What are you working on currently? (2017)

damn, lucky you

i had a very nice gtx 960m in a laptop(that you may remember me showing off at rdc 2016, US). but its charging port de-seated from the motherboard, so i had to take it in to the repair place.

but that repair place “got evicted and were forced to move” and packed up all the stuff they were working on, and no one has been able to contact them… so i don’t think i’ll be getting it back. (and yes, a police report has been filed)

pew pew

http://i.imgur.com/nwoUz2b.gif

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People probably won’t appreciate this or they will call it a waste of time, but I’m working on a loading screen for a western shooter game where the loading process is indicated by the rising and setting of the sun. The sun will rise on the left side of the screen and arc over to the right side of the screen. Once the game has loaded, the sky will have completely faded into night time and the stars will appear. I have yet to add clouds. Also, I want a cute little snake to slide across the desert sand as it loads too. Can’t wait to complete it! :octopus::snake::sun_with_face:

Here are some sneak peaks:

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Its the ragdoll that makes it. :joy:

If you’re going for a passage of time, why not have the flower grow as well?

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I became a Twitch Affiliate (the new program thing, not a full-blown Twitch Partner) yesterday. I stream a lot of Phantom Forces and working on my admin script project (Reality Breach, I’ve posted about it here before, although in the 2016 thread). I’m finally doing stuff again!

Oh, since this sounds a bit self-promoting, might as well go the whole way: https://www.twitch.tv/twitcheinsteink

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I can tell them apart if you throw me a random picture. The nose has been widened and smoothed out. Not as sharp as the alpha. The end points of the nose go past the fog lights now, where it used to end at the inside corner of the fog lights.

I’m a bit diehard. Been waiting for the 3 since rumored many years ago!

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I’m working on my game Runners’ Path!
It’s a parkour game. The mechanics aren’t done yet but it’s look cool!

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Some of the scariest words you can read from a game designer… :joy:

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Or I was thinking of having them opening and closing with the sun. Either way though I like it, particularly if it fits with the aesthetic of the game.

Cool that you’re working on a Western shooter, I look forward to seeing it. I was tinkering with something along those lines a while ago but it got postponed indefinitely for other things which, fortunately, can use most of what I already did.

Good idea! Unfortunately all my dev studio hate it so I’m gonna make a generic, but sleek loading screen. :disappointed_relieved:

Concept or the image?
I can understand the image - no offence, it’s interesting to look at but it doesn’t look like it fits the logo. - but the concept should be stored away neatly for later use! Especially if you have time in your game, starting at dawn to mid-afternoon, right whe’ the sun lines up between that there them bar’els o’er there. spits into spitoon

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Does anyone that saw this remember Team Rudimentality’s old game “Red Instinct”? Man that was my favorite project of theirs and I’d love to see a comeback.

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Next up: Make one last image with even more tiles into a globe in the middle of the great void.

A vintage mobile home, for all your trailer park needs.

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As it stands right now, Slides (or Slams) in Sound Volblox are simply another note type, just using a different input and checks methods. Just a simple left or right ‘slam’ where the whole playfield and player console jerk to the side and a sound effect plays.

What I now intend to do is add a new version of Slides that I am calling Smooth Slides.

It’ll still use the controls of the original Slides, but instead, holding Q/Y moves the Slide Indicator (the glowy thing emitting particles) left, and holding R/O moves it right. To successfully stay on a Smooth Slide, move the Slide Indicator in the direction the Smooth Slide is moving or otherwise match up the Indicator to the center of the Slide. It’ll adjust itself to be in the center as long as you’re holding it in the right direction, and there’s a bit of leniency so you can let go of the button if the slide isn’t moving around. Slams (the solid slide bars at the end of the Smooth Slide) still work the same way as before, and will (maybe) have the arrow indicators from legacy Slides.

Only newer charts will have these, and will be indicated by something in the menu; I’m still deciding what to do for it.

Either way, this will hopefully give my charter more creative room to work with in his charts.

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lemme guess, you sculpt your vehicles?

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No? Topology and designing secrets :stuck_out_tongue:

But on a serious note, I hard surface everything. Sculpting would be extremely inefficient for game development, I mean some people COULD do it on vehicles, but sculpting is more for character models with bumps and crevices. As you can tell vehicles are sleek, smooth, and clean.

so, im assuming you use a plane/extrude method to model cars like in this video?

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