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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 1206268 times)
matriax
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« Reply #4900 on: October 15, 2016, 12:24:47 AM »



Tigsource Devlog here:
https://forums.tigsource.com/index.php?topic=58044.msg1285091#msg1285091

Play an alpha online here:
https://kronbits.itch.io/cube-shooter
(Also Win32/64 / Linux 32/64 and OS64 versions available to download)

To read all the story behind this project go here:
https://twitter.com/DavitMasia/status/777768641144188928
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Vilanat
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« Reply #4901 on: October 15, 2016, 10:59:58 AM »



Started a head cause i had some free time this weekend

a small fishing game for Fishing Jam 2
https://itch.io/jam/fishing-jam-2

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Pinqu!
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So it has come to this


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« Reply #4902 on: October 16, 2016, 04:34:44 AM »


Needs some more variations for the plants.
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Landshark RAWR
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« Reply #4903 on: October 17, 2016, 11:41:40 AM »





a fighting game controlled with one button
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PetterBergmar
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Animator by day, gamemaker by night. And fridays.


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« Reply #4904 on: October 17, 2016, 12:55:08 PM »

Experimenting with a new color clamp post-process filter.



Beautiful!!
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Twitter: @pbergmar
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« Reply #4905 on: October 17, 2016, 03:57:13 PM »

A small test/demonstration of my new "motion comic" cutscene system:

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skaz
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« Reply #4906 on: October 18, 2016, 06:45:27 AM »

Keeping working on my GBJAM entry, a dungeon crawler based on the gameplay of Link's Awakening, with random dungeons. Spend hell of a lot of time on the random generation part, so my submission was little more than a tech demo, with one single monster, no furniture, no map, no item pick-ups aside additional hearths and health potions.

It's a wonderful opportunity to stick my fingers in procedural stuff, I really love it but damn getting something out of an algorithm isn't as easy as I thought. I now have a lot more features, but mainly made the proc gen more solid and interesting. I try to make the game solid before going nuts with content.

Here is an early gif of the proc gen of a dungeon. It's show as frames, it was useful at the time for me to understand what was going wrong, now it's obviously quicker, made in a few frames inside loops.




Here is a demo of the actual gameplay of the thing:




And here is an early version with the fully working but not implemented bow:



It's a sweet pet project, I might not spend hundreds of years on it, but it will be fun to go back to it from time to time.
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LOST FORTRESS site! 2d action adventure exploration in an abandoned Dwarf fortress, overrun by weird slug-like creatures.
marquet
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Time to make a game


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« Reply #4907 on: October 18, 2016, 08:24:06 AM »

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Pinqu!
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So it has come to this


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« Reply #4908 on: October 19, 2016, 03:36:00 AM »

Made a little face for the Major Smiley
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Ahr Ech
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« Reply #4909 on: October 19, 2016, 02:21:04 PM »

So much cool stuff in here lately. You guys rock.

Here's a thing I'm tinkering with.


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ghosted
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« Reply #4910 on: October 20, 2016, 03:55:34 AM »

That's one of those demos where I look at it and go "Hmmm.....what a bastard!" because it's such a nice idea I'm immediately jealous. Great stuff.
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Tuba
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« Reply #4911 on: October 20, 2016, 05:21:38 AM »

The drilling mechanics look very fun Smiley
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absolute8
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WTF, some aggressive nerd... (•̀ω•́)و ̑̑


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« Reply #4912 on: October 20, 2016, 01:56:18 PM »

It certainly has a "why-didn't-I-think-of-that" flair to it. make it happen, captain. Mr Driller , eat your heart out.
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flashgc
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« Reply #4913 on: October 20, 2016, 02:38:19 PM »



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Ahr Ech
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« Reply #4914 on: October 22, 2016, 11:41:46 AM »

It certainly has a "why-didn't-I-think-of-that" flair to it. make it happen, captain. Mr Driller , eat your heart out.
Yeah, a few people have already told me they had this exact thing described in a notebook and just hadn't done it yet. So I guess the pressure is on to do them proud, huh? What could go wrong?
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Alec S.
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Formerly Malec2b


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« Reply #4915 on: October 22, 2016, 03:26:19 PM »

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Clint Kilmer
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make a thing every day


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« Reply #4916 on: October 22, 2016, 07:54:57 PM »

occlusion just got some more stuff to kill you! Introducing lasers, adds a touch of colour here and there, and also will definitely kill you.

Just in time for #screenshotsaturday :D

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devlog | www | twitter | fb | itch.io (coming soon)
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« Reply #4917 on: October 24, 2016, 12:34:52 PM »

More work on my cutscene system--specifically, on speech-bubbles:
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Mannapi
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.


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« Reply #4918 on: October 24, 2016, 03:26:59 PM »

Rewrote the trace logic to use coroutines (unity).

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ompuco
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oh my god whats happening


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« Reply #4919 on: October 25, 2016, 10:05:33 PM »

messing with bezier splines and a revised audio renderer for my game, now that i finally got my real scope wired up again.
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