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1043625 Posts in 42284 Topics- by 33951 Members - Latest Member: mumblebum

September 18, 2014, 05:46:22 PM
TIGSource ForumsFeedbackDevLogsScreenshot Saturday
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Author Topic: Screenshot Saturday  (Read 368187 times)
eigenbom
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« Reply #1660 on: March 22, 2013, 06:46:05 PM »

Craftstudio!?
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poe
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« Reply #1661 on: March 22, 2013, 06:56:27 PM »

Craftstudio!?

If that's directed at me, no. This was made with XNA Smiley
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zombox
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« Reply #1662 on: March 22, 2013, 09:00:53 PM »

Did some texturing work for Zombox's city tiles...

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Alec S.
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« Reply #1663 on: March 22, 2013, 11:09:44 PM »

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Hypnohustla
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« Reply #1664 on: March 22, 2013, 11:48:19 PM »



Finally got my game done and released. Here's a link if you're interested:
http://www.newgrounds.com/portal/view/613383
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motorherp
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« Reply #1665 on: March 23, 2013, 02:39:36 AM »

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Quarry
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« Reply #1666 on: March 23, 2013, 02:47:12 AM »

Scheaaat that's a nice one
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makerimages
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« Reply #1667 on: March 23, 2013, 03:08:11 AM »

-snip-

lookin great!
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Makerimages-Its in the pixel
motorherp
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« Reply #1668 on: March 23, 2013, 03:21:57 AM »

Scheaaat that's a nice one

Hehe yeh that made me raise an eyebrow too  Wink.  Everything is rando-generated though, although the star names are the simplest since at the mo I just pick from a big list I copy-pasted from wikipediea.  I had to cut-up and shorten some of the names to make them fit easily which has led to some slightly dodgy results (plus there's far too many names which start with 's' or 'a' which makes the map look unbalanced most times).  I plan to go over the name generator at some point in the future to make it better.
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forsy
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« Reply #1669 on: March 23, 2013, 05:18:41 AM »

Playing with LICEcap.. thanks for the suggestion!

Still mostly prototyping ideas at this point...



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   Lift - Devlog | Play | Twitter
Schrompf
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« Reply #1670 on: March 23, 2013, 05:43:15 AM »

New HUD and all. The old one, carried over two years now, did look very much like programmer's art. I like the new one very much, it also comes with little character images when displaying subtitles for talking, and everything's nicely animated on change. Unfortunately, Photoshop ruined the alpha channel (again) when importing the file, leading to this gray border lines on the health bars.

You can say alot about the usability nightmare that GIMP is, but at least it doesn't destroy the images it loads.

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Let's Splatter it and then see if it still moves.
anselm_eickhoff
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« Reply #1671 on: March 23, 2013, 06:15:42 AM »

Did some texturing work for Zombox's city tiles...



That crater is just sick!
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hube
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« Reply #1672 on: March 23, 2013, 07:04:59 AM »


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caiys
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« Reply #1673 on: March 23, 2013, 07:19:01 AM »

shameless cross-post from ma devlog this week


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08--n7.r6-79.84
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« Reply #1674 on: March 23, 2013, 07:46:08 AM »



Str scr frm my currnt gaem
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motorherp
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« Reply #1675 on: March 23, 2013, 08:12:25 AM »



Str scr frm my currnt gaem

This looks ace.  Maybe its just me but the tree doesn't fell like it has the same perspective as the rest of the assets.  It's an awesome looking tree though, wish I had those skills
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dexter_deluxe
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« Reply #1676 on: March 23, 2013, 09:02:54 AM »

Yeees, i found a rather old prototype screenshot on my harddrive Wink

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orange08
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« Reply #1677 on: March 23, 2013, 11:25:06 AM »



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matpow2
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« Reply #1678 on: March 23, 2013, 12:04:40 PM »


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K1lo
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« Reply #1679 on: March 23, 2013, 12:32:23 PM »

Lots of progress this week, but for this screenshot saturday I'm going to show a newly added feature - the craftable terraforming blossom tree. Crafting and placing this tree will send spores into the surrounding areas growing biomass plants which can be harvested for resources!



Lots more info about the game can be found either on my website or on the IndieDB entry.  Smiley
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