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878091 Posts in 32904 Topics- by 24326 Members - Latest Member: GeneralSparkzz

May 21, 2013, 05:57:14 AM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1106977 times)
Kekskiller
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« Reply #5250 on: December 05, 2009, 01:50:25 PM »

Found the last required textures:





Now it's time for graphical fine tuning and better color choices/unique color per texture. And the rain doesn't look that good atm (not in the screens, though).

I tweak the whole new Stalker game to look and play completely different.
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increpare
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« Reply #5251 on: December 05, 2009, 01:54:49 PM »

The visual style is pretty cool
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Zest
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« Reply #5252 on: December 05, 2009, 02:25:16 PM »

Holy crap, that's Stalker? Wow...
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Eclipse
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« Reply #5253 on: December 05, 2009, 03:01:38 PM »

What's wrong with the shadow? I had been planning to not put in any shadows at all, using cloudy weather as the excuse, but found that you needed something at takeoff otherwise it looked too floaty, so put in the bare minimum.

do a T shaped shadow Smiley even with hard edges, it will look much better than a dumb circle :\
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« Reply #5254 on: December 05, 2009, 04:15:13 PM »

Quote
Now it's time for graphical fine tuning and better color choices/unique color per texture. And the rain doesn't look that good atm (not in the screens, though).

I don't know if they're just place-holder colors or what, but the colors and look of this are very weird and very awesome.  Definitely dig the unique look of this.
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Andy
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« Reply #5255 on: December 05, 2009, 08:06:24 PM »

I am working on WAR. It is a special project for me because I started drawing up plans for it as a kid before I could make games. The name is simple because I came up with it when I was young, I don’t want to change it now. It is going to be a freeware, arcade style, top down shooter. Here are some images:
 - Menu.

 - Player and basic enemy sprites.


Tell me what you think of the graphics.
Weapons in game:

 - Sidearm:
M1911 Pistol
 - Sub Machine Guns:
Uzi
MP5
Ak-47u
Kriss Super V
 - Assault Rifles:
M16A4
M-4 Carbine
AK-47
G36C
 - Light Machine Guns:
M249 LMG
RPD LMG
 - Shotguns:
W-1200
SPAS-12
 - Sniper / Marksmen Rifles:
SVD Marksmen Rifle
M82 Short Sniper Rife

 - Other:
Frag Grenades
Milkor MGL
FIM-92 Stinger
RPG-7

Knife

Each weapon has a different feel and attachments such as reflex sights allow you to step up your game.
Below is a screenshot of what reflex sight aiming looks like:

Screen from old engine. Smiley
All content here is subject to change and improvement. I am currently getting music help from Dean Harris, http://www.deanhguitarist.co.uk/ who has produced some great tracks.

(Please do not steal my stuff. Smiley)

« Last Edit: April 03, 2010, 04:48:43 PM by Andy » Logged

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Kekskiller
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« Reply #5256 on: December 06, 2009, 01:32:13 AM »

Quote
Now it's time for graphical fine tuning and better color choices/unique color per texture. And the rain doesn't look that good atm (not in the screens, though).

I don't know if they're just place-holder colors or what, but the colors and look of this are very weird and very awesome.  Definitely dig the unique look of this.
I basically just replaced the content of the 10 sub-folders with around 5 colors or so. Therefore the next step is to choose which textures gets which color texture and so (not altering the existing colors values directly). There are some ugly things like orange rain and plain white rectangles instead of flashlight gradients and such, which doesn't look that good atm. Still lots of things to do.
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Morre
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« Reply #5257 on: December 06, 2009, 04:30:39 AM »

Andy, that's looking pretty awesome! I especially like the dirt area just outside the complex in the last screen - with the shovel and debris. Reminds me a lot of Tapan Kaikki, which is clearly a good thing.

Minor comment: There's a road cone lying flat on the ground, but given that the base is larger than the top of the cone, it should probably be tilted (so that you see some of the base from the underside).
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Kekskiller
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« Reply #5258 on: December 06, 2009, 04:37:26 AM »

Anomalies look better this way:



Also, I haven't even changed the standard coloring. It's cool to see how the engine is able to colorize everything perfectly.
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Andy Wolff
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« Reply #5259 on: December 06, 2009, 11:06:21 AM »

That's crazy awesome, kekskiller

I'm learning AS3 (in Flash IDE)
That's a pixel upscaling script which will allow me to do all the visual effects I've done in my GM games up to this point
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Jared C
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« Reply #5260 on: December 06, 2009, 11:09:27 AM »

Oh, crap, would you mind sharing the code?  Pretty please?
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Andy Wolff
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« Reply #5261 on: December 06, 2009, 11:12:07 AM »

Oh, crap, would you mind sharing the code?  Pretty please?

Sure thing.

Quote from: me from elsewhere
I made an example in Flash AS3 which can do the same things that Chevy's upscaling trick does in GM. I just learned AS3 as I did this so if you know AS3 and you see something stupid I've done, please tell me. It's good for making tweened pixels look like real pixel animations or for making vectors look like pixel art or making full screen effects

Code:
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.MovieClip;
import flash.events.EventDispatcher;
import flash.geom.Transform;
import flash.geom.Matrix;
import flash.geom.Rectangle;

//set the stage quality to LOW MEDIUM HIGH or BEST, default is HIGH
//this.stage.quality=StageQuality.LOW;

//  // make a bitmap
var bitmapThing:BitmapData = new BitmapData(80,96,true,0x00000000);
//  // make a rectangle and color transform to fade the former screen image
var emptyRect:Rectangle = new Rectangle(0,0,bitmapThing.width,bitmapThing.height);
var cTransform:ColorTransform = new ColorTransform();
cTransform.alphaMultiplier = 0.9; //screen fade value

//  // make a bitmapDisplay do display the bitmap and scale it up
var bitmapDisplay:Bitmap = new Bitmap(bitmapThing);
this.addChild(bitmapDisplay);
bitmapDisplay.scaleX=4;
bitmapDisplay.scaleY=4;

//  // turn the original movie clip you are drawing invisible (I called this one screen)
screen.visible=false;

//  // every step, apply fade and draw screen to bitmap
addEventListener(Event.ENTER_FRAME,step);
function step(event:Event):void {
bitmapThing.colorTransform(emptyRect,cTransform);
bitmapThing.draw(screen,screen.transform.matrix,null,BlendMode.ADD);
}

It takes a movie clip and draws it onto a bitmap (used like surfaces are in GM). You can change the blend mode for various cool effects and suchlike.

If you want to upscale an entire little video, copy all the frames of the video into a movie clip and use it as the screen.I don't know if you can use the entire stage itself as a movie clip or not, but if you can then a lot of what this example does is unnecessary.

I'm really excited to have got this working because now I can do all the effects that have been in my recent games like Cosmop and Cybersolip  Smiley

Note that I made it in the Flash IDE but you could probably change it around some to make it work for other things
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increpare
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« Reply #5262 on: December 06, 2009, 11:25:01 AM »



Small puzzle/simulation game.  Erm not sure which of the two it'll end up leaning towards more just yet.
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ChevyRay
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« Reply #5263 on: December 06, 2009, 04:26:04 PM »

Whoa, that looks neat increpare. Reminds me of electrical circuits; does the concept sort of revolve around circuitry/etc.? If so, then this is my kind of puzzle game.
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PlayMeTape
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« Reply #5264 on: December 06, 2009, 04:41:31 PM »

I was going crazy over not being able to work on any project because of me being very self critical - wahwahwah I'm such an artist  Yawn. So I had to just do something silly and started working on something tiny.

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