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1369501 Posts in 64351 Topics- by 56368 Members - Latest Member: concrete_games

November 20, 2019, 02:15:06 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 837360 times)
chr15m
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« Reply #5720 on: August 14, 2019, 08:53:05 PM »



This is a browser based 3d pixel thing we've been hacking on.

Updates coming on https://infinitelives.github.io/!
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Ordnas
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« Reply #5721 on: August 15, 2019, 01:20:07 PM »

Cool! It reminds me of the first games released on the original 3ds  Grin
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Ordnas
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« Reply #5722 on: August 18, 2019, 04:01:39 AM »

testing the HUD with the timing audio system (it is a shooter - rhythm game) and the weapon item (laser sight and combos):

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Thaumaturge
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« Reply #5723 on: August 19, 2019, 11:20:46 AM »

A (cropped) excerpt from a trailer that I've been working on, showing some Perlin-noise mist adding emphasis (and titular-mist allusion) to some text.

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Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
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diegzumillo
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« Reply #5724 on: August 24, 2019, 02:33:45 PM »

Haven't posted here in a while

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Ordnas
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« Reply #5725 on: August 25, 2019, 05:28:06 AM »

Cool! I am curious, it is like the deformations are made with a shader rather than being a proper mesh.
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diegzumillo
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« Reply #5726 on: August 25, 2019, 01:42:43 PM »

Cool! I am curious, it is like the deformations are made with a shader rather than being a proper mesh.

Thanks Smiley This implementation has kept me busy for the last few months. In a nutshell, I have the game objects existing in normal 'euclidean' space and the level is broken into Rooms, the rooms are then connected through portals. Each room has a camera that renders to texture, which is used to stitch together all the rooms continuously in a single mesh.
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PetSkull
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« Reply #5727 on: August 25, 2019, 09:55:12 PM »

Something I'm working on Smiley

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Ordnas
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« Reply #5728 on: August 26, 2019, 01:07:54 AM »

Cool! I am curious, it is like the deformations are made with a shader rather than being a proper mesh.

Thanks Smiley This implementation has kept me busy for the last few months. In a nutshell, I have the game objects existing in normal 'euclidean' space and the level is broken into Rooms, the rooms are then connected through portals. Each room has a camera that renders to texture, which is used to stitch together all the rooms continuously in a single mesh.

Interesting, never heard an implementation like that. Is it a your idea?  Smiley
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DavidPerees
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« Reply #5729 on: August 28, 2019, 12:47:14 PM »

Haven't posted here in a while



Congratulations, it looks awesome!
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diegzumillo
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« Reply #5730 on: August 28, 2019, 01:40:12 PM »

Interesting, never heard an implementation like that. Is it a your idea?  Smiley

yup! Let's just hope the final game isn't just 'a good idea' haha Blink u Blink
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Ordnas
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« Reply #5731 on: August 29, 2019, 02:10:36 AM »

Ahah, I hope it doesn't!  Smiley
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Skaggsoft
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« Reply #5732 on: August 29, 2019, 03:40:51 PM »

Unity's 2D Animation tools are surprisingly robust.

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JobLeonard
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« Reply #5733 on: August 30, 2019, 01:11:24 AM »

Ewww! (that's a compliment)
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Prinsessa
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« Reply #5734 on: September 09, 2019, 12:45:09 PM »

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Jimanzium
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« Reply #5735 on: September 09, 2019, 04:03:24 PM »

Got a few issues at the minute, the lower FPS from recording the gif messes up some of the collision stuff and I need to re-do the enemy AI but you should be able to get the idea.


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JobLeonard
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« Reply #5736 on: September 10, 2019, 01:58:23 AM »

@Prinsessa: that time-lapse effect looks fantastic!

@Jimanzium: love it! The slide reminds me of megaman
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hidingspot
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« Reply #5737 on: September 10, 2019, 05:55:32 AM »

Sneezy little one.
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Ordnas
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« Reply #5738 on: September 10, 2019, 07:09:07 AM »

Cool Is there any devlog of this game?  Grin
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JobLeonard
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« Reply #5739 on: September 10, 2019, 09:44:34 AM »

What Ordnas said!
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