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TIGSource ForumsCommunityDevLogsThe Salvage | A lonely death on a bitter planet.
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Author Topic: The Salvage | A lonely death on a bitter planet.  (Read 139868 times)
ink.inc
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« Reply #80 on: September 30, 2010, 07:31:02 PM »

Seriously though, I could live with this not turning into a game.

You are wrong.
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Dozer
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« Reply #81 on: October 01, 2010, 05:18:41 AM »

Seriously though, I could live with this not turning into a game.

You are wrong.

Are you threatening me? Smiley
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hyperduck
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« Reply #82 on: October 01, 2010, 06:18:15 AM »

Back on topic. This concept art looks awesome!! and the in game shots made my knees all wonky.. Hand Shake Left Hand Shake Right
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Ant
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« Reply #83 on: October 01, 2010, 06:35:39 AM »

Seriously though, I could live with this not turning into a game.

You are wrong.

Are you threatening me? Smiley

The whole world is threatening you buddy because we all want the same thing, to play this masterpiece.
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oyog
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« Reply #84 on: October 01, 2010, 11:20:10 AM »

Seriously though, I could live with this not turning into a game.

You are wrong.

Are you threatening me? Smiley

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Scut Fabulous
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« Reply #85 on: October 01, 2010, 05:35:02 PM »


http://scutanddestroy.files.wordpress.com/2010/10/salvage-tug-003.jpg

I stumbled on a few tug concept sketches which I had forgotten to render yesterday.  One looks way too much like an angry cat...  anyway, I heart spaceships.
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Scut Fabulous
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« Reply #86 on: October 04, 2010, 11:13:08 AM »


http://scutanddestroy.files.wordpress.com/2010/10/salvage-probes-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-balloon-pump.png



http://scutanddestroy.files.wordpress.com/2010/10/salvage-cable-probe.png

A couple ideas for probes that can help describe the nature and shape of anomalies underground.
The first type finds caves.  When the beam enters an open area it expands to form a 'bubble' in roughly the shape of the cavern.
The second type's beam is like a cable that descends vertically until it touches a hard object, which causes it to slip around the object until it can drop vertical again.
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mokesmoe
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« Reply #87 on: October 04, 2010, 09:55:00 PM »

That is really neat.
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Geti
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« Reply #88 on: October 04, 2010, 10:13:11 PM »

I agree. It's a really nice way to explore the terrain you can't see into yet, sweet idea.
Your coder's going to be unhappy with you, heh.
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RCIX
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« Reply #89 on: October 04, 2010, 10:30:02 PM »

Neat! if possible, i'd like to be able to get snap-on wizmos that let me turn those into drilling tools (so instead of just getting a cave outline or a line being dropped down, i get access to the cavern/a vertical shaft for exploration). Perhaps the wizmos degrade and/or harm the parent tool with too much use?
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Scut Fabulous
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« Reply #90 on: October 05, 2010, 04:02:43 PM »


http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-002.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-001.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-002.jpg



http://scutanddestroy.files.wordpress.com/2010/10/salvage-pirate-ship-003.jpg




Pirates!  Actually I'm going to call them Privatiers.  They aren't interested in killing you, and you certainly are of no threat to them, but they would like to snatch a few of the artifacts you may have carelessly left on the surface.  Perhaps you can make their thievery too much of a chore, and they'll be forced to exit before the next Corvette patrols through the system.
Edit:  That last pic is to reference that the ship concepts are a bit of a tribute to Captain Harlock.
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AaronG
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« Reply #91 on: October 07, 2010, 04:39:35 AM »

Positively stunning.  Really, a very creative use of the science fiction setting; your work shows the sort of imagination which made sci-fi so cool to me as a kid but which has been lost in the deluge of bald space marines.  Don't get me wrong, I certainly enjoy my space marines, but this is a breath of fresh, alien atmosphere.

I can't imagine this not becoming a game with as much passion as you've clearly already poured into it.  That said, I want to echo the encouragements of everyone else here and tell your programmer that we're counting on him to realize your awesome vision.
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Tycho Brahe
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« Reply #92 on: October 07, 2010, 06:15:51 AM »

Wow! I saw this on the mockups thread a while ago, but didnt realise that you'd blessed it with its own thread!

It looked (and still looks) fantastic, I cant wait till a playable version comes out!
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Scut Fabulous
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« Reply #93 on: October 07, 2010, 08:58:49 AM »

Thanks y'all.  I concur with the bald space marines note.  I guess all I'll say is, things were cooler when Squats were an option.   Tongue

I'm working on some animations this week, so there should be some more neato pixel art up soon.
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sergiocornaga
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« Reply #94 on: October 10, 2010, 01:57:09 AM »

The second type's beam is like a cable that descends vertically until it touches a hard object, which causes it to slip around the object until it can drop vertical again.

Maybe it could slip around in both directions?
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Scut Fabulous
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« Reply #95 on: October 10, 2010, 11:36:07 AM »

Maybe it could slip around in both directions?

Like a bifurcation, yes perhaps.  Will have to experiment once that bridge needs to be crossed.  I know I want to keep enough information ambiguous so that the player will be forced to go digging at some point to determine what's really down there.




http://scutanddestroy.files.wordpress.com/2010/10/energy-sail-rough-crop.png



http://scutanddestroy.files.wordpress.com/2010/10/energy-sail-acceleration.png

Sorry for not posting much this week.  I've been drawing a lot of animations and haven't had the time to process them for you folks to look at.  Any recommendations for .gif creators that allow timing on individual frames?  Gimp only allows a blanket timer to the best of my knowledge.
So above is just some hacked together layouts showing my process for figuring out how one aspect of the flight animations should work in-game.  The energy field on your flight device inflates like a sail, basically it functions visually the same as a tachometer in a car, indicating how much you're accelerating.



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pla1207
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« Reply #96 on: October 11, 2010, 02:07:36 AM »

Any recommendations for .gif creators that allow timing on individual frames?  Gimp only allows a blanket timer to the best of my knowledge.
hi,
you can set a delay for each frame in GraphicsGale, but i didn't figure out how to generate a gif out of it,and it's windoze only it works like a charm with wine !!  Hand Thumbs Up Left

thats a really unique idea with that jumping tool thing Hand Thumbs Up Left Hand Thumbs Up Right
« Last Edit: October 12, 2010, 12:26:13 PM by pla1207 » Logged
Xion
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« Reply #97 on: October 11, 2010, 02:12:08 AM »

you can only save as .gif (and thus retain the animation's timing) in the registered version of ggale - 's only $20, good deal I'd say.

and then there's Take One 4
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pla1207
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« Reply #98 on: October 11, 2010, 02:21:21 AM »

and then there's Take One 4
it can't load png's!  Big LaffAngry
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Bad Wolf
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« Reply #99 on: October 11, 2010, 04:58:44 AM »

GIF Movie Gear is awesome. You have to pay it, though.
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