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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2155503 times)
somn
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« Reply #4300 on: August 09, 2014, 05:10:06 PM »



Working on a kickstarter scene where the player rides a Phoenyx/Dragon
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DeadAlienCult
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« Reply #4301 on: August 09, 2014, 05:51:41 PM »

Exciting update - A lot people have asked us to add local co-op and so we've listened and added it and it's fuckin fun! 



Also here's our new playable character; Brunhilde - the badass valkyrie!

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Thorig
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« Reply #4302 on: August 10, 2014, 02:25:50 AM »

Working on the hub for Project Wormhunter.

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kkyborg
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« Reply #4303 on: August 10, 2014, 01:10:28 PM »

S U P E R V E R S E

What's new?

- New implementation of the bloom effect: faster and better looking.




http://superverse-game.com | SUPERVERSE game web site
http://indus3.org/blog | GAMEDEV BLOG
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absolute8
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WTF, some aggressive nerd... (•̀ω•́)و ̑̑


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« Reply #4304 on: August 11, 2014, 01:34:11 PM »

Working on the hub for Project Wormhunter.


Hmmm...are your characters based off the Maasi?
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jgrams
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« Reply #4305 on: August 11, 2014, 03:06:39 PM »

Working on the hub for Project Wormhunter.
Hmmm...are your characters based off the Maasi?

The devlog says "We took inspiration from Dune, Tremors, Monster Hunter and the Maasai."
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absolute8
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« Reply #4306 on: August 12, 2014, 07:00:13 AM »

Working on the hub for Project Wormhunter.
Hmmm...are your characters based off the Maasi?

The devlog says "We took inspiration from Dune, Tremors, Monster Hunter and the Maasai."
I shall take that as an invitation to read your devlog Wink
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jgrams
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« Reply #4307 on: August 12, 2014, 11:42:27 AM »

I shall take that as an invitation to read your devlog Wink
Not my devlog, but please do. Wink

I just remembered seeing it when I was skimming through Ludum Dare games and again when they first posted here about a week ago...
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Lautaro
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« Reply #4308 on: August 15, 2014, 08:17:56 PM »

Star Map of my current project: Rogue Armada (space adventure, procedural levels, permadeath).



Thanks.
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My Steam games:

Beastmancer -- Nomad Fleet
Thomas Finch
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« Reply #4309 on: August 15, 2014, 08:32:06 PM »

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. You can see all these changes in the gif below!
http://giant.gfycat.com/AptNaughtyAfricanharrierhawk.gif


New Concept Art


Concept art for the Hell Void. These are gateways too hell. If the player touches one, sucks him in like a vortex and snaps its jaws shut.


Originally this was a concept for the hell void. Now, instead, it is being adapted into a painting that will hang on the wall of a tomb in the Cemetery world. The painting will appear peaceful and pleasant, but the closer the player gets the more menacing it will become.
 

Concept art for Restraint, one of the four hellhounds. When the player is looking in it's direction it looks away, biding its time with its maw closed. When the player turns his back, it moves towards him with his maw open and eager. If it reaches the player, it will grab him and drag him to the nearest hell void.


Youtube
We now have a youtube channel!
We've also released our first youtube video:

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DevWithoutACrew
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« Reply #4310 on: August 15, 2014, 08:43:26 PM »

From Kagemusha Ninja Hand Knife Right







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kingdinosaurgames
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« Reply #4311 on: August 15, 2014, 09:08:54 PM »

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dqhendricks
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« Reply #4312 on: August 15, 2014, 09:15:32 PM »

A few enemies I've been coding for Trial by Viking.





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DavidCaruso
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« Reply #4313 on: August 15, 2014, 11:01:41 PM »

Implementing different types of player weapons into Steel Assault:

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Steel Assault devlog - NES-style 2D action platformer: successfully Kickstarted!
Nition
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« Reply #4314 on: August 15, 2014, 11:28:53 PM »

Getting to an evac pad in Scraps:



Showing some of the new damage effects:

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karlozalb
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« Reply #4315 on: August 15, 2014, 11:50:53 PM »

The Jelly army goes to war!

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Ehrgeiz
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« Reply #4316 on: August 16, 2014, 12:48:21 AM »





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MerlijnVH
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« Reply #4317 on: August 16, 2014, 01:36:52 AM »

Ocean Rescue

Adding cannon towers to iOS game. The cannon balls cause a big splash when they hit.



Umbra

Rewriting dungeon generator. Ensures reaching exit based on room difficulty.

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Oxeren
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« Reply #4318 on: August 16, 2014, 01:53:23 AM »

Had an idea for another first-person interactive story.
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matriax
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« Reply #4319 on: August 16, 2014, 02:54:49 AM »

Playable menu:



Instagram videos to see in action:
http://instagram.com/p/rplpRvALyd/ (Revision 1)
http://instagram.com/p/rtdP5GgLxn/ (Revision 2)


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