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April 19, 2024, 07:19:59 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 1204756 times)
Rat Casket
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« Reply #2780 on: October 02, 2014, 09:12:53 AM »

Van Cleef?!

gb2wow nerd
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Howard Day
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Huge fan of spaceships and exposions.


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« Reply #2781 on: October 02, 2014, 01:31:58 PM »

Finished the missile locking system and the Power management systems! Here you can see me quickly locking onto a Dfhertas and ripping off a Phoenix heatseeker. Just before it hits, I manage to lock on and fire a Cyclops Image Recognition missile as well.
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Main Art guy on Wings of St Nazaire, here's our Devlog, and my Personal Website. SPACESHIP!
EvilDingo
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« Reply #2782 on: October 02, 2014, 02:09:45 PM »

@Evildingo:
it's weird that the character is not pixel-based when everything else pretty much is. Also it feels like he's not the same resolution. But this looks cute nonetheless. Smiley

Thanks! Everything is 16x16 and scaled the same, but I bet it's the animation you're noticing. The character's animations can extend outside the 16x16 grid. Probably makes it look like a higher resolution.
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Alec S.
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« Reply #2783 on: October 02, 2014, 02:17:47 PM »

Van Cleef?!

gb2wow nerd

You first

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Sazem
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« Reply #2784 on: October 02, 2014, 02:43:09 PM »

I think today has been the most productive day for me like ever.

Finally got to program working bombs, made few new animations for the character and even got parallax background to work, ya!

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Geti
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« Reply #2785 on: October 02, 2014, 04:38:38 PM »

-snip-
Seen this over at polycount, fucking awesome stuff! Beer! Love how the LEDs on your cockpit get excited during a kill.
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Krumbs
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« Reply #2786 on: October 02, 2014, 05:57:46 PM »

Mother of Jesus Howard I love a good spaceship HUD and that one is off the hook, lovely explosion as well.
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joeyspacerocks
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« Reply #2787 on: October 02, 2014, 11:51:17 PM »

Finished the missile locking system and the Power management systems! Here you can see me quickly locking onto a Dfhertas and ripping off a Phoenix heatseeker. Just before it hits, I manage to lock on and fire a Cyclops Image Recognition missile as well.


Yeah - the explosion is smokin'
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tuaarita
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« Reply #2788 on: October 03, 2014, 03:56:40 AM »

Me trying to imitate the lighting in Roguelight http://managore.itch.io/roguelight



It only took me like 3 evenings to get it working  Facepalm
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Julien
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« Reply #2789 on: October 03, 2014, 04:02:25 AM »

And how did you achieved it ? Any source that helped you ? Any source code ?  Smiley
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tuaarita
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« Reply #2790 on: October 03, 2014, 04:24:02 AM »

And how did you achieved it ? Any source that helped you ? Any source code ?  Smiley
I'm not a programmer so it's all just layer effects in Construct Classic. If you care to see it anyway shoot me a PM.
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Derqs
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« Reply #2791 on: October 03, 2014, 07:19:58 AM »

x-post from my devlog:
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standardcombo
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><)))°>


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« Reply #2792 on: October 03, 2014, 09:45:51 AM »

@Evildingo:
it's weird that the character is not pixel-based when everything else pretty much is. Also it feels like he's not the same resolution. But this looks cute nonetheless. Smiley

Thanks! Everything is 16x16 and scaled the same, but I bet it's the animation you're noticing. The character's animations can extend outside the 16x16 grid. Probably makes it look like a higher resolution.

I think he means the pixel rotations. I personally dislike it when this is done unless its something quick such as a transition or power effect that makes things stretch etc. But in a looping animation it looks awkward.
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standardcombo
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« Reply #2793 on: October 03, 2014, 09:47:53 AM »

Finished the missile locking system and the Power management systems! Here you can see me quickly locking onto a Dfhertas and ripping off a Phoenix heatseeker. Just before it hits, I manage to lock on and fire a Cyclops Image Recognition missile as well.

Looks beautiful, good job.
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lobstersteve
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« Reply #2794 on: October 03, 2014, 12:56:14 PM »

x-post from my devlog:

Hey! it's german rapper "cro".
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Sik
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« Reply #2795 on: October 03, 2014, 06:55:37 PM »

@Evildingo:
it's weird that the character is not pixel-based when everything else pretty much is. Also it feels like he's not the same resolution. But this looks cute nonetheless. Smiley

Thanks! Everything is 16x16 and scaled the same, but I bet it's the animation you're noticing. The character's animations can extend outside the 16x16 grid. Probably makes it look like a higher resolution.

I think he means the pixel rotations. I personally dislike it when this is done unless its something quick such as a transition or power effect that makes things stretch etc. But in a looping animation it looks awkward.

That the scaling doesn't seem to be integer-sized on the sprite seems like a bigger issue to me (some pixels are larger than others even when not rotating).
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Thomas Finch
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« Reply #2796 on: October 03, 2014, 07:23:59 PM »



In-game that image will be overlayed on top of the hell void and snap shut when after the player is sucke into the void.
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Pol
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« Reply #2797 on: October 04, 2014, 09:30:50 AM »



Hmm. Nope.
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}-=\\\',«º> Dev+artblog · Home on the web · @PolClarissou <º».\\\'=-{
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« Reply #2798 on: October 04, 2014, 09:33:46 AM »

Keep it
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Sik
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« Reply #2799 on: October 04, 2014, 09:23:55 PM »

Left half: backstage
Right half: final product
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