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TIGSource ForumsCommunityDevLogsPointStar devlog (PC/MAC/iOS)
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Author Topic: PointStar devlog (PC/MAC/iOS)  (Read 11989 times)
rundown
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« on: March 25, 2013, 10:16:35 AM »

Like us on the facebook!

NAMECHANGE!! 31/07/2013
The game will now be called PointStar.



Hey i'm working on a game wich is still a working title. The gravity of a situation.
Might be a bit to long to be a title. But hey, i'm still working on it.
I started working on this game since 5/11/2012, this will be my devlog containing all new features and development.

I havn't done lot of the art yet. As I wanted to get my prototype working first. But this mockup will be the direction I want to go with. I tend to draw a bit skewed. Bad habit I guess, but a quick fix with photoshop.


Most of the coding is already done.
Here is a video of the core gameplay. I Will post a new video soon wich contains more assets. Like interaction with terrain, slope collision, times beams,...


EDIT OLD ART STYLE REMOVED!!
« Last Edit: November 06, 2013, 03:44:19 PM by rundown » Logged

rundown
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« Reply #1 on: March 27, 2013, 12:17:48 PM »

Coding some interaction with some small stuff. Do keep in mind the visuals are still placeholders.
EDIT: OLD ART REMOVED
« Last Edit: August 07, 2013, 05:51:39 PM by rundown » Logged

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« Reply #2 on: March 27, 2013, 01:04:12 PM »

The character looks great. Hope the rest of the game's graphics adopts that style.
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rundown
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« Reply #3 on: March 27, 2013, 05:06:38 PM »

The character looks great. Hope the rest of the game's graphics adopts that style.

I had a few iterations of how the game art should look and feel right. I tryed allot of things, even pixelart.
« Last Edit: August 15, 2013, 03:07:48 AM by rundown » Logged

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« Reply #4 on: March 27, 2013, 05:14:41 PM »

Very Terry Gilliam. I like it.
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rundown
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« Reply #5 on: April 22, 2013, 12:57:44 PM »

This is not dead, just doing the things I promised to do. Bin tidying up my code so everything will work on iOS. This will probably release on the same date now then the pc/mac version.

Now that all the coding is done i'm on to graphic visualisation,level design and cutscenes!!

« Last Edit: August 15, 2013, 03:02:49 AM by rundown » Logged

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« Reply #6 on: May 14, 2013, 07:05:50 AM »

I added some new interesting assets for gameplay.

You can now enter the vacuum of space, refill your oxygen, open and close pressure doors.
I also coded quictime events. Sutch as lifting a pilar that has fallen on you.
I'll make more quicktime events as I continue working on the game. Sutch as force opening doors, removing obstacles,...

Here is a video of all of the current assets.



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« Reply #7 on: June 03, 2013, 01:11:53 PM »

Today I fixed alot of bugs. Almost done with all of them. As soon as this is done i'll work on the new graphics!

Currently I have 1574 lines of code to run everything!
« Last Edit: June 03, 2013, 02:45:52 PM by rundown » Logged

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« Reply #8 on: June 03, 2013, 06:23:56 PM »

That's great!

Are you going to make the rest of the world the same art style as the astronaut?
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Impmaster
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« Reply #9 on: June 03, 2013, 09:41:02 PM »

The art looks fine, but on my monitor it looks like you put some sort of effect on the scene? I really don't like that effect. Could just be that your gif program malfunctioned.
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rundown
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« Reply #10 on: June 04, 2013, 09:50:05 AM »

The art looks fine, but on my monitor it looks like you put some sort of effect on the scene? I really don't like that effect. Could just be that your gif program malfunctioned.

that was some bad gif program I used before I knew of Licecap. No worries it doesn't look like that at all.

That's great!

Are you going to make the rest of the world the same art style as the astronaut?

I'm actually maybe revisiting the art style yet again. i've changed these sprites now over 5 times.
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« Reply #11 on: June 23, 2013, 09:50:56 AM »

I'm trying to implement some light with raycasting and sutch. Here is a gif. Licecap makes the radial blur look wierd though.

It's still somewhat buggy and i'm not even sure if I would want this in the completed game.
Good practice anyway!


EDIT!!!!!!: I scraped the idea of lightning in the game. Doesn't match the current art style.
« Last Edit: August 15, 2013, 03:02:35 AM by rundown » Logged

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« Reply #12 on: July 16, 2013, 08:22:29 AM »

After allot of thinking I figured out I should remain to my roots with this game. I want it to really show my oldschool gaming roots. Cough Commander keen cough...

So naturally it should be a game with very small sprites. I made a series of mockups again.
And finally found a protagonist worth enough to be the main character.



More sprites will follow soon!
« Last Edit: August 15, 2013, 03:02:20 AM by rundown » Logged

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« Reply #13 on: July 16, 2013, 08:32:13 AM »

This looks way better than your initial guy. As usual, less is more :-)
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« Reply #14 on: July 16, 2013, 08:33:48 AM »



More sprites will follow soon!

Awesome.
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« Reply #15 on: July 16, 2013, 05:09:39 PM »

Made a runcycle the last couple of hours. Gotta get it perfect!

« Last Edit: August 15, 2013, 03:01:47 AM by rundown » Logged

rundown
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« Reply #16 on: July 31, 2013, 12:53:50 PM »

NAMECHANGE!!

the game now will be called PointStar.
Also worked on some of the new sprites. Not showing everything yet  Ninja
« Last Edit: August 15, 2013, 03:03:37 AM by rundown » Logged

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« Reply #17 on: August 07, 2013, 02:57:59 PM »


something i've bin tinkering on the last days. Noticed it here on another devlog and i thought it would look great in my game with only stars. Might ad someother things like planets and stuff in it later.
« Last Edit: August 15, 2013, 03:01:25 AM by rundown » Logged

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« Reply #18 on: August 09, 2013, 06:07:32 AM »

And i'm on IndieDB now. With a very low popularity rank this moment. Visitors are mutch appreciated Beg

finnished some paralax bugs. My paralax seemed to continue moving if I hitted something.
All fixed now.
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rundown
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« Reply #19 on: August 10, 2013, 10:17:30 AM »

So I started to implement some sound effects I made myself. What do you think? I whent for 8bit sound effects.

https://soundcloud.com/ben-aerens
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