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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 1206907 times)
SeanNoonan
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« Reply #2620 on: September 06, 2014, 07:58:38 PM »



Getting closer to being done with this one.
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barley
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« Reply #2621 on: September 07, 2014, 01:20:53 AM »

I tend to completely forget about graphics until I'm done with actual logic, otherwise I spend all my time making things look prettier.

How are you making the slope floor? You could probably get away by just skewing the grass sprites instead of rotating:
[img]
(except you'd do it in the vertical axis, not the horizontal one)
I've got little corner pieces that go in between the straight edges, and I skew those to match up. Skewing the edges to meet the corners half-way might be a good idea though!
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Pol
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« Reply #2622 on: September 07, 2014, 06:22:14 AM »

pol that is really cool, what are the mechanics, are the pauses part of it?  can't help but think it'd  feel really cool if it didn't pause.

Each move is triggered by an input (a move associated to each letter of the alphabet actually), that's why it pauses. I'll have to make some kind of input queueing system tho so that typing faster than it animates isn't a problem.
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}-=\\\',«º> Dev+artblog · Home on the web · @PolClarissou <º».\\\'=-{
Saturator
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« Reply #2623 on: September 07, 2014, 08:56:02 AM »



A lil' bit more of this :>

That looks amazing man! What did you do to add that effect over the basic 3D?
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Pol
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« Reply #2624 on: September 07, 2014, 10:31:29 AM »

That looks amazing man! What did you do to add that effect over the basic 3D?

Thanks ! I used unity's image effects (namely bloom and motion blur). Plus the background has a slight flickering effect not really sensible in the gif, that I obtained by putting two slightly different versions on two textured planes and flipping random faces of the plane in the foreground (that causes the other plane, with the alternate version, to show up on this face).
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Geti
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« Reply #2625 on: September 08, 2014, 03:09:03 AM »

Not a game, but I figured people might like gawking at this in here too:

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Jad
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« Reply #2626 on: September 08, 2014, 05:42:38 AM »

you figured right
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Geti
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« Reply #2627 on: September 08, 2014, 06:06:39 PM »

Thanks Jad! Smiley
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bsp
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« Reply #2628 on: September 08, 2014, 06:45:51 PM »

breaking glass and making dreams

(it wont actually be that easy to break)
« Last Edit: September 08, 2014, 07:34:16 PM by CordellC » Logged

eigenbom
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« Reply #2629 on: September 08, 2014, 07:19:30 PM »

Geez somebody shouldve reinforced those space-windows. Looks cool btw Smiley
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Armageddon
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« Reply #2630 on: September 08, 2014, 08:38:46 PM »

That's super cool looking. Really consistent art style you have going. How did you duplicate the Deus Ex selection box corner outline thing in Unity?
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YellowAfterlife
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« Reply #2631 on: September 09, 2014, 08:38:11 AM »

Marching squares terrain ᴀɴᴅ polygonal lighting.
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muki
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« Reply #2632 on: September 09, 2014, 08:41:07 AM »

Marching squares terrain ᴀɴᴅ polygonal lighting.


very cool!  Shocked
I'd make the lighting contrast more pronounced between light and less light. but that might not be the direction you have in mind.
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KaiserCVR
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« Reply #2633 on: September 09, 2014, 03:35:52 PM »

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Codestar
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« Reply #2634 on: September 10, 2014, 11:45:11 AM »



Another wip game gif of the project I'm working on. A couple of new things I've added is

1. Level only loads entities and tiles within a certain range of the player.
2. You can now swim in liquid objects.
3. Implemented some bouncy scaling effects (thank super III for that)
4. Now you can climb ledges
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Check out my current game project:
Mine to the sky
Lexonite
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« Reply #2635 on: September 10, 2014, 12:06:50 PM »

cool stuff Codestar..

here's what I'm working on..
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Blambo
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« Reply #2636 on: September 10, 2014, 02:30:28 PM »

cool stuff Codestar..

here's what I'm working on..

noby noby duck
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YellowAfterlife
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« Reply #2637 on: September 10, 2014, 04:51:26 PM »

Not sure, what's going on, but this looks interesting.
very cool!  Shocked
I'd make the lighting contrast more pronounced between light and less light. but that might not be the direction you have in mind.
Thanks!
Light visuals aren't final - I only recently put all this together, so artist didn't have a vote on colors/contrast yet. Final version will probably either have brighter lights, or shaded background.

Also put together a test with 3 spinning directional lights today:

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DangerMomentum
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« Reply #2638 on: September 10, 2014, 07:54:38 PM »



Trying to make a basement tileset, but I think it's coming out pretty boring. Still, the game is using original assets now, so that's progress.
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SeanNoonan
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« Reply #2639 on: September 10, 2014, 08:00:44 PM »


Looks awesome - though his legs are the same thickness as two of his fingers. Compared to his arms, looks like his legs have some kinda localised wasting disease. Then, maybe that's why he's smoking - medicinal cigarettes :D?



Trying to make a basement tileset, but I think it's coming out pretty boring. Still, the game is using original assets now, so that's progress.
I love whatever curve you are using on the turning - it's really striking and I can imaging it (perhaps unintentionally) scaring the shit out of me if I was to see something standing around a corner  Screamy
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