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1096891 Posts in 45442 Topics- by 37226 Members - Latest Member: epicgames

March 04, 2015, 04:14:19 PM
TIGSource ForumsFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 474453 times)
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« Reply #1480 on: February 15, 2013, 01:51:09 PM »


Starting for the Australian folk - water shaders
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Gabriel Verdon
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« Reply #1481 on: February 15, 2013, 03:02:35 PM »


Starting for the Australian folk - water shaders

Ohhhhh SHIT that's cool as hell.
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:^)
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wat a hell


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« Reply #1482 on: February 15, 2013, 03:12:05 PM »

O_O

yes it does
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DustyDrake
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« Reply #1483 on: February 15, 2013, 06:12:54 PM »


Trying to work with 3D a bit more in GM.
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poe
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« Reply #1484 on: February 15, 2013, 06:29:35 PM »

Looks good. I would definitely try something like that.
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Sean Hogan (seagaia)
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« Reply #1485 on: February 15, 2013, 09:15:07 PM »

snip
Starting for the Australian folk - water shaders

Wow I just died. What is happening exactly?
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Barch
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« Reply #1486 on: February 15, 2013, 10:36:33 PM »

snip
Starting for the Australian folk - water shaders

Wow I just died. What is happening exactly?

It splits the image into various chunks, then redrews the parts of the sprites in a sinwave as the chunks progress it adds +10 so it creates the wave. I'll release the script with the demo when its playable.
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Quarry
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« Reply #1487 on: February 16, 2013, 12:05:08 AM »

Some more Starshock progress summed up for you!

It's a project I've been working on since Monday. I've written the game from scratch in Java, using LWJGL for graphics, input and audio
The art is from Stefan Bogdanovic (mrmotarius) of PixelJoint

Also make sure you follow me at my blog

Glass walls



Teleporter



New tiles



Minimap



I have done a lot of background works, bugfixes and such. Stefan is working on bosses and other assets to make the game more alive!

I'm still planning to get a Desura release in a week
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Bishop
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« Reply #1488 on: February 16, 2013, 12:52:30 AM »

New shader this week. Edge detection with a colour noise filter and a little distortion.



http://youtu.be/TO-_QtuuvVo
« Last Edit: February 16, 2013, 05:35:39 AM by Bishop » Logged


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« Reply #1489 on: February 16, 2013, 05:30:10 AM »

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Martin 2BAM
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« Reply #1490 on: February 16, 2013, 07:41:48 AM »

Is that for a teleglitch sequel  Kiss? I peed myself a little 
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threesided
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« Reply #1491 on: February 16, 2013, 08:02:34 AM »

Slowly but surely, progress is being made. Every day I feel happier and happier with how this level is looking, despite the sheer amount of time it has been taking.

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« Reply #1492 on: February 16, 2013, 08:27:29 AM »

Witch Hilda's dark summonings roaming the village square.

(Right-click>View in new tab to see them at HD res!)


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« Reply #1493 on: February 16, 2013, 08:35:24 AM »

Is that for a teleglitch sequel  Kiss? I peed myself a little 
No, it's the same game. I'm experimenting with AI improvements, so the soldiers would be patrolling around the level, instead of just waiting. The game should get a lot more paranoid, if there's always a chance that a squad of soldiers will walk into a room when you managing your inventory or looting something. There's a lot more that could be done with a pathfinder and it's great fun to code too.
Anyway, for now it's just an experiment, it remains to be seen if it makes the game bettr.
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« Reply #1494 on: February 16, 2013, 08:40:59 AM »

A couple more screens from icefishing v...



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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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« Reply #1495 on: February 16, 2013, 09:08:50 AM »

Really digging that colour and art direction Nate. Hand Thumbs Up Right
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Eigen
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« Reply #1496 on: February 16, 2013, 09:22:06 AM »

Looking good, guys! Beer!






(Clicky-click)
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« Reply #1497 on: February 16, 2013, 09:29:57 AM »

Looking good, guys! Beer!






(Clicky-click)

Wow, that looks great!
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« Reply #1498 on: February 16, 2013, 09:35:50 AM »

Is that for a teleglitch sequel  Kiss? I peed myself a little 
No, it's the same game. I'm experimenting with AI improvements, so the soldiers would be patrolling around the level, instead of just waiting. The game should get a lot more paranoid, if there's always a chance that a squad of soldiers will walk into a room when you managing your inventory or looting something. There's a lot more that could be done with a pathfinder and it's great fun to code too.
Anyway, for now it's just an experiment, it remains to be seen if it makes the game bettr.

That's great!
The later levels do feel easier in comparison with the first ones, like the learning curve went flat at least for me around level 5-7.
Or maybe my OCD to get all secrets made me over-equip'd.
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« Reply #1499 on: February 16, 2013, 09:49:42 AM »

This is my first time posing here, so.. *shuffles her feet a little*  ..Hi there.

the visuals of my game are getting fairly polished, so I thought I would show everyone how it has progressed visually over the past few months

Starts out simple:



Then it gets some texture to test the dynamic lighting:



Then this looks waaaay better:



And this is from just a short while ago:



The game is called Legend of Dungeon, it's a 1-4 player co-op roguelike Crawl&Brawl with tons of randomized content and Beat'em'up style combat.  There are 26 levels and the goal is to get the treasure at the bottom and make it back up alive. If you are the competitive sort, there is also an online score board that we just added. 

It still is missing a few features, but hopefully it will be in beta soon.

There are a few videos and things on the greenlight page if you are curious.

*curtsies* Thanks for looking!
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stitch in time is still work.
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