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August 16, 2017, 05:59:53 pm

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TIGSource ForumsDeveloperCreative (Moderator: Capntastic)So what are you working on?
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SeanNoonan
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For England?


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« Reply #12300 on: February 05, 2017, 12:31:10 pm »

Depressed at the need to update the year in my game's intro... I need to finish this.

https://twitter.com/JackBNimbleGame/status/828331887563268096/video/1
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SolarLune
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Hmm.


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« Reply #12301 on: February 05, 2017, 02:29:56 pm »

^ Just change it to "2014 - %CURRENT_YEAR", haha.
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diegzumillo
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« Reply #12302 on: February 05, 2017, 03:07:05 pm »

Making a basic level editor.



Good lord, this is boring. I'm bored now. zzzzz.
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Alec S.
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Formerly Malec2b


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« Reply #12303 on: February 06, 2017, 06:01:17 pm »

Working on the opening cutscene to Reavers of New Rome

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McMutton
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McMutton


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« Reply #12304 on: February 13, 2017, 12:00:27 pm »

MacMutton how have you done your clouds? They looks great !

Here is another part of my project :


Mmmfff- dat water, though.

Thanks! The clouds are just a bunch of spheres stuck together with an unlit, gradient texture on them. It goes from dark to light on each sphere, and then is overlayed with one going from dark to light over the whole object.

Step 2: THUNDERCLOUDS
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SolarLune
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Hmm.


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« Reply #12305 on: February 13, 2017, 12:49:14 pm »

Cool. I feel like you could get more bang for your buck by just putting a really bright light in the middle in the clouds, though...?
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McMutton
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« Reply #12306 on: February 13, 2017, 02:12:30 pm »

I gave it a shot, but it doesn't really work well with any of the shaders I've got- it just illuminates little bits of them here and there.

I did this, though:


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LambCannon
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« Reply #12307 on: February 27, 2017, 05:21:15 am »

I'm currently greyboxing and testing new levels/features in Brief Battles:



It might look something like this when completed:


Also working on new hand-painted foliage assets in Blender/Photoshop for a new region. Playing with custom normals for the trees has been interesting when trying to achieve that balanced "full" effect you get from edited normals, but still having it light correctly.



Feedback is always appreciated!
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Roel
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« Reply #12308 on: March 14, 2017, 06:19:10 am »

I'm working on Intrepid Izzy! I hope you like it! Smiley

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quantumpotato
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« Reply #12309 on: March 18, 2017, 09:07:04 am »

My turn for graphics!





Drawing a moving * in Erlang & bash w/ help from C. Pressing a key speeds it up.
Roguelike experimentation.
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McMutton
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« Reply #12310 on: March 28, 2017, 08:06:51 am »

Those are some very crisp animations, Roel! Dat ponytail.


Working on energy/fire arms!
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Forstride
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« Reply #12311 on: April 03, 2017, 10:24:34 pm »

Made some fancy effects for my textboxes:

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Clipper
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Characters & story > plot


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« Reply #12312 on: April 03, 2017, 11:15:07 pm »

Made some fancy effects for my textboxes:


Groovy!
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Pineapple
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« Reply #12313 on: April 06, 2017, 11:40:50 am »

some music for a text adventure

https://www.dropbox.com/s/i2hzw7k4x3p3uf4/57%20Joy%20or%20Neutral.wav?dl=0
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xix
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« Reply #12314 on: April 10, 2017, 08:06:20 am »

Multiplayer portion of my game.



« Last Edit: April 10, 2017, 08:46:42 am by xix » Logged

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VertexZero
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« Reply #12315 on: April 10, 2017, 06:15:15 pm »

Slowly switching to Unity. But managed to get slightly better animations done. Still sooo much to do.

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Dakutau
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« Reply #12316 on: April 11, 2017, 11:27:49 am »

I just finished the pick-up and throw behaviour for my game in Godot.



There is more to do and add though. Smiley
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ANtY
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i accidentally did that on purpose


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« Reply #12317 on: April 12, 2017, 03:20:48 am »

I'm working on a flyer for our game for the upcoming events, Pyrkon and QuoVadis

this is the front page, do you have any c&c, suggestions?

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Sylverstone14
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« Reply #12318 on: April 19, 2017, 11:38:07 am »

I just released an update to a game jam project I worked on back in late October called "death by flower arrangement". Made in Construct 2, with assets made in Pyxel Edit.

death by flower arrangement is a "2D top-down shooter where you frolic among the flowers as a florist named Flanigan, keeping them at bay with your AK-47, and scattering their petals on the grassy floor in an arrangement of vibrant color." It was made for the Pippin Barr GAME IDEA Game Jam over on itch.io, which had a decent amount of cool content.

Development was on and off for about four months, as I worked on updating the game according to detailed feedback I received on Reddit during the initial release. Basically, I tried to make the game more of a challenge, but not too much that it would be unfair or anything like that. Also did a lot of quality of life updates, and making the controls less of a hassle.

In short, it's a nice hobby game that I'm proud of.

---

Today, I was uploading various builds, editing a small trailer, and making a little flyer.







---

Also, this is like my first time posting on TIGSource. Always lurked here and there, but never posted at all.
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Prinsessa
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Ava Skoog


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« Reply #12319 on: April 19, 2017, 01:50:58 pm »

Made some fancy effects for my textboxes:



This is great. I've been thinking about this sort of stuff recently and how some of the effects, like individual letters bouncing at different rate, don't work very well with connected scripts like Arabic or even the "barred" Indic scripts, so it's something to think about for localisation. Tongue I think I'd settle for animating whole sections together without breaking up the letters. Or I could be super ambitious and do something like this for Latin-based scripts but then "localise" the animations as well for different scripts, haha. It's really interesting stuff!

I've only just started messing with international yet fancy font rendering recently using Pango and Cairo, and it sure is fun stuff! c:

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