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TIGSource ForumsDeveloperArt (Moderator: JWK5)GIFs of games being worked on
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Author Topic: GIFs of games being worked on  (Read 1220579 times)
ANtY
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i accidentally did that on purpose


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« Reply #1500 on: January 31, 2014, 03:09:17 PM »

100th page  Epileptic
You'd think this would be stickied by now.

too many things up there already
swap this one with "tiger pain" bullshit thing
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ink.inc
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« Reply #1501 on: January 31, 2014, 08:26:49 PM »

yeah
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Geti
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« Reply #1502 on: February 01, 2014, 06:02:11 PM »



Come play Junkers now, for free multiplayer in your browser until it gets taken down. Helps to ask some friends along with you to guarantee other players since player counts tend to be bursty. Only one server for now, EU located (Germany I think).

Only tested in ffox and chrome, requires javascript on (naturally).

Kinda buggy but we're learning this "really quickly" workflow as we go - approx 14 work days (2 people) spent on making this. Once we've got a postmortem together I'll post it somewhere.

@eigenbom: flashy
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christopf
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« Reply #1503 on: February 01, 2014, 06:24:42 PM »

jay thats fun geti!

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ekun
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caffeen


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« Reply #1504 on: February 01, 2014, 09:41:24 PM »



Cross-post from our devlog Smiley
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clockwrk_routine
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« Reply #1505 on: February 01, 2014, 10:06:45 PM »

@geti that's sick are you planning to do more with this, that rendering came out nice did you clean up the sprite sheet after?
@christopf reminds me so much of todd luke's game winnose, anyways very cool
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christopf
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« Reply #1506 on: February 02, 2014, 01:31:53 AM »

haha thanks :D but i didnt know the game. i guess the nose became so big because of my own
anyway winnose looks fabulous,i should play this
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BomberTREE
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« Reply #1507 on: February 02, 2014, 04:55:25 AM »


currently using fog/draw color as lighting... Droop gm 8.1
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gambrinous
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Indie Game Developer


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« Reply #1508 on: February 02, 2014, 08:37:29 AM »

Playing around with more tweening (all the card movement/scale stuff)

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christopf
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« Reply #1509 on: February 02, 2014, 08:49:23 AM »

cool, really smooth
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Conker534
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« Reply #1510 on: February 02, 2014, 01:44:04 PM »

cross post from my devlog yay
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Rat Casket
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i can do what i want


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« Reply #1511 on: February 02, 2014, 04:12:41 PM »

cross post from my devlog yay

Guh thats so smooth. How you do this.
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eigenbom
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« Reply #1512 on: February 02, 2014, 04:19:56 PM »

Really good stuff here everyone Smiley
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Geti
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« Reply #1513 on: February 02, 2014, 06:23:22 PM »

@geti that's sick are you planning to do more with this, that rendering came out nice did you clean up the sprite sheet after?
Might do more with it but might just move on, we want to get some speed up with the games, one week on kag, one week making a game, repeat Smiley We'll definitely do a postmortem of it though and might look into getting a few servers set up worldwide so that people can play with less ping.

No cleaning of the sprite sheets at all, just rendering and tweaking.

jay thats fun geti!
Cheers!

Your little guy is moving a little better, though the forward facing walk is still really stiff, look at some videos of people walking forward for more convincing arm movements. The jump is pretty nice.

Cross-post from our devlog Smiley
Nice, I love NPCs that actually do shit.
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Conker534
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« Reply #1514 on: February 02, 2014, 09:04:45 PM »

cross post from my devlog yay

Guh thats so smooth. How you do this.

I have an object called obj_camera with this code in its step event
Code:
x+= (obj_player.x-x)/20; 
y+= (obj_player.y-y-10)/20;
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jddg5wa
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« Reply #1515 on: February 03, 2014, 05:42:38 AM »



Come play Junkers now, for free multiplayer in your browser until it gets taken down. Helps to ask some friends along with you to guarantee other players since player counts tend to be bursty. Only one server for now, EU located (Germany I think).

Only tested in ffox and chrome, requires javascript on (naturally).

Kinda buggy but we're learning this "really quickly" workflow as we go - approx 14 work days (2 people) spent on making this. Once we've got a postmortem together I'll post it somewhere.

@eigenbom: flashy

This is really great! Super smooth and really fun for a game at that stage, just with others had been online Tongue I just wanted to mention, if you didn't know, the sound effects seem a bit loud.
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"Around here, however, we don't look back for very long. We keep moving forward, opening new doors, and doing new things, because we're curious and curiosity keeps leading us down new paths." - Walt Disney
rundown
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« Reply #1516 on: February 03, 2014, 09:32:44 AM »



Testing a game I'm making. I really needed something else to do else then pointstar. So I'm making a quick flash brawling game.

Still need to animate the punches, make a jumping kick, jump, block, damage...
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Geti
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« Reply #1517 on: February 03, 2014, 04:48:04 PM »

@rundown that looks pretty fun but you might want to have more than 1 frame animations for things, haha. It's very weightless and snappy at the moment.

This is really great! Super smooth and really fun for a game at that stage, just with others had been online Tongue I just wanted to mention, if you didn't know, the sound effects seem a bit loud.
Yup, standard indie game terrible sound levels as usual, we couldn't figure out how to turn them down without the browser adaptively turning them up, so we gave up in the end. We'll probably have to adjust the gain of the actual audio to fix it, which is a pain.

It's definitely about 200x more fun with friends, I find it helps to drop into an IRC channel and ask some people to drop in, or link it on facebook/twitter etc Wink
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ANtY
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i accidentally did that on purpose


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« Reply #1518 on: February 03, 2014, 04:54:58 PM »

I find free social marketing helps
nice try, Geti  Wink Hand Thumbs Up Right
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eigenbom
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« Reply #1519 on: February 03, 2014, 08:49:43 PM »

bwaraghsadsa!!



also, OT: @geti, how did you like angelscript for Kag? recommend?

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