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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 1206249 times)
Canned Turkey
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« Reply #5140 on: April 30, 2017, 04:50:24 PM »

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« Reply #5141 on: May 01, 2017, 04:23:39 PM »

Some documents may yet be read, whether new or preserved against the force of time:

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Nikas
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« Reply #5142 on: May 02, 2017, 06:45:16 AM »

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irn
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« Reply #5143 on: May 02, 2017, 10:29:38 AM »

This is hypnotic :D
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Zorg
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« Reply #5144 on: May 03, 2017, 01:57:05 AM »

Nice!
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Nikas
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« Reply #5145 on: May 05, 2017, 09:00:19 AM »


It's on GL! http://steamcommunity.com/sharedfiles/filedetails/?id=919494325
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Zorg
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« Reply #5146 on: May 05, 2017, 10:43:44 PM »

Oh, i assumed it was made for mobile.
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Zireael
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« Reply #5147 on: May 05, 2017, 11:21:31 PM »

More work on a side project of mine:


The red car you see briefly is an AI whose target points have nothing to do with the road for now, sorry Smiley

(The main focus is procedurally generating first a road, then several of them, then a city neighborhood..., not the car or graphics)
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« Reply #5148 on: May 06, 2017, 04:17:25 AM »

Oh, i assumed it was made for mobile.
Yeah but I'm gonna try with Steam too.
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matriax
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« Reply #5149 on: May 13, 2017, 01:06:37 AM »

Worked this in a 8x8 sprite for a prototype game having in mind Teleglitch.

Finally i get something that works for me needs:



12 Frames total, The head only moves 1 pixel but in 4x looks like that, i already fixed a bit with some trick, makeing the frame before that the head 4 pixels width instead 3 so the transition is more smooth.
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Seiseki
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« Reply #5150 on: May 13, 2017, 03:32:25 AM »

I saw that on twitter, really smooth and it looks so 3D!
I'm also impressed how organically you've shaded the floor tiles and I'm usually not a fan of dithering but this looks great.
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Tuba
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« Reply #5151 on: May 13, 2017, 04:48:11 AM »

Added trails to my bullets


My game is on Greenlight, please vote for it if you like it: http://steamcommunity.com/sharedfiles/filedetails/stats/912247403 Smiley
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matriax
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« Reply #5152 on: May 13, 2017, 12:17:00 PM »

I saw that on twitter, really smooth and it looks so 3D!
I'm also impressed how organically you've shaded the floor tiles and I'm usually not a fan of dithering but this looks great.

Yes, i also try to avoid dither always that i can, but for this game to give a survival/terror/dirty feel the dither works great Tongue .
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Eyon
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« Reply #5153 on: May 14, 2017, 12:02:12 PM »


A part of the level one of the game.
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« Reply #5154 on: May 15, 2017, 10:53:35 AM »

Manual saving and loading:

(Please excuse the work-in-progress main menu.)

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Sneaky_Seal
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« Reply #5155 on: May 16, 2017, 11:07:29 AM »

We continue to work with blood and attacks / taking damage animations. Different types of attacks leads to different tupes of reactions and blood spatter.

Do you think something is missing?

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« Reply #5156 on: May 16, 2017, 01:19:38 PM »

I think maybe the blood splatter would be much more impactful and better reserved for signifying a lethal blow
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« Reply #5157 on: May 17, 2017, 06:55:11 AM »

I think maybe the blood splatter would be much more impactful and better reserved for signifying a lethal blow

That might be true. We are creating the animations now and will work out the frequency their appear at later on.
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BorisTheBrave
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« Reply #5158 on: May 18, 2017, 01:38:30 PM »

I'm not sure why, but the bottom left two look implausible to me - the lack of a wound or persistent blood makes the hits look fake. Meanwhile the other two it looks totally reasonable to expect a spray of blood but nothing else.

It may be because the first two have a clearly visible large area where the wound is expected to be.
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« Reply #5159 on: May 20, 2017, 02:23:13 AM »

New lighting for Tacticrawl:

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