Page 163 of 181
Re: What's everyone working on? (tigsource inspired)
Posted: Tue May 08, 2018 6:34 pm
by KayleMaster
Looks awesome!
Re: What's everyone working on? (tigsource inspired)
Posted: Mon May 14, 2018 10:42 pm
by Darlex
A brand-new game with a BIG hidden lore
Re: What's everyone working on? (tigsource inspired)
Posted: Thu May 24, 2018 5:13 pm
by MadByte
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Jun 02, 2018 10:05 pm
by Trung0246
Doing stuff like fixing bugs and porting to lua on my library:
Funch
The code is very easy to copy and paste and translate to lua, but because it had over 250+ functions it would be tedious and time-consuming task...
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 08, 2018 3:54 am
by trentdb
I'm at the very beginning of learning and going for a point and click game - though just drawing a level is the first goal then I can have a word with myself after about what's next.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Jun 16, 2018 12:02 pm
by MrFariator
Refined the hookshot's combat applications, namely that you can aim the throw in any 8 directions, plus some additional enemies.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Jun 16, 2018 3:00 pm
by yetneverdone
MrFariator wrote: ↑Sat Jun 16, 2018 12:02 pm
Refined the hookshot's combat applications, namely that you can aim the throw in any 8 directions, plus some additional enemies.
CONGRATS! Nitrome followed you (the game) on twitter! They might be interested in your game
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Jun 21, 2018 8:38 pm
by MarvelME
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 22, 2018 10:26 am
by MissDanish
--snip--
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Jun 29, 2018 12:27 pm
by SirRanjid
MissDanish wrote: ↑Fri Jun 22, 2018 10:26 am
I added water puddles that only spawn when it's raining, also working on a new part of the city called the Neon Light District
[...]
Nice progress. I'd suggest you add some fake ambient occlusion. Maybe store depth information along with each tile and run a shader on top.
(It's quite subtle but I exaggerated it a little.)