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Post » Sat May 17, 2014 4:17 pm

Looking very cool (as always) @thehen! The contrast between those bright colours and the black is very striking! And the game play looks really fun!

Can't wait to see more, keep us posted :D
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Post » Tue May 20, 2014 1:23 pm

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Post » Thu May 22, 2014 12:47 pm

Here's some footage of exploring a dungeon in Courier!

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Post » Mon May 26, 2014 11:10 am

Early story mission and huge fleet fight:

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Hopefully ready for launch next month!
Last edited by Silverforce on Mon May 26, 2014 1:48 pm, edited 1 time in total.
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Post » Mon May 26, 2014 11:17 am

Yeahh looks pretty cool, Silver. Besides the manga stuff, i really start to think that this becomes great! :)
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Check out our start-up and configure your own helmet in true 3D.
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Post » Mon May 26, 2014 11:25 am

@Silverforce this is looking very, very excitig and encouraging. Is this for mobile as well? Did you check the fps's with the blast effects? Do they work acceptlable frame rates? This is really encouraging to go into effects, which I tried to steer clear from all the time.
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Post » Mon May 26, 2014 11:37 am

@Windwalker
It's designed specifically for mobiles.

And I test everytime I add some new feature to make sure I optimize it as much as possible. So far its running 60 fps solid on my LG G-Pad 8.3 with S600 (slightly weaker than Nexus 7 with S4 Pro and about 30-40% weaker than newer devices such as S5 and Z2), and get dips to 40fps with my Tegra 3 tablet (T3 is pretty crap for html5 & java), still perfectly playable. I'm aiming for 30 fps limit on older devices. So far its holding up very well, extremely impressed with how fast C2 games can run on mobiles actually!

@Beaverlicious
Well I don't know how else to draw characters except for manga/comic style. :D It's like the only style I can do lol.
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Post » Mon May 26, 2014 12:29 pm

@Silverforce glad to hear that! I was sceptical about the performance on mobile but was quite thrilled to see 60 fps with my really-large sprite filled layouts. I thought to myself, well, it seems mobiles can handle large sprites now. Then I added a water effect and performance dropped down to 25 fps. (on s4). Maybe it's more expensive than your effects.
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Post » Mon May 26, 2014 1:28 pm

@Windwalker

I recently did a lot of tests on a few WebGL effects on mobiles, many of them are unusable due to the performance hit but some are quite efficient!
webgl-effects-impacting-mobile-performance-tests_t105833

Would love it if other devs contribute and add a few more effects to the testing, my ISP is terrible so uploading my game for compiling takes ages. hehe
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Post » Tue May 27, 2014 2:16 pm

Hello

This is some footage of a game we are working on called LifeCycle: The Underneath.

http://www.youtube.com/watch?v=BIFypkNz2gs
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