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Re: What's everyone working on? (tigsource inspired)

Posted: Thu Oct 23, 2014 1:24 pm
by clofresh
Zilarrezko wrote:Now that is cool. All the polygons and circles make it look complicated, and I like that.
Thanks! The polygons and circles were mainly for debugging purposes, but then I started using it as part of the bone animations to give it a kind of "low-poly" 2d look.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Oct 23, 2014 5:05 pm
by tio
clofresh wrote:
Zilarrezko wrote:Now that is cool. All the polygons and circles make it look complicated, and I like that.
Thanks! The polygons and circles were mainly for debugging purposes, but then I started using it as part of the bone animations to give it a kind of "low-poly" 2d look.
You could use strandbeest mechanics to make them walk in a more "natural" way. And it isn't THAT difficult to implement, I think.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Oct 23, 2014 5:09 pm
by OrbitalBlueprint
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Re: What's everyone working on? (tigsource inspired)

Posted: Thu Oct 23, 2014 10:46 pm
by HugoBDesigner
Oh hey OB, welcome to the LÖVE race!
That seems pretty cool! Can you share some pic or something?

Re: What's everyone working on? (tigsource inspired)

Posted: Fri Oct 24, 2014 8:28 pm
by OrbitalBlueprint
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Re: What's everyone working on? (tigsource inspired)

Posted: Sun Oct 26, 2014 12:57 am
by Evine
More animation, more functions, more pony. What more do I really need.

I put together a very small demo. Just to show people what i'm working on.

Image

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Oct 27, 2014 7:44 pm
by Jasoco
I'm not going for fancy 3D effects like everyone else. I'm just going for style.
Image

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Oct 27, 2014 10:31 pm
by Zilarrezko
Looks like the light posts and entities are 2D sprites. Are the buildings basic models with textures or something I'm not familiar with? And clever use of the flickering sign. All too often I see those light signs are out when I'm just looking around on a midnight store run.

Re: What's everyone working on? (tigsource inspired)

Posted: Tue Oct 28, 2014 2:45 am
by Jasoco
Correct on all counts. Just another teaser while I prepare to make a video showing off what I've accomplished so far.

What you can't tell but you can see in other GIFs is that the flowers, grass and trees have swaying animations. And the trees are two 3D sprites. One for the stump and another for the leaves.

Re: What's everyone working on? (tigsource inspired)

Posted: Tue Oct 28, 2014 9:34 am
by FlorinC
This is what I'm working on. It's a remake of an old game, produced by Codemasters and Big Red Software back in the 90's.
The original titles were Seymour Take one, and Seymour at the Movies. Pretty much same mechanics as the Dizzy games.

I also wrote a full featured storyline for a different adventure, but I need to finish the engine first.

The alpha version I've done so far and you can see in the video below is made with Adobe AIR (You can also download it here, it's free and always will be), but I met a few AIR limitations that I am uncertain I can resolve to my satisfaction. That's why I want to try the LÖVE engine.

Here's a short sample of my work (usable keys - arrows, Z, X, 0 (zero), M, P, R (replay:buggy), Space):

__________ __________