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1403809 Posts in 68294 Topics- by 61958 Members - Latest Member: Kvrochi

December 09, 2022, 02:22:34 PM

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TIGSource ForumsDeveloperDesignSo what are you working on?
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Dune
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Hey!


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« Reply #12420 on: October 19, 2019, 03:03:31 PM »

I'm working on a sidescrolling shootemup/platformer hybrid.
It's a one-man project, so I'm doing everything myself.
It's still very early, but I like where its going. Smiley
Would love to have some actual people playtesting it soon.

That looks pretty neat, I like how soft everything looks with all the rounded edges in the geometry plus the soft shader. Looks like you're using some kind of heat distortion effect in the background, I would love to hear more about what you're doing there.

(Also, sadly I do not know how to reduce the size of images, I just try to resize images before I upload them onto imgur and then put them in my post.)
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Nijigames
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« Reply #12421 on: October 22, 2019, 10:48:59 PM »

Have been working on Leturn: Defense of magic
a VN + Tower defense game for mobile, here some dialogue section and little story

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Kotzman
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« Reply #12422 on: November 13, 2019, 08:35:34 AM »



Spent a few hours in the morning but in the end managed to squeeze a gif of Glorious Companions under 5 mb  Screamy

Called it: The First Kill

This looks awesome! What do you use to make your gifs? I use Gimp but can't get quality gifs of a decent file size.
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Monolyth Himself
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Hey guys, Mono here.


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« Reply #12423 on: December 10, 2019, 06:11:54 PM »

"Its like an Arkham game, except its in 1st Person and your main weapon is Dracula's whip"

is the above line descriptive enough? Or should I say,

"Its a 1st person hack'n' slash inspired by CastleVania and Batman Arkham games"
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Slapdash
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« Reply #12424 on: December 28, 2019, 12:35:59 PM »

Blacktop, a 1970s open world driving game to the likes of Driver, inspired by movies and shows such as Vanishing Point (the original), Gone in 60 Seconds (also the original), and The Dukes of Hazzard. You're an innocent moonshine smuggling kid that gets ensnared in a plot much bigger than he ever meant getting into.

Featuring a triple-state damage model (I just made that up), realistic physics with semi-arcade handling, and soon splitscreen multiplayer, Blacktop will give you hours and hours of fun once it's eventually finished. Here's some screenshots:









I'm currently working on a racetrack, and support for rebinding keys. When both of those are completed I will publish a small tech demo, and with that I'll start keep a devlog. So far I've been working on it for nearly two years, ever since Unity 5 first came out.

Sounds interesting looking forward to see more.
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Eyon
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« Reply #12425 on: December 30, 2019, 10:27:33 AM »

I'm working on a sidescrolling shootemup/platformer hybrid.
It's a one-man project, so I'm doing everything myself.
It's still very early, but I like where its going. Smiley
Would love to have some actual people playtesting it soon.





Edit: Is there a way to reduce the size of images here? (as they are rather big)

The filters and general colours are good =] Looks promising. I want to see a video =].
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
leonardocosta
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« Reply #12426 on: January 14, 2020, 06:33:14 PM »

I've made a 2 color pixel drawing to go with an old project of a Gothic Pixel Typography I uploaded a couple days ago. I could make some new characters for the font, so, technically, still working on it.

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GrimbartTales
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« Reply #12427 on: February 13, 2020, 02:49:50 AM »

Working on a game called ITORAH Smiley
https://i.imgur.com/kkl0cR6.mp4
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Gaming_Stef
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« Reply #12428 on: February 17, 2020, 01:05:08 PM »

I'm working on a sidescrolling shootemup/platformer hybrid.
It's a one-man project, so I'm doing everything myself.
It's still very early, but I like where its going. Smiley
Would love to have some actual people playtesting it soon.

That looks pretty neat, I like how soft everything looks with all the rounded edges in the geometry plus the soft shader. Looks like you're using some kind of heat distortion effect in the background, I would love to hear more about what you're doing there.

(Also, sadly I do not know how to reduce the size of images, I just try to resize images before I upload them onto imgur and then put them in my post.)
Thanks!
yeah, I'm using a heat distortion effect I made years ago, but never had a use for it until now. XD
It's a fullscreen post effect that distorts the view based on camera depth, time, and a noise map.

More info on my game can be found on my twitter (well mostly more screenshots, not a lot info though):
https://twitter.com/Gaming_Stef

got a new screenshot as well:

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Gaming_Stef
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« Reply #12429 on: February 17, 2020, 01:06:54 PM »

I'm working on a sidescrolling shootemup/platformer hybrid.
It's a one-man project, so I'm doing everything myself.
It's still very early, but I like where its going. Smiley
Would love to have some actual people playtesting it soon.

The filters and general colours are good =] Looks promising. I want to see a video =].

I have some videos on my twitter, I should probably post some on youtube instead, as the quality on twitter isn't great.
https://twitter.com/Gaming_Stef/status/1183087247803015175
https://twitter.com/Gaming_Stef/status/1183107718053273600
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SeanNoonan
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For England?


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« Reply #12430 on: February 23, 2020, 04:58:25 PM »

About to finish work on this:

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Hopebringers
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Hopebringers delevopment team


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« Reply #12431 on: February 25, 2020, 06:04:41 AM »

Hey! We are working on character movement and combat on an RPG tactics game, similar to another one posted earlier but not as fluid (yet). As you can see, it's still early work in progress, specially the UI and attack, tho the models and assets are more advanced.

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Hoprbringers, coming to Steam mid May 2020. Follow us on twitter at https://twitter.com/HopebringersRPG
Ishi
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coffee&coding


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« Reply #12432 on: February 25, 2020, 01:42:24 PM »


Edit: Is there a way to reduce the size of images here? (as they are rather big)

You can put (for example) width=600 within the first img tag.
I like your character design! It's a shame she's so small on screen but I'm guessing that suits the gameplay best.
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Ted
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« Reply #12433 on: April 16, 2020, 05:26:12 AM »

Have been working on Leturn: Defense of magic
a VN + Tower defense game for mobile, here some dialogue section and little story



Wow the character art is great!
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Eyon
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« Reply #12434 on: April 17, 2020, 10:49:33 AM »

I'm drawing characters for my strategy mobile game =]
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Mobile strategy game in the browser: https://eyon.itch.io/agentsxmonsters
Twitter: https://twitter.com/Eyon_Patrick
Suttebun
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« Reply #12435 on: May 06, 2020, 10:22:22 AM »

@Eyon lol invisible man still wearing his undergarments
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Ordnas
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« Reply #12436 on: July 05, 2020, 10:49:52 AM »

Working on a cover shooter, testing the AI:

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Devlogs:

Ramos
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« Reply #12437 on: July 12, 2020, 06:33:24 AM »

Working on a cover shooter, testing the AI:



looks like AAA quality
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Schrompf
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C++ professional, game dev sparetime


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« Reply #12438 on: July 12, 2020, 11:05:12 AM »



I'm experimenting with Analytic Antialiasing. Which is a math method of resolving exactly how much of a pixel is covered by a primitive. This way you can render lots of extremely small primitives and still get a stable aliasing-free image. I speculate that the Unreal Engine 5 is doing this with the "Micro Triangle Rasterizer" they hinted at in their PS5 marketing video.

I have been doing this for quads (Pic on twitter) and for Sort-Of-Round-Blobs (for my VoxelSurvival project, ShaderToy) and now I'm attempting to solve it for triangles. This is what I have so far: ShaderToy - an edge, only works correctly for the top-right quadrant. But I'm getting there. Click and move to form the triangle. Need to fix it for the other three quadrants, then use the Edge formula to construct a whole triangle, then I could put it into a Compute Shader in theory. I'm curious how far I can push this.
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Snake World, multiplayer worm eats stuff and grows DevLog
Rogod
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« Reply #12439 on: July 13, 2020, 02:32:04 PM »

Everybody around here looks so professional - I'm ashamed to say I'm working on a simple space-faring text game in C# (although I've been considering porting to Java for compatibility reasons and because Java is my native language Ninja)

Got a little video of the rough idea from a few versions ago:


Plus some screenshots:

Just felt like a milestone had been passed when I wrote a little sub-character bitmap renderer for images ingame earlier :3

Plenty more to do though :D!
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