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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 1206531 times)
framk
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« Reply #3360 on: January 27, 2015, 04:44:39 PM »

This is one of Kitteh's idle animations, and the one I was most looking forward to animating (just rough for now)



I love how fluid the animation is. Very Disney-esque. I love it!  Kiss Kiss
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Zack Bell
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« Reply #3361 on: January 29, 2015, 02:13:22 PM »

Still at it.

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siskavard
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« Reply #3362 on: January 29, 2015, 05:03:58 PM »

Looks great Zach

the blue guy is limping however

not sure if intended
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Ellian
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« Reply #3363 on: January 30, 2015, 08:00:30 AM »

Not intended, I'm just dumb and I need to rework the animation. Sad
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Sik
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« Reply #3364 on: January 30, 2015, 11:57:21 AM »

What I hate about having to wait for a single thing to be done to get the game finished: I'm pretty much running out of ideas for marketing filler. Gah.

Anyway, here's a small showcase of one of the bosses in Sol:

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0x0961h
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« Reply #3365 on: January 30, 2015, 12:28:11 PM »

Playing with another way of increasing "distinguishability" of wires and elements:



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siskavard
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« Reply #3366 on: January 30, 2015, 12:43:05 PM »

Not intended, I'm just dumb and I need to rework the animation. Sad

haha well, now you have a pretty solid limp animation if you ever need it
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Dewfreak83
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« Reply #3367 on: January 30, 2015, 02:37:50 PM »

I used a spinning token to represent "dice rolling". People didn't get it. Damnit. So I decided to add dice - hand-drawn dice baby!

« Last Edit: January 30, 2015, 09:13:12 PM by Dewfreak83 » Logged

Ellian
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« Reply #3368 on: January 30, 2015, 03:45:15 PM »

haha well, now you have a pretty solid limp animation if you ever need it


Before > After

Smiley
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Olsen
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« Reply #3369 on: January 30, 2015, 05:57:16 PM »

This is one of Kitteh's idle animations, and the one I was most looking forward to animating (just rough for now)



I love how fluid the animation is. Very Disney-esque. I love it!  Kiss Kiss

Whao.  Check YOU out.  (gathers all information on poster)
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Rat Casket
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« Reply #3370 on: January 30, 2015, 08:03:19 PM »

haha well, now you have a pretty solid limp animation if you ever need it


Before > After

Smiley

hell yeah
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SolarLune
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« Reply #3371 on: January 31, 2015, 07:09:36 AM »

^ A lot better. You could use the limping animation when the monster's down on health. That'd be pretty cool in place of a healthbar, though you'd have to have multiple animations for each enemy.

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Canned Turkey
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« Reply #3372 on: January 31, 2015, 10:02:26 AM »

WIP Corgi Roguelike.
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BomberTREE
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« Reply #3373 on: January 31, 2015, 03:18:59 PM »

Quote from: Canned Turkey
WIP Corgi Roguelike.
Make it an mmorpg.
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Canned Turkey
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« Reply #3374 on: January 31, 2015, 03:28:24 PM »

I would if I understood netcode.
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Schilcote
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« Reply #3375 on: January 31, 2015, 05:31:14 PM »

I would if I understood netcode.

Clientside:
1. Open socket to server
2. Send server inputs from player
3. Receive other player's inputs from server

Serverside:
1. Accept connections
2. Recieve input from player
3. Send it to all other players

Not the "right" way to do it, but it'll work.
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Canned Turkey
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« Reply #3376 on: January 31, 2015, 06:51:09 PM »

How to make a good game:
1. Make a perfect design
2. Draw really good sprites
3. program for three years
4. polish for two more years

Anything is easy if you break it down to a short list of things to do, but stuff is more complicated than that.
I can't program netcode, not because I don't understand the basics of how it works, but because I don't have the skill to program and implement it into a game.
« Last Edit: January 31, 2015, 07:04:37 PM by Canned Turkey » Logged
gimymblert
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« Reply #3377 on: January 31, 2015, 07:21:09 PM »

programming take no skill, it's application, the skill of programming is solving stuff, not making code, follow a tutorial and you will be done, if you can make food you can program!

Edit:
I want to add that I hate programming
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Schilcote
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« Reply #3378 on: January 31, 2015, 07:40:49 PM »

How to make a good game:
1. Make a perfect design
2. Draw really good sprites
3. program for three years
4. polish for two more years

Anything is easy if you break it down to a short list of things to do, but stuff is more complicated than that.
I can't program netcode, not because I don't understand the basics of how it works, but because I don't have the skill to program and implement it into a game.

Except those steps are incredibly broad. Mine aren't. Quitcher bitchin' and learn. Doom-style netcode is basically trivial. If you have the game responding to user input you're basically half done already.
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BomberTREE
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« Reply #3379 on: January 31, 2015, 08:51:55 PM »

I would if I understood netcode.

Clientside:
1. Open socket to server
2. Send server inputs from player
3. Receive other player's inputs from server

Serverside:
1. Accept connections
2. Recieve input from player
3. Send it to all other players

Not the "right" way to do it, but it'll work.

Please explain how this isn't broad haha
For anyone interested in networking, this is very informative!
« Last Edit: January 31, 2015, 08:57:01 PM by Kitheif » Logged
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