Post screenshots of what you're working on!!

Show us your works in progress and request feedback

Post » Wed May 06, 2009 10:02 pm

[quote="Max":2kss6zgc]Working on an action rpg/dungeoncrawler/roguelike/beat em up :).[/quote:2kss6zgc]
O_O random dungeon generation?
I want!

lots of interesting games here :D
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Post » Sat May 09, 2009 3:40 pm





yeah... bush looks ugly ... but who cares? we need zombiez!!!111one

ps. if any one need that grass ...
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Post » Sat May 09, 2009 6:41 pm


Here's my game (Yes I know that Im using other member's engine but I got permission for that and I can assure you that im going to change wall graphics il try to get ceiling and floor to work.

Now Im having a bit problems with shooting but maybe Il get em fixed someday.
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Post » Sat May 09, 2009 6:44 pm

[quote="Flow":185pfpoj]


yeah... bush looks ugly ... but who cares? we need zombiez!!!111one
[/quote:185pfpoj]
You forgot bunnies.
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Post » Mon May 11, 2009 12:38 pm

Since Dave liked the graphics so much, I thought I should post these:




Thanks again to Shvil for making the Overlay Effect working beautifully now :)
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Post » Mon May 11, 2009 1:38 pm

That is really beauitful! Very nice style you have there.
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Post » Tue May 12, 2009 6:53 am

is that in-game now? O_O
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Post » Tue May 12, 2009 7:41 am

Yeah, it looks exactly the same in Construct. Construct is using a lot of the same algorithms anyway - even the post processing, like the sharpen filter or the color correction is identical. That was the whole idea, to concept and storyboard the game in Photoshop and then bring over the assets to Construct. If you see the runtime and those screenshots side by side, you wouldn't be able to spot the difference. The runtime looks a lot better, IMO, mainly because you get that fake 3d effect through parallax scrolling and image offsetting.



And it still runs at smooth 60 fps. I love turning on motion blur, but things go crazy when you use motion blur - like, the transition effects stop working and sometimes you get severe slowdowns. Hope that's fixed with 0.99.

But motion blur adds something to it that makes the whole thing look like a painting come to life. Motion Blur going grazy and costing quite a bit of performance and the fugly text rendering are the only things that keep giving me headaches now.

The animation is still quite fake'ish with trees blowing in the wind through the use of sine waves and stuff, but it actually works better than I thought.

I'll try to make a video of it soonish :)

Edit: Cause someone just asked me - The bloom is actually baked into the sprites, so it's not being done in realtime. I've seen some examples of that (like the blur horizontal, blur vertical solution), but ddn't think it'd be efficient.
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Post » Tue May 12, 2009 10:43 am

Wow, looks beautiful, would love to see a video! And yes, it's always a good idea to have effects baked-in to the sprite textures rather than use shaders wherever possible - it runs much faster, and lowers the system requirements too.

Since DirectX sucks at drawing text, the next build has a 'smart text' shader which helps a bit, but if the text never changes, you could just photoshop the text in to a sprite texture (then you can have other text effects and processing too). 0.99's VRAM controls should make the memory overhead negligable.
Scirra Founder
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Post » Tue May 12, 2009 11:42 am

i don't really see any bloom :/

other than that very nice work.
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