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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 1206309 times)
Rotondo
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« Reply #4140 on: October 03, 2015, 01:57:52 PM »

Been hard at work on the kickstarter trailer for my game, these are some of my favorite scenes so far.



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Azure Lazuline
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« Reply #4141 on: October 03, 2015, 02:35:50 PM »

Rotondo: those are some seriously satisfying effects! Only thing that stands out as a bit weird is the oddly smooth weapon trail effect - maybe try something with a harder edge to fit the graphic style more.

Meanwhile, cyberspace backgrounds:



And this one and this one that I don't want to embed because gifs get huge when so many things are moving Shocked
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SeanNoonan
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For England?


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« Reply #4142 on: October 04, 2015, 04:24:15 AM »

Metal Gear, it can't be!?
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DangerMomentum
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« Reply #4143 on: October 04, 2015, 07:14:09 AM »



Makin' menus for Roggle that actually show valuable information. Skill info, experience, status effects, all that jazz. It's not done but it looks a hell of a lot better than it used to.
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shellbot
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« Reply #4144 on: October 05, 2015, 12:34:23 PM »



Makin' menus for Roggle that actually show valuable information. Skill info, experience, status effects, all that jazz. It's not done but it looks a hell of a lot better than it used to.



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TNERB
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gamez stink


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« Reply #4145 on: October 05, 2015, 04:48:04 PM »

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Rotondo
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« Reply #4146 on: October 05, 2015, 05:27:38 PM »

Rotondo: those are some seriously satisfying effects! Only thing that stands out as a bit weird is the oddly smooth weapon trail effect - maybe try something with a harder edge to fit the graphic style more.

Meanwhile, cyberspace backgrounds:

Yeah, that's been egging on me for a while now but I have to leave it as is for now. At least until after the kickstarter, thanks for the feedback though.

I love your gifs by the way, reminds me of the metal gear solid 1 menu so much.



That text is awesome, I love the way it moves.
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Raku
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« Reply #4147 on: October 06, 2015, 12:28:26 AM »


woah woah! what is this and where can I find more of it? That art style is pretty appealing
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Forstride
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« Reply #4148 on: October 07, 2015, 11:17:18 PM »

« Last Edit: October 08, 2015, 01:15:51 AM by Forstride » Logged

Alec S.
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« Reply #4149 on: October 08, 2015, 03:16:30 PM »

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Miziziziz
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« Reply #4150 on: October 08, 2015, 04:41:54 PM »

Latest level in Intersection:
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andes-neumann
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« Reply #4151 on: October 08, 2015, 05:54:29 PM »

Some JRPG sprite animations:
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gimymblert
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The archivest master, leader of all documents


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« Reply #4152 on: October 08, 2015, 06:09:17 PM »

That's no jrpg but still awesome, are you from south america?
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andes-neumann
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« Reply #4153 on: October 08, 2015, 07:58:25 PM »

Derp Crazy

Uh... I guess I mean the game will mimic a classic JRPG turn-based combat system. The graphics clearly don't  Smiley
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Zack Bell
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« Reply #4154 on: October 08, 2015, 10:53:14 PM »

Oops, forgot that I posted that path finding thing. Yes, paths are shortened if you change direction and have line of sight with previous way points. No A* or anything running.

Working on more stuff for the multi-layer collision...



EDIT: Sorta kinda started a devlog for this thing: http://forums.tigsource.com/index.php?topic=50814.0
« Last Edit: October 09, 2015, 12:34:08 AM by Zack Bell » Logged

YellowAfterlife
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« Reply #4155 on: October 11, 2015, 11:52:04 AM »

Been hard at work on the kickstarter trailer for my game, these are some of my favorite scenes so far.

http://i.imgur.com/UZ5zEeI.gif
http://i.imgur.com/TSItGDu.gif
http://i.imgur.com/xw38Qof.gif
These look very rad, especially the bosses.

http://i.imgur.com/4gqfMVD.gif

Makin' menus for Roggle that actually show valuable information. Skill info, experience, status effects, all that jazz. It's not done but it looks a hell of a lot better than it used to.
Those are some stylish menus. I'm rarely playing turn-based roguelikes nowadays but that looks very appealing.


Here I've finally came up with an "alright" method for traversing abstract syntax trees non-recursively and this means a couple of things:
1. No more crashes due to stack overflow. As such, user code level stack overflow can now only occur if you literally run out of memory, which should usually take quite a while.
2. Since the approach taken allows to pause execution at any given moment, this can be made use of for debugging of some curious features, such as semi-asynchronous execution:

Here, each time the wait() function is called, script execution is paused for the given number of frames (the rest of the program continues working meanwhile), and later resumes with all local variables intact. While not ground-breaking, this allows some code to be written differently (and with less trouble) than it would usually be.

As an extra, JavaScript-like exception handling:
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oahda
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« Reply #4156 on: October 11, 2015, 12:08:21 PM »

Okay, what are you doing with GML and GM and real time stuff here? Please explain from the start! Curious. Shocked
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BomberTREE
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« Reply #4157 on: October 11, 2015, 12:29:51 PM »

Jesus YellowAfterlife, Halloween isn't for another few weeks and you're already looking like a wizard Wizard

Please explain more!
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Azure Lazuline
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« Reply #4158 on: October 11, 2015, 03:25:59 PM »



Graphics for level 1
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LucasMaxBros
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My body is ready.


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« Reply #4159 on: October 11, 2015, 07:40:49 PM »


Working on an icecream enemy.
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