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April 25, 2024, 04:18:48 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 2323514 times)
Hedenius
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« Reply #3700 on: April 01, 2009, 01:44:39 AM »

This will probably be the visual style of a platformer i'm working on.
What you're looking at is just a mockup of a test-level.

The gray line in the middle is just the dummy-graphics for a jumpthrough-platform, so nevermind that one.




« Last Edit: April 01, 2009, 01:48:29 AM by Pyrrhon » Logged
Jay Jeon
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« Reply #3701 on: April 01, 2009, 08:07:33 AM »

great !
How did you make these tile set ? tiles are totally fited!
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yet...
Ivan
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alright, let's see what we can see


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« Reply #3702 on: April 01, 2009, 08:13:38 AM »



my cockpit entry in progress
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http://polycode.org/ - Free, cross-platform, open-source engine.
Alex May
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« Reply #3703 on: April 01, 2009, 08:36:39 AM »

This will probably be the visual style of a platformer i'm working on.
What you're looking at is just a mockup of a test-level.

The gray line in the middle is just the dummy-graphics for a jumpthrough-platform, so nevermind that one.





Is that art procedural? It's great!
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Hedenius
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« Reply #3704 on: April 01, 2009, 09:52:23 AM »

I wish it was procedural or tiled... but it's just me playing with brushes/blend modes and the crosshatch-filter in Photoshop. I tried to come up with an easy to do, but still fresh and "cool" visual style.

I create the screens/rooms in Game Maker with one-color collision blocks. Then i snap a screenshot and do my thing in PS. After that i just use the picture as a background and make the blocks invisible.

But i'm glad you guys liked it!

Hopefully this will turn into something playable soon.

edit: I have played around a bit more in photoshop. Im not sure if i like the blocky or smooth version the best. Also, the crystal might be a bit overkill? I don't want it to hurt the eyes to much!  Wink

edit2: As you can notice i darkened the colors a bit since my girlfriend complained about the brightness. But i will probably make them as bright as in the first picture i posted before. I love the way it pops. What do you think?







« Last Edit: April 01, 2009, 01:17:27 PM by Pyrrhon » Logged
Ishi
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« Reply #3705 on: April 01, 2009, 01:34:02 PM »

The softer one looks really nice but some of the platforms are a little hard to read (mainly on the blue, it blends in with the background). If pixel-perfect jumping isn't necessary then it's not a problem.


I appropriated my pirate girl background graphics for my uni AI project.



There will be two robots, and you have to type at them to tell them to do stuff. It will detect emotions in what you type, so you have to piss one off to make it explode and destroy barrels, make them happy so they have energy to push boxes, that kind of thing.

The tutor said it didn't have to look nice and we could just use blank squares for sprites. To hell with that Smiley
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Powergloved Andy
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« Reply #3706 on: April 01, 2009, 01:44:13 PM »

A minimalistic black and green love story platformer staring this guy:


Should take only a day or two to complete assuming that these dang sinuses clear up and make me stop feeling like a potato.
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lithander
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« Reply #3707 on: April 01, 2009, 03:43:25 PM »

<--- I just made myself an avatar. Painted in Photoshop in the original size (80x80) using only Brush and Pen. I used greyscale first and colored it afterwards.
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andy wolff
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« Reply #3708 on: April 01, 2009, 03:57:03 PM »

pyrrhon that looks really nice
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HöllenKobold
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« Reply #3709 on: April 01, 2009, 04:01:06 PM »

That's a really cool style, Pyrrhon. I think the glow helps distinguish the platforms more.
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letsap
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« Reply #3710 on: April 01, 2009, 04:34:08 PM »

For some reason the backgrounds give the impression of being animated.
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Loren Schmidt
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« Reply #3711 on: April 01, 2009, 10:58:08 PM »



In the wild west, a lone gunman stands for what he knows to be right in the midst of a sea of ignorance and barbarism.

With shopping, horse riding, and cactus flower picking mini games.
« Last Edit: April 01, 2009, 11:04:18 PM by Sparky » Logged
raiten
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« Reply #3712 on: April 02, 2009, 12:30:18 AM »

With shopping, horse riding, and cactus flower picking mini games.

Picking Cactus' flower??
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bateleur
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« Reply #3713 on: April 02, 2009, 03:18:47 AM »

I think that game just broke my gaydar! Shocked
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Ishi
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« Reply #3714 on: April 02, 2009, 06:06:28 AM »

Back to graphics. I added some super faked radiosity to replace the solid grey ambient colour, as that looked dull and out of place.



(In the pic most of the objects are in shadow, apart from the spheres near the blue light, so any colour there is the ambient). It maps the light hitting the walls into a cube map and then blurs that, and that's used to lookup the radiosity/ambient.

Could be used in a proper game environment in a basic form, maybe with a pregenerated radiosity map for each area of the level.
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mirosurabu
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« Reply #3715 on: April 02, 2009, 09:15:35 AM »

I appropriated my pirate girl background graphics for my uni AI project.

There will be two robots, and you have to type at them to tell them to do stuff. It will detect emotions in what you type, so you have to piss one off to make it explode and destroy barrels, make them happy so they have energy to push boxes, that kind of thing.

The tutor said it didn't have to look nice and we could just use blank squares for sprites. To hell with that Smiley

I sense mellow natural language parser with broad-but-shallow NLU approach?
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AaronAardvark
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« Reply #3716 on: April 02, 2009, 09:38:35 AM »

I'm writing a Linux implementation of Mattias' Pixie game engine.

Pixie Game Engine

This will supplant my own Perl-based engine. (Which is nowhere near being finished, hence why I'm doing this.)
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godsavant
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« Reply #3717 on: April 02, 2009, 01:38:12 PM »

A minimalistic black and green love story platformer staring this guy:


I freakin' love Game & Watch.
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Ishi
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« Reply #3718 on: April 02, 2009, 02:38:19 PM »

I appropriated my pirate girl background graphics for my uni AI project.

There will be two robots, and you have to type at them to tell them to do stuff. It will detect emotions in what you type, so you have to piss one off to make it explode and destroy barrels, make them happy so they have energy to push boxes, that kind of thing.

The tutor said it didn't have to look nice and we could just use blank squares for sprites. To hell with that Smiley

I sense mellow natural language parser with broad-but-shallow NLU approach?

After looking the terms up, sounds about right Smiley It won't be complex but the results should be decent enough.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #3719 on: April 02, 2009, 03:21:21 PM »

After I long hiatus, and months of doing nothing but fiddling around with Flash, I thought I'd attempt a relatively easy game to get me back into game-making mode. This is a game I started a while back but never finished, so finishing it up should be relatively easy, especially considering it's primarily text (it uses the Fedora Spade engine). Here are some of its backgrounds:

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