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1075909 Posts in 44152 Topics- by 36120 Members - Latest Member: Royalhandstudios

December 29, 2014, 02:17:49 PM
TIGSource ForumsFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 431450 times)
Indecom
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« Reply #540 on: June 10, 2012, 10:27:12 AM »

nice pixel work subliminal.

Here's another update, improved floor tiles for easier readability. Still gotta get shadows in there though.

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C.A. Silbereisen
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« Reply #541 on: June 10, 2012, 02:07:24 PM »

I still find it hard to read tbh. The walls are too "grainy" and turn into noise if I don't concentrate on them. Maybe it'll look better with the shadows in place.  Shrug

Great UI though.
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Indecom
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« Reply #542 on: June 10, 2012, 02:32:08 PM »

i see what you mean, the walls are only grainy when they arent fully lit, as they dip farther into the distance they begin to fade to dark, and using 1bit transparency causes that grainy look.

I'll post another shot of the walls more directly lit to show how they look closer to a light source.

EDIT: more direct light on the walls, and line of sight incorporated
« Last Edit: June 10, 2012, 06:32:22 PM by Indecom » Logged

C.A. Silbereisen
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« Reply #543 on: June 10, 2012, 02:38:35 PM »

ah i get it. that's actually pretty cool.
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jibowski
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« Reply #544 on: June 15, 2012, 04:44:16 PM »




Devlog HERE

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vivavolt
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« Reply #545 on: June 16, 2012, 01:56:57 AM »

Made some progress on weapons this week...



Devlog Here
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jijaweb
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« Reply #546 on: June 16, 2012, 04:06:50 AM »

Title Screen test



DevLog HERE: http://pennybridgeindiegamestudio.blogspot.com
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« Reply #547 on: June 16, 2012, 05:38:35 AM »

Another working weekend in our prototype...

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peous
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« Reply #548 on: June 16, 2012, 06:03:59 AM »

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Claw
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« Reply #549 on: June 16, 2012, 07:03:22 AM »


(Click to zoom)

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bome99
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« Reply #550 on: June 16, 2012, 08:17:07 AM »


(Click to zoom)


I was hoping for something from you today, it looks awesome.
How is the game gonna play out? different worlds with some levels in each or story driven maybe?
 
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Claw
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« Reply #551 on: June 16, 2012, 08:30:07 AM »

I try to get at least one shot up for each screenshotsaturday, just a small goal each week Smiley

It's (going to be) one big 'world', built up of different areas that will have different purposes. I'm trying to make everything work with a big picture in terms of the game environment, for example this picture is part of a sewer/reservoir type thing.

But the actual world should be seamlessly joined, ie no loading of separate levels or walking through doors in the Z axis or anything. Just one big open environment.

That's the plan anyway Grin
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Gray Gambit Games
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« Reply #552 on: June 16, 2012, 10:22:09 AM »

This week's work on QuestQuest



DevLog: http://forums.tigsource.com/index.php?topic=26399.0
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wg/funstorm
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« Reply #553 on: June 16, 2012, 10:48:04 AM »



DevLog
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Indecom
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« Reply #554 on: June 16, 2012, 12:02:09 PM »



Mockup of the appearance customization that will be added in the coming week to miniFlake.
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jijaweb
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« Reply #555 on: June 16, 2012, 12:10:33 PM »

Here are 2 more pictures (maybe a bit big  Shocked ). Nothing fancy pants... but still. I'm testing a universal TileSet that I can use for building levels. And that I can replace later on, in game.





DevLog HERE: http://pennybridgeindiegamestudio.blogspot.com
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« Reply #556 on: June 16, 2012, 12:22:14 PM »

wg/funstorm It looks good apart from the odd shading on the trees. It makes them look really flat.

Indecom Holy carp! I really need some UI tips from you.

« Last Edit: June 16, 2012, 12:35:04 PM by Eigen » Logged

Alec S.
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« Reply #557 on: June 16, 2012, 12:30:59 PM »

Parachuting into action.

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fentlewoodlewix
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« Reply #558 on: June 16, 2012, 12:40:11 PM »




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Xion
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« Reply #559 on: June 16, 2012, 03:15:58 PM »

Sean: I don't know what it is but I like it.  Tricks, yes! Tricks make everything better!
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