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April 25, 2024, 08:00:25 PM

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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2323555 times)
Seiseki
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« Reply #12320 on: May 04, 2017, 01:07:30 AM »

that's a lot of fish :D
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Darion
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« Reply #12321 on: May 07, 2017, 02:18:11 PM »

Haven't posted here in a while. Been working on Upgrades and power increases. Come a long way



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@darionmccoy
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« Reply #12322 on: May 13, 2017, 08:00:55 PM »

I want to play the fish game. Soulbaby & Python dev  Hand Metal Left Gomez.

Today I playtested V2 of a cooperative card game where 1 team tries to play the same card simultaneously that beats the 1 card the Defender plays (think RockPaperScissors). With dice for resolving combat. Got some great feedback, just jotted notes for V3 rules. I haven't seen a game use this mechanic before so I'm excited!
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McMutton
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« Reply #12323 on: June 14, 2017, 09:15:08 PM »

Fish AI means you're in the big leagues, buddy!
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quantumpotato
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« Reply #12324 on: June 19, 2017, 06:32:25 PM »

Why aren't there 20 new pages since I last posted here? What's everyone doing, playing Zelda :/

I've been developing board games & playtesting a 2P versus arcade game.
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Aghko
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« Reply #12325 on: June 25, 2017, 10:45:02 PM »

So,
As you might notice I didn't finished yet my Pizzaboy in Zombie Town game. Somehow got on hold due actual job at games.
But might be I re-catch it at some point.

The problem I had is the same as when I was a pizza delivery guy. After working with pizzas all day, the last thing you want to cook at home is pizza Smiley

That is why I am being doing music instead. Here is the second (and only decent) release I did: https://stalinrubik.bandcamp.com/album/the-far-mars

I am up for composing music for games. If you like what you hear just drop me a message and we can do something together

Cheers!
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SolarLune
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It's been eons


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« Reply #12326 on: June 26, 2017, 07:45:38 AM »

Grindin' on polishing Gearend~
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cucadev
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« Reply #12327 on: June 26, 2017, 01:05:33 PM »


wip
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pixelarcstudios
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« Reply #12328 on: June 28, 2017, 08:22:11 AM »

Currently working on Bushiden. Game is roughly 15-20% complete. Long way to go, but we've already made so much progress Smiley

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absolute8
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WTF, some aggressive nerd... (•̀ω•́)و ̑̑


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« Reply #12329 on: June 28, 2017, 11:41:47 AM »

"Flyer" proto-type (that's a thing, right? Flyer? Yeah, I'm totally going with that)

This is about a week in-the-making.
Brutal game about flying through dangerous environs as a cursed fairy/nymph thingy™Gentleman





premise: Fly through a forest of carnivorous plants to find a magical fountain to wash all that stank curse off yo' booty.
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ktch
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« Reply #12330 on: June 29, 2017, 05:38:37 AM »

Working on some Silent Hill-esque texture effects for fun Smiley


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Carville
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« Reply #12331 on: July 14, 2017, 04:01:36 AM »

Working on some stylized wooden textures for a low poly shield.





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quantumpotato
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« Reply #12332 on: July 14, 2017, 06:46:23 PM »

Interpolating gamepads

https://forums.tigsource.com/index.php?topic=61747.0;topicseen
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Mittens
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« Reply #12333 on: July 17, 2017, 01:12:58 AM »

This


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BBreakfast
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« Reply #12334 on: July 17, 2017, 07:40:57 AM »

starting to paint this gal for Arcadian Atlas:



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Labbed
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« Reply #12335 on: July 22, 2017, 04:08:33 PM »

I'm adding post processing effects to LabChirp.
https://twitter.com/LabbedNet/status/888798365491843072
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The purpose of Hadoukens is to block other Hadoukens.
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Samaras-Sama
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« Reply #12336 on: July 24, 2017, 10:02:07 AM »





Trying to design an appealing character
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« Reply #12337 on: July 24, 2017, 10:53:55 AM »

A good rule of thumb when it comes to character design is to keep things simple; details compete with each other for the viewer's attention, so fewer details make it easier for the viewer to perceive the character as a whole.
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Samaras-Sama
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« Reply #12338 on: July 24, 2017, 12:34:45 PM »

A good rule of thumb when it comes to character design is to keep things simple; details compete with each other for the viewer's attention, so fewer details make it easier for the viewer to perceive the character as a whole.

People have been telling me how "busy" it looks without really telling me where I should remove detail from.

Here's a 2nd attempt:

« Last Edit: July 24, 2017, 01:38:04 PM by 24-bit Color » Logged

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muki
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« Reply #12339 on: July 25, 2017, 06:34:25 AM »

Working on getting the courage to start work on core gameplay mechanics for a demo, rather than just doing art/engine stuff all the time. Waaagh!
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