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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 2166073 times)
Magnesium Ninja
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« Reply #3920 on: June 21, 2014, 12:53:26 PM »


Working on developing ocean locations/islands Smiley
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kkyborg
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« Reply #3921 on: June 21, 2014, 01:15:52 PM »

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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Timo Vihola
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« Reply #3922 on: June 21, 2014, 02:22:25 PM »

We're in the process of changing the physics engine from Bullet to PhysX, once that's complete we can increase the world size. Also working on specific random generator for roads & towns and populating them with villagers and chicken, lots of chicken.

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paulisere
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« Reply #3923 on: June 21, 2014, 03:03:39 PM »

My first Screenshot Saturday.  Here is a shot of a 3d tower defence game I have been writing in Javascript/WebGL.

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Canned Turkey
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« Reply #3924 on: June 21, 2014, 03:18:42 PM »



iiiiiiiiiiiiiiit's.....

SATURDAAAAAAAAAY!!!!

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Raku
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« Reply #3925 on: June 21, 2014, 03:38:42 PM »


new backdrop for some stages: Cumulo clouds
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DarkWanderer
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« Reply #3926 on: June 21, 2014, 03:41:00 PM »



iiiiiiiiiiiiiiit's.....

SATURDAAAAAAAAAY!!!!



This looks cool. Definitely wanna see more Coffee
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FatalSleep
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« Reply #3927 on: June 21, 2014, 03:49:54 PM »

(Twitter Post)


I am currently working on a simple system in 2D to create a 360 degree gravity planetary
terrain system conceived solely of equilateral triangles.

The awesome thing here, is that the terrain is simple and flexible, I simply have to add
or remove points to the base polygon to edit the terrain. Adding an object to the terrain,
such as a tree, is as simple as deleting a few points of the polygon and inserting the tree
polygon's vertexes into the planet polygon where the deleted points were.

By using surfaces, I can draw the initial polygons to the surface and remove parts as necessary, so I am not dynamically drawing the polygons constantly wasting CPU cycles.

On top of this, the gravity system, as well as placing/editing terrain, isn't so complex as well as I've already conceived this and created a practical example out of it. All I have to do is find two points within the polygon that act as a line and edit or apply gravity to an entity at those points as needed:

While this isn't anything complex, the simplicity of the system itself allows for complexity of design.
« Last Edit: June 21, 2014, 04:15:39 PM by FatalSleep » Logged
Rosstin
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« Reply #3928 on: June 21, 2014, 08:00:58 PM »

New expressions for Queen At Arms' chief mechanist!

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Lunais
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« Reply #3929 on: June 21, 2014, 08:44:51 PM »

Trying out palette swapping for alternate outfits / suits.

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poohshoes
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« Reply #3930 on: June 21, 2014, 08:52:03 PM »

Built a level generator and mini-map this week which was pretty fun but is too simple and needs some more work.  It also needs to be themed to match the game and needs some icons, not sure yet if it will only show up as you explore.



Also here's a shot of the starting area where adventuresses will choose their starting items.  You can only hold 2 (or 1 if it's a hammer) so choose wisely!

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Quarry
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« Reply #3931 on: June 21, 2014, 11:28:48 PM »

That is not isometric, just orthographic projection
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Cobralad
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« Reply #3932 on: June 22, 2014, 02:37:28 AM »

I think you both are right.
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Quarry
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« Reply #3933 on: June 22, 2014, 02:40:40 AM »

aww yissssssssssss
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Eigen
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« Reply #3934 on: June 22, 2014, 02:44:11 AM »

What is a screenshot? What is projection? Are our eyes even real if this is a GIF? Does a GIF animate if noone is there to see it?

I just don't know.
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barley
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« Reply #3935 on: June 22, 2014, 03:29:22 AM »

(Twitter Post)
[img]

I am currently working on a simple system in 2D to create a 360 degree gravity planetary
terrain system conceived solely of equilateral triangles.

The awesome thing here, is that the terrain is simple and flexible, I simply have to add
or remove points to the base polygon to edit the terrain. Adding an object to the terrain,
such as a tree, is as simple as deleting a few points of the polygon and inserting the tree
polygon's vertexes into the planet polygon where the deleted points were.

By using surfaces, I can draw the initial polygons to the surface and remove parts as necessary, so I am not dynamically drawing the polygons constantly wasting CPU cycles.

On top of this, the gravity system, as well as placing/editing terrain, isn't so complex as well as I've already conceived this and created a practical example out of it. All I have to do is find two points within the polygon that act as a line and edit or apply gravity to an entity at those points as needed:
[img]
While this isn't anything complex, the simplicity of the system itself allows for complexity of design.
This is really cool.
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nt
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« Reply #3936 on: June 22, 2014, 08:22:07 AM »

Is it still Saturday?

This is my first time posting here. Something I have been working on. This is a simple example of creatures interacting with the lighting.

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Slader16
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« Reply #3937 on: June 22, 2014, 09:28:03 AM »

Is it still Saturday?

This is my first time posting here. Something I have been working on. This is a simple example of creatures interacting with the lighting.


That looks awesome! You should start a devlog  Grin
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TautNerve
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« Reply #3938 on: June 22, 2014, 11:50:21 AM »

Is it still Saturday?

This is my first time posting here. Something I have been working on. This is a simple example of creatures interacting with the lighting.



Looks good!
I like how the little guys walk around like happy campers.
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FatalSleep
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« Reply #3939 on: June 22, 2014, 12:48:34 PM »

Thank you! I had a the idea a few months ago, but I didn't quite figure out the
concept of how it would work efficiently until about 2 days ago, haha.

When it's finished, if possible, I want to make it look amazing, sort of like all
of the poly art on this Twitter profile: https://twitter.com/qthe0ry
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