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May 13, 2024, 06:27:08 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 1210157 times)
Eendhoorn
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« Reply #2240 on: July 06, 2014, 08:53:02 PM »

Little side-project I'm working on :D
« Last Edit: July 06, 2014, 10:39:19 PM by omgnoseat » Logged

Geti
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« Reply #2241 on: July 06, 2014, 11:03:37 PM »

How do you make stuff so cool so fast? I want to make stuff like yours. Gomez
afaik unity has some role there ;^)
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Pol
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« Reply #2242 on: July 07, 2014, 12:03:31 AM »

How do you make stuff so cool so fast? I want to make stuff like yours. Gomez
afaik unity has some role there ;^)
Haha gee thanks :> But yeah Unity's real nice when it comes to putting stuff together fast.
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Geti
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« Reply #2243 on: July 07, 2014, 12:44:11 AM »

Haha, no rudeness intended, good tools are part of any good craftsman's end result Wink
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SolarLune
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« Reply #2244 on: July 07, 2014, 12:48:55 AM »

@omgnoseat - Oh, cool. Like a 2D Fruit Ninja, huh?

Gonna be a X-Post from Gearend's devlog, but I finally got around to refactoring my weapon code and making it a lot more modular, I think, which is good. Rocket launching's in!



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Fresh Mozzarella
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« Reply #2245 on: July 07, 2014, 07:07:13 AM »

The trick will be sound and lighting. Those gunshots should be loud and potentially echo-y, and should be accompanied by a flash of light. you should get a 2d visibility and lighting engine going on like in

and l4kd/2 - it's not hard to do, you just need a raycasting function and a stencil buffer or lightmap.

thanks for the tips! I definitely will think on that as I try and revamp everything. I officially can't look at Teleglitch anymore though because I'm afraid of the being over-influenced. I'm a programming nub so I'll have to research those terms but hopefully will have something to show soon Coffee
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Eendhoorn
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« Reply #2246 on: July 07, 2014, 07:31:41 AM »

@omgnoseat - Oh, cool. Like a 2D Fruit Ninja, huh?
Haha yeah it does resemble it, especially with this specific character and item set.
Keep up the work on gearend, it's really charming!
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Fresh Mozzarella
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« Reply #2247 on: July 07, 2014, 08:07:51 AM »

It's messy and using someone else's plugin that I modified but I really don't have the expertise to create my own raycasting system. Babysteps.

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LightEnt
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« Reply #2248 on: July 08, 2014, 12:17:20 AM »


Zeeeeuuusss ssooorrrddddd

(this is why i get nothing done.)
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ANtY
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« Reply #2249 on: July 08, 2014, 01:30:54 AM »

New character in Warlocks

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Geti
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« Reply #2250 on: July 08, 2014, 02:06:02 AM »

It's messy and using someone else's plugin that I modified but I really don't have the expertise to create my own raycasting system. Babysteps.
Looks good, get a torch/flashlight/whatever you call it where you live in there :^)
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Fresh Mozzarella
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« Reply #2251 on: July 08, 2014, 03:40:57 AM »

It's messy and using someone else's plugin that I modified but I really don't have the expertise to create my own raycasting system. Babysteps.
Looks good, get a torch/flashlight/whatever you call it where you live in there :^)

Trying to!

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matwek
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« Reply #2252 on: July 08, 2014, 03:56:05 AM »

Messing about with Sprite Lamps new update.

Here is the origonal Rock sprite...


And here it is when I try and light it with Sprite Lamps Palette Shader...


I think it still needs some work. At the moment the darks need to be darker and the lights need to be lighter. I also think I need to rework my Normal Map as there are a few points where I get a solid bock of colour for one side of the rock.
If anyone else has been messing about with the update then some advice would be really handy.
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Fresh Mozzarella
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« Reply #2253 on: July 08, 2014, 06:38:28 AM »

Messing about with Sprite Lamps new update.

Shit, that looks great. I really need to consider springing for it via Paypal.
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framk
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« Reply #2254 on: July 08, 2014, 06:41:53 AM »

Shit, that looks great. I really need to consider springing for it via Paypal.

It's totally worth it. The guy who made it is very nice and the tool's pretty fantastic.
I'm thinking of using it for my next semi-big project.
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Alec S.
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« Reply #2255 on: July 08, 2014, 12:19:58 PM »

Continuing to work on the two-handed gun animations for Bandits and Bounties



EDIT: Also something from my other current project, Ninja Outbreak

« Last Edit: July 08, 2014, 01:31:32 PM by Alec S. » Logged

noumenus
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« Reply #2256 on: July 08, 2014, 03:34:44 PM »



Shooting looks pretty solid, not sure whats going on with the flashing spotlights though



Experimenting with platformers Smiley
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Alec S.
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« Reply #2257 on: July 08, 2014, 04:01:20 PM »


Shooting looks pretty solid, not sure whats going on with the flashing spotlights though


It's a room where the lights are on the blink.
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Rayiner
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« Reply #2258 on: July 08, 2014, 04:05:55 PM »

Continuing to work on the two-handed gun animations for Bandits and Bounties



EDIT: Also something from my other current project, Ninja Outbreak



that second one looks pretty rad, i can feel playing it on a controller Giggle
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Slader16
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« Reply #2259 on: July 08, 2014, 06:53:10 PM »



The goal is to use your current block(top left corner) and adding it to the tower. The higher you build up without having the tower fall over, the higher your score is. Think Tetris combined with some sort of reverse Jenga.
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