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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 1196593 times)
AlexVsCoding
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Enthusiasm at dangerous levels.


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« Reply #3500 on: February 23, 2015, 08:08:01 PM »

So here’s a bunch of GIFS showing the installation I built for DEATHLECTION.










Check this link to play the game for yourself! (Needs 2 Players).
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eliasdaler
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« Reply #3501 on: February 23, 2015, 11:11:34 PM »

Made better screen shake.
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YellowAfterlife
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« Reply #3502 on: February 24, 2015, 04:47:48 AM »


Added indication to object brushes in BiteSizeWars' map editor to simplify lining up masses of objects.
Done a separate post with all the GIFs.
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DwarvenArtisan
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« Reply #3503 on: February 24, 2015, 02:12:50 PM »



Because it's a bit hard to see what's happening here..

1.  a gravity field is placed (yellow thing) to get freighter2 to turn towards his station
2.  freighter2 turns, and another gravity field is placed
3.  an anti-gravity field is placed (orange thing) to prevent freighter3 from turning
    (violet things are planets, asteroids,.. that have gravity same as gravity fields)
4.  since i didn't manage to remove the antigravity field for freighter2, he keeps turning...
5.  freighter 3 reaches his station and is done
5.  I switched the camera to freighter2 (bottom buttons)
6.  the gravity field at freighter1 gets removed so he's just moving straight ahead again
7.  pirate fires at freighter1, freighter 1 jumps through wormhole, and I removed the gravity field at
    freighter2
8.  switched camera to freighter1
9.  wormhole destroys itself
10. switched camera to freighter2 and placed anti-gravity field on solid
11. freighter 1 has reached his station
12. freighter 2 reached his station and the mission is completed successfully.
13. YEY!  Hand Clap

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Cakeprediction
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I'm not too sure what to put here


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« Reply #3504 on: February 25, 2015, 01:03:09 PM »


(for now) Programmer Art Project I'd like to make a devlog of when I have more basic stuff set(so soon-ish)
The white stuff that comes out of the shield is supposed to be a shieldbash, since in every game with shields you're gonna have to go double shield <3
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Huge Swords and Tentacles Devlog
"If you were to write a story with me in the lead role, it would certainly be... a tragedy"
"You have to tell your hands to freaking do the stuff until your hands know it by their tiny hand hearts"
qwiboo
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« Reply #3505 on: February 25, 2015, 09:13:58 PM »

Some gifs from my next game Ball King. See more at http://ballkinggame.tumblr.com/.





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Creator of Bike Baron for iOS and Mac. http://www.qwiboo.com
Beyond Gravity http://forums.tigsource.com/index.php?topic=36560.0
Working on Ball King http://ballkinggame.tumblr.com/
chriswearly
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prince slugcat


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« Reply #3506 on: February 25, 2015, 09:20:03 PM »

Relatively shameless crosspost!



Feeling pretty happy with the menus now - the hints on the hint screen are a little out of date, but that's fine for now.
ooooh, i love the black-blue-orange palette :D
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team_q
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Divide by everything is fine and nothing is wrong.


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« Reply #3507 on: February 26, 2015, 09:27:38 AM »

Some gifs from my next game Ball King. See more at http://ballkinggame.tumblr.com/.

[img ]http://38.media.tumblr.com/3f5501e8701bad257130385232f2578f/tumblr_njdslzLV9Q1u5q5h1o1_400.gif[/img]



[img ]http://33.media.tumblr.com/376676dc9117a2b87790619621c9b955/tumblr_njhlaq2Mxy1u5q5h1o1_250.gif[/img]
Into it!
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Dirty Rectangles

_PRINCE OF ARCADE_
Derqs
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« Reply #3508 on: February 26, 2015, 12:40:17 PM »

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Landshark RAWR
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« Reply #3509 on: February 26, 2015, 03:20:17 PM »


manually normal mapped sprites in unity
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AlexVsCoding
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« Reply #3510 on: February 26, 2015, 06:36:29 PM »



Early left and right character movement sorted with a snazzy gun wielding animation. Happy Days.... I mean nights.
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DaHog
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Nothing to see here


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« Reply #3511 on: February 27, 2015, 06:25:02 AM »


manually normal mapped sprites in unity
whoa whoa whoa
normal mapped SPRITES? How does that work?
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Rat Casket
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i can do what i want


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« Reply #3512 on: February 27, 2015, 06:59:42 AM »


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Landshark RAWR
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« Reply #3513 on: February 27, 2015, 09:43:47 AM »

whoa whoa whoa
normal mapped SPRITES? How does that work?

It's actually pretty simple, though it can get tedious for more complicated shapes

I wrote a blog post about it just now just for you
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SeanNoonan
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For England?


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« Reply #3514 on: February 27, 2015, 11:26:18 PM »

Relatively shameless crosspost!



Feeling pretty happy with the menus now - the hints on the hint screen are a little out of date, but that's fine for now.
ooooh, i love the black-blue-orange palette :D
You mean white and gold, right  Well, hello there!?
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Armageddon
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« Reply #3515 on: February 28, 2015, 12:04:54 AM »



 Noir
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Quarry
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« Reply #3516 on: February 28, 2015, 02:44:21 AM »

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Olsen
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somervillegame.com


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« Reply #3517 on: February 28, 2015, 08:30:07 AM »

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Rotondo
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« Reply #3518 on: February 28, 2015, 01:32:27 PM »



This is a bad place to be putting chickens...
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Sik
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« Reply #3519 on: February 28, 2015, 08:43:08 PM »


manually normal mapped sprites in unity
whoa whoa whoa
normal mapped SPRITES? How does that work?

Dunno if it's the method used here but: exactly the same as in 3D, you have a color texture and a normalmap texture. Then just apply lighting. Probably the best example of this I can show is

(that game is also using a depth map on each sprite to enhance the 3D but that's not relevant to this).
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