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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2323929 times)
rdein
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« Reply #10260 on: January 17, 2013, 06:59:42 PM »



looks rly col
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Happy Shabby Games
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« Reply #10261 on: January 17, 2013, 09:02:28 PM »

thanks guys. i hope this will be a game!
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deathtotheweird
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« Reply #10262 on: January 18, 2013, 12:31:45 AM »

an adventure/first person shooter inspired mostly by blade runner/snatcher.



more here: http://imgur.com/a/0nyaR

mansion is temporary now, but the placeholder model gives a general idea of the size/layout.
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Kian
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« Reply #10263 on: January 18, 2013, 07:54:36 PM »

Holy crap, Seasons. Loving the effect.
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JMickle
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« Reply #10264 on: January 20, 2013, 10:11:33 AM »



added level titles to coffee mafia
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Code_Assassin
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« Reply #10265 on: January 20, 2013, 02:27:59 PM »



added level titles to coffee mafia

YES.
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Noel Berry
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« Reply #10266 on: January 21, 2013, 10:42:38 AM »

Lookin' good, JMickle!  Smiley
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DustyDrake
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« Reply #10267 on: January 21, 2013, 07:08:17 PM »

http://www.reddit.com/r/tf2/comments/16xau2/im_working_on_a_random_wave_generator_for_mvm/c808sxj
I'm walking on sunshine, woah oh oh!
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JMickle
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« Reply #10268 on: January 22, 2013, 03:39:02 PM »



tried out a lighting thing, but i wont keep it. also pictured: the shotgun.
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DustyDrake
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« Reply #10269 on: January 22, 2013, 03:48:12 PM »

Aw but that looks cool, especially if hid enemies too.
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JMickle
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« Reply #10270 on: January 22, 2013, 04:28:45 PM »

My main problem is getting it run at a proper fps, so I'm looking into some kind of prebaked lighting for atmosphere
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biomechanic
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« Reply #10271 on: January 24, 2013, 01:47:15 AM »

Here's a great resource for this sort of thing:
http://roguebasin.roguelikedevelopment.org/index.php?title=Field_of_Vision
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clockwrk_routine
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« Reply #10272 on: January 24, 2013, 09:53:40 AM »

switched over to learning flashpunk
added nape physics library
look I'm bouncing
https://dl.dropbox.com/u/46434785/helloworld.swf
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Code_Assassin
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« Reply #10273 on: January 24, 2013, 11:25:05 AM »

switched over to learning flashpunk

 Sad why u switch(also nice art)


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clockwrk_routine
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« Reply #10274 on: January 24, 2013, 11:39:53 AM »

thanks, he's from ludum dare 23.

I might go back to c++ for another project, but I like how accessible flash is.  I think more people would be willing to try out and give feedback on my current project, it also seems more suited for the browser.

edit: I was thinking for my current project of being able to deform the terrain.  looking at nape, there's a marching squares class, that takes a bitmap as input and generates a polygon.  so I'm thinking if I can remove regions of the bitmap I'll be able to implement terrain deformation.

edit: oh there's an example Tongue
« Last Edit: January 24, 2013, 01:17:22 PM by b@sil » Logged
McMutton
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« Reply #10275 on: January 24, 2013, 03:01:57 PM »



He's quite chipper
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Snow
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« Reply #10276 on: January 24, 2013, 07:07:16 PM »



I was 'pixel-doodling' simple rpg concepts with 8x8 tiles, inspired by JTR's Crypts of Despair (which uses 10x10 tiles) and turned my graphics into a silhouette by accident. I've been having the urges to make several different types of adventure games, ranging from stuff as simple as Adventure for Atari 2600 to roguelikes to something a bit more advanced than Legend of Zelda for NES.

I know that one of the lessons in character design is that a character should be recognizable by its silhouette. I find it quite interesting that it can even work with a sprite that fits within 8x8 pixels. You can tell the player obviously has a sword and what appears to be a shield.

I'm not sure I'd actually make this into a game. It's almost too simple to even post here. Tongue Still, it would be an interesting exercise into how much you could break down an rpg or adventure game to its core and still be able to squeeze a game out of it. I mentioned Adventure and roguelikes, and this looks like it could be a mix of the 2, which could be fun.
« Last Edit: January 29, 2013, 03:33:18 PM by Snow » Logged

A pencil, blank paper and an empty room is all you need.
Udderdude
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« Reply #10277 on: January 24, 2013, 08:28:22 PM »

Looks very Atari 2600.
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ZeroExEffEff
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« Reply #10278 on: January 25, 2013, 04:42:10 PM »

Deciding whether to use an existing physics engine for collision detection or just roll my own.

Also, playing Grand Theft Auto as "research" Wink
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Udderdude
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« Reply #10279 on: January 25, 2013, 05:44:08 PM »

Depending on how complex you need those physics to be, an existing one may be the way to go.  If it's just very simple stuff, better to custom write your own, as it'll likely be faster w/o all the unnessecary stuff an existing one would have.  Assuming your code isn't awful.
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