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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 02:29:52 AM

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201  Developer / Playtesting / Re: GIBSON HYPERDRIVE on: May 15, 2015, 05:48:52 PM


First organic Lets Play footage! From a person on a Mac no less <3.  Blink Cool!





& Here's an album of images from the prototype for you people:

http://imgur.com/a/xMstE#5 

 Gomez  Hand Knife Right  Hand Money Right  Hand Thumbs Up Right  Shocked  Cool  Cave Story
202  Developer / Playtesting / Re: GIBSON HYPERDRIVE on: May 14, 2015, 04:42:13 PM
Roll in mid air will be possible on certain bikes. Wait till you try it in VR  Tears of Joy Cry Gomez


Some Press! https://twitter.com/gameralphabeta/status/598887227872190465

COOL!!  Ninja Waaagh! Cave Story 
http://www.alphabetagamer.com/gibson-hyperdrive-prototype-download/

Quote
Gibson Hyperdrive is a very cool futuristic bike racing game that sees you driving at break neck speeds along super tough procedurally generated floating tracks.
Don't forget, JASPER BYRNE on the soundtrack, and DAN TERMINUS' Restless Destroyer![/url[


http://t.co/bkwNV0eoXR

Follow: [url]http://twitter.com/Doomlaser[/url] for updates as they come in, plus 'social media'

Happy to be making this game for you, TIGSource! And my boys & girls in The Poppenkast, of course (shhhhh!   Hand Joystick Hand Any Key Toast Left Toast Right Wizard Cool)
203  Developer / Playtesting / Re: GIBSON HYPERDRIVE on: May 13, 2015, 06:48:16 PM
I wonder which console this is going to come out on....  Ninja  Cool Cheesy Facepalm

 Gomez Cave Story
204  Player / General / Re: Twitter on: April 25, 2015, 03:11:56 PM
I'm still http://twitter.com/Doomlaser  Gomez (huge @Tigsource and @mwgener supporter!)
but I have a newish personal account now that my operation is getting bigger and weirder, like I've been planning since, well, why do you think I called it DOOMLASER!? Smiley

http://twitter.com/TRANS_C_MOG

The Doomlaser account will post all the cool stuff about videogame production and music, like it has since 2007. Rock on, TIGers  Hand Metal Left Hand Metal Right Tiger Cheesy Evil Screamy Blink Kiss
205  Community / DevLogs / Re: Screenshot Saturday on: April 25, 2015, 05:27:47 AM
GIBSON HYPERDRIVE, EARLIEST GIF



COMING TO "A CONSOLE" SOON, FOR REAL! contact: [email protected], especially if you wanna interview me for a story!
206  Developer / Playtesting / Re: GIBSON HYPERDRIVE on: April 18, 2015, 04:08:12 AM
Here's the trailer from when we took the as yet unnamed prototype to BitBash in Chicago last fall. Great event.





207  Developer / Playtesting / Re: GIBSON HYPERDRIVE on: April 13, 2015, 10:40:07 PM
I know it's hard as fuck at the moment and it's got some test sky particles, but it feels pretty good to me, and people liked this build at Bit Bash. It's come a long way. Originally this was my testbed project for relearning Unity3D after years of writing my own engines or using even more crazily disabled middleware for stuff like Space Barrnacle. I need to get this guy out. Needs some things obviously, but yes. Just wanted to give people a chance to play around with it.

V. Super Hexagon inspired, obviously, but all the core mechanics and instadeath come from messhof's 2009 prototype. I added the world rotation (taken from my game Rotrix) in 2010 at TIGJam: Winnipeg, and have been poking at it ever since. You can see that version in the last shot in this Indie Game: The Movie clip:





Anyway, have fun getting killed. It's hard. My record is over 200 seconds on this test level..
208  Developer / Playtesting / GIBSON HYPERDRIVE on: April 13, 2015, 09:01:16 PM
Coming Soon to devices near you, a much improved and refined version of:



http://doomlaser.com/bike/

Cool

Originally Fated as Terror Bikes, by Messhof, myself, and Cactus, GIBSON HYPERDRIVE rises from the ashes of a fallen neofuture and arrives, crashing through your doorstep into hyperbole.

Controls are arrows and space.

It's currently hard as fuck and janky like a good Bike Game. Imagine the possibilities.

contact:
[email protected]

 Wizard Ninja Gomez Waaagh! Cheesy Cave Story
209  Player / Games / Re: super mario 64-likes of the past 5 years? on: January 06, 2015, 05:57:52 AM
also:

210  Developer / Art / Re: 3D thread on: January 06, 2015, 05:36:20 AM


Let it be my first post as an hello to this forum  Beer!

love the colors and didn't even notice it was in voxel-style until I looked at it for a moment. welcome to tigs, manbaby!
211  Community / DevLogs / Re: Environmental Station Alpha [Demo(Win, OSX)] (GREENLIT) on: January 06, 2015, 05:30:41 AM
re: fonts. Silkscreen is a very readable and free font designed specifically for ultra low resolution. it's what flickr used for years.



real size:


5x5 pixels per char
212  Player / Games / Re: super mario 64-likes of the past 5 years? on: January 06, 2015, 05:23:24 AM


213  Developer / Art / Re: 3D game art tricks on: December 25, 2014, 03:20:27 PM
here's something for this thread.

Adaptive frameless rendering, presented at SIGGraph 2005.




wonder if there's any news on this technique in modern engines
214  Community / DevLogs / Re: Project Rain World on: December 24, 2014, 12:49:36 AM
As for audio stuff, I recently integrated this free port of CSharpSynth into a couple projects, and it's been great. It can play back midi files with full control over synths, precise callbacks on note hits, muting/soloing/mixing tracks etc. comes with example analog synths and FM synthesis. Also useful for playing synced silent midi event tracks alongside rendered audio...

http://forum.unity3d.com/threads/unitysynth-full-xplatform-midi-synth.130104/

works on every unity platform  (standalone mac/pc/web/iOS/Android), free, and open source. don't know what your plans are, but it could be useful for implementing dynamic soundtrack stuff.
215  Community / DevLogs / Re: Project Rain World on: December 22, 2014, 07:49:13 PM
the video initially had another audio track, but i wasnt happy with it. after all the video updates we've done, i dont have many "trailer suitable" rain world tunes laying around! didnt have time to do another before posting, so i switched it to a little wolfgang amadeus! i agree with gimmy though, i thought it was nice Tongue

sorry, but I'm sticking to my guns. Mozart's Eine Kleine Nachtmusik is the

of classical music  No No NO  Waaagh!
216  Community / DevLogs / Re: Project Rain World on: December 22, 2014, 05:49:50 PM
Amazing how the music fit the game, and generally I'm against over use of classical musique theme, but its like the right contrast Shocked especially when rain intensifies, perfectly capture the grace of the visual and how it feel like a choreography when there is none

I'll disagree here. The game is looking great, but that Mozart track is so overused it masks the brilliance of the actual game engine with a super generic, stereotypical feel. I'd recommend using something a bit off the beaten path like

, or

in the future.
217  Developer / Design / Re: So what are you working on? on: December 11, 2014, 02:14:16 PM
Been working on a platformer for a few months.  It uses touch input quite effectively, works pretty good.

That's a really interesting way of handling touch input for a game like that. Cool
Game looks fun besides

This is a control scheme that Squareball first hit upon in 2008 on the iPhone. It works really well, since the control is so analogous to scrolling, which is a natural fit on touchscreens.



218  Developer / Audio / Re: Weird Instruments on: November 30, 2014, 03:34:08 PM


The Blaster Beam
is a big, weird custom instrument that Jerry Goldsmith used for the score of Star Trek: The Motion Picture in 1979
219  Developer / Design / Re: First person action party-based rpgs on: November 18, 2014, 11:43:27 PM
You could do something like OG Ghost Recon, where you control one character at a time and the rest move around with AI agency, but you could swap between them and maybe have some meta control over them from a map view.

Honestly, it'd be kind of cool to have a multi-character / multiclass FPS where flicking through the scrollwheel switched your character perspective instead of switching guns, thought it might get a little disorienting. But I'm imagining a flow like -- move, perform whatever attack or action you want, switch to next character while the first performs his action and recharges stamina, repeat.
220  Developer / Design / Re: So what are you working on? on: November 18, 2014, 11:30:07 PM




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