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1075933 Posts in 44152 Topics- by 36119 Members - Latest Member: Royalhandstudios

December 29, 2014, 04:25:38 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1379018 times)
diegzumillo
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« Reply #11440 on: February 27, 2014, 09:11:04 PM »

Finished the third level of the alpha demo!  Hand Metal Left No No NO Hand Metal Right
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Code_Assassin
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« Reply #11441 on: February 28, 2014, 07:58:02 PM »



Getting back into the groove with my atmospheric platformer. It took me quite a while to find out that Grab Pass didn't work with the Free/Indie version of Unity (completely black texture when applied), so I had to come up with a work around and used ReadPixels to grab pixels from the frame buffer and read it into a texture. I then took that texture and combined it, with some additive, to the base water texture.

It looks pretty.
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AlexVsCoding
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« Reply #11442 on: February 28, 2014, 08:37:42 PM »

Gif from game I put together this afternoon. Carried on with my unused idea from a gamejam with circus as the theme. It's called Super Sexy/Silly Sword Swallowing Skirmish. Enjoy!
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diegzumillo
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« Reply #11443 on: February 28, 2014, 09:02:16 PM »

I don't know what's happening exactly but I'm laughing hysterically at that gif.
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Rat Casket
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TheRabbitInferno
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« Reply #11444 on: March 01, 2014, 09:32:20 PM »



its basically warcraft logic but it was way more difficult than i expected it to be
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AlexVsCoding
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« Reply #11445 on: March 02, 2014, 03:52:29 AM »



its basically warcraft logic but it was way more difficult than i expected it to be

Rabbit, totally should make that in to a black friday simulator!
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Code_Assassin
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« Reply #11446 on: March 02, 2014, 02:37:42 PM »



Looks great, and congratulations on getting it working =)
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AlexVsCoding
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« Reply #11447 on: March 02, 2014, 05:02:28 PM »

Got the most miserable bug fixed with the help of a friend. Now just going through Narcissus and optimizing levels so choppiness doesn't fuck up what is already a really hard game!
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0x0961h
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« Reply #11448 on: March 03, 2014, 12:16:33 PM »

Working on CyberPunk Jam game. It'll be another puzzle, I guess...

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AlexVsCoding
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« Reply #11449 on: March 03, 2014, 06:03:14 PM »


Just a little something I'm building for a monthly game jam. Thoughts?
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Code_Assassin
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« Reply #11450 on: March 03, 2014, 08:09:37 PM »

Just a little something I'm building for a monthly game jam. Thoughts?

It would look better if you had slightly moved the stars in the background(you might want to remove the glow you have around them. It doesn't do much to complement the mood imo). The flag should be animated as well, and the ship shouldn't be stagnant the way it is. Even if it isn't moving it should still have a bit of "bounce" to it. The wave at the very front of the ship should be animated as well.

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bigbadwaffle
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« Reply #11451 on: March 03, 2014, 11:01:35 PM »

Working on a Bullet-Hell/Lootfest RPG inspired by MUDs, Diablo, Path of Exile and Realm of the Mad God.

Should be releasing a demo very soon. Here's the hero standing in the alchemist's shop in the city.

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OniWorld
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« Reply #11452 on: March 04, 2014, 02:32:41 PM »

Improving on smart textures in my game engine, free-form terrain in 2d? Yes please!  My Word!

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Geti
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« Reply #11453 on: March 04, 2014, 03:08:30 PM »

Oh that looks pretty slick - you might want to find ways of masking the repetition of that "top grass" asset with some extra random bushes/grass clumps/mushrooms/rocks/etc
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OniWorld
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« Reply #11454 on: March 04, 2014, 03:12:04 PM »

Oh that looks pretty slick - you might want to find ways of masking the repetition of that "top grass" asset with some extra random bushes/grass clumps/mushrooms/rocks/etc

These assets are quickly thrown together just to test, this isn't even finalized yet - still loads more I want to improve. That grass texture is just this (two textures together), if I wasn't lazy the repetition wouldn't be so evident.


Here's some more terrain goodness:

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Azure Lazuline
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« Reply #11455 on: March 04, 2014, 04:19:15 PM »

That is the absolute coolest thing! It looks like you don't even need to specify what's floor/wall/ceiling, it just does that automatically too. I think I'm going to need something like that eventually, it makes level design soooo much easier!
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OniWorld
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« Reply #11456 on: March 04, 2014, 05:01:25 PM »

It looks like you don't even need to specify what's floor/wall/ceiling, it just does that automatically too.

Because that's what it does Wink I just feed it a few textures and it generates this :D
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EasterlyArt
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« Reply #11457 on: March 05, 2014, 10:42:16 AM »

Well I pieced together this rough gif for the collaboration thread I posted to give a better representation of combat in the beat 'em up I'm planning to make. All the sprites are hand drawn first before getting scanned in and redrawn and colored. Something about working on animations in a traditional way feels better than all digital for me. Can't wait to start animating some of the monsters and various other enemies the game will have (not to mention working on story and stuff).




Though before I can start working on the beat 'em up all the time again, I need to get through making assets for a zombie game. Feeling a little better about it, but still have my fear that zombie fatigue will hamper potential sales. Though maybe zombies still have more integrity than glittery vampires and werewolves, at least that's what Hollywood has shown me. The first image below shows the angles of movement for the zombie security guards (minus the upper diagonal), and the one below that was just a fun image I put together because... zombies.



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« Reply #11458 on: March 05, 2014, 03:35:23 PM »

That's a lotta zombies.
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1kW
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« Reply #11459 on: March 06, 2014, 08:40:55 AM »

That's a lotta zombies.
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