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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2147051 times)
MerlijnVH
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« Reply #4160 on: July 26, 2014, 01:00:11 AM »

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 »

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 »

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 Hand Thumbs Up Right
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Pehesse
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« Reply #4163 on: July 26, 2014, 03:27:00 AM »


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 »

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 »

The impressive Jelly Mech.

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Hypnohustla
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« Reply #4166 on: July 26, 2014, 03:55:34 AM »

Tried remaking the original Lakeview Cabin in the sequels engine.

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jgrams
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« Reply #4167 on: July 26, 2014, 04:00:44 AM »

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 »

Still making that platformer

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Netsu
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« Reply #4169 on: July 26, 2014, 05:33:00 AM »

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 »



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 »

Your journey is about to start...
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@APantaloni | Currently working on: Exgenesis | Out now: Avoid Sensory Overload | www.48hstudio.com
jgrams
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« Reply #4172 on: July 26, 2014, 07:08:30 AM »

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 »

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 »

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 »

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  Big Laff
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Dean Tate
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« Reply #4176 on: July 26, 2014, 08:01:33 AM »

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 »

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!
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qwurp
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« Reply #4178 on: July 26, 2014, 08:25:05 AM »

Tesla Breaks the World!
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TheHollowNight
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« Reply #4179 on: July 26, 2014, 08:34:50 AM »

We are showing off some of the Caverns tileset today!



Hi-res: http://i.imgur.com/Qsyd9hI.jpg
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