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1075787 Posts in 44142 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 03:35:24 AM
TIGSource ForumsDeveloperCreativeArtGIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 291865 times)
Geti
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« Reply #1520 on: February 03, 2014, 04:48:04 PM »

@rundown that looks pretty fun but you might want to have more than 1 frame animations for things, haha. It's very weightless and snappy at the moment.

This is really great! Super smooth and really fun for a game at that stage, just with others had been online Tongue I just wanted to mention, if you didn't know, the sound effects seem a bit loud.
Yup, standard indie game terrible sound levels as usual, we couldn't figure out how to turn them down without the browser adaptively turning them up, so we gave up in the end. We'll probably have to adjust the gain of the actual audio to fix it, which is a pain.

It's definitely about 200x more fun with friends, I find it helps to drop into an IRC channel and ask some people to drop in, or link it on facebook/twitter etc Wink
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ANtY
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i accidentally did that on purpose


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« Reply #1521 on: February 03, 2014, 04:54:58 PM »

I find free social marketing helps
nice try, Geti  Wink Hand Thumbs Up Right
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eigenbom
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« Reply #1522 on: February 03, 2014, 08:49:43 PM »

bwaraghsadsa!!



also, OT: @geti, how did you like angelscript for Kag? recommend?

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Geti
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« Reply #1523 on: February 03, 2014, 09:15:50 PM »

nice try, Geti  Wink Hand Thumbs Up Right
Wink Wink

also, OT: @geti, how did you like angelscript for Kag? recommend?
Very easy to bind, performance isn't fantastic but familiar syntax and active development are certainly plusses. I'd recommend it with a few caveats, like ensuring you don't put performance critical stuff in AS and being aware that you'll have to spend some time building systems for things like runtime reloading/recompiling and be aware of potential bytecode incompatibilities between platforms.

That fire looks pretty good, I presume it's somewhat sped up?
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eigenbom
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« Reply #1524 on: February 03, 2014, 09:31:28 PM »

Yeah the gif is sped up heaps. Thx for the advice, there's surprisingly little amount of angelscript discussion on the web I found.
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Geti
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« Reply #1525 on: February 03, 2014, 09:41:56 PM »

Yeah I dont think it's very widespread, but there was recently another update and the guy developing it is responsive if you have questions. I'd advise doing a small pilot implementation in a branch, scripting something like an entity's position or printing stuff to the console to see how you go, then if you like it go ahead and bind everything.
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eigenbom
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« Reply #1526 on: February 03, 2014, 09:44:44 PM »

Yeah I'd probably do a small side-project with it to evaluate it first. ta.
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EvilDingo
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« Reply #1527 on: February 04, 2014, 02:31:20 AM »


currently using fog/draw color as lighting... Droop gm 8.1

Why do I want to play this so much? There is a game sort of like this called, crap, I forgot. But I immediately recognized the layout from Ultima Underworld in it.

There is something about pixel textures and dark corridors that draws me in.
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Kikekun
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« Reply #1528 on: February 04, 2014, 04:04:37 AM »

From our devlog: http://forums.tigsource.com/index.php?topic=38135.0
Some early basic combat level...

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« Reply #1529 on: February 04, 2014, 04:14:45 AM »

Hi all.



Working on Mutant Gangland www.mutantgangland.com.
It's a uncomplicated turn-based strategy game set amid a futuristic gangwar between mutants and robots.
I do all pixels. Designing these character is a lot of fun. It has become a project of love.

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Reilly
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« Reply #1530 on: February 04, 2014, 08:10:01 AM »

Hah I was just checking out your game on youtube last night, I really like the mood! You should start a devlog on here if you haven't already.

Any plans for an iOS release?
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Noppy
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« Reply #1531 on: February 04, 2014, 12:00:28 PM »

Hi mate,

Thanks! I put a lot of time in the game's lore and story (of which I won't spoil too much yet)
Where did you see the game? Was it an LP?

I won't rule out a IOS release in the far far future but we'd have to rebuild the game.
Right now we're focusing all out lazers to Linux, MacOs, Windows and Android.
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Pinqu!
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« Reply #1532 on: February 04, 2014, 12:32:00 PM »

Mutant Gangland looks awesome, coincidentally I just read about it on Control Magazine this morning.
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Reilly
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« Reply #1533 on: February 04, 2014, 02:18:40 PM »

Hi mate,

Thanks! I put a lot of time in the game's lore and story (of which I won't spoil too much yet)
Where did you see the game? Was it an LP?

I won't rule out a IOS release in the far far future but we'd have to rebuild the game.
Right now we're focusing all out lazers to Linux, MacOs, Windows and Android.

Actually found it while browsing itch.io and started digging up more info from there.
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Blink
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« Reply #1534 on: February 04, 2014, 04:31:53 PM »

bwaraghsadsa!!



also, OT: @geti, how did you like angelscript for Kag? recommend?



It looks like tiles are being used for the individual parts that burn, and being next to a burning tile makes the current tile catch on fire. Can you change the density/weight of each tile so the trunk takes longer to burn up than the leaves? It would be awesome to see all the leaves burn off before the trunk burnt down (so it catches fire bottom to top, but disappears top to bottom).

Either way, awesome effect! If you're in Unity, you should throw some physics in there for extra tree burning realism Wink
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Noppy
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« Reply #1535 on: February 05, 2014, 04:16:32 AM »

@ Pinqu: That means you're Dutch. Correct? :D As am I.

@ Reilly: Strangely enough we get 0 sales from the frontpage of itch.io. So far all of our sales are from friends and family. Maybe people don't really like the alpha approach?

EDIT: I just saw in the analytics that the game has recently been bought by a certain Reilly? related? :D
« Last Edit: February 05, 2014, 04:48:19 AM by Noppy » Logged

Belimoth
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« Reply #1536 on: February 05, 2014, 06:17:04 AM »


These two need to work on their aim, they've been going at it for 10 minutes now.
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ANtY
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« Reply #1537 on: February 05, 2014, 06:29:24 AM »

just re-released my first commercial title for free http://www.indiedb.com/games/rune-masters/news/rune-masters-released-for-free









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Pinqu!
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« Reply #1538 on: February 05, 2014, 06:39:15 AM »

@ Noppy: Yep I am Dutch and probably not the only one around here Ninja

Sorry to hear your game hasn't been picked up yet. Getting some attention for your game might even be harder then making the actual game Tongue But like Reilly said a devlog is a good place to start. Also you might wanna consider getting in touch with http://www.rockpapershotgun.com/, http://indiegames.com/ and http://www.pixelprospector.com/ perhaps they want to publish a article about your game. Also make sure to get a profile at the IndieDB and GameJolt if you haven't got one already.
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Reilly
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« Reply #1539 on: February 05, 2014, 08:17:51 AM »

@ Reilly: Strangely enough we get 0 sales from the frontpage of itch.io. So far all of our sales are from friends and family. Maybe people don't really like the alpha approach?

EDIT: I just saw in the analytics that the game has recently been bought by a certain Reilly? related? :D


One and the same. Smiley

As for the lack of sales... I think itch.io is a fantastic platform for indie game makers, but hasn't gained enough traction yet. They only have 1,000 followers on twitter for example. You're going to have to promote yourself in order to grab some attention. Adding a simple tutorial to show new players how to everything works will have a pretty significant effect on first impressions. I think you should make that a high priority.
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