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April 24, 2024, 09:48:59 PM

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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2146745 times)
Snail_Man
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It's Snail_Man


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« Reply #4560 on: September 20, 2014, 07:02:25 PM »

Suddenly a bunch of my randomly generated aliens turned into 'wraiths'  Shocked
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Do it
Then do it right
Then do it well
Tiago_BinaryPig
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« Reply #4561 on: September 20, 2014, 08:19:57 PM »



One of many features i've been saving up to talk about on the devlog here on TigSource.
Deferred rendering...

 Coffee
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SeanNoonan
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For England?


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« Reply #4562 on: September 20, 2014, 08:59:38 PM »

And one quick one before bed... had to do a widescreen icon for the Surface version of Jack B. Nimble...
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TomHunt
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« Reply #4563 on: September 20, 2014, 09:47:55 PM »


https://vine.co/v/O7aez7AMbO7
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~tom | □³ | kRYSTLR
kkyborg
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« Reply #4564 on: September 20, 2014, 10:41:43 PM »

S U P E R V E R S E

Lightning improved resulting in more vivid and colorful scenes...





Multiple missiles enhanced...



New weapon introduced: a mini-gun. Old school but very destructive...






http://superverse-game.com | SUPERVERSE game web site
http://indus3.org/blog | GAMEDEV BLOG
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Thunderhorse
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http://laserfury.com


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« Reply #4565 on: September 21, 2014, 11:31:12 AM »

The new Laser Fury logo and a scene we're working on for the Kickstarter campaign soon.

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Thomas Finch
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« Reply #4566 on: September 26, 2014, 03:39:00 PM »

I don't have much for this screenshot saturday unfortunately.
What I do have is Wrath's animation!



Also, our first REAL screenshot! It's incomplete still.



Things still missing:
1. Environment art. There will be things around the level that make it more interesting, as seen in concept art shown previously. There will also be some of this art underground so that area isn't just a big brown spot.
2. Floating ground will look broken up and messy on the bottom as if its been ripped from the ground.
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LittleDemon
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« Reply #4567 on: September 26, 2014, 11:14:25 PM »



The Engineer and his Anima.
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clockwrk_routine
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« Reply #4568 on: September 26, 2014, 11:38:25 PM »

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CDLegasse
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« Reply #4569 on: September 27, 2014, 12:00:17 AM »

New project I'm trying to start up, simple mobile action game. Mockup screenshot:



Hoping to find artists interested in helping out.
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mebawars.com
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« Reply #4570 on: September 27, 2014, 01:52:31 AM »

Free For All demonstration for Meba-Wars V 0.63

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my indie multiplayer RTS game: Meba-Wars
Trailer:


www.mebawars.com
Dev Log: http://forums.tigsource.com/index.php?topic=43025.0
jiitype
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« Reply #4571 on: September 27, 2014, 02:05:31 AM »

from the devlog

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joeyspacerocks
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« Reply #4572 on: September 27, 2014, 05:02:51 AM »

Spooky Pooky - avoiding lasers underwater ...



(not technically a screenshot ... maybe we need a screencap saturday?)
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Julien
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« Reply #4573 on: September 27, 2014, 05:17:48 AM »

New graphics for Blocus :
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Satori4
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« Reply #4574 on: September 27, 2014, 05:54:57 AM »



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@satori4
Rebusmind
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« Reply #4575 on: September 27, 2014, 06:16:24 AM »

The last two days I worked on a single effect that is displayed whenever your character changes his/her class - this happens twice in the game, once at level 8 and once at level 16.


(This is not the newest version of it, you can ignore the white ball displayed behind of the character and the leaves still visible during the effect)
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<a href="http://www.indiedb.com/games/life-on-mars" title="View Life on Mars on Indie DB" target="_blank"><img src="http://button.indiedb.com/popularity/medium/games/65022.png" alt="Life on Mars
Immudelki
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« Reply #4576 on: September 27, 2014, 06:59:14 AM »

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Dascu
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« Reply #4577 on: September 27, 2014, 07:37:17 AM »

Here's one for Malebolgia:



It's a quick shot of the combat with a basic enemy, the ghoul. He does his lunging attack, player does a backdash out of it and then a three-hit combo to kill the enemy.
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tbydxn
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« Reply #4578 on: September 27, 2014, 07:50:33 AM »


This is a shot of something I've been working on for a little while that I'm calling 'Rad Moon: Rising'.
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pikkukatti
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Team Lead @AncestoryGame


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« Reply #4579 on: September 27, 2014, 08:05:05 AM »

A screenshot of the current level we have in Ancestory. We'll be reworking the environment and majority of the actual assets in the future, but more on that once I get the Devlog up:
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