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April 26, 2024, 08:55:22 AM

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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 1206497 times)
ANtY
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« Reply #5840 on: May 21, 2020, 01:10:55 AM »



We've got new illustrations for the Interactive Objects as well as a new UI & appear effect. They'll be added in the upcoming 0.5 Update for Glorious Companions. Thoughts?
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ANtY
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i accidentally did that on purpose


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« Reply #5841 on: May 25, 2020, 11:47:22 PM »



We've reworked the textures on our Trapper unit. Do you think it's worth to do the same for the rest of the army?
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Jo-o
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...


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« Reply #5842 on: June 05, 2020, 08:04:58 AM »

it's been ages since I last posted here...

(...I was away from internet...)
(it'´s great to see awesome stuff here)
now I'm back ^^
this is a game thing I'm currently working ...
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Thaumaturge
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« Reply #5843 on: June 06, 2020, 04:17:46 AM »

The (possibly work-in-progress) first scene to the level-five cutscene of A Door to the Mists:

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gujhack
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« Reply #5844 on: June 10, 2020, 07:58:24 AM »

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Ordnas
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« Reply #5845 on: June 11, 2020, 09:56:07 AM »

Testing the cinematic on the new third shooter prototype:

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micatrix
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« Reply #5846 on: June 18, 2020, 06:49:52 AM »



We've got new illustrations for the Interactive Objects as well as a new UI & appear effect. They'll be added in the upcoming 0.5 Update for Glorious Companions. Thoughts?

I really like the effect. What software do you use to create gifs of such quality?
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Ordnas
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« Reply #5847 on: July 05, 2020, 10:44:05 AM »

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nabbo
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« Reply #5848 on: July 17, 2020, 12:22:03 PM »

Zango's Shark Adventure Boss Fight:

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An Indie Developer
Current Projects: Zango's Shark Adventure - Steam Link: https://store.steampowered.com/app/1271930/
In Progress: RoboRex, Spacecraft X: Untouchable, Pirates (Multiplayer turn base game)
mcoorlim
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« Reply #5849 on: July 29, 2020, 10:49:47 AM »

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Tobers
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« Reply #5850 on: August 09, 2020, 08:59:37 PM »

Breakneck City - Going down to the club



Man I've been seeing alot of these like PS1 style graphics and I love em! Alec this looks so cool!

I rendered out a sprite sheet from blender. I just need to add the sails and upgrades. And z-sorting. And water animation. THERE'S SO MUCH TO DO.

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JobLeonard
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« Reply #5851 on: August 10, 2020, 04:02:01 AM »

That has a really cool look to it too, what's the game in question about?
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Manuel Magalhães
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« Reply #5852 on: August 15, 2020, 02:34:17 PM »

Seconded, I really like the look of that.
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muki
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« Reply #5853 on: August 20, 2020, 08:05:17 PM »

modeled a quick snail this evening so I could see how well I can integrate pre-rendered 3D with pixeled tiles...

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Suttebun
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« Reply #5854 on: August 21, 2020, 09:03:21 AM »

modeled a quick snail this evening so I could see how well I can integrate pre-rendered 3D with pixeled tiles...

Dude!
https://zackbellgames.com/2014/11/11/sprite-skewing-for-procedural-animation/

this is beautiful!
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muki
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« Reply #5855 on: August 21, 2020, 10:27:21 AM »


Thanks!

Yeah the movement/physics are pretty stiff. I need to pretty much re-do all of that. I'm still in the planning/documentation phase of whatever game this'll eventually end up being. The current demo in the meantime is just a test bed for art, scripts, shaders, techniques, ideas...

I'm a fan of zack bell's demos! Already had a look at some of them. But I'm unlikely to stretch and squash the sprites dynamically in the same way. I'm more inclined to make custom animation frames for landing, hitting walls, etc, that have the 'impact' already in them.
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Suttebun
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« Reply #5856 on: August 21, 2020, 12:04:57 PM »

or sorry man, I just meant that you should add squish to your sprite and it will polish out the rest of it for you so you can make the game
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Tobers
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« Reply #5857 on: August 24, 2020, 12:01:31 AM »

Those of you using LiceCap, is there a way to scale a pixel art gif down to 1to1 resolution? My GIFs are huge and I guess it's because each pixel is like 3x3 pixels!



Thanks!
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JobLeonard
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« Reply #5858 on: August 24, 2020, 03:25:37 AM »

GIMP can open animated gifs, you could try downscaling in there.

From the looks of it you don't fully respect the pixel resolution though, since you have "big" pixels moving at "actual" pixel resolution:


Here's a quick thing you can do: open GIMP, "open as layers", import the gif, then export. GIMP is more aggresive in its (lossless) compression so that shaves a few KiB. A slightly more aggressive approach is to also do "Filters > Animation > Unoptimize", then "Image > Mode > Indexed", picking an appropriate amount of max colors (I went with 255, to minimize loss), then switch back "Image > Mode > RGB" (the only purpose of this transformation was to reduce the palette), then "Filters > Animation > Optimize (for GIF)". Then finally exporting the result. That takes off a full megabyte. Then there's the downscale option - I would suggest doing that in the paletted phase, so you don't re-introduce new colors that complicate your gif palette.



For the record: the downscaled and downscaled-then-upscaled versions (with reduced palette)


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Tobers
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« Reply #5859 on: August 24, 2020, 04:08:09 AM »

Awesome thank you! I'll try that out today.

Yea it's gonna be a big overhaul changing all those position floats to ints. Hopefully it will be worth it.
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