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1411317 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 05:38:21 AM

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1  Community / DevLogs / Re: IRKALLA - Looking for programmers on: October 06, 2017, 10:21:38 PM
<3
2  Community / DevLogs / Re: Unnamed Real-Time-Strategy Game on: October 02, 2017, 04:05:29 AM
Yes!

Let's harvest some spice!
3  Community / DevLogs / Re: Fatal Attractions - A 2.5D horror adventure game on: September 28, 2017, 01:16:42 AM
Any update ?

Sent you a PM by the way Smiley
4  Community / DevLogs / Re: Nanoheia -dark, sci-fi metroidvania on: September 25, 2017, 12:28:30 PM
Man this is good !
5  Community / DevLogs / Re: [KICKSTARTER] Raji: An Ancient Epic, action adventure in ancient India on: September 19, 2017, 05:48:58 AM
Hyped !
6  Community / DevLogs / Re: Savage Vessels - Teleglitch in space on: September 19, 2017, 03:33:11 AM
I like how they handle this in "Darkwood" with a blur effect.

Me too! Smiley

... and since you mentioned it: I have thought about soft shadows or penumbra or what you call it. I have thought about it in combination with this "fluid" of course. And I think it would be too expensive for me (time & energy). Perhaps it is even not doable at all.
 -- Back to work  Coffee


Just keep it simple Smiley

Gameplay video

You will notice, that you can "send" your opponents into the void (the blue surrounding force field) by making evasive maneuvers. This is the recommended way to save ammunition and - because I want to make a Teleglitch in space - it's a substitute for the stabbing in Teleglitch.


It's very smart to use player movement as a weapon.
Also, it could be fun to have a limited amount of "shockwave" to throw them in the void as a last resort. (maybe only from the back?)
7  Community / DevLogs / Re: 'The Book of Alex' on: September 19, 2017, 03:18:34 AM
@Romain Rope

That gives me an idea to add a sneaking element.

Adding sneak/stealth is always a good idea. Always.
8  Community / DevLogs / Re: My Neighbor Who Once Was a Doctor but Then Became a Farmer on: September 18, 2017, 05:35:18 AM
"physics based farming/nonsense simulator"
I'm sold.
9  Community / DevLogs / Re: Tendril: Echo Received - 2d platformer inspired by Aliens on: September 18, 2017, 03:23:27 AM
forgot to follow Smiley
10  Community / DevLogs / Re: Tendril: Echo Received - 2d platformer inspired by Aliens on: September 18, 2017, 01:50:14 AM
This is gruesomely gorgeous and i love the sound propagation concept !
11  Community / DevLogs / Re: Savage Vessels - Teleglitch in space on: September 15, 2017, 12:13:15 AM
Thanks! Grin

The plan: enemies and usefull items are hidden in this "fluid". While searching for items, the player can suddenly encounter an enemy. So the shape and dynamic of this boundary between the visibel and the hidden is relevant. It should look and feel quite natural and not distract the player.


Ok Thanks.

I like how they handle this in "Darkwood" with a blur effect.
12  Community / DevLogs / Re: Athenaeum, The Book of Alex on: September 15, 2017, 12:05:11 AM
Thanks guys.

@Romain Rope, yes that is it's head. A part of the concept behind the inklings is that some of their body parts are made up of punctuations. The golem there has a period dot for a head, much like our pawn inkling.
Pawn


Although this one is gonna be a bit special, because I want to give him these reaction marks in-game. But all inklings will have attacks that stem from the books on their bodies. An attack will either come from an appendage or something that pops out of their book. For instance, the Pawn's long-range projectile attack is that a dragon pops out of its book and shoots a fireball, much like in the poster.


Really interesting design.
So you're going to use these "punctuations" in a Metal Gear style ?
To tell the player that he was spotted for example ?

13  Community / DevLogs / Re: Savage Vessels - Teleglitch in space on: September 14, 2017, 01:10:11 AM
From Field Of View to Fluid Of View.

As announced, I have to show some changes to the FOV.
Problem: the lines of sight did not move continuously around the player, but they jumped in fixed increments from sector to sector. This led to flicker, the more, the greater the distance from the player.
Solution: every line of sight (in it's sector) does not simply turn on/off or adjust immediately it's length to an obstacle, but it is changed by some simple non-linear interpolation (the more the distance, the greater the change).



I found out, thas this looks very natural or even like a fluid. To me it was a kind of discovery - more than a solution to a problem.
To come to an end, the FOV is no longer an optical but a visual thing. So it does not simply show a shadow, as if the player would be a candle, but it reminds how the player perceives the situation, in terms of attention, delay of processing etc.


This "fluid of view" is really nice. Very organic.
What's your plan regarding this "fluid" visual?

Good work though Smiley
14  Community / DevLogs / Re: Shred Metal Neon - A 2.5D bullet hell platformer where you are a gun on: September 13, 2017, 10:25:37 PM
Well let's face it- The gun is the most important part of Robocop anyway  Cheesy



No. it's his heart.
15  Community / DevLogs / Re: Athenaeum, The Book of Alex on: September 12, 2017, 11:33:48 PM
Really like the Inklings.

Especially this one.


Is it a head on the top?
16  Community / DevLogs / Re: RunGame (working title) Pixel art fly kick autorunner on: September 12, 2017, 06:41:30 AM
Posting to follow.

Nice pixelart by the way Smiley


17  Community / DevLogs / Re: Cyberpunk City Simulator on: September 12, 2017, 03:31:35 AM
Love the Akira-ish traffic light stream.
18  Community / DevLogs / Re: Shred Metal Neon - A 2.5D bullet hell platformer where you are a gun on: September 07, 2017, 03:05:06 AM
"you were turned into a gun"
Following.
19  Community / DevLogs / Re: LIAM’S - Brewery and Pub management on: September 06, 2017, 11:41:53 PM
Following !
Cheers Toast Right
20  Community / DevLogs / Re: Sensorium - first-person puzzle/adventure game on: September 06, 2017, 11:27:19 PM
Following !
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