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TIGSource ForumsCommunityDevLogsParcool - A speedrunning platformer
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Author Topic: Parcool - A speedrunning platformer  (Read 4686 times)
nekromantikko
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« Reply #20 on: January 21, 2016, 12:59:58 AM »

Made some promo art for a change. I updated the first post with this as well.


I've been working on audio related things for the last couple of days, so I obviously can't show any progress, but here's an older gif I made for a friend to demonstrate how powerful my component based entities are. It's pretty much possible to combine everything with anything, for instance, laser beams on a spinning track that follows the player:

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naezith
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« Reply #21 on: January 21, 2016, 04:00:49 AM »

I am happy to see games similar to mine, mechanics look very smooth. I will be following, good luck!  Coffee

(in promo art she looks super ugly at the same time trying to look sexy, has she got a story?)
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nekromantikko
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« Reply #22 on: January 22, 2016, 03:02:14 AM »

@naezith Thanks man. As for the protagonist, well, I suppose beauty is in the eye of the beholder Undecided

Her name is Alpha. She doesn't really have a story yet, I'm not too concerned with it atm. Right now I'm more focused on getting the actual game to a playable state
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lobstersteve
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« Reply #23 on: January 23, 2016, 01:40:09 AM »

Quote
Thanks man. As for the protagonist, well, I suppose beauty is in the eye of the beholder Undecided
Her face does look ugly  Tongue
And not in some kind of "not girly - therefore ugly" way, it's kinda just a typical ugly girl face from cartoons. Like bob's burgers or something, pretty clear that they resemble not - so attractive people^^
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FK in the Coffee
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« Reply #24 on: January 23, 2016, 02:27:31 AM »

Wow! Between this and Naezith, there are some seriously promising-looking speedrunnable games in development right now. Really astonished that you managed to whip this up completely from scratch! What (if any) libraries are you using?
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nekromantikko
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« Reply #25 on: January 23, 2016, 06:23:56 AM »

Her face does look ugly  Tongue
And not in some kind of "not girly - therefore ugly" way, it's kinda just a typical ugly girl face from cartoons. Like bob's burgers or something, pretty clear that they resemble not - so attractive people^^
It's really not supposed to, though :0 I mean she's not a typical pretty girl but I wouldn't call her ugly. I suppose the pesrpective is less than flattering. Here, I drew a quick sketch of her from a more normal angle:


Wow! Between this and Naezith, there are some seriously promising-looking speedrunnable games in development right now. Really astonished that you managed to whip this up completely from scratch! What (if any) libraries are you using?

Thanks! Gentleman I use SDL 2 for audio and input, openGL for rendering (does that count?), and that's about it.
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nekromantikko
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« Reply #26 on: May 08, 2016, 02:54:32 AM »

Just dropping by to make a quick post on lighting progress. I've kinda been going back and forth trying to decide whether I want 2d or 3d-lighting, and finally settled on 3d. And it's looking pretty sweet! Took a while to wrap my head around all the tangent space stuff, but there it is, with normal maps and realistic decay:




School will be over soon for the summer, so that means more time for game dev! I do have a job, but it's not going to take all of my time. I'm still aiming to release a demo this year!  Coffee
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nekromantikko
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« Reply #27 on: May 15, 2016, 09:13:52 AM »


Particle systems now support multiple emitters. I'm also reading them from a file, to prevent having to hard code them. This is still pretty bare bones and currently only supports scale, rotation, and sprite animations pretty much, but I'll add more features as I need them.
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nekromantikko
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« Reply #28 on: May 19, 2016, 12:59:38 PM »



Even though this is a 2D game, I'm going to have some 3D props because, well, I can, and also because it makes the lighting look more realistic. Still trying to figure out how to texture these, what the perfect balance of real and fake lighting is etc.
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maruki
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« Reply #29 on: May 20, 2016, 10:30:45 AM »

Alpha is pretty cute in the pixel art! I think she's okay in the promo art, except for one part: her abs. I think if you remove just one of the shadows around the belly button, it'll look better (sometimes I look at it, and it resembles a pillow).
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nekromantikko
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« Reply #30 on: May 25, 2016, 03:27:02 AM »

Thanks! I'll probably completely redraw the promo art later
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