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TIGSource ForumsDeveloperDesignSo what are you working on?
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Morre
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« Reply #3680 on: March 27, 2009, 04:35:00 AM »

I like it, imwill. Very clean style, good going Smiley
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Adamski
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« Reply #3681 on: March 27, 2009, 05:18:54 AM »

I'm just hoping that a silhouette style doesn't become synonymous with Night Game.  I'd had a short silhouette segment planned for a game a few years ago, but I'm kinda becoming afraid to use it...

But then, I suppose one shouldn't worry about drawing comparisons between other games and just focus on making a good game...


Anyway, looks nice so far, imwill.

Lol, am I missing something? Did Nifflas invent the silhouette now? I have a game planned using Silhouettes, too, but the main character isn't a ball.
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jwaap
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« Reply #3682 on: March 27, 2009, 05:51:26 AM »

gabe newell poster for school

http://student-kmt.hku.nl/~janwille/gabeisvet_final.pdf


gabe is vet means both gabe is fat and gabe is cool
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jwaap
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« Reply #3683 on: March 27, 2009, 07:46:37 AM »

also


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gunswordfist
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« Reply #3684 on: March 28, 2009, 01:34:19 PM »

These are screen shots of the game I'm working on.
the game is  the story of misterious creature living on fallen earth.




Iam gonna expend the style of Silhouette.
This looks amazing!
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Μarkham
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« Reply #3685 on: March 28, 2009, 10:41:35 PM »


The random level generator is pretty much complete, and generates a complete path, of varying level width, from the start point to the end point every time without crashing.  So far.

Hm... at what point do we create a dev thread for our projects?  I don't even know what I;m going to call this, yet.
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Corpus
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« Reply #3686 on: March 29, 2009, 01:23:54 AM »

Dev thread timing is something that you feel deep in your soul. When the time comes... you'll know.
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michael
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« Reply #3687 on: March 29, 2009, 07:18:57 AM »

word
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JasonPickering
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« Reply #3688 on: March 29, 2009, 06:39:49 PM »

well i was originally going to enter into the cockpit competition, but i have a lot on my plate, and we are swinging into full production at work. so i will just post my title screen mockup here.



the game played from inside Glamora a giant robot. the player has a screen, with an overlay and they use a game similar to pipe works to connect to diiferent attacks, and then how long the pipe trail is effects the attack. then the player will see the robot punch, or heal, or fire missles. the entire game would be basically like an episode of voltron but with a creamy frosting of Glam rock. you had to fight the glitterkins which are enemy battle ships, and then eventually the Rocktopus. all of these have been sent to kill you by the evil lord Stardark. I came up with the entire idea while listening to this.



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andy wolff
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« Reply #3689 on: March 29, 2009, 07:31:29 PM »

I am working on waaaaay too many things right now, most prevalent of which is michael's and my compo game religare.

<3

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siiseli
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« Reply #3690 on: March 30, 2009, 01:19:04 PM »

My game..
You shall all soon feel it's wrath.
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lithander
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« Reply #3691 on: March 30, 2009, 06:00:38 PM »




This is a .NET control that will be the core component of a tool I'm currently working on. The idea of the tool is to explore a new approach to create 3D models. At least it will be very different compared to the polygon or spline-based editors that are typically used for the creation of 3D assets.
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Fuzz
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« Reply #3692 on: March 30, 2009, 08:44:18 PM »

What I would like to see in a 3D tool would be a way to carve away at it, like a statue, starting with a big block. Of course, this would be hard to do, but it's a fun idea.
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mcccclean
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« Reply #3693 on: March 30, 2009, 10:09:17 PM »

What I would like to see in a 3D tool would be a way to carve away at it, like a statue, starting with a big block. Of course, this would be hard to do, but it's a fun idea.

Mudbox does that.
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Morre
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« Reply #3694 on: March 31, 2009, 12:07:25 AM »

My game..
You shall all soon feel it's wrath.

"Wrath". Grin (Oops! Spoiler...? Nah, that's subtle enough.)
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superflat
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« Reply #3695 on: March 31, 2009, 12:11:52 PM »

Juggling lots of things at the moment.  Trying to write four games in a month...

I'm gonna start a devlog about this soon, as well as posting more on my blog about it.  But here's another shot of my main project, iLoveWar, on iPhone:


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Loren Schmidt
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« Reply #3696 on: March 31, 2009, 12:42:00 PM »

That looks pretty good, Jasper. The raised platforms don't read very clearly, though.
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superflat
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« Reply #3697 on: March 31, 2009, 12:45:14 PM »

Right agreed... It's definitely still w.i.p.  I'm still thinking how to approach shadowing / detailing around the edge of raised stuff, so I've just left it off for now...  The fronts of those tiles are placeholders still.  But thanks for the critique!
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Aaron P
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« Reply #3698 on: March 31, 2009, 06:42:39 PM »

What I would like to see in a 3D tool would be a way to carve away at it, like a statue, starting with a big block. Of course, this would be hard to do, but it's a fun idea.

Mudbox does that.

Zbrush also.
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Fuzz
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« Reply #3699 on: March 31, 2009, 06:52:33 PM »

What I would like to see in a 3D tool would be a way to carve away at it, like a statue, starting with a big block. Of course, this would be hard to do, but it's a fun idea.

Mudbox does that.

Zbrush also.
*facepalm

I don't mean a tool that costs that much money!
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