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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 1206820 times)
gimymblert
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« Reply #4060 on: September 05, 2015, 03:55:49 PM »

the design is ace
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Rotondo
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« Reply #4061 on: September 05, 2015, 06:21:07 PM »

Top Secret Boss Battle.

Love the colors you have in this scene.

--

Made an item in The Forgettable Dungeon that gives you a demons/dark souls style dodge roll cancel.

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LucasMaxBros
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My body is ready.


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« Reply #4062 on: September 06, 2015, 11:11:07 AM »


Nothing real flashy yet, but it's a start for the second character you can play as in my game.
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Zack Bell
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« Reply #4063 on: September 07, 2015, 12:41:30 AM »

Having a lot of fun with these.

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Zorg
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« Reply #4064 on: September 07, 2015, 12:48:30 AM »

Where is the devlog?
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SeanNoonan
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For England?


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« Reply #4065 on: September 07, 2015, 01:33:55 AM »

Having a lot of fun with these.


Looks ace as always, Zack. The screenshake is rather obnoxious, especially with that chequer background but loving all of the other feedback - you nail that stuff.
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Areku
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« Reply #4066 on: September 07, 2015, 08:56:07 AM »



Still thinking about whether I should go from PySDL to Unity (above).
The added performance is... enticing, but it's not nearly as easy as working on a simpler 2D engine.
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Schilcote
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« Reply #4067 on: September 08, 2015, 06:52:12 AM »

Is there a reason you're using that instead of Pygame?

Do you actually need the extra performance? Do you actually know Unity will be more efficient at all? Is Cython not an option? Is the performance boost worth throwing out all the work you already have?
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Areku
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« Reply #4068 on: September 08, 2015, 10:59:58 AM »

Do you actually need the extra performance?

It's mostly about graphics, really. I plan on using a lot of features (lighting, a global shading layer) that are simply too slow on the system I currently have. I experimented with pygame, but the lack of hardware render support on windowed displays meant I couldn't even get to use the GPU, and 80% of total computation time was being spent just blitting the game surface to screen.

Atm I'm thinking of trying out Pyglet to see if OpenGL batch rendering makes a difference, but otherwise I might have to just bite the bullet and rewrite it all in C#.
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Schoq
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« Reply #4069 on: September 08, 2015, 11:40:20 AM »

Is it possible to reasonably distribute python game projects these days? Last I checked it was not.
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diegzumillo
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« Reply #4070 on: September 08, 2015, 12:30:47 PM »

I find it hard to believe anyone would feel regret by going from python to unity. I say make the transition  Coffee
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« Reply #4071 on: September 08, 2015, 04:12:11 PM »

Do you actually need the extra performance?

It's mostly about graphics, really. I plan on using a lot of features (lighting, a global shading layer) that are simply too slow on the system I currently have. I experimented with pygame, but the lack of hardware render support on windowed displays meant I couldn't even get to use the GPU, and 80% of total computation time was being spent just blitting the game surface to screen.

Ah. Well, I had similar problems working on INJECTION, and doing the post-processing stuff in Cython helped immensely. You'll probably get better performance with Cython+Python than with Unity, honestly. You do have to learn a new tool, though.

Is it possible to reasonably distribute python game projects these days? Last I checked it was not.

Either you didn't check very hard or that was, like, ten years ago. Tongue

This right here's an example of what you get out of cx_freeze; you get a lot of dlls and other guff mixed in but you can always just have a symlink to the appropriate executable in the directory above your actual game directory.

Nuitka is an even nicer option that spits out a single EXE with no external dependencies (if you set it up right) but it doesn't work on everything quite yet.
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returnONE
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« Reply #4072 on: September 08, 2015, 08:48:44 PM »


running cycle
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Torchkas
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« Reply #4073 on: September 08, 2015, 09:49:20 PM »

hey you're drawing that horse the way they would in the middle ages!


wolves don't actually run like that. their rhythm is closer to a 1-2-3-4-shortpause instead of the 1-2-longpause you're doing. Try studying some actual running wolves and copy that.

Also make his entire body bop up and down, not just his head.
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returnONE
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« Reply #4074 on: September 09, 2015, 04:53:04 AM »

@Torchkas
thanks for the tips. I had a reference at the time but maybe it wasn't the best.
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Reilly
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« Reply #4075 on: September 09, 2015, 07:38:38 AM »

Squad Goals!
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Alec S.
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« Reply #4076 on: September 09, 2015, 11:44:21 AM »

Another from Cold Vengeance

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DangerMomentum
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« Reply #4077 on: September 10, 2015, 08:55:49 PM »



Roguelikes are fun 'n stuff.

EDIT: AoE works!

« Last Edit: September 11, 2015, 06:21:01 AM by AMT » Logged

coah
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« Reply #4078 on: September 11, 2015, 10:19:53 AM »

Testing some render texture things for projectiles and debree in the game. Pretty rough so far.
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gimymblert
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« Reply #4079 on: September 11, 2015, 10:30:09 AM »

I like the style, I like it, a lot
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