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1411367 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 06:00:10 AM

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1  Community / DevLogs / Frenzied on: February 18, 2013, 06:18:49 AM
Here's my next casual 2d-puzzle game built over MonoGame with C#. I'm targeting Win8Store, Android and WinPhones.


The first android prototype;





Main-menu work;





More shape modes;

http://www.youtube.com/watch?feature=player_embedded&v=Cgg7tkPMtlU

Prototype tests for other platforms;
2  Community / DevLogs / Re: Voxeliq Block Engine on: December 27, 2012, 06:26:16 AM
oh and the good news is the block engine itself is now opensource! https://github.com/raistlinthewiz/voxeliq
3  Community / DevLogs / Re: ArchStone on: July 10, 2012, 11:46:23 PM
brand new video;




4  Developer / Business / Re: Steam? Is it for chosen ones? on: July 09, 2012, 02:27:41 PM
http://steamcommunity.com/greenlight/
5  Community / DevLogs / Re: ArchStone on: July 09, 2012, 09:56:30 AM
6  Community / DevLogs / Re: ArchStone on: July 08, 2012, 02:44:09 PM
latest chip designs here!

7  Community / DevLogs / Re: ArchStone on: May 30, 2012, 04:27:37 AM
latest ingame visuals!

8  Community / DevLogs / Re: ArchStone on: May 02, 2012, 03:38:23 PM
Music theme preview;








9  Jobs / Offering Paid Work / Re: [PAID] 3D Modeler for our Indie Board Game on: April 30, 2012, 03:04:51 PM
Sorry for being not clear about the exact requirements.
Oh and the position is filled now.
10  Jobs / Offering Paid Work / Re: [PAID] 3D Modeler for our Indie Board Game on: April 29, 2012, 08:38:59 AM
Update: Model Requirements Guide: http://dl.dropbox.com/u/197820/ArchStone/ArchStone%20Models%20Requirements.docx
11  Jobs / Offering Paid Work / [Filled] 3D Modeler for our Indie Board Game on: April 28, 2012, 01:34:25 AM


We're looking for a 3D modeler for our indie board game project.
As it's a dice, board & betting game, models will be quite simplistic.
We can pay a fixed-price per asset or offer profit shares.
Please PM me for more information & details and also include a few sample's screenshots.

Game we're working on: ArchStone





More info: our site, TigSource, indiedb, gamedev.net,unity3d forums
Contact: PM over here our our site.
12  Community / DevLogs / Re: ArchStone on: April 24, 2012, 02:07:01 AM
UI Preview Video;




13  Community / DevLogs / Re: ArchStone on: April 17, 2012, 01:52:40 AM
Yet another tiny update; actual dice rolling over stones;








14  Community / DevLogs / Re: ArchStone on: April 14, 2012, 04:17:17 PM

The game is still in very very early prototype stage so it's quite hard to understand what's going on within the gameplay video;

Prototype Video I




Tiny update; implementing rolling dices

15  Community / DevLogs / ArchStone on: April 03, 2012, 02:26:53 AM
ArchStone

I've started working on a new 2d game additional to my block engine these days. The reason behind is, for voxeliq still I couldn't came up with a gameplay-plan and meanwhile I wanted to test mobile platforms a bit.

Info

So ArchStone is a betting game where you bet on arch-stones or inner-stones and so.


If you remember Fable II mini-game keystone, it was the start point for me while designing the ArchStone.

The game is primarily targeted for mobile platforms (android, iOS and windows-phone) -- which is the very basic reason behind the game; to get experience on mobile platforms. I'm developing the game with c# XNA & monogame.




16  Community / DevLogs / Re: Voxeliq Block Engine on: March 27, 2012, 01:17:11 AM
Yea, I actually over applied the bloom effect intentional which I'll be fixing to normals. On your second question; yes one final blur.
17  Community / DevLogs / Re: Voxeliq Block Engine on: March 25, 2012, 11:08:30 PM




For details: http://www.voxeliq.org/page/story/_/devlog/voxeliq-now-supports-monog-ame-3d-opengl-upd-r186
18  Community / DevLogs / Re: Voxeliq Engine on: March 13, 2012, 12:48:08 AM
Video 7 - Bloom Effect

Video:


  • Added a sample bloom effect though it's over applied in magnitude.
  • Replace how block memory is handled. Now blocks are stored in a single huge array instead of array per chunks.
  • Few optimization on generation/lighting/building.
19  Community / DevLogs / Re: Voxeliq Engine on: March 05, 2012, 04:05:57 PM
Newest Video - Voxeliq Engine VI - Day & Night Cycles - 03.2012

Video:

20  Community / DevLogs / Re: Voxeliq Engine on: January 09, 2012, 07:21:23 AM
Here’s a screenshot from latest code;



Right now I’m working on major fixes for the engine, especially for the parts I’m not happy with. Here’s a quick change-log.
  • Fixed terrain generator interface, generators do now accept a Biome structure and apply it after initial terrain generation.
  • Started implementing a chunk-cache. Before all chunk management was done within World which harder to maintain. Chunk-cache will be the interface between world and actual chunk-storage and will be also responsible for re-caching.
  • Fixed a major mouse elevation & rotation input bug. yay Smiley
  • Added a cool fps-graph widget, will be adding more.

Upcoming fixes
  • I’ll be further improve chunk processors, queues and so. Will be trying to fix that chunk-recache lag.
  • Lightning needs far more work, it’s quite slow and buggy.
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