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Quarry
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« Reply #3781 on: May 31, 2014, 03:32:03 AM » |
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These screenshots almost look prerendered, what is that build running on?
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Bishop
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« Reply #3782 on: May 31, 2014, 04:43:24 AM » |
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pnch
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« Reply #3784 on: May 31, 2014, 09:55:53 AM » |
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early space mines test!
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Laddo_D
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« Reply #3785 on: May 31, 2014, 10:06:16 AM » |
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playerhayter
Level 0
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« Reply #3786 on: May 31, 2014, 10:09:14 AM » |
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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 #3787 on: May 31, 2014, 10:52:13 AM » |
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@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 #3788 on: May 31, 2014, 11:45:21 AM » |
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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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Magnesium Ninja
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« Reply #3789 on: May 31, 2014, 12:30:23 PM » |
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Working on raider ships and pirate battles
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Timo Vihola
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« Reply #3790 on: May 31, 2014, 12:57:06 PM » |
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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 Some cuteness to counterbalance the old wrinkly wizard:
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Lunais
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« Reply #3791 on: May 31, 2014, 01:53:04 PM » |
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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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metlslime
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« Reply #3792 on: May 31, 2014, 02:18:32 PM » |
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Using a torch to light up a dark room.
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Jonathan Burroughs
Level 1
Co-founder Variable State
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« Reply #3794 on: May 31, 2014, 03:10:58 PM » |
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An impromptu appointment.
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Raku
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« Reply #3795 on: May 31, 2014, 03:48:06 PM » |
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Working on cutscene scripting and portal special effects. Here's the main character jumping from the past to the present through a Time Gate.
Your game looks more and more appealing with each screenshot you post! Also, working on the aesthetics of a sleazy back-alley. and
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JustColorado
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« Reply #3797 on: May 31, 2014, 04:47:55 PM » |
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Nicholas Lives
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« Reply #3798 on: May 31, 2014, 05:09:11 PM » |
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New and Improved fog and particles for The Infected Waters!
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{VeTeR}
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« Reply #3799 on: May 31, 2014, 05:38:00 PM » |
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Temp graphics but it works :]
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