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April 20, 2024, 02:42:05 AM

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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 1204805 times)
Lexonite
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« Reply #2900 on: October 18, 2014, 02:53:51 PM »


Generating... something. I think it looks like an outdoor city area with interior passages. Thoughts?
makes me think of an underground base with missiles and stuff.(side-view)
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DangerMomentum
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« Reply #2901 on: October 18, 2014, 02:56:37 PM »

Ooh, that'd be fun to play with. Throw it into a sidescrolling Mega Man thing. Right now I attached it to my render code and now I've got this:

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Kyle O
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« Reply #2902 on: October 18, 2014, 05:30:09 PM »

[img]
two player mode in full effect
so are you entering this for the IGF or what




 Giggle

now that you mention it, i think ill rename it IGF Simulator

i get it guys do you guys get it this is funny lets talk about how funny it is and laugh

Haha! That's funny.
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DangerMomentum
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« Reply #2903 on: October 19, 2014, 02:43:59 PM »



Crawlin' around those generated levels.
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sqrbt
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« Reply #2904 on: October 20, 2014, 12:21:13 AM »

That's some sweet dungeon crawling ^

---

Testing burn effect

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Derqs
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« Reply #2905 on: October 20, 2014, 03:30:26 AM »

^those numbers are strangely satisfying

x-post from my devlog:
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King Kadelfek
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« Reply #2906 on: October 20, 2014, 05:12:11 AM »

I'm making a lot of gifs. I made a 50 FPS frame exporter in my game, then I use the line commande tool ImageMagick to create the gifs.
I like orthographic views, pixel perfect and flat design (still have to work a lot on the design part though).



The gif above is made of 700 frames, with a weight of 2 Mo.

Other gifs:







I have a lot of other gifs in my Devlog.

I like Gifs a lot, so I will come back here when I have more.
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EvilDingo
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« Reply #2907 on: October 20, 2014, 05:42:07 PM »

x-post from my devlog:


Ugh! Just keep running pumpkin! I like the clean look of the background tiles.
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bluilisht
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« Reply #2908 on: October 20, 2014, 10:13:49 PM »

trials board for GhoulsMiner.
Can't wait to fill it with the real content.

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Pol
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« Reply #2909 on: October 21, 2014, 08:50:28 AM »

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Daniel Linssen
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« Reply #2910 on: October 21, 2014, 05:01:52 PM »

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

This is awesome to see! Was it a short experiment or are you going to use it in a game?
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tuaarita
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« Reply #2911 on: October 22, 2014, 01:44:50 AM »

This is awesome to see! Was it a short experiment or are you going to use it in a game?
Thanks  Coffee

I don't have any solid game concepts but I'm working on a tile-based level editor and I have some topdown shooter movement working.

But right now I'm just trying to gain the know-how to make a game.

Anyway some more of absolutely no progress.


« Last Edit: October 23, 2014, 01:55:53 PM by tuaarita » Logged
Pol
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« Reply #2912 on: October 24, 2014, 08:01:38 AM »

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Franklin's Ghost
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« Reply #2913 on: October 25, 2014, 05:57:22 AM »


That's looking interesting Pol, like the figure flashing in front of the carriage?

Finished the first half of a new animation. When you click the hand he will walk forward and show the current time on the watch. Still need to do the time and the walk back.

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Dacke
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« Reply #2914 on: October 25, 2014, 06:13:37 AM »

That wrist twist Shocked

Is it based on rotoscoping?
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Franklin's Ghost
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« Reply #2915 on: October 25, 2014, 06:30:08 AM »

Yep  Smiley whole project is using rotoscoping techniques with some traditional animation also added for certain elements. That watch animation is 168 frames so project won't be completed anytime soon.
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muki
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« Reply #2916 on: October 25, 2014, 07:05:49 AM »



great stuff! I love rotoscoping!  Kiss
« Last Edit: October 25, 2014, 07:19:43 AM by muki » Logged
muki
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« Reply #2917 on: October 25, 2014, 07:23:11 AM »

added an in-game tileset collision editor by holding down shift on launch. also, some basic parallax mapping. GM:S' tile room editor sucks though, there's no way to hide layers of tiles, so I can't easily add background tiles under foreground tiles to prevent the gaps seen at the end of the gif.



realtime patterned dithering and gradient mapping, so I can have transparencies/effects look grainy



the color curve I apply to most of the screen. the tileset and effects above is all greyscale.

« Last Edit: October 25, 2014, 07:29:37 AM by muki » Logged
AlexVsCoding
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« Reply #2918 on: October 25, 2014, 10:13:11 AM »

I'll just leave this here
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Impmaster
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« Reply #2919 on: October 25, 2014, 07:22:26 PM »

added an in-game tileset collision editor by holding down shift on launch. also, some basic parallax mapping. GM:S' tile room editor sucks though, there's no way to hide layers of tiles, so I can't easily add background tiles under foreground tiles to prevent the gaps seen at the end of the gif.

-snip-

Love the background but god do you need some animations for that character.
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