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879650 Posts in 32994 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 02:36:05 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Author Topic: So what are you working on?  (Read 1108651 times)
McMutton
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Lord McMutton


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« Reply #8190 on: August 01, 2011, 09:17:39 AM »

An illustration featuring members of a motorcycle gang... on a motorcycle!

Just one motorcycle? 'Cause that'd be grand
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Droqen
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aka nick fury


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« Reply #8191 on: August 01, 2011, 09:57:16 AM »

An illustration featuring members of a motorcycle gang... on a motorcycle!

Just one motorcycle? 'Cause that'd be grand

That'd be more like a motorcycle crew

and it would be grand.
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Gimym TILBERT
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ILLOGICAL, random guy on internet, do not trust


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« Reply #8192 on: August 01, 2011, 11:10:40 AM »

Planning of racing game art provide me only 640 full working days, reality check is hard, massive cut is needed unlesss team of 10 artist jump at me. NOT HAPPENING
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XRA
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« Reply #8193 on: August 01, 2011, 09:50:36 PM »

stuck post-it notes to the wall with all/any important level themes, moments or scenes I could think of for game... I think it will help. I think. ?
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ThePortalGuru
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Expect the funexpected


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« Reply #8194 on: August 01, 2011, 09:57:43 PM »

Figured out an interesting medium to tell a story I've wanted to tell.
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Byth
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« Reply #8195 on: August 01, 2011, 10:01:56 PM »

A tileset for a WRPG in the vein of Elder Scrolls.

I decided that the world needs a 2D Elder Scrolls-like game, so I'm slowly willing one into existence. Right now my main project is figuring out how to do walls. I hate walls. I recently realized I can use danc's free set for reference, so that's been helping some.

In case anyone cares to look at my first attempt at tile creation, here's an album:

http://imgur.com/a/3uT3P#9mc5J

The really screwy looking one is the placeholder semi-functional wall tile set.

Figured out an interesting medium to tell a story I've wanted to tell.

What is it? Hmmm?
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peanutbuttershoes
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الاستماع، تسمعني جيدا


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« Reply #8196 on: August 01, 2011, 10:50:10 PM »

An illustration featuring members of a motorcycle gang... on a motorcycle!

Just one motorcycle? 'Cause that'd be grand

Then 'tis indeed grand, my good sir.  Gentleman
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ThePortalGuru
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Expect the funexpected


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« Reply #8197 on: August 01, 2011, 10:59:51 PM »

Figured out an interesting medium to tell a story I've wanted to tell.
Let's just say it's not one for the faint of heart.
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jwaap
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JW


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« Reply #8198 on: August 02, 2011, 03:39:10 AM »




bam badam

should get characters in the same resolution I guess
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Momeka_
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« Reply #8199 on: August 02, 2011, 06:52:55 AM »

Giving the player the ability to vomit on stuff and each other in this game
http://goo.gl/qLq2s. It's hard work, but somebody have to do it.
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Kyron
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« Reply #8200 on: August 02, 2011, 06:59:14 AM »

Got the spell casting system up and running. Slapped a bunch of enemies in a room to test it.
http://www.youtube.com/watch?v=sNsv4iZrpPw
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drChengele
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« Reply #8201 on: August 02, 2011, 07:10:29 AM »

Why use shader voodoo when you can just apply a mask of some kind and save it to a new texture? I use that approach here to make procedurally generated faction banners: http://nihilocrat.tumblr.com/post/1089498306/textureutils
The "voodoo" basically does boil down to blitting with an alpha mask from a noise texture. However there are a few reasons I do it realtime instead of simply precalculating the textures.

For example, this way I don't need to generate hover and/or pressed states for my button symbols. I just change a few threshold parameters in the shader and get a pressed symbol that seems much fuller and more glowy than the unpressed state (while still being slightly sandblasted in the same manner as the original). I also pass random offsets to the noise texture blit data for each button, so no two identical buttons are ever sandblasted in the same manner (for all that the player will probably never notice it).

Basically I could have pregenerated the modified textures, but can get away with not doing it, and I get a few nice effects at very little runtime fps cost (OpenGL overhead of blitting sprites with a shader).
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Praetor
Currently working on : tactical battles.
RyanHuggins
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« Reply #8202 on: August 02, 2011, 11:39:34 AM »





I'm working on a short platform RPG as my first video game project. It won't necessarily be commercial, but if I do happen to get money from donations or such, everything I make will be going to a charity that the players choose.

The game is about a women with a degenerative disease who is searching for her son. The story is much more fleshed out than that, but that's about it. Exploration, light combat, light puzzles. It's half art-game. Tongue
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Psy
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« Reply #8203 on: August 02, 2011, 01:29:54 PM »

I dig it but perhaps the trees at the very front of the foreground should be a bit darker then they are right now. Smiley

Here's a game I've been working on. It's my first game ever and it's built using Unity.




It's fairly simple. You have to move a token to the end goal using items that you place on the canvas. In 'Build' mode, all objects are static and you are allowed to place items. In 'Play' mode gravity kicks in and you get to see how your planning plays out and if the token eventually makes it to the goal.
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thatshelby
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« Reply #8204 on: August 02, 2011, 05:30:35 PM »

Now that I'm getting the hang of Flashpunk, I'm creating a new game. Today I created the basic bare bones, tomorrow I actually get to work on the game itself. I'm excited!

Basically, the enemies you kill drop a random piece based on their structure. Using two of these pieces, you can create an ally which fights alongside you, using abilities dependent on the elements it is made of.

http://dl.dropbox.com/u/9942053/Flash/360shooter.swf
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