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101
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Developer / Art / Re: show us some of your pixel work
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on: February 17, 2015, 01:08:23 PM
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A header image for Pioneers. Oh how I've missed colors. Those pleasant hues and glorious shades, you can actually convey moods! I've forgotten that with all them greens  
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104
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Player / Games / Re: Games you can't remember the names of
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on: February 12, 2015, 01:24:47 AM
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I'm trying to recall the name of this indie game being developed recently. It's a pixel art exploration type game. I remember seeing a screenshot of a really nice cavernous/rocky level with a semi top down view. Saw it on twitter months ago and liked the style..
Below?huh.. it's pretty similar to that, actually... but I'm pretty sure it was done in pixel art mostly. Thanks for the link though, this game looks quite nice This? Probably not.
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106
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Player / General / Re: Teenagers.
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on: February 11, 2015, 11:26:33 AM
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Two members of the youth stood in front of me in the store today. I wonder if I smelled of sweat that much at that age ... if I did, sorry, mom.
All that thinking of nude girls all the time is pretty exhausting, I sorta recall.
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107
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Community / DevLogs / Re: Unnamed Isometric RTS
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on: February 11, 2015, 07:59:15 AM
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I would totally play a Transport Tycoon but with with horse carriages, steamboats and hot air balloons. With taverns/stops along the way for switching horses and all that jazz.
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111
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Developer / Art / Re: Made some retro 8 bit box art for my 16 bit game!
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on: February 06, 2015, 02:35:29 AM
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To be honest the cartridge art isn't very readable nor pleasant to look at. Pixel art at that scale rarely is especially with pixel sizes all over the place. The main problem is the lack of contrast in the background and foreground, it's all the same intensity.
Your game art is on a completely different level so I'm not sure what happened..
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112
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Developer / Technical / Re: Is OS X Yosemite as awful as they say?
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on: February 05, 2015, 02:30:58 AM
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Handoff and Continuity basically. Eg. a call comes in on your phone* and you answer it on your computer and you can also initate calls from your computer. Useful for people who like to keep their phones not anywhere near them, people I suppose there are ... great many? * iPhoneI've been using Yosemite since the second Developer Preview or whatever it was I believe. It's been working rather well although my computer could use a format because it's been constantly updated and custom configured (for work) since 10.6. Up until the GM Safari absolutely did not work ... it just failed to load about half the pages so I switched to Chrome and haven't looked back. Other than that it's pretty stable. Slow, but that's more likely because of my computer. Xcode on the other hand ... that's a whole other story for another day. I don't want to get angry on my day off. Suffice to say it's an absolute piece of shit that gets barely any stability until a completely new utterly broken version gets released.. 
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113
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Community / DevLogs / DevLog Gold of 2014 (Results!)
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on: February 04, 2015, 12:55:17 PM
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So, here we are. Another year and another list of awesome games to take a look at. First of all thanks to everybody who voted. You nominated 58 games in the favourite project category and 23 DevLogs as the best of the bunch. Very nearly 20 people agreed on the winner in both categories. I guess I'll get straight to the point starting with the best DevLog as voted by you nice peeps. Best DevLogs Nearly making the top three and worth mentioning, in fourth place we have RELATIVITY, an exploration-puzzle game that imagines a universe with a different set of physical laws. Set in an Escher-esque world filled with secrets and mysteries, you utilize a unique gravity-manipulation mechanic to turn walls into floors. Learn to see the world through whole new perspectives as you navigate mindboggling architecture and solve seemingly impossible puzzles.
 | In third place with 14 votes we have dukope's next game, a 3D first-person mystery game set on an East Indiaman merchant ship in 1808 called Return of the Obra Dinn. In 1802, the merchant ship "Obra Dinn" set out from London for the Orient with over 200 tons of trade goods. Six months later it hadn't met its rendezvous point at the Cape of Good Hope and was declared lost at sea. Early this morning of October 14th, 1808, the Obra Dinn drifted into port with sails damaged and no visible crew.
The devlog is filled with techincal tidbits and insight to anything from 1-bit rendering to creating a belieavable environments with sounds. You think you know how to develop a system for footstep sounds? No you don't.
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 | In second place with wealthy 18 votes we have eigenbom's procedurally-generated adventure game, Moonman, a game with a devlog choke full of images both static and moving, journaling the devlopment since late 2011. Currently with an active campaign on Kickstarter, Moonman is about a strange, nocturnal world where a moonman is summoned by an ancient mollusc. It sends him to the farthest corners of the land to search for fallen moon fragments -- that will power a great star-machine.
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 | And now ... *drumroll* ... in first place with a whopping 24 votes we have Project Rain World, a game managing to win the hearts and votes of us all two years in a row! Rain World is a survival platformer set in an abandoned industrial environment ravaged by a shattered ecosystem. The gameplay of Rain World consists of fast paced sneaking and action. The enemies are incredibly difficult (though not impossible) to defeat through direct confrontation. Instead of being easily killable they have been made intelligent enough to be interesting opponents in stealth situations. The devlog runs over 140 pages since 2012 and is filled with insight of both design and technical aspects. Going through the whole thing is definitely an inspiration to any up and coming game developer but also for more seasoned creators.
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Congratulations to the winners! Now, let's move on to the favourite projects in the DevLogs forum. As stated, 58 were nominated which is definitely a record of sorts. Favourite Projects In this category fourth place is shared between three very sweet games! Environmental Station Alpha, a metroidvania taking place in a space station used to preserve unique species and natural environments; IRKALLA, an intensive tactic arcade shooter game with demons, mages, spells, mechs and hight tech weapons and Eitr, an Action RPG which takes inspiration from games such as Path of Exile, Dark Souls and Diablo.
 | In third place, a bit ahead of the three with 8 votes is CRAWL, a local multiplayer dungeon crawler where your friends control the monsters! Battle through dungeons and power up your hero - if a friend kills you they take your place and it’s your turn to inhabit the monsters. It's a race to gain enough XP and loot to take on the hulking final boss!
The game is currently available on Steam Early Access, so make sure to check it out.
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 | In second place with 14 votes we have the winner of the Best DevLog, Project Rain World! Rain World is a survival platformer set in an abandoned industrial environment ravaged by a shattered ecosystem. The gameplay of Rain World consists of fast paced sneaking and action. The enemies are incredibly difficult (though not impossible) to defeat through direct confrontation. Instead of being easily killable they have been made intelligent enough to be interesting opponents in stealth situations.
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 | The two greats have switched places and so the favourite game of the TIGSource crowd, with 5 points ahead of the runner up, is eigenbom's Moonman, a procedurally-generated adventure game about a strange, nocturnal world where a moonman is summoned by an ancient mollusc. It sends him to the farthest corners of the land to search for fallen moon fragments -- that will power a great star-machine.
Congratulations! :D
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Congratulations to all the winners and also everybody whose game got nominated. Thanks also for voting and taking part helping celebrate the great games of this community! Until next year! (I will contact the two winners about how you prefer to receive your prize very soon.)
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114
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Developer / Design / Re: Choosing a motif
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on: February 03, 2015, 10:26:39 AM
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Hmm, wouldn't a game about pirates be radically different from a game with astronauts? If your motif is superficial like that I would reconsider the whole game plan.
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115
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Community / DevLogs / Re: DevLog Gold of 2014
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on: February 03, 2015, 01:00:38 AM
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Hey Eigen, we don't need prizes. People who win these comps don't actually have time to play games anyway! Then they can use the money to buy some good coffee or new pair of underpants or whatever. Doesn't have to be games. And if you win, I would be happy to donate the prize towards your Kickstarter campaign. I have last minute trophies I wanna send to Eigen first before we announce the winners Will message in the morning
Sure, then I'll have a look and decide what the final trophies will be. Meanwhile I'll go and count the votes. DO NOT DISTURB ME OR I'LL LOSE COUNT! 
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116
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Community / DevLogs / Re: DevLog Gold of 2014 (Voting until January 31)
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on: January 28, 2015, 01:05:59 AM
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I only have little monetary prizes for the winners.
50$ for the best devlog 30$ for the favourite project
Either through PayPal or whatever the winner fancies. Not much but you can get a couple of good games you've been wanting or whatever. Feel free to add to the pool. gambrinous offered two keys of Guild of Dungeoneering, so these can be given to the winners too.
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117
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Developer / Technical / Re: How do you make roads and related stuff in 3DsMax
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on: January 27, 2015, 03:02:42 AM
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Are you asking how to create the actual road mesh? I would specify a mid-line for the road (either drawing it by hand or generating somehow) and at each point specify how wide the road is and then create two vertices outwards from that point. Then I'd join these two vertices with the neighbours to create quads/triangles or whatever.
I have no idea if any of this can be done in 3DSMax.
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