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1073215 Posts in 43968 Topics- by 35999 Members - Latest Member: bpineda033

December 18, 2014, 12:15:18 PM
TIGSource ForumsFeedbackDevLogsBitter End
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Author Topic: Bitter End  (Read 29184 times)
Joshua
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« Reply #40 on: April 05, 2013, 09:06:36 AM »

I'm definitely watching this! I really appreciate your write ups on techniques and algorithms.  Grin
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Gabriel Verdon
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« Reply #41 on: April 05, 2013, 01:18:24 PM »

@alastair, Conker, eigenbom, Joshua
Thanks guys Grin. I'm finishing up a contract assignment right now but I will have another devlog post in the next couple of days.
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Connor
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« Reply #42 on: April 06, 2013, 06:45:36 PM »

after seeing what you did with archer, (sad it didnt get finished it appears), im glad to see your still making games. rock on man!  Hand Metal Left Wink Hand Metal Right
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Firearrow games
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
happymonster
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« Reply #43 on: April 06, 2013, 11:53:56 PM »

I'm also looking forward to what happens with this, and seeing some of your great artwork. Smiley
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Tixel - Paint with shapes instead of pixels!
http://forums.tigsource.com/index.php?topic=44760.0
Ashkin
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« Reply #44 on: April 07, 2013, 01:47:37 AM »

A hole still aches in my heart where Archer once rested. Will this fill the gap? We shall see.
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Gabriel Verdon
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« Reply #45 on: April 07, 2013, 03:06:23 AM »

DEVLOG 7
- Started experimenting with Hexels for the artwork.
- Started working on some autogenerators for foliage like grass.
- Added manual zoom.
- Made certain foliage block field of view.
- Added ability to hit, knock back, and kill enemies.
- Laid out a 10-week timeline.



Ted Martens of Hex-Ray Studios was kind enough to give me a free copy of Hexels a couple weeks ago, and interestingly, it might be exactly what I was looking for. I wanted to give this game a more graphic aesthetic, since it's a simpler game and a smaller project, and it would be a chance to get out of my comfort zone a little. I really like how the drawing tools feel... I can get good-looking stuff out really fast that reads well from a distance, and I don't have to worry about the trap of detailing endlessly.

My contract obligations have almost been fulfilled, and soon as they are I will jump back into this project and bang it out in a couple of months. Really excited!

I also uploaded my old gml easing functions to the Google Drive (linked in first post). Download it if you want!

@Connor
Hey thanks dude!  Hand Metal Left Evil Hand Metal Right

@happymonster
Thanks, the art will be a little different but I hope it's still cool!

@Ashkin
Well, like I said earlier, this is not replacing The Archer, it's just a project to get some design experience before I go back to it.


NOTICE
Oh, and I will also be looking for some people to do some music and/or sound effects! I'm going to be releasing it for free, so unfortunately I can't afford to pay anything Sad But if you're just interested in doing it for fun, give me a shout!
« Last Edit: April 07, 2013, 03:29:48 AM by Gabriel Verdon » Logged

Franklins Ghost
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« Reply #46 on: April 08, 2013, 10:14:15 AM »

Just posting so I can keep track of this. Don't want to miss out on a new Gabriel project.
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Gabriel Verdon
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« Reply #47 on: April 11, 2013, 05:38:50 AM »

DEVLOG 8
- Did a bunch of work on the tileset graphic design for each of the four layers.
- Added shadow tiles.
- Started working on monster art.
- Started working on the foliage tiles.
- Made dense foliage block line of sight, and gets trampled when you walk on it.
- Integrated game profile object, so dungeon type and size is now attached to depth.







I also remade my old videogame blog. Right now I'm just going to use it for collecting posts from this thread, but you're interested, it's here.

Still looking for music people!
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Gabriel Verdon
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« Reply #48 on: April 11, 2013, 06:35:34 AM »

Going to be trying out some streaming!

http://www.twitch.tv/bridgeburned


Edit: Stream has ended. That was fun! I'm gonna do another one tonight or tomorrow.
« Last Edit: April 11, 2013, 10:19:46 AM by Gabriel Verdon » Logged

happymonster
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« Reply #49 on: April 11, 2013, 09:37:43 AM »

I'm confused, I thought all the graphics would be made out of Hexels?
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Tixel - Paint with shapes instead of pixels!
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CVaseTYb!!
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« Reply #50 on: April 11, 2013, 01:31:31 PM »

the character sprites look great, i didn't realize how detailed they were until that last zoomed in screen
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Gabriel Verdon
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« Reply #51 on: April 11, 2013, 03:14:53 PM »

@happymonster
I was experimenting with Hexels, but it's too far out of my comfort zone for right now. I want to get this art done fairly quick.

@CVaseTYb!!
Thanks!


STREAMING NOW!!! FUCK IT, WE'LL DO IT LIVE!!!!!!

Edit: Stream has ended. Had a blast tonight hanging out with Xion and cynicalsandel. Good times Smiley
« Last Edit: April 11, 2013, 06:55:54 PM by Gabriel Verdon » Logged

alastair
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« Reply #52 on: April 11, 2013, 03:56:55 PM »

Looks fantastic!
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mushroomized
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haha im tired


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« Reply #53 on: April 11, 2013, 04:51:45 PM »

 Hand Thumbs Up Right
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Gabriel Verdon
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« Reply #54 on: April 12, 2013, 06:40:08 AM »

I'll be streaming again for the next couple hours!

Edit: Stream is fucking done!!! HAHAHAHAHA
« Last Edit: April 12, 2013, 09:28:03 AM by Gabriel Verdon » Logged

happymonster
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« Reply #55 on: April 12, 2013, 01:51:16 PM »

I was hoping you could make the game without the tiled look that rogue like's often have? Smiley
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Tixel - Paint with shapes instead of pixels!
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Sean Hogan (seagaia)
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« Reply #56 on: April 12, 2013, 09:36:06 PM »

how much music/what kinda music? what kinda feels do you have in your head for the game ? is this the final art style etc
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st33d
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« Reply #57 on: April 13, 2013, 01:22:30 AM »

I was hoping you could make the game without the tiled look that rogue like's often have? Smiley

It's on a grid mate. Grids are implicitly tiles. Might as well ask him to do it all in circles.

(yes I've played HyperRogue, it's still technically hex tiles)
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happymonster
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« Reply #58 on: April 13, 2013, 02:32:22 AM »

No, I meant with more art to hide the tile nature. Smiley
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Tixel - Paint with shapes instead of pixels!
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Gabriel Verdon
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« Reply #59 on: April 13, 2013, 07:02:55 AM »

DEVLOG 9
- About a third of the way done the monster sprites.





Here is a beautiful piece of illustration by xoorath aka Jared to illustrate a few of the creature concepts we were discussing in the stream.

@happymonster
That's something I was trying to do at first, but I'm not sure it's really the best route to go with a roguelike. It's also a tall order on the compressed schedule I'm working under. I tested out some more organic foliage and it just ends up looking messy and hard to parse. I'll see though.

@seagaia
Oh boy. I would LOVE to have some of your tunes in this game. I loved the music in Anodyne. The art style is not totally finalized, but you can probably get a decent idea of where it's going. I'm not quite ready to add music yet, but if you're interested we can definitely talk more later.
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