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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2152084 times)
Mystic River Games
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« Reply #4660 on: October 11, 2014, 08:18:41 AM »

it was a long week, but lot of small things changed in my game.

So far until now all screenshots have shown crew members in space suit only, but that just changed and now your crew will be visible in their own clothes inside ships, only space suits will be needed when being in space or while going to places without life support.

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bijou
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« Reply #4661 on: October 11, 2014, 08:59:19 AM »



Wow, looking great. Space cowboys :D?

Yes, indead. This is a Space Western Action RPG based on Sahara Engine developed by our team.
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Aki-at
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« Reply #4662 on: October 11, 2014, 09:11:50 AM »

Thought I'd do something more interesting and that's sharing my workspace using Multimedia Fusion 2 making the second stage of Museum Break-In for Brock Crocodile. Just to give a rough flavour of the sort of level design I'm going for.


https://twitter.com/BrockCrocodile/status/520983202195054592

Almost finished with the basic outline, after that it'll be adding the scenery.
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Riccardo Deias
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« Reply #4663 on: October 11, 2014, 09:18:53 AM »


Project Night


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Work in Progress - Steam - Twitter - DevLog
Neeko
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« Reply #4664 on: October 11, 2014, 09:28:45 AM »

I'm sure he didn't feel a thing...

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Currently developing Demons with Shotguns, a 2D competitive platformer arena game.
MindShaft Games
jiitype
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« Reply #4665 on: October 11, 2014, 09:55:33 AM »

Level from Rova

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primaerfunktion
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« Reply #4666 on: October 11, 2014, 11:33:57 AM »

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RK3000 - A city destruction game inspired by Godzilla and Megazords.
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ndke
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« Reply #4667 on: October 11, 2014, 11:43:44 AM »

Meanwhile in the underworld: chat works and a UFO is dangerous!
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pikkukatti
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Team Lead @AncestoryGame


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« Reply #4668 on: October 11, 2014, 11:45:06 AM »

Here's a close-up shot of the battlefield and minions in Ancestory:

We are going to rethink the environments soon, but we want to keep the theme same.
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johnguydude
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« Reply #4669 on: October 11, 2014, 12:09:40 PM »

Here's a flying enemy I'm working on for Unbroken
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Unbroken: A Souls-inspired mobile hack n' slash
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Zack Bell
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« Reply #4670 on: October 11, 2014, 12:55:40 PM »

A small side-project w/ a friend during some SUPER III down time. We should be releasing it during the holidays.

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tbydxn
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« Reply #4671 on: October 11, 2014, 01:50:53 PM »


After a replenishing visit to the coffee shop...
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bijou
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« Reply #4672 on: October 11, 2014, 01:58:44 PM »

EXOPLANET: FIRST CONTACT



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JMStark
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« Reply #4673 on: October 11, 2014, 02:20:43 PM »

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This totally fills me with those Super Mario 3D World vibes, which is swell.

Here is a new pic of Vacuous, this time of a cutscene that is played before world 1 that provides some world building. Full 1080p native resolution of assets, plus I have added some DOF effects to the background elements:

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Current Project: Shuffle Company
Twitter: JMRante
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Oddball
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David Williamson


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« Reply #4674 on: October 11, 2014, 02:41:02 PM »

Explosions gif

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owendeery
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« Reply #4675 on: October 11, 2014, 02:44:39 PM »

Working on a new factory


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Gamedragon
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« Reply #4676 on: October 11, 2014, 03:23:03 PM »

The new title screen for my current game, Adjective Dungeon!



<a href= "" http://forums.tigsource.com/index.php?topic=43438.0 "" >Devlog</a>
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mrKaizen
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« Reply #4677 on: October 11, 2014, 03:49:05 PM »


Looks great.
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mrKaizen
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« Reply #4678 on: October 11, 2014, 03:57:38 PM »

zombies fight in the water. ^_^

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Timo Vihola
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Hardland citizen


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« Reply #4679 on: October 11, 2014, 04:50:24 PM »

SeanNoonan: Adorable stuff!

We're working on a grass system using alpha planes to get a lower polycount for small filler objects.
The first test was with 100 000 calibration mushroom entities in "testland". Looked crazy enough for a screenshot, Super Mario would die happily in this place:


The most recent version in desert biome looks like this:


The polycount is relatively small and on the GPU side it runs great but the entity count needs to be reduced so it works better on the CPU.
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