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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 1206952 times)
Quarry
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« Reply #3240 on: December 26, 2014, 06:45:56 PM »

It has to burn fairly wet for that sort of smoke
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Franklin's Ghost
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« Reply #3241 on: December 27, 2014, 02:33:21 AM »

Have been working on some more interactions and have now added to the left shoulder swipe.

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The Translocator
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« Reply #3242 on: December 27, 2014, 09:07:24 AM »



I think this is going to be an interesting game.
« Last Edit: December 27, 2014, 10:34:14 AM by The Translocator » Logged

Paul
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« Reply #3243 on: December 27, 2014, 03:31:06 PM »

The rope system in action::



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standardcombo
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« Reply #3244 on: December 27, 2014, 10:34:31 PM »

It has to burn fairly wet for that sort of smoke

Thanks, I tweaked it a bit. Let me know how it looks now, within game context:

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Torchkas
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« Reply #3245 on: December 29, 2014, 07:34:43 AM »

Those controls look really slow and clunky. And the visuals are a complete clusterfuck. There's way too much noise in places that you don't need to pay attention to.
I don't actually know how the game controls, but the massive delay on the whip seems like a very bad decision. It seems like because of the bad controls you didn't really know much of what to do with the design of the level.
I get the loathing for the visual style. But so far I haven't been able to see it being properly implemented yet. This game has a lot of potential, you shouldn't blow it.
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Quarry
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« Reply #3246 on: December 29, 2014, 09:39:01 AM »

It's a torch man
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ericmbernier
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« Reply #3247 on: December 29, 2014, 10:53:57 AM »

Loading screen in action...

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standardcombo
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« Reply #3248 on: December 29, 2014, 11:25:49 AM »

Those controls look really slow and clunky. And the visuals are a complete clusterfuck. There's way too much noise in places that you don't need to pay attention to.
I don't actually know how the game controls, but the massive delay on the whip seems like a very bad decision. It seems like because of the bad controls you didn't really know much of what to do with the design of the level.
I get the loathing for the visual style. But so far I haven't been able to see it being properly implemented yet. This game has a lot of potential, you shouldn't blow it.

You dont control the character, that is why items can have long delays and the level can have a lot of shit piled on top of each other. While there are still many opportunities to improve the readability, it is not that important due to the above mentioned, and allows some trade offs. Thanks for the perspective! Very helpful.
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kebapmanager
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« Reply #3249 on: December 30, 2014, 02:00:04 PM »

Finnaly fixed positioning of light Gentleman
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goshki
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« Reply #3250 on: December 30, 2014, 03:05:45 PM »



Still not exactly flying as intended but close. Also, today I found about 3918 by Oxeye Games and it turns out that their game has almost exactly the kind of flight model I'm after.
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EvilDingo
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« Reply #3251 on: December 31, 2014, 04:01:48 PM »

Still not exactly flying as intended but close. Also, today I found about 3918 by Oxeye Games and it turns out that their game has almost exactly the kind of flight model I'm after.

Is that a top down or side view?

Reminds me of Time Pilot.
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gimymblert
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« Reply #3252 on: December 31, 2014, 11:25:42 PM »

Those controls look really slow and clunky. And the visuals are a complete clusterfuck. There's way too much noise in places that you don't need to pay attention to.
I don't actually know how the game controls, but the massive delay on the whip seems like a very bad decision. It seems like because of the bad controls you didn't really know much of what to do with the design of the level.
I get the loathing for the visual style. But so far I haven't been able to see it being properly implemented yet. This game has a lot of potential, you shouldn't blow it.

You dont control the character, that is why items can have long delays and the level can have a lot of shit piled on top of each other. While there are still many opportunities to improve the readability, it is not that important due to the above mentioned, and allows some trade offs. Thanks for the perspective! Very helpful.

I'm a fan but no, readability is always important Huh? visual hierarchy is key
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standardcombo
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« Reply #3253 on: January 01, 2015, 09:25:23 AM »

Readability is always important, but time is more important! I will go back and improve worse offending parts.

Edit: I did a pass on the game's color palette and it looks way better. Cheers!
« Last Edit: January 01, 2015, 10:15:43 AM by standardcombo » Logged

Azure Lazuline
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« Reply #3254 on: January 01, 2015, 11:53:17 AM »



KABOOM
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siskavard
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« Reply #3255 on: January 01, 2015, 04:31:42 PM »

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EdFarage
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« Reply #3256 on: January 01, 2015, 08:18:02 PM »

Have been working on some more interactions and have now added to the left shoulder swipe.


oh wow
... im assuming thats 3D with shaders right
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Quarry
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« Reply #3257 on: January 01, 2015, 09:02:20 PM »

Looks like rotoscoping
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goshki
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« Reply #3258 on: January 02, 2015, 02:51:04 AM »

Is that a top down or side view?

Reminds me of Time Pilot.

It's a side view. The plane rolls while ascending/descending, just like in

,

, Luftrausers or 3918 I've mentioned before. Regarding controls, my prototype is closest to 3918.

It's kinda weird and funny at the same time, to come up with an idea for control scheme just to find out that there's a game that already does exactly the same thing.
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AlexVsCoding
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« Reply #3259 on: January 02, 2015, 09:28:39 AM »



Built a diddy version of the Narcissus Dance mat. Time to get building the full sized one. (Note - I'm moving my feet quickly in it, not being electrocuted)
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