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1075770 Posts in 44140 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 01:15:19 AM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1378754 times)
Hajo
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« Reply #5320 on: December 20, 2009, 02:30:47 PM »

Hajo, that looks really cool. Nice tool you've got there. Smiley

Thanks Smiley I hope that it some day will develop in something useful. Dreaming of a crossover of interactive fiction and in-game dialogs Grin At least the XML export and import works reliable now, so that I actually can work on a longer "story" and the simulation engine.

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Alec S.
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« Reply #5321 on: December 20, 2009, 08:23:25 PM »


Space Pirate themed Zelda-like game.
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Hajo
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« Reply #5322 on: December 21, 2009, 03:11:34 AM »

With hints and advice from some people (I know some of you read here, so thanks to you  Gentleman) I could improve the planet image quite some - now slowly reaching a better representation of an earthlike planet:

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dbb
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« Reply #5323 on: December 21, 2009, 04:20:44 AM »

@hajo, yes, it's better than the earlier version. I think what would really add realism is if it looked more like it had an atmosphere; i.e. was surrounded by a thin layer of semitransparent stuff that tended to scatter blue light, with its effects being more pronounced when you looked through it obliquely (towards the edges of the visible disc). I know nothing about 3D graphics programming, but get the feeling that implementing something like this literally the way I've described would be computationally expensive, but maybe you can cheat somehow.

Also, if you could procedurally "twist" the cloud texture so it formed spiraling weather patterns, that would be really cool and probably would look more realistic, too.

Anyway, now I'm going to look for more information on your project because it looks really interesting.
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Hajo
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« Reply #5324 on: December 21, 2009, 05:29:39 AM »

@dbb: I started a dev log, in order to keep the discussion together. I posted an answer over there:
http://forums.tigsource.com/index.php?topic=10021

Thanks for your suggestions and interest in the project Smiley
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RayRayTea
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« Reply #5325 on: December 22, 2009, 01:36:38 PM »

I have just finished implementing a puzzle in a platformer we're working on:



Edit: sorry wrong video, this is the right one.
« Last Edit: December 22, 2009, 01:45:07 PM by RayRayTea » Logged
Kekskiller
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« Reply #5326 on: December 23, 2009, 03:52:36 AM »

Very nice, RayRay. Already excited!
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Corpus
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« Reply #5327 on: December 23, 2009, 06:42:02 AM »

Yeah, that looks great! The graphics are looking very attractive Smiley

I'm not sure about that shadow to the left of the big vine, by the way - it looks a bit lazy and rushed, what with the harsh outline and the gradient that doesn't quite fade out in time, which is a shame, especially when the stuff around it looks so much more polished.
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RayRayTea
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« Reply #5328 on: December 23, 2009, 07:06:36 AM »

Thanks guys!

I'll fix that shadow.
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Hajo
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« Reply #5329 on: December 23, 2009, 08:36:14 AM »

Was working on material definitions for PovRay, decided to publish and release some under the GPL. Maybe they are useful for someone. The latest two additions:

A sort of rough rock, useful for bare rock walls:


=> http://www.funkelwerk.de/forum/index.php?topic=238.msg703#msg703

A try to create a leather-like material, with a very worn appearance:


=> http://www.funkelwerk.de/forum/index.php?topic=238.msg703#msg703
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davidp
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« Reply #5330 on: December 23, 2009, 10:51:37 AM »

besides turn based strategy, top down asteroids like shooter also working on sidescrolling shooter:




everything hand drawn, scanned and colored digitally. every scene will include breakable stuff.
(my first attempt on creating graphics larger than 32x32)
« Last Edit: December 23, 2009, 10:54:52 AM by davidp » Logged

RayRayTea
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« Reply #5331 on: December 23, 2009, 10:56:46 AM »

I like the lo-fi feel a lot, but would probably enjoy it more if the thickness of the lines were organized the other way around (thick lines for the characters and thin for the background).
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« Reply #5332 on: December 23, 2009, 12:05:10 PM »

yea, i noticed that half way through  Facepalm i guess i'll have to redraw everything, which could prove to be a pain in the ass, but it gets to me too (after watching it for a while).

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« Reply #5333 on: December 24, 2009, 04:01:47 AM »

Was working on material definitions for PovRay, decided to publish and release some under the GPL. Maybe they are useful for someone.
Hey they are really nice. What about creating a seperate page, like your povray gallery?
(the povray source for the pictures in the gallery would be interesting, too)
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Hajo
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« Reply #5334 on: December 24, 2009, 04:11:27 AM »

Hey they are really nice. What about creating a seperate page, like your povray gallery?

I'm glad you like them Smiley For the moment the forum must do, later I'll try to organize the files and pictures better. The next while I'll still be busy with brushing up some more of my old files, and putting them online. And in between I have two projects to work on Wink
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Hajo
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« Reply #5335 on: December 24, 2009, 09:57:09 AM »

Whee, just finished this in time for Christmas!



A Dungeon Master style game framework - 90 degree turns, grid movement, prerendered images. I soooooooo long wanted to make this, and now I finally had the time, and got everything in place - the raytracer scripts, image loading and postprocessing, a procedural dungeon generator, and finally - display it all on screen and being able to walk through the dungeon. No collision detection or such yet, one can walk through walls, but it's cool to have all the basics in place Smiley

Merry Christmas to all who celebrate, best wishes to all the others as well Grin
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« Reply #5336 on: December 24, 2009, 12:42:18 PM »



This is my game. As you can see the art is quite rushed but it was most for me important to get something playable done for christmas.

About the premise of the game... Well, as you can see, it is about a bald man flying in a armchair and throwing boots at some critters. Tongue (He also shoots eye lasers  Blink )

Here is some offical artwork made by my brother.

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increpare
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« Reply #5337 on: December 24, 2009, 04:39:17 PM »

tiny prototype cityscape playground thingy

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Lemming
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« Reply #5338 on: December 24, 2009, 04:50:35 PM »

damage system so that I can implement hurting, health and gameplay™ Smiley
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Bones
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« Reply #5339 on: December 26, 2009, 11:14:42 AM »

Click the image for a youtube video.
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Demo Reel 2012

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