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May 04, 2024, 06:09:51 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 1208184 times)
helpcomputer0
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« Reply #5460 on: April 01, 2018, 09:24:22 AM »

Today I was testing a steam/smoke cover mechanic which seems to be working fine.

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« Reply #5461 on: April 03, 2018, 08:45:05 PM »

working on this thing with a friend. It was supposed to be a 7DRL.

it's a roguelike played on a rubik's cube

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Ordnas
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« Reply #5462 on: April 05, 2018, 12:12:44 AM »

Today I was testing a steam/smoke cover mechanic which seems to be working fine.



Love the dithering on the smoke (I am not sure if it is called that way).
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« Reply #5463 on: April 06, 2018, 03:11:49 PM »

A micro RPG  Wizard

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JobLeonard
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« Reply #5464 on: April 07, 2018, 04:47:44 AM »

@magicfred: nice! Background to be filled in later?
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« Reply #5465 on: April 07, 2018, 06:11:52 AM »



Don't get on Big Brain's bad side.

https://twitter.com/Doomlaser/status/982545856166494209
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« Reply #5466 on: April 07, 2018, 07:18:53 AM »

@magicfred: nice! Background to be filled in later?

Thank you. It was just for an animation test.
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PixelzGames
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« Reply #5467 on: April 09, 2018, 07:12:09 AM »

Early access trailer  Shrug
Still a lot of work to do.
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JordyLakiere
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« Reply #5468 on: April 09, 2018, 08:04:14 AM »



What engine are you using unity? Maybe when the sword hit the soldier the physics is a bit bouncing, specially the head, but in overall looks interesting!.

Also comment i saw your portfolio and is just awesome, loved that cobra car and the character designs.

Thank you! I'm using UE4. The physical animations get a bit silly but I kinda love them. I will probably end up making them more subtle though Smiley


Something a bit different, a sketch for a possible loading screen:

(needs more work)

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Samaras-Sama
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« Reply #5469 on: April 11, 2018, 02:05:09 PM »



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Alec S.
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« Reply #5470 on: April 15, 2018, 11:34:49 PM »

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bitbulldotcom
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« Reply #5471 on: April 16, 2018, 04:10:04 AM »

A miniboss I'm working on...

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« Reply #5472 on: April 16, 2018, 05:01:55 AM »

Early access trailer  Shrug
Still a lot of work to do.


s o l i d
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« Reply #5473 on: April 16, 2018, 10:55:42 PM »

An early prototype of the environments visuals.
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Ordnas
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« Reply #5474 on: April 18, 2018, 12:42:12 AM »

Amazing, how many actors are there in the scene?
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« Reply #5475 on: April 18, 2018, 01:04:04 AM »

Amazing, how many actors are there in the scene?

At a peak up to ca 100. The idea is that we'll have very simple graphic assets but lot's of them moving crating an experience of a rich and live world. So far it's all quick and dirty, probably we have some big challenges with optimising it ahead.
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« Reply #5476 on: April 18, 2018, 01:54:51 AM »



That's a 3d free roam racer WIP in Godot3 I'm tinkering with as a side project (roughly half a year of poking around). I've thought of making a devlog thread for it, what do you think?
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Ordnas
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« Reply #5477 on: April 20, 2018, 12:14:05 AM »

Very nice overall, I like that you differentiate the buildings with at least 2 different colours for the windows and some billboards, they can definitely help the orientation with some point of reference in the world. The terrain texture does not convince me, it is too detailed in comparison with the overall cartoonish designed, it is more coherent a flat colour.
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« Reply #5478 on: April 21, 2018, 03:01:33 AM »

Very nice overall, I like that you differentiate the buildings with at least 2 different colours for the windows and some billboards, they can definitely help the orientation with some point of reference in the world. The terrain texture does not convince me, it is too detailed in comparison with the overall cartoonish designed, it is more coherent a flat colour.

Thanks! Looks like I will start a devlog since there is some interest. To answer your question, I am aiming for a reasonably realistic look (think Need For Speed 3 or Underground 1), albeit low-poly. So no 4k or heaven forbid, 8k textures, but still not cartoonish.

At some point, the terrain will no longer be a flat plane, so while a single color might work for now, it certainly won't in the future.

EDIT: Here's the devlog: https://forums.tigsource.com/index.php?topic=64645.0
« Last Edit: April 21, 2018, 09:46:59 AM by Zireael » Logged
JordyLakiere
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« Reply #5479 on: April 21, 2018, 10:26:42 AM »

Final on the Grand Stadium:



Also - 
​​​​​​​
Dat feel when you design a combat system that generates unplanned combos, like doing the right input for a twirl plus the right attack direction yields a faster attack and so a stronger hit! This actually works. And I never intended it to.







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