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877645 Posts in 32875 Topics- by 24313 Members - Latest Member: CWolf

May 20, 2013, 05:19:03 AM
TIGSource ForumsDeveloperCreativeArtMockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 803951 times)
SolarLune
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« Reply #5505 on: August 21, 2012, 06:37:43 PM »

Indeed, that looks and sounds really good. Push 2D to its limits!
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QuaziGNRLnose
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« Reply #5506 on: August 21, 2012, 06:39:02 PM »

Hello. I'm proud to present you my upcoming game.

Behind Nowhere.
A next gen pixel art cinematic plateformer.
In the tradition of Another World, Flashback, Heart of Darkness, Oddworld & Limbo.
Aiming for fundings on kickstarter and porting the game to all major platforms


•••••••••••••••••••••••

Some actual WIP of the levels.
Yes, this is going to be a game.
Click on pictures for full res.











I do everything by myself, from painting to animating to coding to sound design.
If some interested coders have some spare time to advice me sometimes,
as I don't get real experience and I'm just trying to make it work with my
own engine from scratch, please let me know !

If you want to see the actual build with parallax (roughly 10 days of work, just a test level) :
http://www.timsoret.com/behindnowhere/index.html
Just jump to move, it's the only animation I already made for now.

Let me know about your feelings !

Why is it these gorgeous games always have to be made in flash so that their performance and execution end up suffering greatly
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pim
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« Reply #5507 on: August 21, 2012, 09:31:54 PM »

Thanks guys !
Aside from the visual quality, do you find the universe engaging ?


About flash :

I'm not a coder, and AS3 is the only language I master. Therefore it enables me to start this game all by myself with no fundings, without another programmer. Of course the final game won't be flash-based. I really want to hire programmers as soon as I have fundings, so the engine can be ported to more efficient languages and other gaming platforms.

Anyway I'm really really good at optimizing complex scenes in Flash & avoiding the classic vector look. Flash is just a tool, not a style. Too bad so many bad games have been made on this accessible plateform, being limitated by what seemed to be flash limitations, whereas it was rather their creator own limitations. My engine demo runs at a solid 30 fps with more than 500 parallax layers and particles on a normal computer. If you are lower please tell me your hardware so I can have a better understanding and optimize things further, a lot can still be done.
« Last Edit: August 21, 2012, 10:49:53 PM by pim » Logged
rivon
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« Reply #5508 on: August 22, 2012, 01:11:01 AM »

I think that if you posted a request for a C++ (or anything better than Flash) programmer in the Collab or Unpaid Work sections, you would have a few offers the very first day... The art is stunning. Great job Kiss
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Moczan
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« Reply #5509 on: August 22, 2012, 04:26:29 AM »

With FP11 GPU rendering, writing 2D game in C++ is joke.
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Fallsburg
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« Reply #5510 on: August 22, 2012, 07:01:33 AM »

This is more of a discussion to split off to the technical forum? But why do you feel the need to not use Flash?  If it works, it works. 

And as Moczan said the GPU enabled stuff puts Flash as equals (performance wise) with just about every 2d engine out there (Well, I haven't dug into SFML 2.0, but it doesn't allow any sort of batching of sprites, so while it is in a faster language, it is hamstrung by doing a worse method, so I don't how this actually plays out). 
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caiys
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« Reply #5511 on: August 22, 2012, 11:25:05 AM »

Hey QuaziGNRLnose go make a devlog or a blog or something so I can keep track of this thing, looks phenomenal. Hand Thumbs Up Right
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DustyDrake
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« Reply #5512 on: August 22, 2012, 01:21:13 PM »


With darkness rendered as black

With darkness rendered as transparent.

I like two a little better.
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SolarLune
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« Reply #5513 on: August 22, 2012, 04:29:20 PM »

I feel like you should go with the black version, but using a color closer to the sand color. Transparent seems like it might be a little hard to work with (i.e. you would constantly be jumping to see if you can move around in certain areas). Although, transparent might match the style of your sprites a bit better.
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Quarry
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« Reply #5514 on: August 22, 2012, 04:57:24 PM »


With darkness rendered as black

With darkness rendered as transparent.

I like two a little better.

Oh my is that Elsewhere?
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Allansona
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« Reply #5515 on: August 22, 2012, 05:18:27 PM »

....wow... Good luck!!! It's beautiful... but wow... wow...
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- Without craftsmanship, inspiration is a mere reed shaken in the wind. - Johannes Brahms
Geti
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« Reply #5516 on: August 22, 2012, 07:05:10 PM »

And as Moczan said the GPU enabled stuff puts Flash as equals (performance wise) with just about every 2d engine out there (Well, I haven't dug into SFML 2.0, but it doesn't allow any sort of batching of sprites, so while it is in a faster language, it is hamstrung by doing a worse method, so I don't how this actually plays out). 
Fwiw just because SFML (or whatever) is retarded, doesn't mean you can't write your own rendering code on top of OGL or (heaven forbid) DirectX that is efficient and will generally kick the crap out of flash performance wise just because the logic doesn't have to run in a VM. For example, we're currently batching our rendering by texture and using Z sorting, -> minimising draw calls and keeping it all nice and fast on weak as piss old laptops Smiley

Flash is a good language to learn basically "how programming works" and yeah you can get better rendering performance if you make use of the stage3d stuff, but it pays to use something "lower level" if only for how much it lets you cut corners.


DustyDrake: both are pretty hard to read, tbh.
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tso
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« Reply #5517 on: August 22, 2012, 07:58:05 PM »

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Quarry
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« Reply #5518 on: August 22, 2012, 08:06:58 PM »

Would buy physical cards
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tso
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« Reply #5519 on: August 22, 2012, 08:09:46 PM »

that's the plan! :3
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