Canned Turkey
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« Reply #5140 on: April 30, 2017, 04:50:24 PM » |
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Thaumaturge
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« Reply #5141 on: May 01, 2017, 04:23:39 PM » |
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Some documents may yet be read, whether new or preserved against the force of time:
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irn
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« Reply #5143 on: May 02, 2017, 10:29:38 AM » |
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This is hypnotic :D
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Zorg
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« Reply #5144 on: May 03, 2017, 01:57:05 AM » |
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Nice!
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Zorg
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« Reply #5146 on: May 05, 2017, 10:43:44 PM » |
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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 » |
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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 (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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Nikas
Level 1
drink drank drunk
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« Reply #5148 on: May 06, 2017, 04:17:25 AM » |
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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 » |
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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 » |
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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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matriax
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« Reply #5152 on: May 13, 2017, 12:17:00 PM » |
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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 .
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Eyon
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« Reply #5153 on: May 14, 2017, 12:02:12 PM » |
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A part of the level one of the game.
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Thaumaturge
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« Reply #5154 on: May 15, 2017, 10:53:35 AM » |
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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 » |
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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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Ash of Gods - a turn-based RPG featuring Roguelike storytelling and an extensive online PvP mode! If you've missed our Kickstarter campaign, you can still support us and get your rewards here.
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Schoq
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« Reply #5156 on: May 16, 2017, 01:19:38 PM » |
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I think maybe the blood splatter would be much more impactful and better reserved for signifying a lethal blow
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♡ ♥ make games, not money ♥ ♡
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Sneaky_Seal
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« Reply #5157 on: May 17, 2017, 06:55:11 AM » |
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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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Ash of Gods - a turn-based RPG featuring Roguelike storytelling and an extensive online PvP mode! If you've missed our Kickstarter campaign, you can still support us and get your rewards here.
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BorisTheBrave
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« Reply #5158 on: May 18, 2017, 01:38:30 PM » |
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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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deab
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« Reply #5159 on: May 20, 2017, 02:23:13 AM » |
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New lighting for Tacticrawl:
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