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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2146272 times)
melos
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« Reply #1380 on: January 26, 2013, 11:50:19 AM »



From my game Sentinel. Will be starting a dev log soon.




I dig it and look forward to what the game's about.
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play hydlide 2
motorherp
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« Reply #1381 on: January 26, 2013, 12:38:19 PM »



Prototyping a new concept and messing around with faking global illumination in Unity free.
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CharsAce
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« Reply #1382 on: January 26, 2013, 01:10:26 PM »

@hube, that looks beautiful! Really nice work!  :D


Again, not a screenshot, but a whole gameplay video of Chopper Mike... been working on the UI and menus this week..



Nice. I already follow you on another site.
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Gregg Williams
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« Reply #1383 on: January 26, 2013, 01:43:35 PM »


Road tile testing, and first take at a unit selector. (normally would be animated)
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kamac
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« Reply #1384 on: January 26, 2013, 01:44:13 PM »


Road tile testing, and first take at a unit selector. (normally would be animated)

Deserves to be quoted!
Godlike pixelart Smiley
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Son of Bryce
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« Reply #1385 on: January 26, 2013, 01:52:05 PM »

motorherp, how'd you get that effect?

hube, I'm liking the style of zombygon.

Here's my pic...


Main Background

Just started devlog for my next game, The Crazy Program. Gonna be a straightforward match-3 puzzle game.
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TheLastBanana
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« Reply #1386 on: January 26, 2013, 03:02:35 PM »

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motorherp
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« Reply #1387 on: January 26, 2013, 03:25:27 PM »

motorherp, how'd you get that effect?

It's a bit of a faff.  First of all set the ambience colour to black.  For lighting I started off with the ceiling light since that is the largest and strongest light in the scene.  I set it to a self-illumination shader then I created a big grid of low intensity point lights of the same colour as the ceiling light covering its surface.  I then baked this lightmap.  To simulate the light bounce I then sampled the resulting floor colour after the first bake and created another grid of point lights covering the floor set to this colour and with a much lower light intensity.  I had to raise these lights of the floor a little to prevent the floor from looking too spotty.  I then baked the lightmap again.  Continue to do this for any other large/bright surface lights in the scene (in the picture I also did the plinth light this way).

To integrate non static geometry into the scene, make sure you have all the lights you used for the global illumination effect set to 'lightmapping - bake only'.  Then set up a smaller set of directional or point lights set to 'lightmapping  - realtime only' to light up your dynamic geometry appropriately (for example I used one direction light straight down for the ceiling light, one direction light up and to a slight angle set to a dark shade of the floor colour, and a point light at the plinth).  Finally put all your static geomtery in a unique layer and remove that layer from the culling mask on all your realtime lights so they dont wash out your global illumination lighting.
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Alec S.
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« Reply #1388 on: January 26, 2013, 03:44:19 PM »

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Forstride
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« Reply #1389 on: January 26, 2013, 05:36:59 PM »

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Impmaster
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Scary, isn't it?


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« Reply #1390 on: January 26, 2013, 07:52:43 PM »

Oooh... looks so good!
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TNERB
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gamez stink


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« Reply #1391 on: January 26, 2013, 09:42:18 PM »

Oh god Forstride that's so good it burns!


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Theophilus
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« Reply #1392 on: January 26, 2013, 10:45:22 PM »



2 players, but this gif is just me. I gotta stop making these before i work a buttload on the game.
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Martin 2BAM
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« Reply #1393 on: January 27, 2013, 12:44:45 AM »

snip

That fluid effect looks awesome Epileptic
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Working on HeliBrawl
mono
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« Reply #1394 on: January 27, 2013, 05:42:12 AM »


Road tile testing, and first take at a unit selector. (normally would be animated)

This project looks insanely good.
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Magicflottant
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« Reply #1395 on: January 27, 2013, 08:14:11 AM »

thatshelby it's look funny !
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Radnom
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« Reply #1396 on: January 27, 2013, 07:03:52 PM »



2 players, but this gif is just me. I gotta stop making these before i work a buttload on the game.
Holy crapoly that's cool!! I want to play it already  Waaagh!
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DustyDrake
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« Reply #1397 on: January 27, 2013, 10:08:58 PM »

Looks to me like a Versus Super Crate Box
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Theophilus
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« Reply #1398 on: January 27, 2013, 10:43:57 PM »

Looks to me like a Versus Super Crate Box

Not really. I see where you get that comparison from but the goal is just to hit the other player into lava/an enemy. I decided to add the enemies because I noticed players would try and stay in one spot and play very territorially, and when two players did this it would drag on forever. This adds a little more movement around the stage.
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DustyDrake
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« Reply #1399 on: January 27, 2013, 11:43:30 PM »

You should make a variety of enemies (Like how SCB has the chain of three, the giant, and the skull), and probably make it so they travel to the bottom of the level as well, seems kinda silly that they just stop there.

Seems like it'd be more fun.

Perhaps an underhand swing as well, for more horizontal and less vertical movement?
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