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May 25, 2019, 12:32:55 PM

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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 1328899 times)
SolS
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« Reply #3780 on: May 24, 2014, 10:24:03 PM »

A wip level for DeepSky. It's heavily inspired by sonic's scrap brain zone and oil ocean zone and uses some colors from flashback's new washington stage

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optischedel
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« Reply #3781 on: May 25, 2014, 12:32:29 AM »



We have a new Greenlight Concep page set up, check it out!
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Raku
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Dream's Bell


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« Reply #3782 on: May 25, 2014, 01:09:10 AM »



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YellowAfterlife
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« Reply #3783 on: May 26, 2014, 12:39:22 AM »

Making menus fun! (and minimal size gifs)

Hey, this looks good!
Lighting system reminds me of Teleglitch lighting a bit.
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kkyborg
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« Reply #3784 on: May 26, 2014, 02:15:52 AM »

S U P E R V E R S E

We are a bit late to the party this week.  Well, hello there!










http://superverse-game.com | SUPERVERSE game web site
http://indus3.org/blog | GAMEDEV BLOG
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seancruz
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« Reply #3785 on: May 30, 2014, 10:54:20 PM »



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atmos
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« Reply #3786 on: May 31, 2014, 01:03:20 AM »

Hi all, here is something from my project

No More Probes





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Timo Vihola
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« Reply #3787 on: May 31, 2014, 01:43:06 AM »

HiFiHair: Thanks!

Brand new buildings which are built from modular pieces, really makes the small towns feel like towns and not just 1 building repeated 10 times Smiley



Day screenshot: http://i.imgur.com/Y0p8Ncf.png
Mist screenshot: http://i.imgur.com/4OZQRGL.png
Night screenshot: http://i.imgur.com/1uGffiH.png (this last one is slightly outdated already, there's lights now in some of the windows)
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karlozalb
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« Reply #3788 on: May 31, 2014, 01:59:04 AM »

Timo Vihola that looks aaaaamazing! Kiss

Another new stage type, desert stage! KickStarter stuff  Kiss

Click here or over the image for full size

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Quarry
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« Reply #3789 on: May 31, 2014, 03:32:03 AM »

HiFiHair: Thanks!

Brand new buildings which are built from modular pieces, really makes the small towns feel like towns and not just 1 building repeated 10 times Smiley



Day screenshot: http://i.imgur.com/Y0p8Ncf.png
Mist screenshot: http://i.imgur.com/4OZQRGL.png
Night screenshot: http://i.imgur.com/1uGffiH.png (this last one is slightly outdated already, there's lights now in some of the windows)

These screenshots almost look prerendered, what is that build running on?
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Bishop
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« Reply #3790 on: May 31, 2014, 04:43:24 AM »

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http://twitter.com/LawrieARussell
Buy my game! - http://store.steampowered.com/app/343840/
Hypnohustla
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« Reply #3791 on: May 31, 2014, 08:58:24 AM »

Destructible buildings! Accidents with gas are very common after all.


And I'm not going to be ashamed to post the Greenlight link for it Gentleman
http://steamcommunity.com/sharedfiles/filedetails/?id=264238352
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pnch
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« Reply #3792 on: May 31, 2014, 09:55:53 AM »


early space mines test!
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Laddo_D
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« Reply #3793 on: May 31, 2014, 10:06:16 AM »

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playerhayter
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« Reply #3794 on: May 31, 2014, 10:09:14 AM »

We're working on a "puzzle gem" game called Feeding Time, coming out in June for iOS.

Rather than go the typical "match 3" approach, it's a game about creating combo runs of linked food items, trying to create "feeding frenzies" for your animals who border the puzzle screen. Also unique is how you can chain combos together and link different items simultaneously.



It's our first indie game, after a few years of contract work - we've had this in our oven for a while now, but have been giving it as much polish as possible so that we release something to be truly proud of!

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Buzzwerd
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« Reply #3795 on: May 31, 2014, 10:52:13 AM »

@Atmos the look you have going there is really awesome.

Getting to work on some menu art and close to done with the title screen logo.

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soulburner
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« Reply #3796 on: May 31, 2014, 11:45:21 AM »

Here a screenshot from our game "VHS Story" we're developing (also, here is the devlog at TIGForums)



You can find lots of movie/game references on this screenshot.
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LazyBearGames.com
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Magnesium Ninja
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« Reply #3797 on: May 31, 2014, 12:30:23 PM »


Working on raider ships and pirate battles
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Timo Vihola
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« Reply #3798 on: May 31, 2014, 12:57:06 PM »

karlozalb: Much appreciated!

Quarry: It might be the combination of physically-based lighting, DOF and watertight 3d models which gives that stable pre-rendered look. We prefer techniques that have good stability and image quality, which leaves out flickery stuff like alpha tested grass out of the picture. The only use of alpha blended textures is currently on particles. (and whenever feasible we prefer mesh particles because the lighting is just so much better with proper 3d meshes)

Out of all the effects depth of field at ultra quality is probably the most demanding - it's awesome for in-game "photography" and maybe for events like when you talk to characters to highlight who's talking etc. During normal gameplay we only have the near DOF active.

Here's a Depth of Field comparison I did on my home computer: (2009 built rig with an upgraded graphics card Geforce 580 GTX)


It runs fine but as you can see you can really kill the performance by cranking up the DOF quality and it after a certain point it doesn't even change visually Smiley

Some cuteness to counterbalance the old wrinkly wizard:

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Lunais
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« Reply #3799 on: May 31, 2014, 01:53:04 PM »

Working on cutscene scripting and portal special effects. Here's the main character jumping from the past to the present through a Time Gate.

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