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1075977 Posts in 44155 Topics- by 36121 Members - Latest Member: ChipBoy

December 29, 2014, 08:35:56 PM
TIGSource ForumsDeveloperCreativeArtGIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 292214 times)
Canned Turkey
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« Reply #2740 on: September 26, 2014, 03:47:37 PM »

[IMG]
Level up effect.

That looks really good, but the instant-ness of the laser beam looks like it's coming down onto the player, not shooting out.
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primaerfunktion
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« Reply #2741 on: September 26, 2014, 03:52:27 PM »

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RK3000 - A city destruction game inspired by Godzilla and Megazords.
DevlogIndieDB

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madpoet
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« Reply #2742 on: September 26, 2014, 03:58:26 PM »


Thx for the comments..Smiley
^ Wow, that looks interesting. A plane game where you take down bosses, huh... N
@tuaarita - Looks pretty close to the original!

@initials - Really nice tileset!

@primaerfunkton - Hah, looks like the spirit of Blast Corps lives on. Nice!

@eigenbom - Great looking tiles, as usual!
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madpoet
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« Reply #2743 on: September 26, 2014, 04:00:44 PM »


Thx Franklins Ghost!  Your suggestion is excellent but it would be difficult for me to pull it off..Smiley

Those look great guys.

Liking the look of the big boss madpoet and can imagine they'd be fun to take down. Would be interesting if you could release a grapple from behind and wrap a rope around it to slow it down.

Been working on a new project where you're able to interact with the figure using touch gestures. Swipes, taps and gestures on different body parts cause different reactions. Was thinking of starting a devlog for it.

Head Tap reaction

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dustinaux
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« Reply #2744 on: September 27, 2014, 05:30:12 AM »

Added an animation for the "Escape Wings," the key item in my game:

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goshki
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« Reply #2745 on: September 27, 2014, 10:35:49 AM »

A title screen for a game I've been preparing for The Jam 2014.



Unfortunately I didn't manage to get anything playable before deadline. But hey, at least I got a nice title screen!
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Ellian
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« Reply #2746 on: September 27, 2014, 02:14:53 PM »

My Nesjam entry is going smoothly~


I wish I had enough time to review and implement all the -real- NES restrictions, but... eeeeeeeh.
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standardcombo
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« Reply #2747 on: September 27, 2014, 08:07:31 PM »

This animation is used in the 2nd stage of the boss fight in the Haunted Crypt area.

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Sik
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« Reply #2748 on: September 27, 2014, 08:15:32 PM »

Aaaaaaaaaaaaaaaaaaaaah O_O
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eliasdaler
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« Reply #2749 on: September 27, 2014, 11:21:52 PM »

Spent an hour drawing torch animation.

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s-spooky g-g-ghosts
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« Reply #2750 on: September 28, 2014, 01:59:37 AM »

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eliasdaler
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« Reply #2751 on: September 28, 2014, 02:07:52 AM »



Looks amazing! Great job.
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Blambo
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« Reply #2752 on: September 28, 2014, 02:30:01 AM »

dang that's a nice run

attack animation definitely needs some startup/recovery frames. in general some transition frames would look really nice
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s-spooky g-g-ghosts
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« Reply #2753 on: September 28, 2014, 12:23:00 PM »

Thanks guys, I totally agree about the attack, it's absolutely half assed. I'm going to create a 3-hit combo later on.
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standardcombo
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« Reply #2754 on: September 28, 2014, 01:16:55 PM »

Thanks guys, I totally agree about the attack, it's absolutely half assed. I'm going to create a 3-hit combo later on.

Dev log bro?! Smiley
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s-spooky g-g-ghosts
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« Reply #2755 on: September 28, 2014, 01:40:15 PM »

Dev log bro?! Smiley

Okay, that's a little embarrassing, but my programmer and I have some trouble with the the engine and the dev log won't be coming anytime soon :I

But it will eventually appear, I promise Smiley
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Sik
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« Reply #2756 on: September 28, 2014, 05:08:47 PM »

attack animation definitely needs some startup/recovery frames. in general some transition frames would look really nice
Honestly though I can see that introducing unwanted delays which can be annoying (and make it harder than it should be). It definitely needs more motion though (e.g. lean forward some more), but I'd add it to the existing frames rather than adding new ones.
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Momeka_
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« Reply #2757 on: September 29, 2014, 03:35:20 AM »

Awesome work, are you using GBDK or writing in ASM?

It's GBDK.
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Fresh Mozzarella
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« Reply #2758 on: September 29, 2014, 04:54:57 AM »

lets JAM lets JAM

EDIT: more better gif
« Last Edit: September 29, 2014, 06:07:56 AM by Fresh Mozzarella » Logged

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« Reply #2759 on: September 29, 2014, 07:12:39 AM »

Shameless xpost from my devlog ...



Having some fun adding a few particle effects in and getting the collision detection fixed.
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