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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2305054 times)
jmptable
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« Reply #10320 on: February 09, 2013, 07:27:23 PM »



I am making a hardcore programming game that is multiplayer over Telnet.
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poe
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« Reply #10321 on: February 09, 2013, 07:33:02 PM »


working on a gloomy forest for my game RunicRampage:




and ingame:




its procedurally generated btw


Love it! Do you have a devlog?
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Dr.Electro
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« Reply #10322 on: February 10, 2013, 09:42:21 AM »

thanks!  Grin

i have kind of a devlog here http://forum.unity3d.com/threads/160029-RunicRampage-Arcade-style-Indie-Hack-n-Slay
with gameplay footage etc. and footage of the prototype (which was not that pretty Wink
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clockwrk_routine
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« Reply #10323 on: February 10, 2013, 11:14:20 AM »

reworking the engine/editor to plain actionscript + nape as an adobe air program.  you can now draw irregular polygons for collision data /dynamic bodies.  It exports level data to xml. 

Today I'm working on adding canvas elements, which allow you to paint static/dynamic level elements directly in the editor.  I have drawing and png export in place.  Working now on selecting bodies and then creating a canvas for that body.
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seancruz
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« Reply #10324 on: February 11, 2013, 03:44:00 AM »

Pretty neat stuff in this thread. I've been working on a few sketches for my game, Remnant. You can check out the devlog by clicking on my signature banner, or here http://forums.tigsource.com/index.php?topic=29217.0


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clockwrk_routine
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« Reply #10325 on: February 11, 2013, 03:34:48 PM »

@seancruz  Shocked mouthwatering



so first I'm drawing a static body for collision data
the green outline shows the bounds of the bitmap associated to the static body sprite
I can save the image to png with enter anytime when I'm editing the bitmap



I'm working the pixel editing.  I was getting staggered pixels, rather than a smooth line between points, so I'm working on a line function that calculates from point to point.
isn't complete or working as it should, but I kind of like what comes out when the lines are only in direction.  This also works with dynamic bodies, the graphic will follow/rotate with the body when the physics update.

I'm hoping to have a full featured pixel editor/animator inside the editor. patterned brushes, a palette, edit frames/export to spritesheet (currently broken), onionskinning.

My idea is to be able to switch between edit and game state, pausing game play when you want to add new objects or events or animations. 

Exposing states of entities, when they change, being able to pause gameplay, and then draw in a new animation for those states, such as when the character is hit, or when the character is in the air. 

triggering animations, like a hand drawn thought bubble rising from the character, rather than static window graphics.

another idea was to link events to the how many frames have elapsed since pausing gameplay.
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Udderdude
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« Reply #10326 on: February 12, 2013, 05:02:44 AM »



Just added enemy rotation to Sphere Shift.  Enemies now rotate towards the sphere. 
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Pineapple
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« Reply #10327 on: February 12, 2013, 06:31:54 PM »



« Last Edit: February 12, 2013, 08:22:54 PM by _Madk » Logged
Momeka_
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« Reply #10328 on: February 13, 2013, 04:14:31 AM »



Got Unity to register input from my midi-synth. Now I'm writing an input handler for it.
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R.D.
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« Reply #10329 on: February 13, 2013, 05:59:06 AM »



Got Unity to register input from my midi-synth. Now I'm writing an input handler for it.

Sweet! I love such stuff. Midi ftw!
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terri
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« Reply #10330 on: February 13, 2013, 10:36:17 AM »

I'm going to start working on the AI for a simple game I'm making where 2 characters try to push each other out of an area.
The 2P is working but still a WIP, you play it here: https://dl.dropbox.com/u/226993/PBTV.html

Heres a gif from an earlier version I made for ScreenShot Saturday:
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IzzyReggie
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« Reply #10331 on: February 13, 2013, 02:16:04 PM »

Help you stole my game




(Nah but I quit when I didn't think I could do anything to make the gameplay actually fun beyond shovin that sucka out the ring with PUNCHES+DASHES. Yours look fun just by virtue of graphics+big whacky bouncing, though. Good luck!)
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Twitter: @fistpuncher (no relation to the game)
terri
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« Reply #10332 on: February 14, 2013, 05:36:49 AM »

Ah, cool, yeah I don't know if I'll be able to make it fun for more than a couple rounds, but I'm making it more as a learning experience than anything else, so I'm already happy I got it this far.
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Alec S.
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« Reply #10333 on: February 14, 2013, 12:55:16 PM »

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gimymblert
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« Reply #10334 on: February 14, 2013, 03:36:41 PM »

thanks for helping me understand how star fox control work and further forward my cloning study attempts  Well, hello there!
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Code_Assassin
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« Reply #10335 on: February 14, 2013, 03:56:39 PM »



Can you barrel roll?
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Alec S.
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« Reply #10336 on: February 14, 2013, 04:14:13 PM »

thanks for helping me understand how star fox control work and further forward my cloning study attempts  Well, hello there!

In case you're interested, I wrote a small post about what's making up the movement patterns on those enemy ships:  http://renegadesector.com/2013/02/rs-pilot-devlog-1-enemy-design/
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gimymblert
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« Reply #10337 on: February 14, 2013, 04:33:45 PM »

Oh cool! thanks Smiley
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nihilocrat
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« Reply #10338 on: February 14, 2013, 05:50:43 PM »

Alec, that looks awesome.

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surt
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« Reply #10339 on: February 14, 2013, 11:15:57 PM »

Mad God: Total War
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Real life would be so much better with permadeath.
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