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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2153457 times)
Mr Underhill
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« Reply #5120 on: January 17, 2015, 10:28:56 AM »

Screenshot saturdaaaaay  Waaagh!

From our upcoming demo, "Gibbous: A Cthulhu Adventure"



Devlog here
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Alec S.
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« Reply #5121 on: January 17, 2015, 10:37:19 AM »

From Ninja Outbreak.  The infirmary.

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lame joe
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« Reply #5122 on: January 17, 2015, 11:06:03 AM »


I did more work on NPCs today.
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JP (@JTown_)
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« Reply #5123 on: January 17, 2015, 11:17:09 AM »







Bonus webm: http://gfycat.com/FineDangerousFruitbat
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Rolento
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« Reply #5124 on: January 17, 2015, 11:25:30 AM »

Random prototyping

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glocks
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« Reply #5125 on: January 17, 2015, 11:41:49 AM »

My first screenshot saturday, from my local multiplayer game El Pistoleros: glocks.itch.io/elpistoleros

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StoryOfMyRightHand
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« Reply #5126 on: January 17, 2015, 11:45:49 AM »

Currently building the second level of my game.

Level Design.


A "scare" event:


 A preview of the boss prior to the triggered event

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sam_suite
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« Reply #5127 on: January 17, 2015, 12:13:19 PM »

making some progress with radon!



- NEW CAR MODEL
- NEW BUILDINGS
- TERRIFYING HELICOPTER SEARCHLIGHT
- MORE BUGS, PROBABLY
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DocLogic
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« Reply #5128 on: January 17, 2015, 01:37:59 PM »

Working on light shafts with particle effects, and animated curtains.




« Last Edit: January 29, 2015, 07:40:58 AM by DocLogic » Logged

Dascu
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« Reply #5129 on: January 17, 2015, 02:10:27 PM »

Here's one for Malebolgia:

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Aki-at
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« Reply #5130 on: January 17, 2015, 02:29:01 PM »


https://twitter.com/BrockCrocodile/status/556551274414751745

Just a little tease of the fourth level.
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hazeman
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« Reply #5131 on: January 17, 2015, 02:30:50 PM »



http://bit.ly/1t69btW

New Maya Breaker title screen. With particle effects!
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yanimstudio
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« Reply #5132 on: January 17, 2015, 02:49:07 PM »

Hello,

We've received our #Playstation4 devkit. Now port to #PS4 , and cross the fingers. #screenshotsaturday  #indiedev

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lrasomattos
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« Reply #5133 on: January 17, 2015, 03:08:02 PM »

Our screenshotsaturday of Magenta Arcade dev.

Working a bit with level design, at the entrance of our villain's Factory.

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Timo Vihola
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« Reply #5134 on: January 17, 2015, 05:21:17 PM »

We've been increasing the draw distance while trying to preserve performance by introducing new optimizations. For example important gameplay structures are drawn much further than smaller objects such as grass:

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danieru
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« Reply #5135 on: January 17, 2015, 10:12:07 PM »

Hello,

We've received our #Playstation4 devkit. Now port to #PS4 , and cross the fingers. #screenshotsaturday  #indiedev


Are you sure you are allowed to show that? Normally devkits are super duper NDA'd.  Who, Me?
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kkyborg
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« Reply #5136 on: January 18, 2015, 12:53:22 AM »

SUPERVERSE

Development on camera behavior continues. Camera is much more pro-active now, enabling player to see what's coming towards him.
But not much of that can be seen from screenshots. Here's quick video instead: https://vine.co/v/OjH5vAJtbpO





http://superverse-game.com
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Forstride
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« Reply #5137 on: January 21, 2015, 01:48:06 AM »

Not Saturday, but I don't have a devlog for this yet and wanted to share, so whatever.

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oodavid
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« Reply #5138 on: January 21, 2015, 07:41:14 AM »

Not Saturday, but I don't have a devlog for this yet and wanted to share, so whatever.



So make a devlog  Huh?
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acatalept
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« Reply #5139 on: January 23, 2015, 11:02:11 PM »

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