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1359065 Posts in 63143 Topics- by 54989 Members - Latest Member: tripathiankush

April 20, 2019, 03:11:48 AM

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TIGSource ForumsCommunityDevLogsScreenshot ▸Saturday◂
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Author Topic: Screenshot ▸Saturday◂  (Read 1313957 times)
wuuthrer
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I draw stuff, I make games, I like it dirty


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« Reply #9460 on: May 26, 2018, 03:13:00 AM »

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- Don't Kill Her -
  No choice is given, but the rest belongs to us.
raphaelstary
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« Reply #9461 on: May 26, 2018, 06:31:28 AM »

BANG BANG Tears of Joy
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Garlicguy
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Good vibes all around.


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« Reply #9462 on: May 26, 2018, 06:59:12 AM »

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Sazem
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...


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« Reply #9463 on: May 26, 2018, 08:56:58 AM »

Almost!

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sai
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« Reply #9464 on: May 26, 2018, 10:13:35 AM »

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Juwdah
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he he he


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« Reply #9465 on: May 26, 2018, 11:17:19 AM »

Saturday again! These fly by

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antho
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« Reply #9466 on: May 26, 2018, 12:01:58 PM »

Anthophilia! First post - be kind :D




Devlog: https://forums.tigsource.com/index.php?topic=64932.0
Video:


Twitter: https://twitter.com/AnthophiliaG
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Sandwich Generation
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« Reply #9467 on: May 26, 2018, 12:26:42 PM »



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RossD20Studios
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Inspiring Greatness


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« Reply #9468 on: May 26, 2018, 02:07:39 PM »

Did you know that our mobile Summoners Fate version will be available in Portrait and Landscape mode? I show a lot of screenshots in the traditional Landscape mode, but we first set out to design a game that could be easily played with one hand on Portrait mode. Here's an example of a Portrait screenshot:

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Founder of D20Studios and GameDevChats
Currently developing Summoners Fate, a top down turn based strategy adventure.
My TIGForum DevLog
Golds
Loves Juno
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Juno sucks


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« Reply #9469 on: May 26, 2018, 06:45:50 PM »



Devlog: https://forums.tigsource.com/index.php?topic=64914.0  Gomez
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@doomlaser, mark johns
Brookesy
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« Reply #9470 on: May 26, 2018, 07:16:12 PM »

Early concept for area transitioning.


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ShillyShills
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« Reply #9471 on: May 26, 2018, 07:38:25 PM »

Progress so far on my game Big Bad Bounty check out my devlog for more images and info.

https://forums.tigsource.com/index.php?topic=64889.0



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Alec S.
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Formerly Malec2b


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« Reply #9472 on: May 26, 2018, 08:23:25 PM »

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Naku
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Making beer


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« Reply #9473 on: June 01, 2018, 03:26:13 PM »

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Garlicguy
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Good vibes all around.


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« Reply #9474 on: June 01, 2018, 11:22:59 PM »

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matriax
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« Reply #9475 on: June 01, 2018, 11:38:03 PM »

Last gameplay of the prototype. Still not clear what to do, maybe a CUrse N' Chaos with static levels or more metroidvania, will see.

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Chocomophin
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« Reply #9476 on: June 02, 2018, 05:25:57 AM »

Our game, Worbital, is getting close to its beta stage, and we’re gearing up for a public beta. Meanwhile, we keep showing off more weapons from the arsenal.



Attack Ship is one of the few steerable weapons in the game. It’s an armed vessel you can use to get close to your opponent and shoot at them. It was inspired by ships in a legendary Finnish freeware game, Wings.



Maneuvering Attack Ship through the solar system can be tricky, but, if you manage, it can be a neat tool to avoid other planets getting in the way of your shots.



If you don’t, the mission can end before it even begins…


Yesterday we wrote about Attack Ship in out devblog: https://worbital.tumblr.com/post/174465096366/what-is-attack-ship
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Now working on Worbital!

Devblog | Twitter | Facebook
matriax
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« Reply #9477 on: June 02, 2018, 06:59:26 AM »

Here a version with a crate version with a side to give more perspective/depth to the game. But seems after some tests and feedback people doesn't like too much Tongue

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SolS
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« Reply #9478 on: June 02, 2018, 08:19:59 AM »

More progress on Distant Valley. Not sure yet which version of the flying skulls I prefer.

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IndieDoroid
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« Reply #9479 on: June 02, 2018, 08:54:14 AM »

TL;DR - Original idea for FF6\FF7 type of character art style "switching" was awful. Lesson learned, just mix all the art style into one giant Frankenstein Monster and you'll be good.


So I spent this week coding and implementing the UI chat system. Coding was easy, heck might I say MORE fun than the art. Less headaches I feel too..


So anyways back to the art.


I was really let down when I realized the character art style I had in my mind wasn't working out.


I'd always imagined the whole FF6 \ FF7 art style, basically Super Deformed\ Chibi proportions in game and realistic proportions in cinematics\ UI artwork \ promo art.


These were original ideas for how the character would be perceived in cut scenes or UI. I wanted to go for a rugged comic book + Persona vibe.





This is an in game screen shot of the Chibi version. (WIP everything)



So I did a UI drawing with the original intent: --> Realistic Propotions for cutscene \UI

I was shocked. The contrast was so jarring. It didn't mesh as well as I had thought in my head. Another great example of "was great in theory, but horrible in practice". I tried tweaking the character face, posing etc. Nothing came of it.


I was panicking at this point because I'd wasted a good part of the day drawing realistic poses thinking my idea was solid.
Wasted time!

Well not completely wasted. I did get a cool "Corbo riding a skateboard" sketch, which I might flesh out in a later time. Smiley


In the end I gave up and drew a Chibi version. You'd think that'd be the answer right? Well you'd be R-WRONG!

BLARGHFF!!


Double panic attack! Then I had an epiphany. "What if I just merge the two!" Like some whacky Victor Frankenstein experiment?


And guess what.





YOoooooOOoooO!!!!! As Dave Chappelle would say.


And at 3am I was able to go to bed.



What do you guys think? Hope I made the right choice.


*Shameful shameless plug* If you'd like to see more dev log adventures of Iron Corbo: Kung Fu Janitor. Please feel free to follow along on Twitter @Indiedoroid or the TIG dev log found in the signature! XOXOXOXOXO

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