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TIGSource ForumsCommunityDevLogsASTLAN [2017 reboot]
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Inanimate
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« Reply #20 on: August 22, 2011, 11:12:33 PM »

Woah, how does this not have more comments?

It's too late (and I'm too tired) for me to give this a whirl, but I just want to give you some encouragement. Amazing style you have!
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astrofra
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« Reply #21 on: August 23, 2011, 01:31:00 AM »

Woah, how does this not have more comments?

Summer vacations, maybe ? :D
Or maybe the 10% progress ?
Or simply because they are hundreds of other kickass projects out there :p
Thanks for the kind post, anyway Kiss
« Last Edit: August 23, 2011, 02:03:25 AM by astrofra » Logged

astrofra
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« Reply #22 on: August 24, 2011, 03:34:30 AM »

A few doodles I made during my summer vacations while looking for ideas of levels ... Gomez









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astrofra
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« Reply #23 on: August 31, 2011, 10:30:23 PM »

Hey !

Here's a quick test I did with a bitmap-generated level : the level is built from a bitmap (previously drawn in Photoshop), with pixels & colors standing for blocks, artifacts & bonus.

It seems to works quite well, and I think I'll try to fine tune the result, and make it look less systematic/procedural Smiley



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astrofra
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« Reply #24 on: September 15, 2011, 10:30:20 AM »



Update :
 * Bitmap-based level.
 * Multi resolution blocking.
 * Per-block UVs coordinates.
 * Random rotation/z-offset.
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astrofra
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« Reply #25 on: September 28, 2011, 06:47:00 AM »

I'm rather busy in real life those days...
In the meantime, here's a screenshot of some decorative assets...  Embarrassed

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sonicblastoise
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« Reply #26 on: September 28, 2011, 11:13:24 PM »

astrofra! O man! This is looking great! I love the look of the lander and I love the font and art style so far. I'm so glad I caught this before it got sucked into the abyss of page 2 and beyond in devlogs.

I loved Lunar Lander and love physics-based games in general so I tried it out right away. First thing I noticed though were the reversed controls. I read already that you changed it, but I think you should change it back  Who, Me?

Partly because it would match the actual firing of the thrusters (right key, right thruster, leftward movement), and partly because it's the control scheme from the original Lunar Lander!  Smiley But, even if you don't, I can understand why and I'm sure I'll get used to it.

Otherwise it's looking GREAT. I love the look of the lander. Did i already say that? Who cares. I'll say it again: LOVE THE LOOK OF THE LANDER. Also loving the bitmap-derived map-making!

Keep it up!
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astrofra
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« Reply #27 on: September 28, 2011, 11:43:03 PM »

astrofra! O man! This is looking great!

Ahah, beat me if this is not a fan letter  Embarrassed
Thanks a lot for the warm comments.

First thing I noticed though were the reversed controls. I read already that you changed it, but I think you should change it back  Who, Me?

HA! At last, someone understood! That's absolutely right, the 'reversed' control makes sense because each button is meant to trigger its collateral thruster.
Anyway, the main screen of the game lets you decide if the controls are reversed or not.

Thanks again, I'll keep ppl posted about the progress on this project  Tiger
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astrofra
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« Reply #28 on: October 16, 2011, 12:08:02 PM »

a quick update, some of the visual assets I added lately...







and finally...

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AaronLee
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« Reply #29 on: October 16, 2011, 04:37:53 PM »

If that is working on android then you've won me over. Full stop.
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astrofra
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« Reply #30 on: October 18, 2011, 12:06:37 AM »

Yes, indeed. The game is being developped on PC, but the same build runs on a (high end, so far) Android phone Kiss.
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astrofra
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« Reply #31 on: October 22, 2011, 03:45:17 AM »

Saturday update : (download the latest build here).

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astrofra
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« Reply #32 on: October 24, 2011, 10:13:15 PM »

Morning update.
Here's a level I made with my bitmap-based generator, then finished manually, adding some items, obstacles and various props.

It seems to be a rather good compromise :
- not too heavy (even if my level generator tends to spawn way too many blocks Smiley)
- allows me to design rapidly an originaly-shaped level
- quick to build (half an hour for this level).

NB. The colors are a bit too yellowish, because of F.Lux ^^






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Ninomojo
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« Reply #33 on: October 25, 2011, 03:48:40 AM »

This looks amazing.
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astrofra
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« Reply #34 on: October 25, 2011, 05:43:02 AM »

Hehe, thanks !
...Ruins, rusted cogs and a few bushes ... the ICO legacy is not so far, I guess Embarrassed
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rek
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« Reply #35 on: October 25, 2011, 06:58:01 AM »

I really like the look of your levels, but I think your lander avatar needs a stronger silhouette... maybe a visible pilot under that dome, a distinctive mark/logo, bolder colours, something like that.
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Ashkin
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« Reply #36 on: October 25, 2011, 10:35:27 AM »

Wow, this looks nice! I love the environments you're using!
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astrofra
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« Reply #37 on: October 25, 2011, 09:33:12 PM »

Thanks Rek & Ashkin.

Yup, I'm happy enough regarding the environments, especially because it uses a few models and I re-used a lot -> quick dev cycle.

Regarding the main character, I don't really want to replace the brain that's under the dome by a human silhouete, mainly because that's what make the game a bit bizarre...

Maybe I should try to make it more obvious, during the main/loading screens maybe?
And maybe I should try to change to colors of the character to something more vivid, you're right. I'll try that Smiley
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deathtotheweird
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« Reply #38 on: October 25, 2011, 10:55:46 PM »

hey astrofra!

the game looks really good so far. gonna have a go at the demo, I'll let you know what I think.
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« Reply #39 on: October 25, 2011, 11:43:55 PM »

Looks great so far. I really like the smoke particle when the fire hits the ground.
By the way is that a brain in the spaceship?  Who, Me?
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