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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeToday I created...
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melos
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« Reply #2000 on: November 01, 2012, 10:04:55 AM »

new trailer whoooooahohaowhoa

http://www.youtube.com/watch?v=Mc38JnsvKG8&feature=youtu.be&hd=1
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play hydlide 2
pluckyporcupine
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« Reply #2001 on: November 02, 2012, 07:41:18 PM »

<- An animated GIF avatar that looks like a PNG and changes on pageload! WOO! Probably not all that difficult, but I am not all that experienced with PHP so I'm pretty stoked!
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SolarLune
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It's been eons


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« Reply #2002 on: November 02, 2012, 10:14:29 PM »

^ Haha, that's pretty cool.

I created a launcher for BGE / my games. I need to tie in the elements to actually launch the game with the correct arguments, but it's alright as a base template.


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B_ill
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« Reply #2003 on: November 04, 2012, 01:33:14 PM »

Enemy ships in my pseudo-TD now shoot back at the player  Well, hello there!
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Game Programmer and Designer
Latest Release: Chemical Cubes for Android and Kindle Fire (iOS coming soon)
powly
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« Reply #2004 on: November 07, 2012, 12:56:14 PM »

A function that turns any signed distance field into a mesh - this ougth to be useful since I have no skills in 3D modeling Smiley

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Radix
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« Reply #2005 on: November 14, 2012, 04:53:58 AM »

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PythonBlue
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« Reply #2006 on: November 14, 2012, 05:36:45 AM »

Just created a second music pack for the Unity Asset Store, which is pending review at the moment.
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Python Blue - composer for NeonXSZ
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Azure Lazuline
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« Reply #2007 on: November 14, 2012, 11:53:55 AM »


Great graphic style, it's always interesting to use old-school graphics while still having the power of new computers behind it so you have no limitations. Looks like a shader on 3D models, not sprites, right?
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:^)
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wat a hell


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« Reply #2008 on: November 14, 2012, 02:36:57 PM »

RADIX UR STUFF IS SO COOL.
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Radix
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« Reply #2009 on: November 14, 2012, 03:47:36 PM »

Yeah it's a postprocessing shader.
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PythonBlue
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« Reply #2010 on: November 14, 2012, 06:34:23 PM »

My Music pack for the Unity Asset Store is approved.

http://u3d.as/content/python-blue/python-blue-ambient-pack-1

Also attempted to experiment with level design that didn't require outright 3D modeling.

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Python Blue - composer for NeonXSZ
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Code_Assassin
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« Reply #2011 on: November 14, 2012, 10:21:18 PM »



=/ Not sure if the sign is looking too well in the environment atm. Anyway the platformer is coming along just fine :D
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SolarLune
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« Reply #2012 on: November 14, 2012, 10:43:26 PM »

Interesting style. I think you should keep things 'blocky', rather than having the odd angled lines (like on the mountains). Getting rid of the sign and making the lines thicker might be good. Nice work so far, though.
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Radix
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« Reply #2013 on: November 15, 2012, 04:21:09 AM »

Lasers and metal babies.



(I'll probably change how weapon convergence works.)
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Drevlin
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« Reply #2014 on: November 15, 2012, 05:58:58 AM »

Beautiful! It reminds me of Starfox for SNES but with mechs. Hand Thumbs Up Right
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SolarLune
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« Reply #2015 on: November 15, 2012, 02:25:22 PM »

Indeed, that looks cool, especially the particles that come out when the robot's head gets destroyed.
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Azure Lazuline
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« Reply #2016 on: November 15, 2012, 11:35:00 PM »

I like that head vaporization too!
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Radix
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« Reply #2017 on: November 16, 2012, 06:30:33 AM »

Thanks guys. Last one:



Beautiful! It reminds me of Starfox for SNES but with mechs. Hand Thumbs Up Right
Awesome, that's what I was going for initially (the palette and lines ruin the effect a bit but I like it this way now.)
« Last Edit: November 16, 2012, 07:33:04 AM by Radix » Logged
Claw
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« Reply #2018 on: November 16, 2012, 06:40:49 AM »

Lasers and metal babies.



(I'll probably change how weapon convergence works.)

This made me say "fuuuuuuuck" out loud, looks awesome man; feelin the starfox vibe too.
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Oddball
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« Reply #2019 on: November 16, 2012, 09:03:14 AM »

Today I created a homemade laser pointer controller.


Click to enlarge


It's made using an old webcam and a cheap laser pointer. It is intended to be used with a projector, but works on a monitor too. In the image above the game window is on the left, the raw webcam feed is on the top right, and and the cropped and filtered webcam feed is bottom right. The gauges, middle right, are used to dial in the sensitivity of the pointer detection. In this test it puts a red circle around the pointer, which you can just about see if you look at the full size image. It can technically detect three different colour pointers red, green, and blue, but I'll probably only be using it for single player. I'm planning on using it to make a game at the Manchester Game Jam on Sunday.
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