Joseph
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« Reply #11760 on: October 27, 2014, 11:41:57 PM » |
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Here's a thing...
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R.D.
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« Reply #11762 on: October 29, 2014, 11:49:41 AM » |
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Here's a thing... I like it But I suggest making the animation loop less obvious. Like making the crystal blink in a asynchronous pattern compared to the rest of the body.
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Joseph
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« Reply #11763 on: October 29, 2014, 01:01:04 PM » |
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I like it But I suggest making the animation loop less obvious. Like making the crystal blink in a asynchronous pattern compared to the rest of the body. Good idea! I also plan on animating the wings. Thanks for the feedback
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oahda
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« Reply #11764 on: October 30, 2014, 01:46:33 AM » |
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Currently working on a submarine game alone (there used to be an artist, who made most of the assets, and a musician, who made some nice stuff, but we were unable to continue as indies due to lack of finance and had to get some jobs for ourselves, so I'm just messing around in the meantime; I'll get help again once it's necessary, but for now, I'm just focusing on the programming as well as continued planning, design and storywriting). It's still in a sort of framework/engine/prototype state programmatically. It's going to be a dark game with illumination coming from the sub's lantern, so the view won't be as clear as it is here in the final game: This game is being made in C++ and AngelScript using SDL 2.0. –––––– Also working on a puzzle platformer about a kitty with my girlfriend (she made the graphics that look good – the rest are either made by me or temporary placeholder – and has done a lot of planning and writing too and will be making music): This game is being made in Unity.
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Rat Casket
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« Reply #11765 on: October 30, 2014, 08:01:49 AM » |
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whoa cool yet another game about a cat breaking shit
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oahda
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« Reply #11766 on: October 30, 2014, 08:04:12 AM » |
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ssshhh that's not the objective, nor the only mechanic
and i wasnt aware of those other gams until sum dums told me recently anyway
also they don't have a chandelier
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Rat Casket
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« Reply #11767 on: October 30, 2014, 08:11:14 AM » |
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"gam"
"sum dums"
kill me
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joseph ¯\_(ツ)_/¯
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« Reply #11768 on: October 30, 2014, 08:14:30 AM » |
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whoa cool yet another game about a cat breaking shit
is this a common thing?
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Raphael
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« Reply #11769 on: October 31, 2014, 08:27:26 AM » |
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Im currently working on a 3D Engine/Game written in C. One of the currently implemented main features are cascaded shadow mapping and a custom binary model format, enabling me to load whole animations within a few milliseconds. It will be a "Third Person Action-Adventure" game.
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Blambo
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« Reply #11770 on: October 31, 2014, 08:48:17 AM » |
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weird stompy animation aside, the rendering is really nice looking. i like that the model is colored to be visible as clear blocks from a distance and nice clean detailed painting up close
also: C? interesting
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Raphael
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« Reply #11771 on: October 31, 2014, 09:14:50 AM » |
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@BLAMBO
the gif is running at 16fps, the game at 60fps(uncapped at 600 unoptimized). but yes, the animation definitely needs some work. i did the model + animation in 2 days in my spare time to have a model to check inside the engine. I´ve written the Engine completely from scratch only using Ansi-C and OpenGL and SDL as libraries. It runs on OpenGL Core Profile 3.3. I´ve also implemented physically based ndf-blinn-phong shading. Well i think ill start a devlog soon.
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He-Who-Develops-Games
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« Reply #11772 on: October 31, 2014, 08:18:35 PM » |
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Collision handling for a 2D game which I decided against using a physics engine for because I felt it was a bit like using a sledgehammer to drive a nail. Turns out that manual collision handling is a bit of a bitch. Gonna press through it though, if only so I can make the shit work like I want it to. Main problem right now is making the player stop when they hit the sides or bottom of a platform... Meanwhile, figuring out some stuff about the way shooting will work (lerping with the bullets following the axis on the controller? simple four direction controlled with ABXY? etc) and also whiteboarding out a map editor for the maps. UPDATE: finished the level editor. probably gonna use ABXY for shooting (Isaac-style). collision handling finished as well. currently going to sleep; tomorrow i'll probably be doing gamemode stuff and also figuring out how the rulesets for the game are going to work...might upload the design document to Dropbox so you fine people can see it...probably not though.
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« Last Edit: November 04, 2014, 09:41:31 PM by Serenity Games »
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Dr.Electro
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« Reply #11773 on: November 06, 2014, 02:32:23 PM » |
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Is this Korra reborn as a boy? Still working on my Hack'N'Slash Runic Rampage. Check this procedural generated Stronghold map: Click for large version
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ANtY
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« Reply #11774 on: November 06, 2014, 03:10:05 PM » |
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i liek top down
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tuaarita
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« Reply #11775 on: November 06, 2014, 03:17:41 PM » |
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^dooooope
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SolarLune
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« Reply #11776 on: November 06, 2014, 03:32:20 PM » |
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Raphael - Fairly solid animation, and cool character. I kinda like the "stompy" animation if it were like that, though you mention that it's a side-effect of the slow GIF. You might want to do something to make the gender of the character more obvious (seems like people can't quite tell what gender the character is; I myself could see it either as a girl or a boy).
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ANtY
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« Reply #11777 on: November 07, 2014, 09:00:37 AM » |
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thankeys :*
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Arkenova
Level 0
Queen of Shenanigans
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« Reply #11778 on: November 07, 2014, 09:10:43 AM » |
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I'm still working on DragonBlossom, but I'm kinda stuck on terms of some character concepts. I mean, I know what I want to do, it's just that I'm like 'what's a good idea?' and whatnot.
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Fan of Many Franchises & Lead to DragonBlossom
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tuaarita
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« Reply #11779 on: November 07, 2014, 09:24:56 AM » |
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I like the animation style, but swinging the pipe like that would quickly result in broken wrists. i think something like this would look more natural, in the beginning the hand would be palm facing up and turn sideways near the end. http://imgur.com/IEcdPJ1
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« Last Edit: November 07, 2014, 09:31:54 AM by tuaarita »
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