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880163 Posts in 33023 Topics- by 24390 Members - Latest Member: zigzagoon

May 25, 2013, 09:46:23 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1109086 times)
McMutton
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« Reply #9345 on: May 12, 2012, 03:41:40 PM »

Lovin' that, Nihil.





~~EDIT~~

Now with 100% more decent cliffs and not forgetting to set a toon ramp for props.
(But still 0% less haphazard plant placement)
« Last Edit: May 13, 2012, 01:46:31 AM by McMutton » Logged

Eric McQuiggan
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« Reply #9346 on: May 13, 2012, 06:57:44 AM »

Sweet texturing
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nihilocrat
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« Reply #9347 on: May 13, 2012, 03:31:08 PM »

Looking really sweet. For the tree foliage texture, I would suggest putting either a dark border or remove some alpha so that it blends better with the immediate surroundings. Then again, it might clash too much with the art style, so maybe I'm nitpicking unnecessarily.
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BlueSweatshirt
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« Reply #9348 on: May 13, 2012, 07:38:32 PM »

The overt darkness of the trees compared to everything else feels a bit out of place.
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Mofko
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« Reply #9349 on: May 15, 2012, 06:36:33 AM »

Working on an IOS app atm! Smiley
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_Madk
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« Reply #9350 on: May 15, 2012, 07:08:20 AM »

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todd
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« Reply #9351 on: May 17, 2012, 10:05:46 PM »


Working on a small solo project called "Max". It's a weird rts/shmup combo.
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ShinnyMetal
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« Reply #9352 on: May 18, 2012, 03:10:13 AM »

Now with 100% more decent cliffs and not forgetting to set a toon ramp for props.
(But still 0% less haphazard plant placement)


very impressive. Loving the watercolor-esque look of the textures.
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Mono
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« Reply #9353 on: May 18, 2012, 03:20:33 AM »

Sorry, I posted this in the audio thread as well.
Composing some ambient music for my game, this isn't really finished thought.

http://www.youtube.com/watch?v=yJtt37P5kME

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gecko
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« Reply #9354 on: May 18, 2012, 09:51:02 AM »



can you give us a clue about it?

Looks nice.
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Torres Baldi Studio
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« Reply #9355 on: May 18, 2012, 11:22:13 AM »

it's a project I started in the week between finals and work, didn't end up finishing it in time, we'll see if I carry it on. it's a puzzle-platformer idea I actually came up with a couple years ago but never gathered myself well enough to make.

the screenshot is of the sprite and collision polygon editor.
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JWK5
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« Reply #9356 on: May 19, 2012, 10:19:42 PM »

Looks pretty chaotic due to the clashing of the temporary filler icons, text, and backgrounds but this is the HUD/Skill selection overlay for my game. I'd started working on this again randomly and have been at it full steam, and getting quite a lot done.








EDIT: The text and icons are still temporary but I am progressively narrowing down the design. Still needs work.

« Last Edit: May 20, 2012, 10:05:13 AM by JWK5 » Logged
Μarkham
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« Reply #9357 on: May 21, 2012, 09:56:39 PM »


This has been taking way too long, but I have so little experience using Photoshop as an actual painting program.  I'm finally getting the blocking of the shadows to a point where I can start working on blocking out the highlights.  The intent is to get a sort of shading map done and then do coloring on a layer underneath it.
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Azure Lazuline
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« Reply #9358 on: May 21, 2012, 10:21:19 PM »

That's a really cool art style. Reminds me of the intros to Zelda games for some reason, how they're all done in a different art style each game, but it's always really cool.
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Copy Kitty - a platformer/shooter with 200 weapons! Blow up robots and destroy the world!
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« Reply #9359 on: May 21, 2012, 10:26:19 PM »

I am actually writing a designdocument for the game I'm going to make, instead of immediately starting with the art and programming. Now I only need to keep the motivation!
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