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TIGSource ForumsDeveloperDesignSo what are you working on?
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TheCams
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« Reply #12140 on: March 23, 2016, 10:12:39 AM »

Working on a Particle System at the moment Smiley

http://webmshare.com/play/JrO5v

(Is there a way to embed webm in your posts?)
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Mannapi
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« Reply #12141 on: March 23, 2016, 02:19:27 PM »

Now you are thinking with...

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Sam English
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« Reply #12142 on: March 25, 2016, 01:30:04 PM »

workin on this fast-paced tune.
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quantumpotato
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« Reply #12143 on: March 26, 2016, 08:00:07 PM »

Mannapi that looks interesting. Sam nice work in the fast paced tune!

I've been playing with different weapon types & color contrast. Changed this one from blue to purple pink and it looks much better.

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hughmyrone
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« Reply #12144 on: April 06, 2016, 12:19:30 PM »

Apart from doing songs for Drift Stage I've been trying to do more traditional score type sketches as little exercises for myself as I look for my next project.

A few examples:
https://www.dropbox.com/s/x5radhh582sc57c/emotionwaltz.mp3?dl=0

https://www.dropbox.com/s/vjbho0jmdmvvij2/soundtrack%20sketch.mp3?dl=0
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orange08
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« Reply #12145 on: April 06, 2016, 03:22:01 PM »

just animated father frog (a simple breathing animation)


need to animate the mouth opening now

the frogs also blink, but that is done through code  Blink
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SoggyMonster
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« Reply #12146 on: April 09, 2016, 02:09:50 PM »

been working trying to get the animation right on this little teaser...  Im a coder really so not my bag really (i.e its hard!) - i think the breath in out gets a bit lost combined with the cam zoom out but might have t leave it there - as im not sure what else i can do and still get the full reveal shot in...   Undecided

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AlexVsCoding
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« Reply #12147 on: April 10, 2016, 11:57:01 AM »



Adding little circular explosions each time the ball hits a block. It's made up of 2 Spheres/rings with either pink, green or white chosen as the base colour. As they scale up and down at different speeds before disappearing, it makes each explosion for the project unique.
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thekosmonaut
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« Reply #12148 on: April 11, 2016, 01:10:18 AM »


trying to go for the "always in motion - always on the road" look, with the game/camera moving at all times during this kind of combat
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absolute8
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« Reply #12149 on: April 11, 2016, 08:42:24 PM »

If the cold and hunger don't take your soul, the horror will...



[Project: Dead Fir] Cool
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Leaghorn
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« Reply #12150 on: April 13, 2016, 12:59:24 PM »

I'm working on a new minilalist/flat style, puzzle game - Matris.

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BBreakfast
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« Reply #12151 on: April 14, 2016, 08:31:26 AM »



Dees Dudes! Still early in the process but their designs are coming together more now.
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skaz
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« Reply #12152 on: April 14, 2016, 12:26:38 PM »

If the cold and hunger don't take your soul, the horror will...



[Project: Dead Fir] Cool

Love the style! Gentleman

Right now I'm working on a top down action adventure engine in game maker. At some point, you end up realising that coding the same stuff over and over again at every project start is... counter productive?
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absolute8
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« Reply #12153 on: April 14, 2016, 01:40:20 PM »

Love the style! Gentleman

Right now I'm working on a top down action adventure engine in game maker. At some point, you end up realising that coding the same stuff over and over again at every project start is... counter productive?

Thanks. I'm using one of the game boy palettes. Those 4 colors are really great for developing a sense of form and depth.

Meanwhile, I used to get caught in the same slump, coding the same thing over and over. Now I just keep a small library of engines to start with. You should try out Construct 2, it's really easy to implement top-down style games quickly.
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Alec S.
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« Reply #12154 on: April 14, 2016, 03:57:56 PM »

A level for Cold Vengeance:

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skaz
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« Reply #12155 on: April 15, 2016, 02:52:47 AM »

Thanks. I'm using one of the game boy palettes. Those 4 colors are really great for developing a sense of form and depth.

Meanwhile, I used to get caught in the same slump, coding the same thing over and over. Now I just keep a small library of engines to start with. You should try out Construct 2, it's really easy to implement top-down style games quickly.

I might try it someday, I'm really a low res guy when it goes to sprites, might as well make the colour count really low too :p
 
I learned with game maker, so I'll stick to it now that I'm knee deep in it. I spent tow weeks coding the movement alone. Sounds a lot for what it is, but I got caught in my own trap and made it as clean as I could. Diagonal speed limitation is in, it support acceleration/deceleration, a lot of speed adjustment from environment like slippery surfaces or treadmills, dash, area taking over the controls, and a surprisingly high amount of verticality for a top down game. I coded jumps, ladders, free-fall from cliffs, it will allow me to simulate depth quite easily.

Is making a devlog for an engine a thing?
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b∀ kkusa
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« Reply #12156 on: April 15, 2016, 04:11:00 AM »

Is making a devlog for an engine a thing?

yes and it's an opportunity to extend it to an eventual game.
"slippery surfaces or treadmills, dash, area taking over the controls, and a surprisingly high amount of verticality for a top down game.jumps, ladders, free-fall from cliffs."
This part is exciting
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2mass
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« Reply #12157 on: April 17, 2016, 10:17:06 AM »

2D point n' click game.

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ompuco
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« Reply #12158 on: April 18, 2016, 11:59:12 PM »


working on something pretty shitty

EDIT:

« Last Edit: April 19, 2016, 01:58:50 AM by ompuco » Logged

neutonm
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« Reply #12159 on: April 19, 2016, 05:50:57 AM »

Doing levels, here are some assets designed specially for one level.

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