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Community / DevLogs / Re: Temporus, 2D Sci-Fi Platformer / SHMUP
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on: September 08, 2016, 10:05:35 PM
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Hey yall! I'm still here.  Took a break from life and everything. Was sick for a while and then RL work took it's toll on my free time. Anyway....Here are some random screenshots I've been working on. Been trying to kick things into a higher gear. I finally set up a solid work flow for builds and github, so I can finally really track issues, bugs, milestones and features. The tile workflow is locked in and it's super easy to move from Tiled->Tiled2Unity->Unity. This was a life saver, as you can create prefabs from the outputs, so I just change something in Tiled, and export it into Unity and all the levels will update accordingly. Huge shout out to the owners of both tools.  I'm shaping up dialog and the first 5 minutes of play for a tech demo to send to the original backers, so I'm hoping to get that out soon. The shooter hasn't had much love yet, but the shooter engine is mostly done. I need to add more enemies and get some more laser love. Here's the main bridge. You will talk to the crew here to get info on what's going on.  This is just a landing zone on the first encounter. This is a Relay Station, which houses a super computer that manages the link between other relays. It creates a quantum web of ftl comms.  Also had pete make up some smaller bosses for the platformer levels. Here's a sample animation. This is a simple military artillery. Usually just behind the infantry as a fast siege weapon.  To everyone who is upset I haven't talked much, I really apologize. I let life get in the way of my work. So this me letting you know I'm still at it. 
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Community / DevLogs / Re: Temporus, 2D Sci-Fi Platformer / SHMUP
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on: June 28, 2014, 11:24:56 AM
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If you are using a custom engine, usually what developer do is to overlay sprites and use a grid. So each grid section is a tile. using distance from center tile you overlay differently diffused lighting tiles. This is truly the best way because you now do logic based lighting, since you know every tile in the light grid. Like not lighting the ground. or multiplying the light over another. The other solution is OOTB solutions like Unity or Extensions for Gamemaker.
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Community / DevLogs / Re: Temporus
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on: January 17, 2014, 07:33:03 PM
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Jan 2010 Update I've spent the last month mostly helping the composer and the other artists tinker with a video. I'm going to try and drop a trailer soon. Then I will get back to level design, layouts and dev blogs on the you tubes! Lots of cool stuff to show soon!
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Community / DevLogs / Re: Temporus
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on: September 14, 2013, 10:57:55 PM
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Updates: v0.1.1009 *Added some sound effects here and there. *Worked on the transition screens and how you move from level to level. I wanted to put on some animations. They are pretty small and don't show a ton of detail. Sorry  There is a lot of work left on the art. There are still a lot of place holders.      
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Community / DevLogs / Re: Temporus
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on: July 24, 2013, 11:16:43 AM
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Updates: v0.1.1007 - The artists added some more details to the cabin.
- Created a more proper navigation screen where you can select which missions to go on.
- Working on some soundtracks to start
Lights still need move around, but this is what it might look like.  Also, the navigation screen is still in iteration 1. I think after a few more edits, it will be little more user friendly. There is some code I need to change to make sure the nav points align better and are leveled with your character. 
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Jobs / Collaborations / Looking for Level Designer to help with Platformer
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on: July 15, 2013, 04:06:50 PM
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I am working on a platformer game, and could use some help designing levels and possibly adding more art. The main issue though is designing things. Requirements? Need to know how to use "Tiled" or be willing to learn it (very easy!) to do level layouts. I'm looking for someone is more on the serious side, as I am spending a lot of time on it. When I mean serious, the levels should be fairly complicated and large from a 2D perspective. The tileset I have is pretty good and allows for a lot of creativity. Bonus points if you love Sci-Fi stuff. If you have examples, please email me: firebelly AT gmail DOT com, I also check TIG regularly, so feel free to PM me.
Who am I? I'm a programmer/developer/everythingelse guy. A lot of the mechanics have been worked out in the game already, but I can't past the creative stuff. Which is why I'm reaching out to anyone who is interested in taking some ownership from a design perspective.
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Jobs / Offering Paid Work / Matte or Set Painter for Pixel Art
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on: July 15, 2013, 03:50:20 PM
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I have some (5-10) sprites that are made from smaller tiles using "Tiled", I wanted to add some life to them, shadows, light sources, glowing, plants, details, dirt, rust, decay, etc. These are things I don't know how to do or add nicely.
I would provide you with "sets" which are mainly large sprites around 480x800. You would then add details to them. Send them to me a PSD or some way to layer it back onto my background, perhaps a transparent PNG. This is to ensure, if i change the set later, the details won't be locked in.
If you have any examples of doing lighting or unique set design on pixel art, let me know. I know there are a ton of great concept artists out there who CRUSH doing matte painting, but I still would like to see some pixel work first before we move on.
Please PM me, I'll be quick to reply!
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Jobs / Offering Paid Work / Need a video maker
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on: June 25, 2013, 01:57:58 PM
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I need someone who can help me put together a demo video. I have gameplay footage, but that's about it. I have a pretty small budget, but we if the price fits, we can make it work I hope. Nothing epic, just a minute or two of cuts, with some graphics. This needs to happen pretty soon, so let me know if you are interested!
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