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

April 03, 2024, 01:33:18 AM

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101  Community / DevLogs / Re: The Salvage | A lonely death on a bitter planet. on: July 14, 2012, 04:27:28 PM
Feel free to use any of my art provided it isn't released commercially and I'm credited.
102  Community / DevLogs / Re: The Salvage | A lonely death on a bitter planet. on: July 14, 2012, 07:09:10 AM
Making assets and mockups is a lot of fun but without a programmer I need to focus my time on other things that feed me.  I still keep my ear to the ground.  Hopefully some day the right opportunities will align to resurrect the project.
103  Community / DevLogs / Re: Legend of the Knightwasher on: June 24, 2012, 10:39:56 AM
I look forward to the dashing adventures of this gallant top-loader!
104  Community / DevLogs / Re: The Walled Garden on: June 15, 2012, 07:31:30 PM
That's gonna be a monster to pixellate.  Nice new avatar btw!
105  Community / DevLogs / Re: The Walled Garden on: June 08, 2012, 04:43:51 AM
Great colours in that night water scene.
106  Community / DevLogs / Re: STEALER on: May 25, 2012, 08:49:01 AM
So much depth yet so minimal!  I love the blue 'wires' you indicate travelling to the laser or beam thing.  Very stylish.
107  Developer / Art / Re: 8-Bit Blending: Pixeling with Polygons. on: May 22, 2012, 10:25:10 AM
Do you think you could post some other examples?  It would be cool to see the original model side by side with the filtered version.

Really cool idea!
108  Community / DevLogs / Re: Trash TV on: May 12, 2012, 08:54:43 AM
Damn son.  That's looking good!

Really I can't add anything.  You show the gameplay and motion well, and there's plenty of hints that this is a puzzle-centric game which should be evident to your target group.
109  Developer / Art / Re: show us some of your pixel work on: May 09, 2012, 12:45:15 PM
So much excellent pixel art in the thread this week!  Thanks TIGers!
110  Developer / Art / Re: show us some of your pixel work on: May 04, 2012, 03:14:55 PM

Rough work for the player's ship in a sidescrolling shootemup.
111  Developer / Art / Re: show us some of your pixel work on: May 03, 2012, 07:49:38 AM
Intense dragon action!  This has been a nice piece to watch develop over time.  When it's finished, please put all the progressive versions into a gif so that people can see the development.  Please?   Smiley
112  Community / DevLogs / Re: Project Rain World on: May 02, 2012, 09:19:13 AM
That motion is so creepy.  I love it!
113  Community / DevLogs / Re: Trash TV on: May 02, 2012, 09:16:06 AM
ZINGER!

I kinda wish more games used non-menu interfaces, like Quake, which was fast enough that it became a bit like a ritual to blitz through as you started a new game. 
114  Community / DevLogs / Re: Trash TV on: May 02, 2012, 08:50:21 AM
Maybe I'm confused on something.  The hub is used to select levels, which means you need to run around the hub to get to each level's 'portal', correct?
115  Community / DevLogs / Re: Trash TV on: May 02, 2012, 08:08:02 AM
Seems like a cool way of indicating player progress.  How long would it take to make a circuit of the hub once all the levels are unlocked?
116  Community / DevLogs / Re: SpaceHero Command on: May 01, 2012, 01:06:10 PM
We are all awaiting the playable demo of Spacehero Command... when it's ready.

Congrats on getting hitched!   Beer!
117  Developer / Art / Re: show us some of your pixel work on: April 30, 2012, 08:55:33 AM

http://scutanddestroy.files.wordpress.com/2012/04/shmup-background-01-composite.png

Parallax scrolling shmup background.  Click the link to see it at regular size (1000x300).
118  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: April 29, 2012, 12:47:05 PM
Hyptosis have you seen Goblin Camp?  http://www.goblincamp.com/  It's like you've made the ideal tileset for that game.
119  Community / DevLogs / Re: SpaceHero Command on: April 22, 2012, 05:58:22 PM
Very simple, easy to remember. 
Considering the number of people out there with colour blindness, try checking your screens in greyscale to see if the values of each colour are easy to tell apart.  You could also make the outlines of each colour textured with hash patterns or something so that they have a further visual distinction.

(I know that isn't the sort of thing you are primarily concerned with right now, it just springs to mind whenever I see 'traffic light' colour schemes used  Smiley  )
120  Community / DevLogs / Re: Aezol - [4X SPACE PLANETS?] on: April 20, 2012, 10:08:05 AM


These look great.  They remind me a little of M.U.L.E. in their character for some reason.
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