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April 24, 2024, 10:18:55 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 1206184 times)
standardcombo
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« Reply #5160 on: May 21, 2017, 10:37:01 PM »

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matriax
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« Reply #5161 on: May 25, 2017, 04:55:04 AM »

Other .gif showing the last additions and show what can be done with this shader.

Now with the use of transparent in textures i can do doors and windows. Also added the first enemy with a basic IA/Pathfinding.



More coming!
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AaronB
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« Reply #5162 on: May 27, 2017, 03:51:58 AM »

Ouch!
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Zorg
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« Reply #5163 on: May 27, 2017, 09:07:31 AM »



Testing isometric camera and pixel perfect rendering in Unity.
« Last Edit: May 27, 2017, 10:28:14 AM by Zorg » Logged
Keops
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« Reply #5164 on: May 27, 2017, 10:07:48 AM »



Undermine: New stats/inventory screens. Check the devlog for more info :D https://forums.tigsource.com/index.php?topic=58226.0
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« Reply #5165 on: May 28, 2017, 04:57:28 PM »

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kinnas
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« Reply #5166 on: May 29, 2017, 02:36:13 AM »

DISCO

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Thaumaturge
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« Reply #5167 on: May 29, 2017, 11:15:14 AM »

A glimmering animal sign:

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Zireael
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« Reply #5168 on: May 30, 2017, 04:10:37 AM »

Progress of my side project (Godot is so much fun to work with that I've been spending more time on the side project than on my main project).



The roads are made of straight or curved sections, the AI drives by pathing to a point on the navmesh (obviously, the only part that the navmesh covers is the road). All of this (road creation, navmesh creation) is procedural!

The minimap is made of 2D textures in order to save on processing power that another camera looking down would require (plus I don't need most of the stuff that would get rendered). The current map is a placeholder, I was testing whether the border and the mask work.

The AI info is something I can toggle on and off and I can switch between AI by pressing a button...

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DieMango
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« Reply #5169 on: June 02, 2017, 11:54:47 PM »

Well...started coding a month ago or so...this bug happened last week. Lets see how my project turns out  Beer!

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absolute8
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« Reply #5170 on: June 03, 2017, 05:30:15 AM »

Trying to give off the impression of a top-down isometric camera suspended by something in the sky:



Be honest, does it make you wanna puke?  Waaagh!
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DieMango
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« Reply #5171 on: June 03, 2017, 08:19:03 AM »

Uh...its making me motion sick...it so...twitchy... Who, Me?
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absolute8
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« Reply #5172 on: June 03, 2017, 08:48:12 AM »

Uh...its making me motion sick...it so...twitchy... Who, Me?

I dialed it back a bit and added different camera modes:



Still gonna barf?  Addicted
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alvarop
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« Reply #5173 on: June 03, 2017, 08:50:27 AM »

Uh...its making me motion sick...it so...twitchy... Who, Me?

I dialed it back a bit and added different camera modes:



Still gonna barf?  Addicted

feels unnatural tbh. Maybe try lerping and use a wider range?
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« Reply #5174 on: June 03, 2017, 09:07:34 AM »

With those scanlines, horizontal camera movement seems to work better than vertical movement (which looks bad, imho. And too much camera movement makes me sick). Maybe use only horizontal offsets, sparsely?
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« Reply #5175 on: June 03, 2017, 10:19:09 AM »

While it doesn't make me motion-sick, I do think that the movement makes the scene a little harder to follow than I'd like. I don't think that this is inherent in the use of motion itself (for me, at least), but rather in the fact that the motion seems to be made in discrete steps with brief pauses between them--presumably intended to give the impression of slow drift while still only moving in single-pixel increments. What seems to be happening is that my eye takes in the scene, starts to place its elements--only to have it suddenly jump by one pixel. My eye readjusts--only to have it jump again. I think that if the movement were smoother (i.e., were not restricted to single-pixel jumps and so didn't pause to slow down the rate of motion), it might be more palatable to me.
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ProgramGamer
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« Reply #5176 on: June 03, 2017, 10:59:44 AM »

With those scanlines, horizontal camera movement seems to work better than vertical movement (which looks bad, imho. And too much camera movement makes me sick). Maybe use only horizontal offsets, sparsely?

I agree with this.
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absolute8
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« Reply #5177 on: June 03, 2017, 11:22:11 AM »

Ok,

So I:

1. Toned down the scanlines
2. Added lerp to the camera so it only moves when the character moves
3. Made the shade a bit more subtle
4. Added a "gentle" flicker to the screen
5. Added a bit more theme trimmings and so on.



Now do you like it?  Beg
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DieMango
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« Reply #5178 on: June 03, 2017, 11:43:22 AM »

Its much better tho...dont have look out my window to calm myself now ^^
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absolute8
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« Reply #5179 on: June 03, 2017, 11:53:53 AM »

Its much better tho...dont have look out my window to calm myself now ^^
SUCCESS!  Beer!
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