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Community / DevLogs / Re: [PC] Infinite Ammo - Arcade-Style FPS (Doom Clone)
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on: January 24, 2017, 12:07:18 PM
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It would have been cool to see some gameplay, but besides of that, the infinite ammo gun seems to work smoothly, and it is well modeled too. The references you give are good, this game can be very addictive, although the only way to know it is to have a prototype. Keep the hard work 
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Community / Jams & Events / Re: Post your Global Game Jam 2017 Game
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on: January 24, 2017, 11:38:20 AM
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(I was wondering why there was no GGJ17 thread! Thanks for starting one!) Here's my Global Game Jam 2017 entry: Infinite Ammo - an arcade-style FPS: Read DevLog for more details, as I continue to develop the game: https://forums.tigsource.com/index.php?topic=59545I will read it right now! Good luck with the development! It is pretty solid and polished. I find it a bit hard to move the ship, but maybe it is because I am not good with these sort of games. But I like the idea of waves moving you, having to avoid the borderline of the stage. And it has different play modes, ships, stages... It has a lot of work behind it, moreover, you were only two people on the team. So yeah, you can be proud of it :D I have played two-three times with my brother, it is a really original and funny concept. The minimalistic graphics are what I like the most.
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Community / Jams & Events / Post your Global Game Jam 2017 Game
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on: January 23, 2017, 11:37:41 AM
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I was looking for a topic about the last Global Game Jam, which happened this past weekend ( from January 20 to January 22, 2017). This year's theme was " Waves". Since I didn't see one, I thought it would be interesting to start this so we could talk about how we did it, where, with whom and of course post our entries to play them. For my part, I joined Gandia's jam site (Valencia, Spain). We were a team of three programmers and two artists, we made a simple local multiplayer game for two people. It is called Win And Vex Enemies, you have to kill your oponent by shooting waves of bullets, protect yourself activating a shield and reload picking energy cells. If you want to try it, this is the link: http://globalgamejam.org/2017/games/win-and-vex-enemiesNow is your turn! Post your GGJ2017 games!
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Community / DevLogs / Re: Unified Theory
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on: October 20, 2016, 05:29:30 AM
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It looks interesting, I hope to see more from this game  What is this "one formula" technobabble story?! Well, the core of the game is a really really really simple discrete math construct (cellular automaton), but it can actually be used for really complex stuff (like programming/calculating anything  ). I'm being constantly amazed by these seemingly simple but infinitely deep systems and the intricate connections of math and nature. This fueled me to choose this theme as the "story", to tell about the beauty of this phenomenon instead of having a classical plot where faction A fights faction B for glory and whatnot... I still have to work out the detailed structure and presentation of this "narrative". Will see how this goes, fingers crossed  . This is what drew attention to me, I think it is a beautiful background for a game, if you know how to use it it can make it very special. Since you are still looking for an art style, I highly recommend you to check math-based art. For example, generative art, which leads to millions of possibilities; or if you want an ancient look you may want to investigate about medieval islamic art, which uses geometry as a metaphor of the perfection.
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Community / DevLogs / Re: Human Simulator
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on: October 20, 2016, 02:28:32 AM
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Well, it seems that this game will become some kind of crazy sandbox, It will be funny to play it, I have always wanted to drive through a graveyard.
You are doing it nice, keep the good work. About art, 3d models look detailed and realistic, but I think that some work on textures would help (though not necessary). Since it would be a lot of work, maybe you can find some assets or an artist who can help you a bit.
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Community / DevLogs / Re: Chosen -- 挑戦 [ Platformer / Metroivania ]
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on: October 19, 2016, 09:09:04 AM
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It is interesting how it started as a test and it became a project later. Keep the hard work, it looks really cool  I am in love with that wall jump. Using a blue palette inspired by GB graphics is a clever choice, it gives the pixel art a special ambient. And the main character is kinda cute.
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Community / DevLogs / Re: occlusion
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on: October 13, 2016, 02:44:27 PM
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I've fallen for this art. I love how you used the noise effect to make a very special style. Gameplay seems funny too, but art is amazing. playtesters
Please help me out with playtesting! Let me know if you want to help :D
I don't have much spare time but I volunteer as a tribute. I hope to see this becoming a great game, I will be glad to help.
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Community / DevLogs / Re: Private Party - RPG Earthbound-like
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on: October 13, 2016, 02:32:49 PM
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It seems you have a good project there, keep the hard work! This made me curious, it would be rather interesting if you made this possible. I think it would give a different perspective to RPGs, because in these games the only thing you have to worry about dying is to have enough "Phoenix Feathers".
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Developer / Art / Re: Which BulletHell / SHMUPS have appealing art?
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on: October 13, 2016, 02:18:53 PM
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I don't use to play Shmups, but the Touhou Project games seem to be really popular. Some of the Touhou games have a bit crappy art while others from the same series have better art, but what I find interesting is how the Touhou universe managed to have a great fanbase lolis. I think that Touhou's character design is something to be considered. And I somehow see this beautiful too.
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Developer / Art / Re: 3D thread
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on: October 13, 2016, 06:56:22 AM
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These are two screenshots of characters rendered with Sketchfab (I was uploading them to ArtStation). They are Lloyd, the barman of Afterglow's train, and Lunchy, a little pig. They are still in progress, we have to polish animations and textures, but it would be nice if you shared some feedback.  
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Developer / Art / Re: Art
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on: October 13, 2016, 06:31:36 AM
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Had a hard time going to sleep last night. Strarted doodling around in photoshop and ended up with a man with a missing boot (airship accident).
It looks nice. I first thought it was painted with traditional oil, until I read your post and I notices it was made with Photoshop.
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Community / DevLogs / Re: [PC] Afterglow 20.51
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on: October 13, 2016, 04:14:32 AM
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I'll say it again, this looks great. I hope I can make it out of our stand at BGW for a minute and pay you a visit, guys. I want to check it out for myself Thank you! Thanks for the visit too, I hope you liked it  The art style looks quite unique, I saw on your twitter that youre demoing the game at a con, any chance you could post some gifs of the gameplay in action?
Thanks for your feedback! About gameplay gifs, there are two CM's in our team, who are in charge of the team's Facebook, Twitter, Web and TigSource thread, they have made a marketing plan so I am sure that yes, there will be some gifs or video showing gameplay. I don't know when will be the right time to post them (I am not into marketing, I know nothing about it) but as they stated on the last devlog, they are making a gameplay video to post, I recommend you follow the thread so you can see it as soon as it is uploaded 
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Community / DevLogs / Re: Jack the Reaper
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on: October 03, 2016, 10:59:58 AM
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This is 90's as all hell! I'm all over it!
I agree. I love the art style, it makes me feel nostalgic. Mechanics remind me to classic 2D platformers, I would love to try it.
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