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April 23, 2024, 03:39:47 AM

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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2146060 times)
Magnesium Ninja
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« Reply #1760 on: April 13, 2013, 01:30:05 PM »



Working on a blacksmith, it's been a busy week and I haven't gotten as much done as I wanted, but the next handful of things going into the game are exciting ones! Smiley
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SolarLune
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It's been eons


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« Reply #1761 on: April 13, 2013, 04:04:06 PM »

A little experiment that I was making with JMonkeyEngine3.

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RedTentacleStudios
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« Reply #1762 on: April 13, 2013, 04:51:12 PM »



Screenshot of Tap the Glass taken on a tablet.
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David Evans
Red Tentacle Studios - Owner/Art Director
www.redtentaclestudios.com
Forstride
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« Reply #1763 on: April 13, 2013, 05:13:27 PM »



Did a HUD.  Bonus points if you can tell me what the 3 bars on the left represent (Trying to make sure it's readable).
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mono
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« Reply #1764 on: April 13, 2013, 05:21:50 PM »

Ammunition, sweat level and rabbit power.
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TaftsBathtub
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« Reply #1765 on: April 13, 2013, 05:39:25 PM »



It's for a class project.
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poe
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« Reply #1766 on: April 13, 2013, 05:42:46 PM »

@TaftsBathtub infinite runner?
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Flavioli
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« Reply #1767 on: April 13, 2013, 05:45:05 PM »



It's a citybuilder/sim/RPG of sorts. This image is the player (who is the "mayor", essentially) bidding to buy a sword from one of the shops in the town. All icons are placeholders at the moment. 
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Eketek
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« Reply #1768 on: April 13, 2013, 06:26:21 PM »

While revising a voxel-based 3d layout tool, for some reason, I ended up completely abstracting away all geometry.

So, to have something more interesting than just a bunch of cubes to work with (and to have a reasonably complete abstract geometry system to code for), I wrote voxel engine which uses honeycombs (3d tessellations) to determine how space should be partitioned and what voxels should look like. 







(The last one is a bit buggy, because it uses test data for an experimental configuration process, which is angering me with bugs)

I haven't yet decided what to do with it. 
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TaftsBathtub
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« Reply #1769 on: April 13, 2013, 08:49:16 PM »

@TaftsBathtub infinite runner?

Probably going to be more of a finite runner.  I like games to have a definite ending.
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DustyDrake
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« Reply #1770 on: April 14, 2013, 09:51:15 AM »

[img]

Did a HUD.  Bonus points if you can tell me what the 3 bars on the left represent (Trying to make sure it's readable).
Health, thirst, and hunger?
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Forstride
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« Reply #1771 on: April 14, 2013, 03:46:00 PM »

Health, thirst, and hunger?
Yup.  Thanks!
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Ingshtrom
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« Reply #1772 on: April 17, 2013, 09:09:56 AM »

Tutorial for Beta Demo, some enhanced environment art and revised crowd hype multiplier in.






Cheers!

First thing I thought of was CastleCrashers!
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Current DevLog: Finding Home (platformer/shooter)
thinlikenate
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« Reply #1773 on: April 18, 2013, 06:13:39 PM »





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siskavard
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« Reply #1774 on: April 18, 2013, 08:12:23 PM »



I like the boss


like a BOSS
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TNERB
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gamez stink


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« Reply #1775 on: April 18, 2013, 09:56:00 PM »

Oh man that's some castlevania boss stuff right there
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mrKaizen
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« Reply #1776 on: April 19, 2013, 04:36:56 PM »

...
eheh cool! ^_^
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mrKaizen
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« Reply #1777 on: April 19, 2013, 04:39:21 PM »

New screen from EFFING DEAD new trailer video:

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Glassmoon
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Matthew Brown


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« Reply #1778 on: April 20, 2013, 02:13:17 AM »

Another visualiser from my game. It's very nearly complete now, just 2 more visualisers left to make.

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barley
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« Reply #1779 on: April 20, 2013, 03:01:50 AM »

nnngh, every time I see your game it looks cooler
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