AlexVsCoding
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« Reply #11860 on: January 20, 2015, 06:40:33 PM » |
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BomberTREE
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« Reply #11861 on: January 20, 2015, 10:42:49 PM » |
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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 » |
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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 » |
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^ 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 » |
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Working on a board game. Here's the board.
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Tennis
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« Reply #11866 on: January 28, 2015, 03:44:40 AM » |
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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 » |
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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 » |
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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 » |
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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?
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Canned Turkey
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« Reply #11870 on: January 30, 2015, 11:53:01 AM » |
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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 » |
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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)
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MAVW
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« Reply #11872 on: February 01, 2015, 08:44:09 AM » |
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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
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Labbed
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« Reply #11873 on: February 01, 2015, 01:27:09 PM » |
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I'm working on a new version of LabChirp. I just implemented curves for the envelopes.
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Skydsgaard
Level 1
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« Reply #11874 on: February 03, 2015, 05:54:02 AM » |
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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
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Franklin's Ghost
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« Reply #11875 on: February 06, 2015, 11:29:01 PM » |
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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 » |
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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 » |
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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.
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« Last Edit: February 10, 2015, 04:32:31 AM by Raphael »
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gimymblert
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« Reply #11878 on: February 10, 2015, 07:54:47 AM » |
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physically based wrapped light?
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Raphael
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« Reply #11879 on: February 10, 2015, 08:42:29 AM » |
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No, a simple light wrapping like valve uses in tf2 vec4 wrapped_diffuse = vec4(tint_color*1-acos(cosTheta)/angle,1.0);
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