Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411430 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 05:10:34 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperDesignSo what are you working on?
Pages: 1 ... 529 530 [531] 532 533 ... 623
Print
Author Topic: So what are you working on?  (Read 2321251 times)
dumbmanex
Level 1
*


Stay out of the water!


View Profile WWW
« Reply #10600 on: May 04, 2013, 09:20:22 PM »

Hnnnngh.  Just a linear rts/artillery called Volatus Corpus.








Logged

Udderdude
Level 10
*****


View Profile WWW
« Reply #10601 on: May 05, 2013, 07:06:05 PM »

Redoing the art for the enemies in Twin Reaper Purger.  Previously most of the enemy designs were copied from XOP or XOP Black enemy designs .. I've put some other ones in there, and changed the art to a low (32 or less) color palette style.  There's only 6 XOP designs left in there now.


Logged
Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #10602 on: May 06, 2013, 03:28:10 PM »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
« Last Edit: May 06, 2013, 08:11:01 PM by _Madk » Logged
Farmergnome
2pacalypse Now
Level 8
*



View Profile WWW
« Reply #10603 on: May 06, 2013, 08:13:55 PM »

Making more levels and a proper intro for my LD48 entry http://www.farmergnome.com/2013/04/undercolor-agents.html  Can't figure out how much extra content to add though, since well,  I don't want to over commit into yet another project...

« Last Edit: May 06, 2013, 08:26:19 PM by Farmergnome » Logged

TomHunt
Level 3
***



View Profile WWW
« Reply #10604 on: May 06, 2013, 11:05:37 PM »

There really is no reason at all to not use Unity for any game type.
I wouldn't go quite that far. There are limitations to every system. In the case of Unity, you will occasionally run into a particular mechanic that requires one of Unity's professional features. (and thus a full paid-for license) It doesn't happen that often, but I have run into it.
I agree with Richard. As he mentioned, there's limitations to every system. I would guess that Unity should be able to do any game type well, but some might be better in other engines, or even with just pure code and no pre-made framework or engine.
For most game ideas, I'm very happy with Unity and what it does. That being said, sometimes all of that structure that's already there gets in the way of me wanting to try something new with, i.e., the way that the engine is structured, and maybe only really care about releasing PC or Mac or Linux. At that point I am making my own game engine and would do just as well if not better with more foundation-level libraries like monogame or sfml.

Logged

~tom | □³ | kRYSTLR
Happy Shabby Games
Level 8
***


msmymo


View Profile WWW
« Reply #10605 on: May 06, 2013, 11:10:59 PM »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
neon super clusters
Logged

VortexCortex
Level 2
**


Engram Architect


View Profile WWW
« Reply #10606 on: May 07, 2013, 06:12:15 AM »



Adding some editing modes to my HTML5 engine's in-game editor.
Logged

TheSnidr
Level 1
*


View Profile
« Reply #10607 on: May 07, 2013, 06:15:57 AM »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
Almost looks like a bunch of proteins: http://martin-protean.com/img/ps2.jpg
Logged
VortexCortex
Level 2
**


Engram Architect


View Profile WWW
« Reply #10608 on: May 08, 2013, 03:23:14 PM »



Experimenting with dynamic shadows in HTML5 Canvas.
Logged

mono
Level 10
*****


View Profile
« Reply #10609 on: May 08, 2013, 04:27:50 PM »

My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit.



I'm done with coding the movement for now, next on the list are some creatures.

This is absolutely mesmerizing!  Question though; What benefit are you getting from coding this in Unity?  It wouldn't exactly be my first choice for a pixel 2D side scroller.  Are you even using the scene view for anything?

 Kiss
Logged

Conker534
Guest
« Reply #10610 on: May 08, 2013, 04:30:04 PM »

My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit.



I'm done with coding the movement for now, next on the list are some creatures.

This is absolutely mesmerizing!  Question though; What benefit are you getting from coding this in Unity?  It wouldn't exactly be my first choice for a pixel 2D side scroller.  Are you even using the scene view for anything?

 Kiss

I did NOT want that gif to end. LOVELY.
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #10611 on: May 08, 2013, 09:59:01 PM »

I want to play this gif
Logged

blinkok
Level 1
*



View Profile
« Reply #10612 on: May 08, 2013, 10:02:34 PM »

you can play it here (a concept)
Logged

My 2D Stuff twitter: @blinkok
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #10613 on: May 08, 2013, 10:38:50 PM »

Wooooooo! Glad I asked for,thx
Logged

haxpor
Level 0
*



View Profile WWW
« Reply #10614 on: May 09, 2013, 04:49:31 AM »

Wow, that's lovely.
I love how you walk on different terrain and it triggers different sfx.
Logged

Indie Game Developer
Udderdude
Level 10
*****


View Profile WWW
« Reply #10615 on: May 09, 2013, 04:58:01 AM »

I can't kill those puffball things .. this isn't murder simulator-y enough for me :3

Kidding, looks nice so far, now you need to finish it ..
Logged
Dr. Cooldude
Guest
« Reply #10616 on: May 09, 2013, 05:07:49 AM »

@capnbubs You should totally make a devlog for this if it's actually going to be a game Grin
Logged
Richard Kain
Level 10
*****



View Profile WWW
« Reply #10617 on: May 09, 2013, 08:07:54 AM »

I successfully got my Unity-based lip-sync system running with the legacy animation system. Now I'm going back, and re-factoring it a third time. This time I'm developing it to use coroutines for the timing. This should simplify the system and its management, while increasing performance.

I'm so hopeful for this new implementation, that I've already begun moving into phase 2 of my lip-sync project. I've begun exploring custom drawing in Unity's editor windows so that I can cook up my own custom editing system for the lip-sync events. With any luck, I will be able to generate a papagayo-esque editing system that will allow users to custom edit their lip-sync animations. This would make it possible to clean up rough animations, or add new events for difficult-to-automate animations. (such as singing, yodeling, screaming, etc...) It would also allow for a convenient preview environment.
Logged
McMutton
Level 10
*****


McMutton


View Profile
« Reply #10618 on: May 09, 2013, 06:22:47 PM »

Making progress on a modular AI system where I can pop scripts for various combat actions into a mainframe. Currently working on the decision-making part.
Logged
capnbubs
Level 0
**



View Profile
« Reply #10619 on: May 09, 2013, 06:27:40 PM »

I guess I'd better set up a devlog, I'll get on that tomorrow.
Logged
Pages: 1 ... 529 530 [531] 532 533 ... 623
Print
Jump to:  

Theme orange-lt created by panic