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  • Tokinsom

    Woo!

    Your mini-metroid game is easily my most anticipated Construct title. Good luck!

  • well...

    <img src="http://img837.imageshack.us/img837/6668/stworek.gif">

  • that shuttle/thingy drawing is just phenomenal

  • Hello !

    Here are some screenshots and a technical demo of my game, as you've probably noticed, draws heavily on the first Fallout.

    And for the technical demo is here: http://www.filedropper.com/evtd03

    Enjoy !

  • that shuttle/thingy drawing is just phenomenal

    your words makes me very sad

    [quote:1h9o99pq]Here are some screenshots and a technical demo of my game, as you've probably noticed, draws heavily on the first Fallout.

    and this actualy looks very promising.

    what technique you use for the FogOfWar? Canvas or Object?

    i would complain a little bit about that metal doors in the rock wall. they seems unnatural. you should perhaps put some kind of frame, like a conrate wall around it or something.

    The character animation is great. incredibly fluent and smonth. how may frames the character animation you used? the effect is awesome. did you used 3d modeling program? i am missing human models so nice as this SOOOO much

    about the texture you have used for the starting area... scew it a bit, to give it a sense of perspective, because atm i feel like i am runing on a wall.

  • For the fog of war I use objects that simply disappears into contact with the hero. For the character it is 30 frames per second in its animation and I use the software "Poser".

    I agree with the effect of wall texture that leaves the ground when in motion but I have not yet found a way to "tilt". Any advice?

  • For the fog of war I use objects that simply disappears into contact with the hero. For the character it is 30 frames per second in its animation and I use the software "Poser".

    I agree with the effect of wall texture that leaves the ground when in motion but I have not yet found a way to "tilt". Any advice?

    ahh i see. i am asking because i am i need of FoW too but my layout is propably much biger then your world map and i was curious how big impact so many FoW clouds objects may have on the performence.

    Ohhh Poser! can you tell me, how easy is it to learn for a non-modeler person? i tried .blender and my brain melted thru my ears. I even checked demos of Maya, 3dMAX, Cinema4D but with similiar effect. And i am still looking for a software which would let me lay my hands on some kind human-like Characters models. Human-like characters are the only thing i am still missing. for my game.

    About the wall texutres... umm what you mean? Cave walls are okey, so are that vault-like doors. its just the blending(the valult doors look unnatural on the wall). and when i was talking about the ground i meant it doesnt look like a ground. more like a wall, as you cant observe any angle, which should be present even a bit, if the gameplay is topdown-isometric.

    hold on, ill give you an example of what i mean.

    i just made this terrain. here is a topview, just like you textures of the ground:

    <img src="http://img205.imageshack.us/img205/8330/sample10.jpg">

    its hard to gues the angle, or is it a wall, or a ground seen from above.

    this one is just edited a bit, with perspective scewing

    <img src="http://img18.imageshack.us/img18/4971/sample2n0.jpg">

    do you see the diffrence?

  • > For the fog of war I use objects that simply disappears into contact with the hero. For the character it is 30 frames per second in its animation and I use the software "Poser".

    >

    > I agree with the effect of wall texture that leaves the ground when in motion but I have not yet found a way to "tilt". Any advice?

    >

    ahh i see. i am asking because i am i need of FoW too but my layout is propably much biger then your world map and i was curious how big impact so many FoW clouds objects may have on the performence.

    Ohhh Poser! can you tell me, how easy is it to learn for a non-modeler person? i tried .blender and my brain melted thru my ears. I even checked demos of Maya, 3dMAX, Cinema4D but with similiar effect. And i am still looking for a software which would let me lay my hands on some kind human-like Characters models. Human-like characters are the only thing i am still missing. for my game.

    About the wall texutres... umm what you mean? Cave walls are okey, so are that vault-like doors. its just the blending(the valult doors look unnatural on the wall). and when i was talking about the ground i meant it doesnt look like a ground. more like a wall, as you cant observe any angle, which should be present even a bit, if the gameplay is topdown-isometric.

    hold on, ill give you an example of what i mean.

    i just made this terrain. here is a topview, just like you textures of the ground:

    <img src="http://img205.imageshack.us/img205/8330/sample10.jpg">

    its hard to gues the angle, or is it a wall, or a ground seen from above.

    this one is just edited a bit, with perspective scewing

    <img src="http://img18.imageshack.us/img18/4971/sample2n0.jpg">

    do you see the diffrence?

    hey irbis do you know a technique in construct that I can make a terrain like a grass with different 'grass images' without creating 500 sprites?

  • [quote:swkr3zqn]hey irbis do you know a technique in construct that I can make a terrain like a grass with different 'grass images' without creating 500 sprites?

    well all you need is seamless texture and perhaps this topic

    this should do if your grass texture is really seamless and good quality.

    but if you want the grass to be somewhat diffrent from time to time then... i dont know. you would need couple of seamless textures but with same looking main part and an array.

    but dont ask me, i am mearly a rookie here. Lucid, Newt, Tulamide, R0J0hound are the ones you should ask.

  • Not to derail the topic too much, but yes that method linked will do, that or the tiled background object. The problem with grass is that it can show a pattern at some point.

    Now with a tiled distortmap tho, you can use the color filter for some randomness.

    http://dl.dropbox.com/u/666516/uvtiledcf.cap

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  • Here is a preview of the driver details with strings from external text files. I have not coded it to display real money yet.

    Here is the race screen which makes use of switchable magic cameras and the layout plugins. Lap count increases by 1 as each car passes the start/finish line. So far it is not connected to the menu section

    <img src="http://img600.imageshack.us/img600/7454/s810rs.jpg">

  • Ok here are a few screens of my "game".

    I'm trying to work on the system so most of the graphics are placeholders. I won't obviously keep the Jennifer Simpson Sprite ^^:

    Walking around (well, standing still while i took the screenshot u_u):

    <img src="http://prawnsushi.free.fr/bazar/EC1.jpg">

    Being chased and getting crazy (nice frame rate drop lol) :

    <img src="http://prawnsushi.free.fr/bazar/EC2.jpg">

    And oh, spitting some gore (even more framerate drop u_u)

    <img src="http://prawnsushi.free.fr/bazar/EC3.jpg">

    Note : these FPS drops happen on a i3 530 + geforce 310

    Doesn't drop below 60 (Vsync) on my laptop (Q9000+radeon4650)...

    But right now it's got a problem :

    I gotta figure that out, or i'll be stuck with these textures...

  • Here's some new screenshots of Talbot's Odyssey

    <img src="http://img401.imageshack.us/img401/4060/screenshot13j.jpg">

    <img src="http://img257.imageshack.us/img257/4563/screenshot12s.jpg">

    PS. We're on indieDB too here's the link: http://indiedb.com/games/talbots-odyssey-part-i

  • Here's some new screenshots of Talbot's Odyssey

    PS. We're on indieDB too here's the link: http://indiedb.com/games/talbots-odyssey-part-i

    i am seriously sooo jelous of your graphics designer/artist right now *_*

    this really looks pro

  • Good luck Simul810. How far you are with the game?

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