LuisAnton
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« Reply #10280 on: January 27, 2013, 08:50:29 AM » |
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I was playing with the Fast Fourier Transform in Unity and built this prototype this weekend: http://dl.dropbox.com/u/2292915/online/Inspire/trampoline.html. Sound is analyzed on real time, so that energy at each band creates some kind of wind gust that throws things upwards. Both you and those yellow cubes. Rules are similar to Joust: if you hit yellow cubes from above, you score. If they hit you from above, you die. Right now the game is over if lose three lifes, but it simply resets. If the song is over it simply stays quiet. Who knows, I may turn this into a full game, much more if I figure out how to let users play their own music... ups, I think this belongs to The Unfinished Game/Demo Dump thread :D
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« Last Edit: January 27, 2013, 10:38:32 AM by Woodwolf »
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Code_Assassin
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« Reply #10281 on: January 28, 2013, 03:48:36 PM » |
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snip
This is a very nice model(the facial expression is really nice :D ). It seems to have a unique style too.
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clockwrk_routine
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« Reply #10282 on: January 29, 2013, 07:23:09 AM » |
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dat's pretty sweet woodwolf playing with fft in actionscript too https://dl.dropbox.com/u/46434785/helloworld.swf
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« Last Edit: January 29, 2013, 01:30:39 PM by b@sil »
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ANtY
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« Reply #10283 on: January 29, 2013, 08:03:30 AM » |
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Adding interface to my game, the heart is animated (right->open image for original size)
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ANtY
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« Reply #10284 on: January 30, 2013, 01:58:53 PM » |
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bat mode!
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Code_Assassin
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« Reply #10285 on: January 30, 2013, 04:21:24 PM » |
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bat mode! That's cheating. The dog should be able to hear your wings. (lol)
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« Last Edit: January 31, 2013, 01:56:42 PM by Code_Assassin »
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happymonster
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« Reply #10286 on: February 01, 2013, 02:16:23 PM » |
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I'm currently working on a special compressed file format especially for pixel art (for my games). So far with testing on 6 different kinds of pixel art images from these forums it's getting significantly better compression than PNG's, so I'm pleased about that..
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clockwrk_routine
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« Reply #10287 on: February 01, 2013, 06:34:37 PM » |
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https://dl.dropbox.com/u/46434785/helloworld.swfworking on a level editor with flashpunk stores levels in flash cookies auto saves on exit 0-9 change levels tab changes edit mode
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« Last Edit: February 01, 2013, 09:46:18 PM by b@sil »
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Arowx
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« Reply #10288 on: February 01, 2013, 06:59:19 PM » |
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Just made this Unity Tech demo video
Mech/Exosuit Model for BlenderSwap
Couldn't resist seeing how a high detail model would look in Unity.
What do you think?
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deathtotheweird
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« Reply #10289 on: February 01, 2013, 09:11:46 PM » |
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I don't think you properly lit the model, it's hard to discern any detail. I think it looks cool but I can't really tell
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zalzane
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« Reply #10290 on: February 03, 2013, 04:38:23 PM » |
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working on gpu-based quadtree generation. active node table after quantization: translating that table to a mesh by hand: at this point I'd like to think I have the quantization stuff down, now just gotta figure out how to extract a triangle list from the table of active nodes
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Alec S.
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« Reply #10291 on: February 04, 2013, 11:39:41 AM » |
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b2thec
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« Reply #10292 on: February 04, 2013, 04:36:25 PM » |
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I'm working on a game! Imagine that. I am doing all the game design, sound and graphics and I have a programmer on board. Little tiny team. Even though I never got into Minecraft (aka, I watched my stoned out of his mind friend break blocks for about three hours straight) but I do like the concept of digging and exploration. I also like Metroidvania games where you get to fully delve into exploring and are rewarded for doing as such with new weapons and upgrades. I guess I'm into exploring. Maybe after this post, I might go explore my body... wait... uh... Anyways. So in my game, I decided to combine my love of exploring, future weapons, blowing stuff up, upgrades and digging. I loved the old Metroid games where you didn't know what the hell you were doing at first and where the hell you were. In my game, the goal is make the player feel lost and alone. The digging comes into play for the player to find the best path around obstacles or enemies that might be a little too strong for them at first. Plus the digging allows for liquids such as water, lava and acid to flow over the enemies or obstacles and destroy them from a safe distance. Iv'e been working pretty steadily on the game for about a year now. Here is a link to the dev blog if you want to see more... http://intothisworldgame.blogspot.com/
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Pineapple
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« Reply #10293 on: February 04, 2013, 05:07:00 PM » |
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ANtY
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« Reply #10294 on: February 04, 2013, 07:00:34 PM » |
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amazing stuff Into This World this game name gives me chills
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clockwrk_routine
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« Reply #10295 on: February 04, 2013, 07:16:37 PM » |
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I just noticed that the memory of my flashpunk editor keeps increasing. does that mean it's a memory leak? or is this normal for flash https://dl.dropbox.com/u/46434785/game.swf
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JMickle
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« Reply #10296 on: February 04, 2013, 07:23:41 PM » |
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flash runs it's garbage collections just every so often. you should notice that it will suddenly drop at times.
however, it shouldn't really be increasing when you aren't doing anything. probably means you are doing something wasteful in the background (will be affecting performance)
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clockwrk_routine
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« Reply #10297 on: February 04, 2013, 07:57:20 PM » |
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I noticed the memory dropping but I will lookover the source thank you
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Alec S.
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« Reply #10298 on: February 05, 2013, 02:02:36 PM » |
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Greg Game Man
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« Reply #10299 on: February 06, 2013, 09:19:55 AM » |
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