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880185 Posts in 33024 Topics- by 24392 Members - Latest Member: mfroeschl

May 25, 2013, 11:30:54 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1109117 times)
John Sandoval
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o_o


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« Reply #8970 on: February 04, 2012, 01:39:43 AM »

ya i don't know if that's the wisest decision
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Nix
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« Reply #8971 on: February 04, 2012, 07:42:01 AM »

Is anyone here planning on molesting him?
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pgil
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« Reply #8972 on: February 04, 2012, 08:27:51 AM »

Yeah, businesses never give their address to the public.
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peanutbuttershoes
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الاستماع، تسمعني جيدا


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« Reply #8973 on: February 04, 2012, 09:07:05 AM »

 Tongue
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nihilocrat
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Full of stars.


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« Reply #8974 on: February 04, 2012, 11:09:36 AM »



Sailing around some rocks.

Hotly anticipating this!

There are sailing simulators, and there are games about sailing in wooden ships with cannon (but they're not simulators), but I've never heard of both in the same game.
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brettchalupa
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« Reply #8975 on: February 04, 2012, 01:50:49 PM »

Did you really want to post your address on the internet...?

Probably not a good idea, taking it down now. I feel like a dumbass now.  Embarrassed
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_Tommo_
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« Reply #8976 on: February 04, 2012, 06:11:16 PM »

I'm pouring detail into the terrain generator for my very-large-scale turn based game Gentleman

Here's a peninsula with a vast desert:


the dark grey lines are impassable (for vehicles and non-jetpack infantry) cliffs, I need to find a more eye-pleasing way to show them.
The slightly greenish sand at the center of the desert is an Erg, or dunes.

And I added snowlands, where water freezes and vehicles are slower:

(I still need to do the cliff prop in the zoomed view, imagine awesome rocks around the frozen lake)

The terrain has to be contrived enough to be interesting at large scale, for region based gameplay, and for turn based battle gameplay where you manage single units on a battlefield.

I think it's coming out nice. Next in line: roads, regions and buildings!
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flavio
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« Reply #8977 on: February 05, 2012, 12:35:23 AM »



I love this graphic style!
I'm wondering how buildings and units are going to appear, I can't wait to see more!
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_Tommo_
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« Reply #8978 on: February 05, 2012, 07:19:55 AM »

I love this graphic style!
I'm wondering how buildings and units are going to appear, I can't wait to see more!

Thanks  Beer!
Units and buildings will not be to scale and will probably be lowpoly-3D, but at this point I don't really know how I will make them, so I will use some placeholders for now.
Btw, the textures on that scene are placeholders too!
« Last Edit: February 05, 2012, 01:31:40 PM by _Tommo_ » Logged

thatshelby
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« Reply #8979 on: February 05, 2012, 10:37:34 AM »

I figured out a way to make GM scale it's 3D projection, using surfaces:

I'm experimenting with different resolutions

80x60 (8x scaled)


160x120 (4x scaled)


320x240 (2x scaled)


It's interesting as the level of detail goes up when you get closer, both texture wise and the fact that it's not all squares any more
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C
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« Reply #8980 on: February 05, 2012, 12:03:31 PM »


I love this graphic style!

Agree Hand Thumbs Up Right
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Noel Berry
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Yarr!


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« Reply #8981 on: February 07, 2012, 01:23:04 PM »

Working on my game from pegjam, hoping to wrap it up by the end of the week.

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Oblitus | Portfolio | Twitter
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eigenbom
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« Reply #8982 on: February 07, 2012, 02:18:15 PM »

Aw Noel that's ace
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C
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« Reply #8983 on: February 07, 2012, 03:15:45 PM »



A really short, really poor-quality video of two Super Ghosts projects.
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rychanwr3
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« Reply #8984 on: February 08, 2012, 02:03:59 AM »

I'm still plodding my way through penguin quest. Making some more headway into unity now regarding referencing other objects correctly which is a good thing! Made a video of the game so far at:

http://refreshcreations.co.uk/games/2012/02/08/progress-is-as-progress-does/

I wish I had more time to spend on this still, curse working as a website designer!
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Destroy them all.
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