Post screenshots of what you're working on!!

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Post » Tue Feb 17, 2009 11:27 am

Aria of Destiny screens!


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Post » Wed Feb 18, 2009 7:50 am

This thread is so full of gooey goodness, it deserves a sticky.

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Post » Wed Feb 18, 2009 8:39 am

Been working on something...:

http://thomasmahler.com/images/corrupted_01.jpg

I was looking for a style that wouldn't take too much time to create, yet still had an appealing look to it. The nice thing is that I can mix this style with pre-rendered 3d and dynamics and just pop it all into Construct. It looks a bit better in the actual game where everything is on its own layer, simulating depth.
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Post » Wed Feb 18, 2009 9:00 am

Hi Thomas. Your style reminds me this game concept : [url:2wqslwk2]http://www.limbogame.org/[/url:2wqslwk2]
It was a very good style too but I think it was never has done. Waiting to see more pics.
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Post » Wed Feb 18, 2009 9:16 am

yeah that's true, it look's a lot like kick-ass-style-never-released-Limbo the game :wink:
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Post » Wed Feb 18, 2009 9:21 am

Too many great artists. :shock:
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Post » Wed Feb 18, 2009 9:48 am

Haha, yeah, there are a couple of silhouette-style games out there now. Limbo has definitely influenced me, even though it never was finished. Patapon also was a nice experience. And then there's a shortfilm called Jasper Morello which just blew me away.

I'll try to give the whole thing my own twist though. The main idea was to come up with something where a simple plate could be created in under 10 minutes (the woods plate I posted didn't even take 5 minutes for the pure creation part) and where I could implement 3d elements without having to go through the whole production pipeline (fixing UVs, texturing, etc.) - so you could create animated 3d elements in a very, very short amount of time.

The beauty of the whole thing is that I can simply concept everything in photoshop, create some dynamics like animated grass in Maya (even though the sprite editor is still really cumbersome when it comes to importing animation frames, hope the next version is better in that regard) and simply layout everything in Construct where I can still play around with layers and parallax scrolling and so on, to give the level compositions way more depth and believability.

After working for quite a bit of time in 3d, I SO love this workflow, it really helps staying focused on what's really important, you can make changes really quickly, etc. - it's just freaking awesome.

I uploaded an early composition test I did two weeks ago here:

http://www.thomasmahler.com/files/corrupted_01.exe

Move around with the arrow keys, jump with Z, Tab to go to the next layout.

Keep in mind that the style wasn't yet fully worked out, so it looks a bit clunky. Still, I do intend of using simple brush strokes to suggest environmental elements. It's almost like you can storyboard a game while the engine is simple enough to create the game while you're going. Lovin' it!

Oh, and I temporarily used tracks from the Princess Mononoke Soundtrack to set the mood :)
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Post » Wed Feb 18, 2009 12:35 pm

thomasmahler@i've got like 5fps with your conruption_01 game :<
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Post » Wed Feb 18, 2009 12:59 pm

Really? It's super smooth for me. I have motion blur set to 10x for this, maybe that's the problem? I could imagine that some older gpus have trouble with that.
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Post » Wed Feb 18, 2009 1:03 pm

My onboard laptop GPU runs it okayish.
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