JustRadek
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« Reply #5800 on: May 30, 2015, 03:56:23 AM » |
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Trudy’s Mechanicals @ Incubator GamesGood morning! The end of May is already upon us, it sure zoomed by quickly! This week we for Screenshot Saturday we have animations of two characters, the Sewer Slug and the Supplier being pushed back.
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autumnspark
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« Reply #5801 on: May 30, 2015, 05:31:56 AM » |
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owendeery
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« Reply #5802 on: May 30, 2015, 05:53:11 AM » |
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hawken
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« Reply #5803 on: May 30, 2015, 06:10:35 AM » |
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alwex
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« Reply #5805 on: May 30, 2015, 06:40:13 AM » |
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blankfox_
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« Reply #5807 on: May 30, 2015, 09:05:39 AM » |
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Here's a gif going through some of the variations we explored for the blocks in our game ! The final ones aren't even in there mehehe.
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dqhendricks
Level 1
There is a small mailbox here.
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« Reply #5808 on: May 30, 2015, 09:31:48 AM » |
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I think I finally got the shield belt how I wanted it. What do you think? I'm using Sin and Cos to find the position at distance and angle, so that I can rotate the balls. Then I use another Sin to modify the distance for that formula, making the shield balls pulse in and out.
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« Last Edit: May 30, 2015, 10:33:18 PM by dqhendricks »
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dqhendricks
Level 1
There is a small mailbox here.
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« Reply #5809 on: May 30, 2015, 09:32:36 AM » |
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A little bit late I love this! Very cool looking.
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mcshinigami
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« Reply #5810 on: May 30, 2015, 10:53:47 AM » |
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Made some big changes to my game lately. Genre change even. I like the main character way more now!
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wizardfu
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« Reply #5811 on: May 30, 2015, 11:56:34 AM » |
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Bambino2012
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« Reply #5812 on: May 30, 2015, 12:04:01 PM » |
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Some nasty looking guys searching for their next victim on "Sleepers".
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Wyeth
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« Reply #5813 on: May 30, 2015, 12:28:43 PM » |
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Some drones exploding and electrifying several ants.
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_bm
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« Reply #5814 on: May 30, 2015, 02:26:18 PM » |
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Pawl
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« Reply #5815 on: May 30, 2015, 02:37:16 PM » |
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Here's a quick cave shot. Geo still needs a visual pass, but I'm pretty happy with the fade transition when you approach the entrance. It uses a plane with a custom shader based off Unity's #ifdef SOFT_PARTICLES shaders to set the alpha based on the depth buffer, so it blends smoothly around the edges. Then it lerps the alpha based on the player's distance to the cave, does a dot product to detect which side of the entrance you're on (so looking out from inside the cave you'll see full white) and bam, we're done!
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Timo Vihola
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« Reply #5816 on: May 30, 2015, 03:05:08 PM » |
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We're using new modular town & castle pieces to create bigger structures for the random world. Like this cathedral: and this gate:
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« Last Edit: May 30, 2015, 03:39:03 PM by Timo Vihola »
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mzn528
Level 2
Dark Souls, Berserk and Vagabond Ultimate Fanboy
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« Reply #5817 on: May 30, 2015, 03:25:50 PM » |
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Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee it is SSS Here's a relatively new screenshot for my game, hope you all enjoy!
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Noob Game Dev and Pixel Artist, twitter @mzn528 Soul Appeaser, a combat focused story rich ARPG DevLog
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gereon
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« Reply #5818 on: May 30, 2015, 03:59:26 PM » |
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« Last Edit: May 30, 2015, 04:07:48 PM by gereon »
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Currently working on...
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