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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2327451 times)
Alec S.
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« Reply #10200 on: January 02, 2013, 01:10:40 PM »

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zoombapup
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« Reply #10201 on: January 02, 2013, 01:40:22 PM »

Working on testing out scale of objects. I'm using triplanar texturing just for testing with and procedurally placing some geometry, but this won't be in the final game. Just interesting to see the different scales of geometry really adds a focal point to the scene.



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Code_Assassin
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« Reply #10202 on: January 02, 2013, 02:42:50 PM »



That looks like it's going to be a very challenging game.
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JMickle
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« Reply #10203 on: January 02, 2013, 04:33:58 PM »


those sprites look quite cool, you're definitely getting a whole lot better!
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Alec S.
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« Reply #10204 on: January 02, 2013, 04:36:05 PM »

-snip-
those sprites look quite cool, you're definitely getting a whole lot better!

Thanks!
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Code_Assassin
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« Reply #10205 on: January 03, 2013, 10:38:44 AM »

yay for moar prototyping



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herror
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« Reply #10206 on: January 03, 2013, 05:00:21 PM »

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happymonster
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« Reply #10207 on: January 05, 2013, 01:37:24 PM »

I forgot about that herror - still looking nice!
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AlexVsCoding
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« Reply #10208 on: January 05, 2013, 06:26:41 PM »

Love the lighting for the project herror, getting some Aztec/hieroglyphic vibes with the visual style.



Re-working the aesthetics for DSY, going for a two legged deer/moose running across purple islands activating treestump totem turrets. Not too sure about how the turrets look and need to update the shape of the circle button to match the angle of everything else. Got the turrets to turn to match the direction of the player though ^^
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Udderdude
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« Reply #10209 on: January 05, 2013, 06:53:45 PM »

Not exactly the most exciting thing in the world, but I've been brainstorming ideas for enemies in the new games I'm planning to work on. And also the order in which game elements will appear in the levels.

Now for some boss designs, maybe >_>
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letsap
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« Reply #10210 on: January 06, 2013, 05:47:06 PM »


Working on a lot of dust and grime (not pictured)

I kinda like how it's turning out.
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SolarLune
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« Reply #10211 on: January 06, 2013, 06:47:30 PM »


Working on a lot of dust and grime (not pictured)

I kinda like how it's turning out.

Really awesome tiles and background. You've been working on your game for quite awhile now - your determination is admirable. Keep it up!
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Udderdude
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« Reply #10212 on: January 07, 2013, 01:38:53 PM »





Moar bullets and enemies :O
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SolarLune
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« Reply #10213 on: January 09, 2013, 12:41:05 AM »

A thing while I worked on today while sitting on Valchion (a game crashing bug in the title screen to game transition).

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Theophilus
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« Reply #10214 on: January 09, 2013, 09:04:57 AM »

Neat. I'd love to make a game playing on my own console. I got to say though, that's a pretty crazy button layout.
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Franklin's Ghost
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« Reply #10215 on: January 09, 2013, 03:26:40 PM »

A thing while I worked on today while sitting on Valchion (a game crashing bug in the title screen to game transition).
Nice SolarLune.  How did you get it working on the Caanoo?
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SolarLune
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« Reply #10216 on: January 09, 2013, 06:29:15 PM »

Thanks. There's a port of Python and Pygame for the Caanoo. I'm not sure how much more I can squeeze out, though. I'm getting, like, 30 FPS with 40 moving characters on the Caanoo, hah. Epileptic
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Kurt
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« Reply #10217 on: January 09, 2013, 06:30:36 PM »

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Delko
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« Reply #10218 on: January 09, 2013, 07:08:40 PM »




Composed by surasshu  @ http://www.surasshu-sound.com/
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Geti
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« Reply #10219 on: January 09, 2013, 11:50:39 PM »

Thanks. There's a port of Python and Pygame for the Caanoo. I'm not sure how much more I can squeeze out, though. I'm getting, like, 30 FPS with 40 moving characters on the Caanoo, hah. Epileptic
Optimise! Though if it's python and pygame there might be ceilings you can't punch through on a small handheld thing.
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