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1038256 Posts in 41956 Topics- by 33580 Members - Latest Member: Ziz

September 02, 2014, 08:39:07 AM
TIGSource ForumsDeveloperCreative (Moderator: John Sandoval)So what are you working on?
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Author Topic: So what are you working on?  (Read 1320215 times)
nihilocrat
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« Reply #10455 on: March 20, 2013, 08:25:06 PM »

Left hand intentionally not animated yet.

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JOBA
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« Reply #10456 on: March 20, 2013, 10:09:14 PM »

Monsters, combat, pathfinding.
Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right.

This might help: http://www.gamasutra.com/blogs/TylerGlaiel/20121007/178966/Some_experiments_in_pathfinding__AI.php
Thanks. My pathfinding system is very similar to it.

Do you have a devlog for this?  It looks really cool.  Something about the colour choices gives me Amiga vibes.
Not yet. I'm afraid maintaining a devlog will take away from the dev time and I will obsess about the replies, views and all that too much.
I want to work on the game a little bit longer before opening a devlog. It's only 2-3 weeks in dev so far. It's something that has to be done though.

I have some new cool things in, monster awareness AI, ranged combat, equip-able bows and sound effects for most things.
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Instant TileEd - draw pixel art games and export them to Tiled TMX!
Looking for artist for a CRPG!
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« Reply #10457 on: March 21, 2013, 03:09:42 AM »

https://dl.dropbox.com/u/46434785/math.swf
mathmatical

trying to organize/visualize the information, so I decided to start small with basic math operations I'll be using later.  right click opens up a context menu to drop modules, green nodes are male, blue are female, drag green to blue.  will break if you create certain loops.  properties are loaded from getters/setters, using as3 way of reflection, making modules is a breeze.
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« Reply #10458 on: March 21, 2013, 09:26:43 AM »

Feels good to be working on this again.


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Alec S.
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« Reply #10459 on: March 21, 2013, 11:25:41 AM »

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keo
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« Reply #10460 on: March 21, 2013, 12:06:27 PM »

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Core Xii
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« Reply #10461 on: March 21, 2013, 12:28:00 PM »

I like the blur on the sword.

Correction.

Motion blur:



Motion trail:



The sword in that picture has a trail, not blur.
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feminazi
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« Reply #10462 on: March 21, 2013, 12:47:08 PM »

the trail is blurry tho
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nihilocrat
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« Reply #10463 on: March 21, 2013, 03:52:24 PM »

If anyone gives a crap it is, indeed, a trail: a transparent mesh which is updated per-frame to create a polygon strip behind the blade.  Wizard
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Rabbit
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« Reply #10464 on: March 21, 2013, 03:53:42 PM »

Trail. Blur. If you knew what I was talking about then who gives a shit?

ITS RAD.
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« Reply #10465 on: March 21, 2013, 05:00:36 PM »





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Udderdude
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« Reply #10466 on: March 21, 2013, 05:48:06 PM »







Aww, it drilled it's way right into my heart :3
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VortexCortex
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« Reply #10467 on: March 21, 2013, 07:51:32 PM »

I am a programmer who sometimes makes games.  Thus, my little brother thinks I can do anything... Even draw an anime version of his girlfriend wearing a cute Star Trek uniform.



Damn it, Jim!  I'm a coder not an Artist!

Guess I'm working on my crappy art skills?
ELBOWS!  How do they work!?
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swordofkings128
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« Reply #10468 on: March 21, 2013, 11:44:02 PM »



a game called "Shallow Mind" in which you play as someone receiving therapy. the game would take place in many "worlds" connected by narrative given by the therapist each time your "mind meter" is depleted. it goes down every second, but also from injury, and attacking, but it can be replenished by collecting stuff or defeating enemies if you have attacks or if enemies exist.

some worlds you play as the person's dog, some you'll play as a bird, or the character itself.

each "session" is the equivalent of an in game life, which you have unlimited amounts of. but there might be leveling mechanics and skill trees in the form of questions by the therapist. hopefully the game would teach people more about themselves?? also dog probably still WIP, just toying with this idea
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Maud'Dib Atreides
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« Reply #10469 on: March 22, 2013, 10:25:46 AM »



a game called "Shallow Mind" in which you play as someone receiving therapy. the game would take place in many "worlds" connected by narrative given by the therapist each time your "mind meter" is depleted. it goes down every second, but also from injury, and attacking, but it can be replenished by collecting stuff or defeating enemies if you have attacks or if enemies exist.

some worlds you play as the person's dog, some you'll play as a bird, or the character itself.

each "session" is the equivalent of an in game life, which you have unlimited amounts of. but there might be leveling mechanics and skill trees in the form of questions by the therapist. hopefully the game would teach people more about themselves?? also dog probably still WIP, just toying with this idea

Weird Dreams - Amiga
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