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April 20, 2024, 03:54:47 AM

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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2321457 times)
AlexVsCoding
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« Reply #11860 on: January 20, 2015, 06:40:33 PM »







Tinkering with a prototype for a strategy game where your workers have to construct the arrows your archers fire (feathers, sticks and iron). Planning to offer the player the ability to make their archers launch different projectiles to save resources (E.g. Stick with feathers = Higher accuracy but lower damage). Art is currently placeholder with the intention of replacing it with something in the style of the Beaux Tapestry.

Called Arrow Minded. (I do love making game titles with puns in).
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BomberTREE
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« Reply #11861 on: January 20, 2015, 10:42:49 PM »

Just released a program that reads symbols from image and outputs them in format for BitFontMaker2 for creating an actual (TTF) font out of the drawn one:
There's no way of knowing if it'll go unnoticed with releases and celebrations of this time of the year or not.

Wow man, good job!
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Tennis
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« Reply #11862 on: January 26, 2015, 03:22:13 PM »

Currently working on this guy.
Some sort of Alien mech suit thing, not sure...
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SolarLune
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« Reply #11863 on: January 26, 2015, 07:06:46 PM »

^ Haha, cool! Nice work. I notice that you use those colors a lot in your work; any particular reason? Or are they just your favorites?
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Canned Turkey
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« Reply #11864 on: January 26, 2015, 08:27:58 PM »

Working on a board game.
Here's the board.
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SpeakUpGames
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whimsy


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« Reply #11865 on: January 26, 2015, 09:33:23 PM »



Got some unit placement and movement working properly! I wish I had more spare time to work on this. Until then,  Coffee
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Tennis
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« Reply #11866 on: January 28, 2015, 03:44:40 AM »

Final version:


SolarLune:
Thanks, yeah i really like that color combination, i almost always use them as a starting point eventhough i might change the colors later.
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Canned Turkey
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« Reply #11867 on: January 29, 2015, 01:10:45 PM »

Making your own dungeon generation algorithm is hard.
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JWK5
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« Reply #11868 on: January 29, 2015, 11:02:17 PM »

Test tiles for my latest project...

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Vadinci
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« Reply #11869 on: January 30, 2015, 03:01:23 AM »

Making your own dungeon generation algorithm is hard.

Wow! This piques my interest, I love dungeon generation. Any intention to share some insight on how it works? Beg
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Canned Turkey
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« Reply #11870 on: January 30, 2015, 11:53:01 AM »

Well first it starts in a random corner.
Then it chooses one of the two directions away from the corner to start moving.
If it started top-right, it can move down or left.
Then when it hits the wall or a room, it turns 90 degrees, or does a u-turn.
When the whole area is filled it caps it off.
Then all the rooms choose from a random set of images.
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BomberTREE
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« Reply #11871 on: January 31, 2015, 12:52:31 AM »



The name comes from an older project I started and stopped a few months back.
Unlike the average roguelike adventurer, my titles don’t perma die.

(copy pasta joke from my tumblr)  Lips Sealed
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MAVW
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« Reply #11872 on: February 01, 2015, 08:44:09 AM »

Test tiles for my latest project...



2qt
reminds me of ittle dew, I don't think we have enough games with this cutesy doodle artstyle  Tongue
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Labbed
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« Reply #11873 on: February 01, 2015, 01:27:09 PM »

I'm working on a new version of LabChirp. I just implemented curves for the envelopes.

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« Reply #11874 on: February 03, 2015, 05:54:02 AM »

Final version:


SolarLune:
Thanks, yeah i really like that color combination, i almost always use them as a starting point eventhough i might change the colors later.

<3 <3 <3 Top. As always Smiley
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Franklin's Ghost
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« Reply #11875 on: February 06, 2015, 11:29:01 PM »

Test tiles for my latest project...

Liking the look of this JWK5. What type of project is it going to be for?
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JWK5
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« Reply #11876 on: February 07, 2015, 03:25:18 PM »

Test tiles for my latest project...

Liking the look of this JWK5. What type of project is it going to be for?

Thanks! It's for a Pokemon/Monster Rancher/Dragon Quest Monsters/Jade Cocoon -ish RPG with some rogue-like elements (particularly the randomized dungeons). The final art will be a prettier than what you see there but that gives me something to work with. I've been working on the project for quite a while now and I will have a devlog up when I've got a test demo ready.
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Raphael
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« Reply #11877 on: February 10, 2015, 04:26:34 AM »

Custom skeletal animation binary format for my engine/framework (written in c with opengl 3.3 as graphics api)
Im using a combination of wrapped diffuse, ramp and a subtile rim lighting (which also combines with the cosTheta ramping) to fake gi.

« Last Edit: February 10, 2015, 04:32:31 AM by Raphael » Logged
gimymblert
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« Reply #11878 on: February 10, 2015, 07:54:47 AM »

physically based wrapped light?
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Raphael
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« Reply #11879 on: February 10, 2015, 08:42:29 AM »

No, a simple light wrapping like valve uses in tf2

Code:
vec4 wrapped_diffuse = vec4(tint_color*1-acos(cosTheta)/angle,1.0);	
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