Liosan
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« Reply #10360 on: February 25, 2013, 05:24:44 AM » |
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Clan creation screen for Magic Sun. All the names are generated at the start, but I haven't done all of them yet. I love that style! And from this post, too. Looks really fun, almost exactly the kind of game I'd like to make. I wish I had more time, I'd offer some help with programming Liosan
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VortexCortex
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« Reply #10361 on: February 25, 2013, 05:42:36 AM » |
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... I feel like this animation might be a bit overkill for joining a multiplayer lobby Coool! T-that's lobby join? So, there's a full length animated feature if you beat the game?
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Derqs
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« Reply #10362 on: February 25, 2013, 07:37:44 AM » |
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Magic sun looks awesome. Something I'm working on: It's a combination of Terraria/zombieshooters/supercratebox.
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meek
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« Reply #10363 on: February 25, 2013, 07:48:10 AM » |
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Clan creation screen for Magic Sun. All the names are generated at the start, but I haven't done all of them yet. I love that style! And from this post, too. Looks really fun, almost exactly the kind of game I'd like to make. I wish I had more time, I'd offer some help with programming Liosan I wish you had more time, too! I've got so many bloody hours pumped into this game, and nowhere to go with it!
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Seiseki
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« Reply #10364 on: February 25, 2013, 10:09:05 AM » |
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... I feel like this animation might be a bit overkill for joining a multiplayer lobby Coool! T-that's lobby join? So, there's a full length animated feature if you beat the game? I wish... Damn it, now I really have to level up the other animations that actually matter
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Bree
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« Reply #10365 on: February 26, 2013, 06:03:30 PM » |
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Hi everyone! Been a while. Derqs, your sprites look pretty cute so far. You got a devlog for your project yet? I learned a bit about TWINE this weekend, this is the (very) rough draft of an experimental game I started writing in it. An exploration-based adventure game that uses a physical chess board. Not sure what to do with it yet, but I feel like it's got potential.
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Kurt
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« Reply #10367 on: February 27, 2013, 04:07:18 PM » |
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Mittens
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« Reply #10368 on: February 28, 2013, 02:49:36 AM » |
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I'm making sounds for Kingdoms Rise, I've only put a few together so far, this is what they are like;
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nklsrh
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« Reply #10369 on: February 28, 2013, 03:13:02 AM » |
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Magic sun looks awesome. Something I'm working on: It's a combination of Terraria/zombieshooters/supercratebox. This looks awesome! Loving the kickback.
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keelo
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« Reply #10371 on: March 01, 2013, 03:40:42 AM » |
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working on a procedurally generated icebergvania (lulz), mostly because I'm not sure that it's even possible. I used to think that the intent of a designer is what makes exploration fun, but then I played minecraft and found out that discovering vast oceans and weird swamps and underground caverns with lavafalls could be fun even if an algorithm created them.
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CK
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« Reply #10372 on: March 01, 2013, 02:14:06 PM » |
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A game about sucking stuff up:
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DustyDrake
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« Reply #10373 on: March 01, 2013, 06:23:48 PM » |
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working on a procedurally generated icebergvania (lulz), mostly because I'm not sure that it's even possible. I used to think that the intent of a designer is what makes exploration fun, but then I played minecraft and found out that discovering vast oceans and weird swamps and underground caverns with lavafalls could be fun even if an algorithm created them.
I think the reason for that is that when a designer makes the levels, it's easy to see where things might be hidden, since falling into the old and familiar is easy. But with randomly generated levels, the chances for that happening is lessened, since the programmer would need to code those sorts of thing in specifically.
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Kurt
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« Reply #10374 on: March 01, 2013, 10:28:30 PM » |
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posted twice but okay arf
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TomHunt
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« Reply #10375 on: March 02, 2013, 03:01:52 AM » |
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working on a procedurally generated icebergvania (lulz), mostly because I'm not sure that it's even possible. I used to think that the intent of a designer is what makes exploration fun, but then I played minecraft and found out that discovering vast oceans and weird swamps and underground caverns with lavafalls could be fun even if an algorithm created them.
I think the reason for that is that when a designer makes the levels, it's easy to see where things might be hidden, since falling into the old and familiar is easy. But with randomly generated levels, the chances for that happening is lessened, since the programmer would need to code those sorts of thing in specifically. yep. i would say the challenge with procedural generation is really the opposite - ensuring that the world doesn't get so crazy and noisy that it is simply unbelievable. i think keeping a certain level of abstraction to the visual style and game design is good for setting player expectations. don't stray too far into the uncanny valley.
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jctwood
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« Reply #10377 on: March 02, 2013, 03:21:59 AM » |
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An animal for an RPG which as it evolves has its gameplay mechanics change completely, buffing pet (Flurtle) -> fighting companion (Need name) -> rideable mount (Shellcorn) . Hope you like it! Sorry about the bad quality of the scan and the image.
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surt
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« Reply #10378 on: March 06, 2013, 01:19:09 AM » |
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Don't want to derail happymonster's Free Placeholder Graphics thread any further so I'll post this here. Hacked (very hackishly) scale2x into my spritegen toy:
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« Last Edit: March 13, 2013, 04:27:43 AM by surt »
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gimymblert
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« Reply #10379 on: March 06, 2013, 05:41:45 AM » |
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pareidolia is fucking fantastic
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