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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 1221022 times)
BomberTREE
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« Reply #1540 on: February 05, 2014, 02:14:41 PM »

snap
currently using fog/draw color as lighting... Droop gm 8.1

Why do I want to play this so much? There is a game sort of like this called, crap, I forgot. But I immediately recognized the layout from Ultima Underworld in it.

There is something about pixel textures and dark corridors that draws me in.
Whatever it is you're talking about, I want to play it.
We share the same love for dark pixelated dungeons  Smiley
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Geti
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« Reply #1541 on: February 05, 2014, 04:46:02 PM »

That's some ballsy shit right there. Props.


While it might be offtopic, I think this might be useful to people:

Re: PC distribution platforms and sales - here's a ranked of the top 4 services we've made the most sales through:

  • Steam
  • Direct Sales (paypal + a few other BS platforms)
  • Indie Game Stand Feature
  • Everything else combined, including but not limited to Desura, GamersGate, MacGameStore, Humble Store...

Note that if that was a top 3 I would not even be mentioning >70% of the total services KAG is available through. Setting up your own sales, sharing the link and doing some interviews, promos etc that link to your site to gaining traction is the one thing that's really kept us afloat.

IGS was a nice spike, and desura release paid the bills for a month, but steam is the one service that's actually surpassed direct sales.
If all these portals can't guarantee you better exposure than you can offer yourself by getting your name out there, consider if the hours spent liasing with and maintaining support to them are worth it, in dollar terms.

Heck, do the same maths about if supporting other platforms is worth it - windows users are >80% of our paying userbase, ~35% of bug fixes and >40% of support tickets are non-windows related.

However, if you can get on steam, do.

(This coming from a guy supporting living expenses and uni fees with money from making games)

my 2c.
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eigenbom
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« Reply #1542 on: February 05, 2014, 05:27:06 PM »

...

It looks like tiles are being used for the individual parts that burn, and being next to a burning tile makes the current tile catch on fire. Can you change the density/weight of each tile so the trunk takes longer to burn up than the leaves? It would be awesome to see all the leaves burn off before the trunk burnt down (so it catches fire bottom to top, but disappears top to bottom).

Either way, awesome effect! If you're in Unity, you should throw some physics in there for extra tree burning realism Wink

Thanks, I can definitely modify how long the wood lasts for, and I agree, the leaves should burn much quicker than the wood. I'll look into it!
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ANtY
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i accidentally did that on purpose


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« Reply #1543 on: February 05, 2014, 05:29:37 PM »

@Geti: why ballsy  Shocked
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Geti
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« Reply #1544 on: February 05, 2014, 05:33:26 PM »

I like it when people release stuff for free, and dropping a .rar of the whole thing is a cool way of doing it for those without another way of installing it.

Got a feeling the rest of the post overleaf was wasted though, haha.
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Udderdude
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« Reply #1545 on: February 05, 2014, 05:36:36 PM »


Thanks! Beer!

I recently made all my games free so yeah .. :3
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ANtY
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i accidentally did that on purpose


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« Reply #1546 on: February 05, 2014, 05:48:52 PM »

I like it when people release stuff for free, and dropping a .rar of the whole thing is a cool way of doing it for those without another way of installing it.

Got a feeling the rest of the post overleaf was wasted though, haha.
nah, it's good stuff, only that I have no way to use it nor I can imagine being able to put my future games on Steam

so you have to talk with more successful ppl about this stuff, haha :D


@Udderdude: brofist  Bro Fist Right Bro Fist Left  seems like all my games are free too :3
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Zaphos
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« Reply #1547 on: February 05, 2014, 05:49:09 PM »

just re-released my first commercial title for free http://www.indiedb.com/games/rune-masters/news/rune-masters-released-for-free
fyi: the link under the text where you say "recently released a few freeware smaller ones" is broken.  (I can tell where it's supposed to go, just thought you might want to fix it for PR Smiley)
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How to Be a Tree | Voro | Realistic Kissing Simulator | twitter | Programmer at Epic Games
ANtY
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« Reply #1548 on: February 05, 2014, 05:52:58 PM »

thanks, mr Tree, fixed :*
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tanner bananer
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« Reply #1549 on: February 05, 2014, 09:06:12 PM »



I'm really excited for this one.
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Geti
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« Reply #1550 on: February 06, 2014, 03:48:24 AM »

Looks spooky, thought it'd be nice if the spooky guys animated at all.

Doing flips and shit: (Really raw so far)
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tanner bananer
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« Reply #1551 on: February 06, 2014, 05:02:03 AM »

it'd be nice if the spooky guys animated at all.

soon
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rundown
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« Reply #1552 on: February 06, 2014, 05:03:53 AM »

Fleshed out the game mechanics some more.
Next will be blocking. And maybe animate my sprite more.

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ghoulkid86
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« Reply #1553 on: February 06, 2014, 06:58:15 AM »

^ man I love those dudes Smiley

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Rasse
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« Reply #1554 on: February 06, 2014, 09:42:44 AM »


I'll start devlog when I have more time. Added rifles.
« Last Edit: February 06, 2014, 09:50:48 AM by Rasse » Logged
Code_Assassin
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« Reply #1555 on: February 06, 2014, 10:16:38 AM »

Looks spooky, thought it'd be nice if the spooky guys animated at all.

Doing flips and shit: (Really raw so far)


I smell Unity. Way faster than irrlicht + C++, yeah?
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christopf
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« Reply #1556 on: February 06, 2014, 12:43:59 PM »

everyone on this side looks really good
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Geti
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« Reply #1557 on: February 06, 2014, 01:27:02 PM »

I smell Unity. Way faster than irrlicht + C++, yeah?
we're trying all sorts of things, but yes you picked it (background colour and default particles I assume, haha). We're having mixed feelings, so far it's been faster to do some things but collaboration has been really really lacking - merge conflicts out the arse. Once there's more code and different objects to tinker with I'm sure we'll step on each other less, but it's certainly been the main boner killer so far.

edit:

I'll start devlog when I have more time. Added rifles.
Forgot to say how neat this looked before paging it, haha.
« Last Edit: February 07, 2014, 04:58:17 AM by Geti » Logged

DavidCaruso
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« Reply #1558 on: February 08, 2014, 10:29:45 AM »

Engine is slowly coming along:



Also, check out the sound test:



(The corresponding song.) I ripped the idea off from Sonic Megamix which in turn ripped it off from Knuckles' Chaotix.
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Steel Assault devlog - NES-style 2D action platformer: successfully Kickstarted!
Udderdude
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« Reply #1559 on: February 08, 2014, 10:42:35 AM »

Nice, looks very inspired by Shatterhand .. in fact, aren't those the exact same enemies? Shocked
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