benhosac.art
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« Reply #12240 on: August 22, 2016, 08:06:49 AM » |
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Slapdash
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« Reply #12241 on: August 24, 2016, 04:38:10 AM » |
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Been trying to do pixelartísh graphics for a first time game. I got AESprite and tried to do a Ninja type character. This is the first thing I feel I can actually show here since ive been a lurker for a while. The loops aren't exact in the gif as I just guessed the time in the screen recorder. I think I'm going to turn to 3D rather.
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« Last Edit: August 24, 2016, 04:44:34 AM by Slapdash »
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McMutton
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« Reply #12242 on: August 24, 2016, 08:34:48 AM » |
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Makin' a caaaave.
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SolS
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« Reply #12243 on: August 24, 2016, 05:49:31 PM » |
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More sketchy bee stuff. Trying to balance things out art wise.
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benhosac.art
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« Reply #12244 on: August 26, 2016, 09:10:16 PM » |
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Working on more painterly things. model viewer: https://skfb.ly/Sw6z
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« Last Edit: August 29, 2016, 09:06:39 PM by huggmachine »
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benhosac.art
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« Reply #12245 on: August 29, 2016, 09:24:06 PM » |
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Working on a cultist
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« Last Edit: August 30, 2016, 09:19:49 AM by huggmachine »
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orange08
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« Reply #12246 on: August 30, 2016, 03:02:28 PM » |
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More sketchy bee stuff. Trying to balance things out art wise. I don't know exactly why, but I like this. It's a bit abstract and I've never seen anything like it before.
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McDirty
Level 0
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« Reply #12247 on: August 31, 2016, 12:02:50 AM » |
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Holy monkeys, I'm a developer, and I'm learning to 3d model. It's super exciting! I'm working on a dogfighting game with cartoony planes. Here is my day one progress in blender with the main outline of the first plane. It's slow going right now. I've never used Blender until today, but I'm kinda proud of it. Feedback appreciated!
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francismoy
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« Reply #12248 on: August 31, 2016, 12:41:28 AM » |
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Hi! I'm Francisco and I'm from Spain. I'm currently working on Breaking Fast ( http://talestudios.com/breakingfast/), a 2d racing game where pieces of breakfast food are the main characters (yes, it's a bit crazy). Concretely, right now I'm working on two aspects of the controller: first, allowing that players can use the D-Pad for controlling the characters (before only the stick was allowed), and also on adding vibration to the controller in response to some events during the race (e.g. when others hit you). It's a pleasure to join this community and I hope to learn a lot and to contribute with valuable contents.
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thekosmonaut
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« Reply #12249 on: August 31, 2016, 06:25:28 AM » |
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Hi! I'm Francisco and I'm from Spain. I'm currently working on Breaking Fast ( http://talestudios.com/breakingfast/), a 2d racing game where pieces of breakfast food are the main characters (yes, it's a bit crazy). your website is just white for me On a different note I started working on a custom particle editor for my game.
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SolS
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« Reply #12251 on: September 01, 2016, 08:37:36 AM » |
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Thanks orange08, and congrats on your recent game release!
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Seaport
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« Reply #12252 on: September 03, 2016, 03:21:24 AM » |
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Hi, I'm currently working on setting up the pathing on the enemies navigation mesh, painting the world in red and shades of green ( barring a few bugs atm the red squares will stop the enemies from entering them), I'm doing the easy bit as apparently writing the steering code is a bit of a nightmare This will help the AI behavior (This should stop them just falling off the edge of the world, which is some pretty embarrassing AI ) here's an example with just a basic enemy Devlog https://forums.tigsource.com/index.php?topic=46796.100
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BBreakfast
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« Reply #12253 on: September 03, 2016, 06:31:14 AM » |
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Getting the basics of our menus into the game! Click this pic to see a video of the menu in action:
Also got the bones of our map system in the game: (does the map look familiar? it should - it's stolen from FFT! Haven't had a chance to make our map just yet) Next menu on the list is the Equip menu, so here's the mockup for the layout: Everything here is a work in progress, just trying to get the size/placement/function of menu sections in place before I go back and make custom art for each sub-section.
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2mass
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« Reply #12255 on: September 09, 2016, 06:43:11 AM » |
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Nice graphics, BBreakfast You seem to know what you're doing, but that pic link leads to an error message tho. Looks like a neat game from the screens in any case I'm currently porting a windows game to HTML5.. A free for fun game, everything is working so far, except auto save game and fullscreen, but the latter can be obtained by pressing F11 when in the browser.. Without futher ado.. http://ingemann-strunch.com/Ninja_Master/
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oahda
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« Reply #12256 on: September 13, 2016, 08:24:14 AM » |
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What software/engine is this? Custom?
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ompuco
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« Reply #12257 on: September 14, 2016, 12:38:56 PM » |
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making an updated scope shader/emulator since i can't hook up my own scope at the moment and i wanted to get back to work on my XY audio renderer. EDIT: now it's a fully working volumetric oscilloscope EDIT EDIT: it's done.
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« Last Edit: September 17, 2016, 05:11:24 AM by ompuco »
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quantumpotato
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« Reply #12258 on: September 20, 2016, 01:26:13 AM » |
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3d oscilloscope looks great!
I just wrote a complete draft instruction booklet for a board game, including variants.
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McMutton
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« Reply #12259 on: October 04, 2016, 01:17:33 PM » |
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Working on some text stuff now: (Click for a GFY) Still need to do kerning, though.
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