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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 1206453 times)
Trasno
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« Reply #5600 on: November 01, 2018, 08:07:43 AM »

Thanks !!!!



Cool!!
« Last Edit: November 01, 2018, 08:10:19 AM by ProgramGamer » Logged

ProgramGamer
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« Reply #5601 on: November 01, 2018, 08:11:06 AM »

Actually, you had the correct url the first time, all you needed was to put it between "img" tags. I went ahead and edited your post for your convenience Smiley
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Ordnas
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« Reply #5602 on: November 02, 2018, 02:30:39 AM »

At first I tried to just add img tag, but didn't work (it just showed nothing).  Roll Eyes
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Thaumaturge
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« Reply #5603 on: November 03, 2018, 12:04:52 PM »

Approaching an adventurer:



Fun fact: the left-hand shadow (from our perspective) isn't real: it's vertex-based trickery. ^_^
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Ordnas
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« Reply #5604 on: November 05, 2018, 12:06:34 PM »

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Kornel
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« Reply #5605 on: November 06, 2018, 04:50:35 AM »

Nice! Smiley
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Chris MacAdam
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« Reply #5606 on: November 10, 2018, 11:21:14 AM »

Took some of the stuff I was making on the last page, and turned it into a plague doctor enemy.

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Alec S.
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« Reply #5607 on: November 10, 2018, 11:39:59 AM »

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miguli
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« Reply #5608 on: November 10, 2018, 07:19:23 PM »


Doodled something on mspaint (picture below) and then decided to just draw everything on mspaint and created some spaghetti code make walking and animations work.

Instead of this, I should have gone to bed.
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JobLeonard
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« Reply #5609 on: November 11, 2018, 04:12:18 AM »

@Thaumaturge: Cool effect! So why not both shadows? Technical limitations?

@Ordnas: Ooooh, I would like to know more, but it's not one of the two devlogs you link to.

@Chris MacAdam: Came out nicely! Maybe add some minimal "tired" animation to explain why he's not running away/spamming attacks during the cooldown?

@Alec S: back to the previous game after finishing Thunder Kid? (you're not linking to it in your signature though)

@miguli:

This is wonderful, love the bouncy flowers Smiley

> Instead of this, I should have gone to bed.

I'm being selfish here but I disagree, I wouldn't have gotten to enjoy this otherwise Smiley
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Alec S.
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« Reply #5610 on: November 11, 2018, 01:30:19 PM »

@Alec S: back to the previous game after finishing Thunder Kid? (you're not linking to it in your signature though)

Yeah, working on Episode 2.  Don't have a link 'cause there's not really anywhere to link to yet, since I haven't started a DevLog or set up a Steam Page for Episode 2 yet... Shrug
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Ordnas
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« Reply #5611 on: November 12, 2018, 03:09:31 AM »

@Thaumaturge: Cool effect! So why not both shadows? Technical limitations?

@Ordnas: Ooooh, I would like to know more, but it's not one of the two devlogs you link to.

@Chris MacAdam: Came out nicely! Maybe add some minimal "tired" animation to explain why he's not running away/spamming attacks during the cooldown?

@Alec S: back to the previous game after finishing Thunder Kid? (you're not linking to it in your signature though)

@miguli:

This is wonderful, love the bouncy flowers Smiley

> Instead of this, I should have gone to bed.

I'm being selfish here but I disagree, I wouldn't have gotten to enjoy this otherwise Smiley

No, but these 2 are in the same big Devlog for my small prototypes, I will post there the playable demo when it will be ready.  Smiley
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Thaumaturge
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« Reply #5612 on: November 12, 2018, 09:11:14 AM »

@Thaumaturge: Cool effect!

Thank you! ^_^

So why not both shadows? Technical limitations?

If I recall correctly, it's to some degree a matter of performance concerns--shadows can be expensive, I fear--but also simply a result of my not being all that experienced with shadow-mapping. My "lantern-light" shaders cast only a single "true" shadow from the player's light-source. Aside from that, there can be up to five (I think that it is) "blob-lights" that illuminate, but don't cast shadows.

The light cast by the NPC's lantern is one of these "blob-lights", and this shadow is thus a workaround for a case in which a shadow would be somewhat expected.
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xix
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« Reply #5613 on: November 29, 2018, 05:41:47 AM »





*


*This last one is 30fps which is very obvious next to the 60fps ones above. I needed to cut down the FPS to get it <15mb for twitter posting later.
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« Reply #5614 on: January 12, 2019, 01:48:46 AM »

I made a water effects for Scatteria! Super happy that my approach worked better than I expected :D
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JobLeonard
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« Reply #5615 on: January 12, 2019, 02:15:55 AM »

Both waves and splash? Very nice!

It looks great for the bullets, but when the player jumps in it the splash breaks suspense of disbelief a bit.

Maybe you can tweak the values for a different-looking splash when player entities hit the water?
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bryku
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« Reply #5616 on: January 12, 2019, 10:47:44 AM »

Some gameplay footage from "This is The End":

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Busy working on xcom-like, steampunk/vermintide pixel art strategy game called "Shardpunk".

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Alec S.
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« Reply #5617 on: January 12, 2019, 11:01:06 AM »

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Eendhoorn
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« Reply #5618 on: January 15, 2019, 10:48:45 AM »

Recently added an essential feature, epic faceplants.
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ProgramGamer
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« Reply #5619 on: January 15, 2019, 11:06:40 AM »



Game looks great btw! Hand Thumbs Up Right Using windows and UI elements as platforms is a neat design choice.
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