling hook? Check.
Background art? Working on that one...



Large html5-powered gif:
http://gfycat.com/ComposedCandidAnura
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Laser Fury
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« Reply #4082 on: July 12, 2014, 10:08:33 AM »


Testing out how palette swaps will look in online co-op play. Also added a couple new enemies and working on starting animations this week.



Our devlog - http://forums.tigsource.com/index.php?topic=41628.0
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DeadAlienCult
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« Reply #4083 on: July 12, 2014, 10:20:41 AM »

Loving the look of your game Laserfury.  Great sprite work!

Here's WIP of a new attack we've just added to our game called the Spirit Slam(?).  You collect spirit orbs from dead enemies now & charge up your Spirit meter to unleash this slam attack that kills all enemies on screen! It feels pretty awesome in the game so far, needs proper FX tho.

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Timo Vihola
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« Reply #4084 on: July 12, 2014, 11:13:25 AM »

We're finally plugging this prototype town generation stuff into the actual game and it's starting to look very promising!





Still have to get rid of all the silly stuff like the carrots & mushrooms growing on the road, it happens because the two random generators aren't aware of each other. Also the roads will probably end up climbing in higher tile fidelity so it looks more like stairs, buildings or town walls aren't aware of their rotation etc.

It's lots of work to keep everything as dynamic as possible but definitely worth the effort because it provides lots of fun gameplay moments. Also it's easy to change stuff later when it's not baked into the world.
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JMStark
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« Reply #4085 on: July 12, 2014, 11:22:49 AM »

The stuff above is so cool! Here is an asteroid field that appears in Vacuous, because, you know, the game takes place in outer space.

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Current Project: Vacuous
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sorensilk
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« Reply #4086 on: July 12, 2014, 12:31:38 PM »

Aaaaaaaaaaaagggggggggghhhhhhhhh.  Shocked  My screenshot for Verde Station...

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Slader16
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« Reply #4087 on: July 12, 2014, 12:55:04 PM »

Aaaaaaaaaaaagggggggggghhhhhhhhh.  Shocked  My screenshot for Verde Station...

Good luck with Greenlight!
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Reilly
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« Reply #4088 on: July 12, 2014, 01:28:59 PM »

Yeah, crossin' my fingers for ya!

Screenshot of the campaign map progress.
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JustColorado
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« Reply #4089 on: July 12, 2014, 01:42:16 PM »

A fire escape to break up the tiling:



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Ashodin
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« Reply #4090 on: July 12, 2014, 02:37:36 PM »



Crosspost with devthread!
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Actos Games, LLC
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« Reply #4091 on: July 12, 2014, 03:53:22 PM »

Thanks, Slader! Working on it now. Lots more info on it in the next few days...

Good luck with Greenlight!
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BlackLodgeGames
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« Reply #4092 on: July 12, 2014, 04:12:35 PM »



Facing 2 "Dreadnaught Mark II" warships, our fearless (and probably stupid) hero decides to attack them instead of the more obvious move of running away as fast as possible...

Check out Daath Galaxy on Steam Greenlight Concepts.
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twoscoop
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« Reply #4093 on: July 12, 2014, 07:01:54 PM »

We've spent today juicing up the toppings for SyRUSH, the official waffle simulator of breakfast!


Full devlog: http://forums.tigsource.com/index.php?topic=41858.0
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omgnoseat
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« Reply #4094 on: July 12, 2014, 07:17:56 PM »


stupid 2mb size limit Sad
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Mystic River Games
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« Reply #4095 on: July 12, 2014, 07:45:29 PM »

Still working on shaders but it is getting better every day, just another ship designed a few days ago.

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kkyborg
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« Reply #4096 on: July 12, 2014, 07:50:45 PM »

S U P E R V E R S E







http://superverse-game.com | SUPERVERSE game web site
http://indus3.org/blog | GAMEDEV BLOG
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SUPERVERSE | http://superverse-game.com
Industy Entertainement | http://indus3.org
eigenbom
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« Reply #4097 on: July 12, 2014, 08:30:11 PM »

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Slader16
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« Reply #4098 on: July 12, 2014, 09:42:27 PM »

Hey guys, another Saturday!



It's been a slow week development wise, but I've made some small improvements. You guys might of noticed that the middle "Drop" button works now, but it was a bear to program. I completely removed the circle shape, it was way to hard to balance with (I plan on adding a more "box-y" circle shape, like an octagon). I've added some debug options (pause and restart). And I fixed the physics system! (Though, it's still a little buggy Tongue) Next week I plan on working on the camera movement (So I can actually build the tower up  Wink), Figure out the scoring system, and deciding the rules of a game over.

If you guys have any questions or comments, let me know!
Thanks!
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Zack Bell
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« Reply #4099 on: July 12, 2014, 09:46:40 PM »

Forgot it was Saturday. Oops. Here's some stuff from today.




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