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April 18, 2019, 07:32:35 AM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCommonplace BookThe Collection from Beyond (image heavy)
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Author Topic: The Collection from Beyond (image heavy)  (Read 30139 times)
Lurk
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« Reply #20 on: November 08, 2008, 06:56:16 PM »


Adding eye candy, interfaces and tweaking gameplay; I still need to add a bm_add lighting to the lamp and gunshot. I don't have much time to put on this; it's funny, but this really helped me code/design the core gameplay as fast and efficiently as possible. So that I can think about 2 or 3 kinds of 'arcade variants' to the very simple 'anomaly finding' game. Oh and I named the main character object 'Carnby', because I miss the mustache in the newest concepts...
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Stargoat
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« Reply #21 on: November 09, 2008, 12:12:45 AM »

This just looks amazing.
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KniteBlargh
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« Reply #22 on: November 09, 2008, 12:42:09 PM »

This could be the best thing to come out of anything!

And a lot of things have come out of a lot of other things. :\
That has to be one of my favourite lines so far this month. LOL

This project really is looking amazing. I'm sure it will be amazing too.
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moi
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« Reply #23 on: November 09, 2008, 01:09:52 PM »

I just crapped myself looking at your artwork.
WTF
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Oracle
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« Reply #24 on: November 09, 2008, 01:29:17 PM »

Absolutely drop dead gorgeuos artwork

Kudos, looking forward to it. Beer!
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Melly
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« Reply #25 on: November 10, 2008, 03:09:05 AM »

Me wants it so baaaaaad.
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Feel free to disregard the above.
Games: Minus / Action Escape Kitty
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« Reply #26 on: November 10, 2008, 07:25:52 AM »

You don't know how much i'm looking foward to play this game. :|
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Cray
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« Reply #27 on: November 10, 2008, 02:14:37 PM »

Looks like a very interesting take on the hidden object genre!

I love your custom art. Smiley

Might be a bit hard to tell what changed though, I'd have barely noticed that ghost-tree-thing in the second version. Are all of them that difficult to spot?
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▓█▓ rpg maker vx
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Lurk
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« Reply #28 on: November 10, 2008, 06:14:08 PM »

Cray: I'm currently trying to calibrate my anomalies so they're not impossible to find. I used a make_color_rgb(random(255),random(255),random(255)) command in game maker to tint the sprites, but it made some come out too dark (or too light), so now I'm using an array where it randomly chooses an 'approved' color set.

fishman from Innsmouth!
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moi
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« Reply #29 on: November 10, 2008, 06:50:17 PM »

This is awesome. The SD characters are great, and the paintings, they remind me of the call of cthulu RPG covers. Tears of Joy
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Chaoseed
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« Reply #30 on: November 11, 2008, 12:09:14 AM »

Those paintings totally rock. They're uncontrollably awesome. Cool

However, I hate hidden object games. Mostly because I'm awful at them. Cry

Hmmm.
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mildmojo
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« Reply #31 on: November 11, 2008, 06:37:06 AM »

However, I hate hidden object games. Mostly because I'm awful at them. Cry

This will be the first hidden object game at which I've ever looked twice, much less played.  To me, the genre seems like the less-exciting digital equivalent of "fetch" for humans.

Of course, the stick was just inducted into the National Toy Hall of Fame in the US...
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Gainsworthy
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« Reply #32 on: November 11, 2008, 03:29:13 PM »

Wait a second. All of ya'll are talking about "Hidden Object Games" like they're some kind of... genre? As in, there are established franchises built upon finding objects secreted in others?

Also, the new characters are so marvellously detailed I'd prefer not to use superlatives, lest I cheapen my statement. So, yeah, they're great!
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moi
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« Reply #33 on: November 11, 2008, 04:01:44 PM »

Knowing Lurk I don't think this is going to be like this casual games guys
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Chaoseed
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« Reply #34 on: November 11, 2008, 04:15:37 PM »

Wait a second. All of ya'll are talking about "Hidden Object Games" like they're some kind of... genre? As in, there are established franchises built upon finding objects secreted in others?

Crap, yes. Just poke around on Reflexive.com and you'll see. WTF

Knowing Lurk I don't think this is going to be like this casual games guys

Well, I look forward to it being awesome then. Beer!

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astrofra
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« Reply #35 on: November 11, 2008, 11:37:29 PM »

This is truly stupefying, visually and in terms of game design.
Really simple but sooo efficient !

Any idea for the audio ?
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Lurk
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« Reply #36 on: November 12, 2008, 02:48:44 AM »

Right now, my team's musician is making a very long track, tring to integrate influences from italian horror favorite 'the goblins'. We usually integrate the sounds during the last few hours of production, because it's the (for me) most boring part, which is a shame really, since the fx and music play such a big role in adding dimension to a game.

Moi: I'm trying to make it a bit friendlier than my previous games though Wink. I want to still have some kind of insanity in the gameplay, but I think I found a way to challenge the player, create an opening for tactical abuse of a certain feature to rack in the points, and still make sure everyone can play it and see it through and through. It's all about improving yourself through repeated playing sessions. Anyone can have fun with it, but they might not be able to beat my highscore  Cool
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Gainsworthy
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« Reply #37 on: November 12, 2008, 02:55:54 AM »

Right now, my team's musician is making a very long track, tring to integrate influences from italian horror favorite 'the goblins'. We usually integrate the sounds during the last few hours of production, because it's the (for me) most boring part, which is a shame really, since the fx and music play such a big role in adding dimension to a game.

My God. There is no stopping you. Can't wait!

Also, who is "The Team"? I mean, I was musing, just today, over the concept of Lurk. Mainly what you do outside of TIGSource competitions. I mean, I assume there's more to your exciting life than just this. You wouldn't just bunker down and hone your artistic skills for the next competition. OR WOULD YOU?

Um, but yes. Google searches for "Lurk" are inconclusive at best.
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agj
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« Reply #38 on: November 13, 2008, 12:50:24 PM »

Cray: I'm currently trying to calibrate my anomalies so they're not impossible to find. I used a make_color_rgb(random(255),random(255),random(255)) command in game maker to tint the sprites, but it made some come out too dark (or too light), so now I'm using an array where it randomly chooses an 'approved' color set.

An alternative, if you find that keeping an array is too limited, is to set a minimum and maximum value for either the sum of the red, green, and blue values, or for each value independently.
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Josh R
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« Reply #39 on: November 13, 2008, 02:11:45 PM »

That picture with the monsters emerging from the lake is the best thing I've seen this entire compotition. Congratulations!
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Film/TV/Game Composer
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