Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411615 Posts in 69390 Topics- by 58447 Members - Latest Member: sinsofsven

May 10, 2024, 05:54:38 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
Pages: 1 ... 122 123 [124] 125 126 ... 297
Print
Author Topic: GIFs of games being worked on  (Read 1209401 times)
Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #2460 on: August 13, 2014, 03:11:19 PM »

that is hard shit to do

congrats man
Logged

lobstersteve
Guest
« Reply #2461 on: August 13, 2014, 04:01:24 PM »

Thx Smiley
Took me actually much less time then i expected (i sheduled like two bug - searching  days) . Still needs some fine tuning though .
Logged
Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #2462 on: August 13, 2014, 04:04:53 PM »

im *still* wrestling with normal moving platforms so more power to ya
Logged

standardcombo
Level 8
***


><)))°>


View Profile
« Reply #2463 on: August 13, 2014, 06:14:59 PM »

Trying to figure out a style for the torches.



Edit: added 3rd variation
« Last Edit: August 13, 2014, 09:08:17 PM by standardcombo » Logged

biomechanic
Level 3
***


View Profile
« Reply #2464 on: August 13, 2014, 10:38:33 PM »

The parentheses on the middle one look too flickery.
The other two could work as different states: the left one freshly lit, blazing and smoky; the right one more stable, or maybe dying out.
Logged
Reilly
Level 2
**


14/f/tx


View Profile WWW
« Reply #2465 on: August 14, 2014, 08:56:51 AM »

I prefer the more subtle version on the right.
Logged

mihiic
Level 0
**



View Profile
« Reply #2466 on: August 14, 2014, 10:57:59 AM »

First one is from a full fledge game we're working on in Unity, second one is from prototype made in flash Smiley


Logged
Codestar
Level 1
*

One man, one game


View Profile WWW
« Reply #2467 on: August 14, 2014, 11:39:59 AM »

I got some terrain destruction/manipulation with autotiling working for my game! I'm so happy about it I had to make a gif! :D


Logged



Check out my current game project:
Mine to the sky
ANtY
Level 10
*****


i accidentally did that on purpose


View Profile WWW
« Reply #2468 on: August 14, 2014, 12:12:26 PM »

   

 
Logged

Sik
Level 10
*****


View Profile WWW
« Reply #2469 on: August 14, 2014, 01:28:19 PM »

Finally got around making GIFs of my game. Shame it's near finished =P



The script that handles that part of the animation is a total mess, by the way (looks like I started to push the extremely dumb cutscene language to its limits):
Code:
# Wait, what?
# (this is so horribly carefully timed...)
setanim 90 enemies roller_fast
setpos 90 -220 24
move 90 1536 0 40
delay 16
play jump
setanim 120 sol jump
jump 120 0 -1600 48 24
delay 24
play crash
jump 90 1024 0 64 144
delay 8
setanim 120 sol fall
jump 90 0 -512 48 144
delay 33
setanim 120 sol idle
setflip 120 none

# Sol's reaction
text left
Logged
standardcombo
Level 8
***


><)))°>


View Profile
« Reply #2470 on: August 14, 2014, 03:28:41 PM »

   

 

I think you spelled Dimension wrong.

Cool animations.
Logged

Thomas Finch
Level 8
***


@slowcircuit


View Profile WWW
« Reply #2471 on: August 15, 2014, 06:00:04 PM »

Pugatory v3.0: http://gfycat.com/AptNaughtyAfricanharrierhawk
Last week, I showed off Purgatory, the game's world hub. This week, I've made many changes and improvements. Clouds are bigger, better randomized, more appealing, less frequent and slower. The floor is now seperated into four strips that move at different speeds. The ground's cloud flair now has 20 variations rather than the old 7 variations. It also now moves from left to right at a similar speed to ground it touches. The dark versions of door have been added for worlds that are yet to be completed by the player. Lastly, the cloud doors now randomize their frame when created so the doors don't look synchronized.
Logged

joeyspacerocks
Level 1
*



View Profile WWW
« Reply #2472 on: August 16, 2014, 05:30:29 AM »

The hero takes a little swim in Spooky Pooky ...


Logged

0x0961h
Level 2
**


Quantum Demon


View Profile
« Reply #2473 on: August 16, 2014, 01:05:56 PM »

Level Completed sequence! Yay!

Logged

Pinqu!
Level 1
*


So it has come to this


View Profile WWW
« Reply #2474 on: August 17, 2014, 11:58:24 AM »

The hero takes a little swim in Spooky Pooky ...



Nice watereffect!
Logged

pythagean
Level 0
*


View Profile
« Reply #2475 on: August 17, 2014, 03:42:36 PM »

First one is from a full fledge game we're working on in Unity, second one is from prototype made in flash Smiley




Looks interesting! Can't wait to see more
Logged
standardcombo
Level 8
***


><)))°>


View Profile
« Reply #2476 on: August 17, 2014, 06:09:40 PM »

The hero takes a little swim in Spooky Pooky ...




The water distortion is superb Smiley

When the dude is exiting the water the parallaxing background overlapping with the brown foreground is kinda weird, i think that could be improved.

Edit: Perhaps the issue is your parallax equation, I've had this problem before where the pixels jump back and forth... I was using a round equation, changed that to a floor and it improved dramatically.
Logged

Terrorbuns
Level 4
****

Bluh bluh.


View Profile
« Reply #2477 on: August 17, 2014, 06:37:29 PM »

Lots of neat stuff everyone! Cannot repeat enough how much I love seeing gifs in action; they're like mini videos :']



I also worked on the sunset bg a bit so it's a tad bit less blinding now :0
Logged
Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #2478 on: August 17, 2014, 06:52:30 PM »

Looks awesome. But your ground tiles and background tiles are really really close to the same color and hard to differentiate from one another.
Logged

joeyspacerocks
Level 1
*



View Profile WWW
« Reply #2479 on: August 18, 2014, 12:21:27 AM »

The hero takes a little swim in Spooky Pooky ...

...

The water distortion is superb Smiley

When the dude is exiting the water the parallaxing background overlapping with the brown foreground is kinda weird, i think that could be improved.

Edit: Perhaps the issue is your parallax equation, I've had this problem before where the pixels jump back and forth... I was using a round equation, changed that to a floor and it improved dramatically.

Thanks (and to @Pinqu!).

You're right about the parallax (or rather just the tile rendering in general) - the issue is actually in a flawed attempt to be clever with camera but it gives the same effect - looking into it.

The water effect is really dead simple - just some trig in a shader, but nicely effective even at the low resolution I'm using.
Logged

Pages: 1 ... 122 123 [124] 125 126 ... 297
Print
Jump to:  

Theme orange-lt created by panic