#vidyadev
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gomadwarrior · 5 years ago
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Now there are joints on this joint
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typodev · 8 years ago
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Today’s progress. Spent a lot of time just getting poses right to try and lock down the greatsword idle. I settled on the top, then as I was getting done I accidentally combined two old poses into this bottom pose... I’m gonna need to use it somewhere...
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cerebraldivision · 8 years ago
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Added new effects for the puzzle pieces.
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meta-mythicals-blog · 11 years ago
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This is my new project. Re-imagining the creepypasta legend Jeff The Killer, in a horror/survival game.
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titansandtyrants · 11 years ago
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IsoThing - Come Together
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Things are starting to take shape.  If you encounter a hostile party on the map, you'll have to duke it out.  Everything is rough, but at least it's working.  It's starting to feel more like a game now.
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art-by-lopaki · 11 years ago
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So which other agdg characters should I add to the agdg version of the alpaca runner?
Could you leave me a link to a screenshot with the character in the answer?  (asks and fanmail don't allow links)
I don't know every single character by name and most can't be googled.
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typodev · 8 years ago
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I did some experimenting with the reversed normal method of adding outlines to characters. I’ve used shader methods in the past to do the same thing. While the shaders I tried added almost no time to the workflow they tend to either look good or really bad. Furthermore, this varies widely depending on the model.
If you aren’t familiar with the reversed normal method, it involves duplicating the geometry of the model, flat shading it to your border color, scaling it bigger than the original, and flipping the normals. As a result the bigger model is drawn in a way that is only visible from the opposite direction as the original model. This allows you to have outlines around your models of a similar quality to a shader with some sort of edge detection.
There are downsides. Because it’s more or less double the geometry it can be an expensive method. Concave sections of geometry are frequently glitchy. I need to painstakingly tweak every single border mesh until things look JUUUST right. You can use a simplified mesh for the outline to avoid extra complex geometry. I have learned quite a few tricks to speed things up and cheat to avoid some glitches.
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Overall i think it looks MUCH better than the original. I had fun doing it, so I might take the workflow hit and use this method from now on. Afterall, fun is the most important part of dev.
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badly-drawn-cube · 10 years ago
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Combat Progress
Been working on the battle system for the most part today. Here’s how it looks.
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killerjaguar · 11 years ago
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Simple AI means simple gameplay
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art-by-lopaki · 11 years ago
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Some sprites from our upcoming game "Demented Wizards"
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spacedoggames · 12 years ago
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Our roguelike-like game has been put on the backburner for a short period while we make an Oculus Rift game. This is just a short experiment, in both making an OR game and finishing a complete game as a team. We're trying to have it mostly done before our OR arrives; we naturally can't complete it without having a Rift to test it on.
It will be playable without one, however.
As for the game itself, it's inspired by F-Zero, but it's on-rails. As we've only just started, there's no art yet and only minimal code, but we will share our work once we get into it a little more.
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eclecticcode · 12 years ago
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Tomato Model, Low Polygon For the #7DFPS Challenge I want to make a simple shooter in which you have to shoot vegetables and fruit. So for that I made a simple Tomato model in advance. I will propably make some more models in the following days.
P.S. If the whole 7 Day FPS thing doesn't work out for me I'll just continue working on this at my own pace
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marmorealgame · 12 years ago
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Progress Update
Oh hey look at this! I am finally working on the actual campaign mode for my game. It will feature a levelling system with perks, and some neato levels (I hope).
Right now I'm working on the levelling system for the mode. Both campaigns have their own "home" hub maps. There you will be able to level up, accept missions and interact with npcs.
The campaign's character select screen shows the character levels.
Levelling system Each character has a set of three attributes. Health increases your health, Attack increases your damage, and Ability reduces the cooldown between ability uses.
Each attribute will also have a perk for every five levels of it, to a total of four perks at the maximum attribute level, 20.
The level up screen
Every character levels up at specific places. Arcana and Elsa have their own desks, Fiera has a bonfire (Hello From), Sir Vaun has an altar of sorts, and Octavian levels up at any one of the weapon racks in the castle.
An NPC is born However, I could not come up with anything for Frank. What would a suit of armour interact with to upgrade himself? So the best solution was to have someone else upgrade him. So I made an NPC who is Frank's creator.
"Why are there shields on her head?"
I haven't come up with a name for her yet, but she will be responsible for modifying and upgrading (levelling up) Frank. Yesterday I even got some amazing fanart for her, by a nice fellow named Hexun.
I wish I could draw this well.
And that's all for this post. Seeya!
Mirrored from indieDB page. http://www.indiedb.com/games/marmoreal/news/making-a-new-npc-and-a-level-system
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