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879578 Posts in 32990 Topics- by 24370 Members - Latest Member: kara

May 24, 2013, 11:10:47 AM
TIGSource ForumsDeveloperFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 117776 times)
Sam
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« Reply #540 on: June 10, 2012, 05:04:37 AM »


A 3d puzzle game about ambiguous perspective.
Rotate the camera to make platforms appear next to one-another and you can walk between them. It's somewhere between "Fez with a freely rotating camera" and "Echochrome with the player controlling the walker too". Very much individual stages as puzzles rather than Fez's exploration though.
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sublinimal
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This game is: UNPLAYABLE


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« Reply #541 on: June 10, 2012, 08:28:28 AM »



A couple hours' work so far, some sort of simple programming game. The bot only has a couple of bytes of memory so you'll have to come up with clever loops/functions to succeed.
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Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
Indecom
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« Reply #542 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. Sinner
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« Reply #543 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 #544 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. Sinner
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« Reply #545 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 #546 on: June 15, 2012, 04:44:16 PM »




Devlog HERE

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vivavolt
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Butts


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« Reply #547 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 #548 on: June 16, 2012, 04:06:50 AM »

Title Screen test



DevLog HERE: http://pennybridgeindiegamestudio.blogspot.com
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/jija
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« Reply #549 on: June 16, 2012, 05:38:35 AM »

Another working weekend in our prototype...

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peous
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« Reply #550 on: June 16, 2012, 06:03:59 AM »

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Claw
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« Reply #551 on: June 16, 2012, 07:03:22 AM »


(Click to zoom)

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bome99
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« Reply #552 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 #553 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 #554 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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