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TIGSource ForumsCommunityDevLogsTHE BIRTCH (Celtic Platform Slasher)
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Author Topic: THE BIRTCH (Celtic Platform Slasher)  (Read 5667 times)
waxx
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« Reply #20 on: December 01, 2011, 01:59:14 PM »

DAY #12 - CODEFIELD
  • Added bones list in animation tab
  • Tweaked rotating to be more intuitive as ANtY gave me some feedback

Not much today, but hopefully I'll have more time to code in next couple of days. Would be great to finally rest from editor and focus on game engine...
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ANtY
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« Reply #21 on: December 02, 2011, 02:59:26 PM »

DAY #13 - ART UPDATE


WiP Barbarian Sorcerer

My work pace is slower lately because I have no idea what to work on, I mean, before the editor will be finished I can't work on animation. We also don't know yet how will look tech side of levels, etc. so I'm not starting that too. So, until the game will start shaping up my pace will be slow, in the meantime I'll work on my drawing skills, etc.   Well, hello there!

Dunno if I can tell u but waxx told me that tomorrow's gonna be a coding day  Noir
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waxx
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« Reply #22 on: December 03, 2011, 02:07:00 PM »

DAY #14 - CODEFIELD
  • Game project finally started!
  • Basic entities code
  • Collisions with skeletons
  • Colliding events and interactions between entities

Unfortunately my coding day turned out to be fail as I had concert today and had to spend some time on last rehearsals as well as wasting few hours to get new clothes (gotta suit up for those things). Spare time came around 9pm and I couldn't even use to its fullest extent - cant stay up that long because tomorrow is busy day again from the very early morning :< And I'm freaking tired anyway. So after all I sat for that one hour to get basic engine capabilities done and to keep up consistency.
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ANtY
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« Reply #23 on: December 04, 2011, 02:23:06 PM »

DAY #15 - ART UPDATE



Main menu sketch

I also did some other fast drawings with game's characters but they are too unpolished to show ^^
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ANtY
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« Reply #24 on: December 08, 2011, 10:36:47 AM »

We started to notice many problems with coding side and overall tech stuff that we didn't know how to solve. Then we thought about making it 3d, it'd solve some problems. But then we noticed that it's not a small project and we didn't accomplish anything before so it's like we won't make it!
So we put this project on a hold and decided to make something REALLY not so big.

 Embarrassed Embarrassed Embarrassed Embarrassed Embarrassed
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