MerlijnVH
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« Reply #4160 on: July 26, 2014, 01:00:11 AM » |
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Umbra (Working Title) Working on combat and prison environment. Slime creatures don't like getting attacked.
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gambrinous
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« Reply #4161 on: July 26, 2014, 02:23:36 AM » |
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New dread meter & better layout for cards
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Netsu
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« Reply #4162 on: July 26, 2014, 02:36:01 AM » |
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Umbra (Working Title)
Working on combat and prison environment. Slime creatures don't like getting attacked.
Wow, great progress on the environment since I've last seen it
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Pehesse
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« Reply #4163 on: July 26, 2014, 03:27:00 AM » |
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First post about Honey Rose UFE in the Screenshot Saturday megathread! Today, I got the complete daytime loop working, so you can actually spend complete days doing stuff and the calendar moves forward accordingly. It's still missing a lot of visual effects to make the whole thing dynamic and engaging, but it's a start. There's a video of the whole thing here : (by the way, is it possible to embed a video here, and if so, how? I couldn't figure it out) And if you want to learn more about this project, you're welcome to take a look at its devlog here : http://forums.tigsource.com/index.php?topic=42222.0 !
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Mystic River Games
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« Reply #4164 on: July 26, 2014, 03:40:07 AM » |
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Just added a few more skins and designs into my game today, and customized my own ship to look like the Normandy. You can design your own ship with a number of modules, like bricks and customize color and make it look unique. Mass affects how your ship moves so having a well balanced ship is very important. Something like this:
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karlozalb
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« Reply #4165 on: July 26, 2014, 03:51:42 AM » |
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The impressive Jelly Mech.
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jgrams
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« Reply #4167 on: July 26, 2014, 04:00:44 AM » |
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This is one of those ridiculous scratch-built hobby/learning projects, and we're only spending a few hours a week on it, so progress has been glacial, but it's finally starting to look like it might be a game when it grows up...
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jiitype
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« Reply #4168 on: July 26, 2014, 05:17:20 AM » |
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Still making that platformer
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Netsu
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« Reply #4169 on: July 26, 2014, 05:33:00 AM » |
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This is one of those ridiculous scratch-built hobby/learning projects, and we're only spending a few hours a week on it, so progress has been glacial, but it's finally starting to look like it might be a game when it grows up...
Any chance to get a better look at this guy? Like a front view? There's definitely not enough knight-astronauts around.
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JP (@JTown_)
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« Reply #4170 on: July 26, 2014, 05:39:58 AM » |
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Because Telos has both zero g and normal gravity, the flag stand needs to be omnidirectional. This is my first pass -- not 100% sure I'll continue down this direction, but if I do there'll definitely be some refinements for the visuals. I want it to communicate things like flag status and score -- this is the idle animation, but there'll be other states too. I wrote a shader that lets me easily communicate two related values in one bar. It's a pretty simple UV mask and while the example uses simple solid colors, you could do a lot more with the art and the shader will take care of the blending. This is where you have your health bar, but there can be an off-color section communicating recoverable health. Telos won't have a shield like halo or regenerating health as a universal mechanic, but some weapons/equipment will utilize this concept of special damage that is recoverable.
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AxBattler
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« Reply #4171 on: July 26, 2014, 06:03:34 AM » |
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Your journey is about to start...
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jgrams
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« Reply #4172 on: July 26, 2014, 07:08:30 AM » |
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Any chance to get a better look at this guy? Like a front view? There's definitely not enough knight-astronauts around.
Oh, shoot. I should have mentioned that it's just simple 2D with hand-painted normal-maps/textures and very basic lighting. Ross much prefers doing 2D art, and straight top-down seemed like a good idea to reduce the asset count. And I figured I was taking on enough trying to implement free-form footwork and sword swinging/thrusting in 2D without tackling it in 3D. One day, I hope. Baby steps... But I imagine he has concept sketches from other angles; I'll ask him.
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sorensilk
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« Reply #4173 on: July 26, 2014, 07:17:00 AM » |
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Mostly been working on the Greenlight campaign the past week. Almost 50% of the way to the Top 100 after about a week. Not too shabby.
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Panurge
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« Reply #4174 on: July 26, 2014, 07:21:57 AM » |
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Candles that burn down, a window that shatters and 'realistic' daylight. I won't say how long I spent on them because it's embarrassing.
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PicklesIIDX
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« Reply #4175 on: July 26, 2014, 07:49:50 AM » |
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Sportsball is a combination of soccer, jousting, and flying birds. It's being made for the WiiU. We'll have a dev log up here soon! Just gotta take some time away from coding
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Dean Tate
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« Reply #4176 on: July 26, 2014, 08:01:33 AM » |
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GNAT ATTACK! We've been adding new enemy "types" to Captain Forever Remix.These are gnats: they don't have any bulkheads, just weapons and thrusters on all 4 sides of a command module.
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phi6
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« Reply #4177 on: July 26, 2014, 08:13:25 AM » |
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Loads of TinyKeep progress this week! "They" have arrived: And they sure pack some heavy firepower: But don't undersestimate the Skeletons:
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TinyKeep is now on Steam! @phi6
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