Nijigames
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« Reply #12420 on: October 22, 2019, 10:48:59 PM » |
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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 #12421 on: November 13, 2019, 08:35:34 AM » |
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 Spent a few hours in the morning but in the end managed to squeeze a gif of Glorious Companions under 5 mb  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
Level 0
 
Hey guys, Mono here.
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« Reply #12422 on: December 10, 2019, 06:11:54 PM » |
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"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 #12423 on: December 28, 2019, 12:35:59 PM » |
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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 #12424 on: December 30, 2019, 10:27:33 AM » |
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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.  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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Gaming_Stef
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« Reply #12427 on: February 17, 2020, 01:05:08 PM » |
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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.  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_Stefgot a new screenshot as well: 
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SeanNoonan
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« Reply #12429 on: February 23, 2020, 04:58:25 PM » |
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About to finish work on this:
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Hopebringers
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« Reply #12430 on: February 25, 2020, 06:04:41 AM » |
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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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Ishi
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« Reply #12431 on: February 25, 2020, 01:42:24 PM » |
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 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 #12432 on: April 16, 2020, 05:26:12 AM » |
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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 #12433 on: April 17, 2020, 10:49:33 AM » |
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I'm drawing characters for my strategy mobile game =] 
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Suttebun
Guest
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« Reply #12434 on: May 06, 2020, 10:22:22 AM » |
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@Eyon lol invisible man still wearing his undergarments
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Ramos
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« Reply #12436 on: July 12, 2020, 06:33:24 AM » |
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Working on a cover shooter, testing the AI:  looks like AAA quality
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Schrompf
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« Reply #12437 on: July 12, 2020, 11:05:12 AM » |
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 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
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Rogod
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« Reply #12438 on: July 13, 2020, 02:32:04 PM » |
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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  ) 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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alvarop
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« Reply #12439 on: July 14, 2020, 06:08:49 AM » |
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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  ) 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! they might look professional but yours looks cool as shit!!
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