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TIGSource ForumsDeveloperCreative (Moderator: Capntastic)So what are you working on?
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Udderdude
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« Reply #10600 on: May 04, 2013, 10:18:13 am »

Planning some updates for ye olde XOP .. yeah, can't get enough of that shit.  I want to add a "No borders, no scrolling" mode where the game area fills the entire 4:3 game space and the borders are removed.  Also want to add a different scanline option where it adds the smoothing effect, but not the scanline effect.  And the ability to save/load extra menu settings.

In addition to that, who's ready for some game design documents .. Crazy

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Dr. Cooldude
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« Reply #10601 on: May 04, 2013, 11:10:20 am »

Made a bitmap font for our game:


At the moment, it's just some ugly programmer art placeholder font.
You can use it if you want, I don't really care...

In addition to that, who's ready for some game design documents .. Crazy



Hehe, I also have a load of txt design docs lying in my project folder.
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jjs
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« Reply #10602 on: May 04, 2013, 06:23:42 pm »

My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit.



I'm done with coding the movement for now, next on the list are some creatures.

bubs, you're giving me Super Nintendo nostalgia... <3

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Udderdude
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« Reply #10603 on: May 04, 2013, 06:27:18 pm »

bubs, you're giving me Super Nintendo nostalgia... <3
The resolution and effects there would require at least a Playstation 1 .. sorry to burst your nostalgia bubble D:
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jjs
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« Reply #10604 on: May 04, 2013, 07:17:01 pm »

bubs, you're giving me Super Nintendo nostalgia... <3
The resolution and effects there would require at least a Playstation 1 .. sorry to burst your nostalgia bubble D:

You monster!  Cry
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dumbmanex
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« Reply #10605 on: May 04, 2013, 09:20:22 pm »

Hnnnngh.  Just a linear rts/artillery called Volatus Corpus.








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Udderdude
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« Reply #10606 on: May 05, 2013, 07:06:05 pm »

Redoing the art for the enemies in Twin Reaper Purger.  Previously most of the enemy designs were copied from XOP or XOP Black enemy designs .. I've put some other ones in there, and changed the art to a low (32 or less) color palette style.  There's only 6 XOP designs left in there now.


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Pineapple
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« Reply #10607 on: May 06, 2013, 03:28:10 pm »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
« Last Edit: May 06, 2013, 08:11:01 pm by _Madk » Logged
Farmergnome
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« Reply #10608 on: May 06, 2013, 08:13:55 pm »

Making more levels and a proper intro for my LD48 entry http://www.farmergnome.com/2013/04/undercolor-agents.html  Can't figure out how much extra content to add though, since well,  I don't want to over commit into yet another project...

« Last Edit: May 06, 2013, 08:26:19 pm by Farmergnome » Logged

TomHunt
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« Reply #10609 on: May 06, 2013, 11:05:37 pm »

There really is no reason at all to not use Unity for any game type.
I wouldn't go quite that far. There are limitations to every system. In the case of Unity, you will occasionally run into a particular mechanic that requires one of Unity's professional features. (and thus a full paid-for license) It doesn't happen that often, but I have run into it.
I agree with Richard. As he mentioned, there's limitations to every system. I would guess that Unity should be able to do any game type well, but some might be better in other engines, or even with just pure code and no pre-made framework or engine.
For most game ideas, I'm very happy with Unity and what it does. That being said, sometimes all of that structure that's already there gets in the way of me wanting to try something new with, i.e., the way that the engine is structured, and maybe only really care about releasing PC or Mac or Linux. At that point I am making my own game engine and would do just as well if not better with more foundation-level libraries like monogame or sfml.

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todd
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« Reply #10610 on: May 06, 2013, 11:10:59 pm »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
neon super clusters
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VortexCortex
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« Reply #10611 on: May 07, 2013, 06:12:15 am »



Adding some editing modes to my HTML5 engine's in-game editor.
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TheSnidr
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« Reply #10612 on: May 07, 2013, 06:15:57 am »

Whipped up a neat algorithm 'cause pretty pictures are fun.



edit:

more

more x2
Almost looks like a bunch of proteins: http://martin-protean.com/img/ps2.jpg
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VortexCortex
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« Reply #10613 on: May 08, 2013, 03:23:14 pm »



Experimenting with dynamic shadows in HTML5 Canvas.
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mono
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« Reply #10614 on: May 08, 2013, 04:27:50 pm »

My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit.



I'm done with coding the movement for now, next on the list are some creatures.

This is absolutely mesmerizing!  Question though; What benefit are you getting from coding this in Unity?  It wouldn't exactly be my first choice for a pixel 2D side scroller.  Are you even using the scene view for anything?

 Kiss
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Conker534
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« Reply #10615 on: May 08, 2013, 04:30:04 pm »

My game I've been working on for the past week or so. I drew most of the art in a mockup months ago. I'm creating it in the Unity engine using a fantastic plugin called 2D Toolkit.



I'm done with coding the movement for now, next on the list are some creatures.

This is absolutely mesmerizing!  Question though; What benefit are you getting from coding this in Unity?  It wouldn't exactly be my first choice for a pixel 2D side scroller.  Are you even using the scene view for anything?

 Kiss

I did NOT want that gif to end. LOVELY.
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Jimym GIMBERT
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« Reply #10616 on: May 08, 2013, 09:59:01 pm »

I want to play this gif
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blinkok
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« Reply #10617 on: May 08, 2013, 10:02:34 pm »

you can play it here (a concept)
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Jimym GIMBERT
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« Reply #10618 on: May 08, 2013, 10:38:50 pm »

Wooooooo! Glad I asked for,thx
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haxpor
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« Reply #10619 on: May 09, 2013, 04:49:31 am »

Wow, that's lovely.
I love how you walk on different terrain and it triggers different sfx.
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Indie Game Developer
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