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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2127225 times)
Slader16
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« Reply #3800 on: May 31, 2014, 07:02:27 PM »

An update of my Accessibility Jam entry:



The goal is to use your current block(top left corner) and adding it to the tower. The higher you build up without having the tower fall over, the higher your score is. Think Tetris combined with some sort of reverse Jenga.
« Last Edit: May 31, 2014, 09:31:28 PM by Slader16 » Logged

absenter
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I push pixels.


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« Reply #3801 on: May 31, 2014, 08:55:58 PM »

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TonyNowak
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« Reply #3802 on: May 31, 2014, 09:57:22 PM »

Trees and shit.

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kkyborg
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« Reply #3803 on: June 01, 2014, 01:32:03 AM »

S U P E R V E R S E











http://superverse-game.com | SUPERVERSE game web site
http://indus3.org/blog | GAMEDEV BLOG
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YellowAfterlife
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« Reply #3804 on: June 01, 2014, 05:34:35 AM »

Getting embarrassingly late to party here, but this didn't yet work when I was leaving to sleep yesterday.
Experimenting with polygon-based directional lighting for a particular collab game:

"Polygon-based" part here means that light and shadow areas are calculated programmatically before drawing them, as opposed to more common methods with drawing stretching shadows from objects to surfaces.
This allows doing some very interesting things, such as detecting precise light levels at points or having lights bounce off the surfaces realistically.
Also works amusingly fast on Flash, HTML5, and native.
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Time Book Entertainment
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« Reply #3805 on: June 01, 2014, 06:45:31 AM »

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I have 2 games in the works:<br /><br />Shootin\' Stuff - a reality hunting show FPS<br /><br />Milk Bottle Toss - a casual cat-themed carnival game
SolarLune
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« Reply #3806 on: June 02, 2014, 06:55:49 AM »

Getting embarrassingly late to party here, but this didn't yet work when I was leaving to sleep yesterday.
Experimenting with polygon-based directional lighting for a particular collab game:
"Polygon-based" part here means that light and shadow areas are calculated programmatically before drawing them, as opposed to more common methods with drawing stretching shadows from objects to surfaces.
This allows doing some very interesting things, such as detecting precise light levels at points or having lights bounce off the surfaces realistically.
Also works amusingly fast on Flash, HTML5, and native.

I was totally seeing this as a polygonal cutout that looked like a few buildings and wondering what's so special about it. Now I see the light's coming from the top and casting shadows toward the bottom. That looks pretty cool, and the applications sound great, too.

@TBE - LOL What.
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Rico
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« Reply #3807 on: June 02, 2014, 08:06:59 AM »

A bit late but there's so many placed to put media in, and just one of me. Anyway, here was Rebirth's Screenshot this week.

Hopefully it gives a bit of that Silent Hill influence when you look at it. The vibe will be stronger in other areas for people given that SH didn't have very many wooded outdoor areas :-P

The Fog is actually volumetric and will not always be present.


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TheFoxSoft
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« Reply #3808 on: June 04, 2014, 05:40:39 AM »

Active Soccer 2 - Work in progress!

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Hoj
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« Reply #3809 on: June 05, 2014, 02:16:41 AM »


Temp graphics but it works :]
I don't quite know what this is, but it looks cool!
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Jonathan Burroughs
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« Reply #3810 on: June 05, 2014, 02:57:07 AM »

Active Soccer 2 - Work in progress!



So unusual to see a football game from this perspective.
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{VeTeR}
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« Reply #3811 on: June 05, 2014, 07:11:06 AM »


Temp graphics but it works :]
I don't quite know what this is, but it looks cool!
Thanks!
Here's small update

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phi6
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« Reply #3812 on: June 05, 2014, 10:07:47 PM »

I won't have access to the internet on Saturday as I'll be sleeping in a tent so I'll just post this gif some hours early.

Activating the skeleton invasion in TinyKeep:



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Jonathan Burroughs
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« Reply #3813 on: June 06, 2014, 03:46:56 AM »

I won't have access to the internet on Saturday as I'll be sleeping in a tent so I'll just post this gif some hours early.

Activating the skeleton invasion in TinyKeep:





In love with everything about this. The animation, the lighting, the character design. The physics reaction when you trigger the skull is awesome.
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phi6
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« Reply #3814 on: June 06, 2014, 07:05:16 AM »

Ahh thanks mate Smiley

I made some more here:
http://tinykeep.tumblr.com/post/87972179119/so-ive-rediscovered-the-magic-of-animated-gifs
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« Reply #3815 on: June 06, 2014, 12:48:01 PM »

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« Reply #3816 on: June 06, 2014, 06:52:58 PM »


This is just something the artist put together for fun. I may be using it for the loading screens maybe overlayed on top of the normal loading screen. It doubles as a wallpaper!




This is concept art for the cemetery memory. It also doubles as a wallpaper! I love it!




Wallpaper #5! This depicts the player attempting to escape the pull of a Hell Void.




This is concept art for the doors that will lead to each memory in Purgatory. They will be dark and evil looking at first, but once you've found all the mementos from that level and reached the end of it, the door will be white and calm.



Concept Art/Wallpaper for Purgatory, the game's world hub.



Also, I just created an imgur account for Ethereal where you can easily check out all of the game's revealed artwork in one convenient location... and organized!

To see all of the game's revealed art up to date go to: http://tomfinch.imgur.com/
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jambri
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« Reply #3817 on: June 06, 2014, 08:24:39 PM »

Light Bound - Underwater background and UI


Greenlight

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Sebioff
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« Reply #3818 on: June 07, 2014, 02:43:56 AM »

Made progress on some smaller details and overall graphics this week. Blur is not activated during normal gameplay.

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Ultima Ratio Regum
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« Reply #3819 on: June 07, 2014, 05:36:48 AM »

Lower-class housing district with some special buildings beginning to spawn!

« Last Edit: June 07, 2014, 05:48:21 AM by Ultima Ratio Regum » Logged

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