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July 03, 2024, 06:25:38 PM

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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 1221024 times)
siskavard
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« Reply #1560 on: February 08, 2014, 10:45:02 AM »

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diegzumillo
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« Reply #1561 on: February 08, 2014, 10:49:43 AM »

DavidCaruso: is that a metroidvania with a continuous "room" transition? :D

OMG more cloudface idle goodness!  Coffee
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DavidCaruso
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« Reply #1562 on: February 08, 2014, 12:10:01 PM »

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

The player character's from Shatterhand too in fact, it's the main character's "powered-up" form. I'm using these sprites as placeholders until I find/hire an artist, I'll probably start looking for one in a bit. The general look I'm going for is NES style, but slightly less restricted since I'm not following sprite limits and I'm assuming the cartridge has infinite space (so I can "cheat" and use some limited parallax effects/spam the screen with bullets/etc.) It'll play similarly to Shatterhand in that the character's main attack is melee, but you're also going to start off with a variety of different limited-ammo weapons as well (see the HUD). I don't know if I'm going to make the main character be able to cancel bullets by punching them like in Shatterhand, but probably not (there'll also probably be a lot more bullets).

DavidCaruso: is that a metroidvania with a continuous "room" transition? :D

It's actually a straight-up linear action game, but I want to make it play like one huge seamless action sequence without any interruptions or "cuts" between "levels". The idea I have, at least on the hardest difficulty which I'm initially designing this at, is that you get dropped off at the start with all the weapons/health/etc. you're ever going to have (and only one life), and from there it's just one long continuous descent into hell ... or something lol, we'll see.
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Steel Assault devlog - NES-style 2D action platformer: successfully Kickstarted!
diegzumillo
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« Reply #1563 on: February 08, 2014, 12:11:45 PM »

I like the idea!
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Schoq
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« Reply #1564 on: February 08, 2014, 01:48:53 PM »

@DavidCaruso: Optimally you would hook up with JoshF (I'm assuming you know who he is)
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« Reply #1565 on: February 08, 2014, 03:57:46 PM »

Holy shit dude, you literally read my mind, haha! I actually just got done messaging him (alastair linked me to his PixelJoint a while back), we'll see what happens. Smiley
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Steel Assault devlog - NES-style 2D action platformer: successfully Kickstarted!
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« Reply #1566 on: February 10, 2014, 06:25:07 AM »



That is extremely badass.
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« Reply #1567 on: February 10, 2014, 11:02:37 AM »

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ghoulkid86
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« Reply #1568 on: February 11, 2014, 02:39:04 PM »

Devlog crosspost
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Quarry
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« Reply #1569 on: February 11, 2014, 03:17:40 PM »


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DarthBenedict
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« Reply #1570 on: February 11, 2014, 03:35:03 PM »

I love gifs.
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« Reply #1571 on: February 11, 2014, 05:05:41 PM »

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Conker534
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« Reply #1572 on: February 11, 2014, 05:06:09 PM »

I love gifs.





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bigbadwaffle
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« Reply #1573 on: February 12, 2014, 04:03:37 AM »

Buying a portal to a dungeon in Vaults of Ashen.

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RealityShifter
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« Reply #1574 on: February 12, 2014, 04:11:15 AM »


http://firewithfiregame.com/
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Creativegametheory.com
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« Reply #1575 on: February 12, 2014, 05:49:28 AM »

whoop whoop low poly birds and little machines!



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« Reply #1576 on: February 12, 2014, 06:50:00 AM »

Those little birds are gnarly.
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JosefCC
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« Reply #1577 on: February 12, 2014, 09:40:15 AM »

Getting ready for a DevLog and some news Wink

http://cosmo-nautica.com/
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Konidias
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« Reply #1578 on: February 12, 2014, 01:06:44 PM »



More smoke, more lasers...

Mainly just framerate testing/optimization this time around. Got it integrated into a normal level instead of an empty test zone finally.

All seems to be good so far. Will stress test it more in the future.
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« Reply #1579 on: February 12, 2014, 02:11:33 PM »



That damn electrical discharge, so good. I love 3D effects like that. Quake 2 was really into polygons for everything, I'd really like it if more games had polygon effects instead of particles.
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