Post screenshots of what you're working on!!

Show us your works in progress and request feedback

Post » Thu Sep 04, 2014 7:07 am

Courier looks pretty nice, is it 3D-rendered?
Image
Check out our start-up and configure your own helmet in true 3D.
B
42
S
11
G
11
Posts: 1,152
Reputation: 9,886

Post » Thu Sep 04, 2014 9:43 am

Beaverlicious wrote:Courier looks pretty nice, is it 3D-rendered?


No, none of it is. It's all mouse-drawn in photoshop.
B
90
S
32
G
14
Posts: 935
Reputation: 14,540

Post » Thu Sep 04, 2014 5:37 pm

My Untitled Isometric Action/Horror Game!

Game will have:
1. Day night cycle.
2. Weather effect (if I ever afford to buy the licensed version!)
3. Dynamic Map creation
4. Of course awesome graphics created by dear brother!

Torch2.png
You do not have the required permissions to view the files attached to this post.
Create your own Isometric Runner Game using C2:

Image

Check out my game "Last of the Survivors":
Play Store
App Store
B
45
S
7
G
1
Posts: 356
Reputation: 3,772

Post » Thu Sep 04, 2014 9:43 pm

Image

2spooky
slap it onto the flappy bird template...
bang it on google play with all the other shovelware...
sorted...
B
36
S
7
G
4
Posts: 322
Reputation: 8,170

Post » Thu Sep 04, 2014 11:30 pm

You've been spooked by the spooky skeleton!!
B
21
S
5
Posts: 244
Reputation: 2,535

Post » Sat Sep 06, 2014 5:06 pm

After banging my head against the wall for a couple days, I finally figured out a simple solution for procedurally generating Zelda/BoI style dungeon layouts using a mining method that builds door locations as it goes. I particularly like that this method always ends with the boss room having a single entrance and is probabilistically the furthest from the start location.

Image

Green = Start
Yellow = Random Item Room
Red = Boss
B
7
S
3
G
3
Posts: 22
Reputation: 2,385

Post » Sat Sep 06, 2014 7:00 pm

Man, i should bang my head against a wall more often!
B
21
S
5
Posts: 244
Reputation: 2,535

Post » Sat Sep 06, 2014 8:08 pm

I banged my head but with no results. Is it perhaps the shock angle that I'm getting wrong, or perhaps the impact surface?
Anyways, @JH1 , that's awesomely cool! :)
B
35
S
8
G
11
Posts: 398
Reputation: 8,290

Post » Sun Sep 07, 2014 4:19 am

Image
The game is now running on iPhone 5 and iPad 2 pretty well. It's at 60fps on iPhone, fluctuating between 45 and 60 on iPad. The resolution seems to be working pretty well for both too, though for some reason iPad 2 is displaying 2 rows of garbled pixels along the top...

Does anyone know if there's any way to check what device is being used at any given time? All I know is the "Is on mobile device" condition.
B
35
S
6
G
2
Posts: 121
Reputation: 3,585

Post » Sun Sep 07, 2014 11:11 am

looks good Sean
B
14
S
3
G
3
Posts: 93
Reputation: 1,441

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest