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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 1206991 times)
Cobralad
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« Reply #3760 on: May 05, 2015, 10:47:54 AM »

Welp
1. Collision edges should be perceived as clear as player character.
2. Saturation and brightness is the matter of perception and you can make sprites pop up with bigger brightness.
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Franklin's Ghost
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« Reply #3761 on: May 06, 2015, 05:23:50 AM »

That was interesting to read JWK5. Always impressed at the understanding some people have with the use of colour in games.

I've been distracted by Ludum Dare lately but did get the chance to do a bit of work on some of my contestants for my alien dating game.

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Sgt. Pepper
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« Reply #3762 on: May 06, 2015, 08:03:59 AM »

Whee, more errors!   Lips Sealed

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Oleg Klishin
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« Reply #3763 on: May 06, 2015, 01:22:56 PM »

More is Better Jam strikes again! 4 games made in 3 days so far.



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Art portfolio and social media links: olegklishin.com
kriyo_funions
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« Reply #3764 on: May 06, 2015, 02:41:56 PM »

feel like you could up the contrast on those colors.  coins also stand out because of that.  looks fun  Hand Thumbs Up Left
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Nikas
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« Reply #3765 on: May 07, 2015, 08:29:23 AM »


Early alpha of my new game.
« Last Edit: May 07, 2015, 08:43:35 AM by Nikas » Logged

aamatniekss
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« Reply #3766 on: May 07, 2015, 09:37:50 AM »

Everything looks better with spikes on their backs.
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eliasdaler
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« Reply #3767 on: May 07, 2015, 10:29:49 AM »

@JWK5 Thanks for your suggestions! There isn't much saturation because it's meant to be a fog. I should add some fog clouds, heh.
Here's how it looks without fog overlay: http://i.imgur.com/LNGqqXe.png

Btw, I've added archers.
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Howard Day
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« Reply #3768 on: May 07, 2015, 01:14:20 PM »

making Blaster hit effects for my dark forces inspired mobile shooter...
Regular Blaster bolts:

And for the Heavy Blaster projectiles -

And for the Imperial Repeater Rifle!

Enjoy!
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Main Art guy on Wings of St Nazaire, here's our Devlog, and my Personal Website. SPACESHIP!
Torchkas
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« Reply #3769 on: May 08, 2015, 03:56:21 AM »

Thanks for your suggestions! There isn't much saturation because it's meant to be a fog. I should add some fog clouds, heh.
Here's how it looks without fog overlay: http://i.imgur.com/LNGqqXe.png
If it's fog you should still give objects more saturation on their higher levels.
That statue, for example, could be desaturated at the bottom and have no fog at the top.
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eliasdaler
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« Reply #3770 on: May 08, 2015, 09:23:33 PM »

Thanks for your suggestions! There isn't much saturation because it's meant to be a fog. I should add some fog clouds, heh.
Here's how it looks without fog overlay: http://i.imgur.com/LNGqqXe.png
If it's fog you should still give objects more saturation on their higher levels.
That statue, for example, could be desaturated at the bottom and have no fog at the top.
Great idea, thanks. Will totally do it.

By the way, here's a new gameplay gif!
You can't carry bows or any other weapons other than your hammer (it's too heavy!).
So, in order to shoot arrows, you need to kill archers and control them with your ghost. Also, ghost can fly which helps too.
« Last Edit: May 08, 2015, 09:39:18 PM by eliasdaler » Logged
CandyFace
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« Reply #3771 on: May 09, 2015, 03:36:16 AM »

Damn Howard, those are freaking sweet!
Are they pre-rendered 3d particles?

I was going to ask the same thing... HOT DAMN!  Shocked
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mzn528
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« Reply #3772 on: May 09, 2015, 06:22:26 PM »

Yep right here!






ARPG FTW

DevLog if interested HUEHUEHUE http://forums.tigsource.com/index.php?topic=47896.0
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Noob Game Dev and Pixel Artist, twitter @mzn528

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Torchkas
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« Reply #3773 on: May 10, 2015, 04:04:01 AM »

Holy fuck, stellar animation.
Be wary of having too much of a charge on attacks because that might ruin the snappy feel of combat.
Unless it's a turn-based combat system in which case it doesn't matter.
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The_Observer
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« Reply #3774 on: May 10, 2015, 04:37:39 AM »

Hey there, some gifs showing our building progress in-game.
Devlog can be found here.

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mzn528
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« Reply #3775 on: May 10, 2015, 12:58:17 PM »

Holy fuck, stellar animation.
Be wary of having too much of a charge on attacks because that might ruin the snappy feel of combat.
Unless it's a turn-based combat system in which case it doesn't matter.

Heyo Torchkas I assume you are referring to mine...? If so thanks a lot for the good word!!!

For this souls inspired APRG (yeah I know souls again..) I am trying to make each character really distinct and each play style unique, that's why you see in the first gif the knight has a really quick attack pattern (low damage, less stamina consumption, less knockback) and the mercenary on the second gif has a extremely slow attack(huge damage, big stamina, decent knockback not yet reflected).

Shameless promotion: dev log and twitter in signature hurhur...

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Soul Appeaser, a combat focused story rich ARPG
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EricSmack
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« Reply #3776 on: May 11, 2015, 07:43:49 AM »


trying out text boxes!
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Cakeprediction
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« Reply #3777 on: May 11, 2015, 08:57:10 AM »


trying out text boxes!

dude, that looks totally sick D:
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SolarLune
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« Reply #3778 on: May 11, 2015, 02:57:05 PM »

Agreed, indeed. Also, is that shaky cam actually in the game?
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EricSmack
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« Reply #3779 on: May 11, 2015, 04:17:09 PM »

Aww, wow thanks! and the camera movement was actually me just moving the mouse around. There's no automatic shaky cam, although I have messed with it. In the end though it was kind of annoying for the camera to be going wherever it wanted. it might be cool if it was extremely subtle though.
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