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April 19, 2024, 08:25:01 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 1204765 times)
Pinqu!
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So it has come to this


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« Reply #4820 on: September 01, 2016, 03:40:21 AM »

Ditched gamemakers mp_grid system and replaced it with a simple alarm triggered movement code.

I gotta say, this actually looks super fun. The art really adds to the concept as well as the feel.  Beer!

Thanks Smiley Beer!
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Minduim
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« Reply #4821 on: September 01, 2016, 05:53:37 AM »

Did some one say super off road?!

I immediately think of this awesome tune whenever I hear that game.

Nice tune, indeed!
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« Reply #4822 on: September 01, 2016, 08:47:33 AM »

The combat mechanic in A Door to the Mists, fighting the second major enemy:
(The little white dot is the cursor)
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Juskelis
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« Reply #4823 on: September 01, 2016, 09:54:43 AM »

A game I'm working on called Modern Man Championship. The movement system of Super Meat Boy combined with the play style of Towerfall: Ascension. I'm hoping I can expand it enough that I can get more than a cursory depth to it.
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Seaport
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« Reply #4824 on: September 03, 2016, 03:25:06 AM »

Added some co-op




Devlog https://forums.tigsource.com/index.php?topic=46796.100
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Popomaro
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« Reply #4825 on: September 03, 2016, 04:53:56 AM »

My team is currently working on Legend of Lumina. A monster raising and farming RPG with multiplayer.





You can track our development blog too: https://forums.tigsource.com/index.php?topic=57697.0
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Making Aftertile


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« Reply #4826 on: September 03, 2016, 11:25:27 AM »

My team is currently working on Legend of Lumina. A monster raising and farming RPG with multiplayer.





You can track our development blog too: https://forums.tigsource.com/index.php?topic=57697.0

That monster is adorable! I'll be following the devlog!


I'm working on props for Aftertile today, more specifically for level 01. Here's Ghosty finding some of them (the rock is still a wip):

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Cakeprediction
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« Reply #4827 on: September 03, 2016, 12:37:54 PM »

My team is currently working on Legend of Lumina. A monster raising and farming RPG with multiplayer.


/snipsnip image snipsnip/


You can track our development blog too: https://forums.tigsource.com/index.php?topic=57697.0
This looks so vibrant and lovely <3


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Pinqu!
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« Reply #4828 on: September 04, 2016, 03:11:50 AM »

Building a portal with placeholder art.
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Sakar
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« Reply #4829 on: September 04, 2016, 11:40:23 AM »

Working on car physics

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thekosmonaut
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« Reply #4830 on: September 05, 2016, 03:36:39 PM »

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aamatniekss
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hiya


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« Reply #4831 on: September 06, 2016, 07:32:27 AM »

About halfway done with the story and levels for this one. Going to be a strange game
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tylerfunk
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« Reply #4832 on: September 06, 2016, 08:42:30 PM »

Working on cloud generation for background on an RPG. I'm going to try going for an anime vibe with the backgrounds, but stick with sprites for the characters.

« Last Edit: September 06, 2016, 08:51:46 PM by Lugalias » Logged


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ompuco
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oh my god whats happening


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« Reply #4833 on: September 08, 2016, 07:12:52 AM »





working on something. currently been kinda hush hush about what it actually is but it will be out in the wild very soon.


also, here's something seperate from that project.

i'm trying to use depth buffers and vertex displacement to map points to geometry. not having too much luck getting it to fit to the actual, unfortunately. i'm using an orthographic camera buffer here but perspective just produces yet even more issues. i know that there's a lot i should take into account but i can't think of where to start honestly.
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powly
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« Reply #4834 on: September 08, 2016, 10:43:02 AM »

i'm trying to use depth buffers and vertex displacement to map points to geometry.

this shouldn't be overly difficult -- given the uv of a point in your grid, the inverse projection from the depth buffer should work in a shader like

Code:
vec4 clip_space_pos = vec3(uv*2.0-vec2(1.0), texture(zbuffer, uv), 1.0);
vec4 camera_space_pos = inv_projection * clip_space_pos;
camera_space_pos /= camera_space_pos.w; // perspective (un)division; the original w was (hopefully) 1
vec4 world_space_pos = inv_view * camera_space_pos;
// now transform world_space_pos like any other object

It always improves clarity to call your matrices something like world_to_cam and cam_to_world instead of projection and inv_projection, I stuck with the "conventional" names here though.

EDIT: you might also need to scale z (the zbuffer texture read) by the *2-1 thing, depending on the projection matrix setup.
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Mind Grown
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« Reply #4835 on: September 08, 2016, 04:48:15 PM »


Did some one say super off road?!

FRIGGIN' YES!  Cool

I think I have a gameplay gif of our game somewhere... ah here it is.

A good old colony station being built.

I had a couple GIFs of game development, but I seem to have misplaced them. I guess I'll just have to make some more.  Grin
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« Reply #4836 on: September 08, 2016, 09:51:46 PM »



BEEEEEEEEEES!!
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Alec S.
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Formerly Malec2b


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« Reply #4837 on: September 09, 2016, 12:54:57 PM »



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standardcombo
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><)))°>


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« Reply #4838 on: September 10, 2016, 11:06:48 PM »

Added camera shake and stat modifier indicator (the ? ? ? to indicate stunned).



The enemy is Xyloalgus, Spawn of Leuce
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SolS
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« Reply #4839 on: September 11, 2016, 12:16:29 AM »

I figure I should probably start posting my GIFs here, here's an older one. I kept forgetting this thread existed with all the GIFs I see posted in other places

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