I make games. Here are screens and gifs of them.
Install Theme

I’ve been working on ennemies. 7 Behaviours are done, but I still need to add feedbacks/sounds/death before I put them in a randomized level.
I had some troubles with the particles acting different at runtime… so the explosions are kinda cheap atm

Most of the ennemies I’ve done so far are very agressive and require you to move, because I want to make sure that the combats can be interesting and dynamic. But later I guess I’ll add creature that aren’t really dangerous but that you can attack just for fun… or maybe you’ll spare them to get some allies ?

Bots and their shitty AI for Wojna Taniec

Bots and their shitty AI for Wojna Taniec

Accidentally changing the body model size while keeping the rig the same made a nightmarish bug that reminds me of the Pikachu Swap in Brawl

A
lso, two silly animations. They are far from perfect, but it took me like less than 2 minutes to create each of them, I don’t regret spending time on my “animation by code” thing. The interpolation create annoying results when trying to play a fast animation though (such as a punch attack)

I’m working on the first ennemies ! Most of them will use the same body as the main character for now, since It’ll save me a lot of time !

So I’m working on heads for the first seven monsters archetypes, I like to work with a simple color pattern before texturing, so I can decide where I’ll place each color to ensure that they all look different (They won’t stay blue/pink).

So I’m working on heads for the first seven monsters archetypes, I like to work with a simple color pattern before texturing, so I can decide where I’ll place each color to ensure that they all look different (They won’t stay blue/pink).

polclarissou:

TOMORROW

Pol’s game looking nicer every second, go get your dose of space trip

I modeled some temple things today. Here’s a render with some AO and shadows, but it’ll look completely different ingame, and colors will probably change a bit.

I modeled some temple things today. Here’s a render with some AO and shadows, but it’ll look completely different ingame, and colors will probably change a bit.

flexroman:

anarcutethegame:

Anarcute teaser released
—- Check it Here ! —-

In a few weeks we’ll be in Seattle for the final phase of the Imagine Cup Contest !

Yo, we’re getting close on finishing our prototype for the Imagine Cup finals
I’ll post more stuff about dev here as soon as possible, don’t hesitate to follow us on our Website, Facebook, Twitter, or Tumblr :D

Woo ! The Anarteam unveilled a new website and trailer ! (I helped them a little with that one, that’s what I talked about last week)

Check out their awesome game Anarcute, all about cuteness, riot and destruction !

Wanted to try this, turns out to be really easy with shader forge ! Not sure if I’ll use this, maybe for some special items/ennemies.Okay today I’ll work on combats and try to make them cool.

Wanted to try this, turns out to be really easy with shader forge ! Not sure if I’ll use this, maybe for some special items/ennemies.

Okay today I’ll work on combats and try to make them cool.

Been working on… WATER PONDS

First gif doesn’t capture the effect very well (and it has a shitty cloud reflection anyway). Ponds slow you down and look nice. #gameplay

What ponds really are about, though, is teleporting to the next level/quest room/whatever, since WATER STAR PORTALS can spawn in them. However, ponds are also a nice way to LOOK AT THE SKY in a TOPDOWN VIEW GAME. yes. That means you can look at the stars, and maybe get hints about where you have to go, or if there’s a secret hidden nearby, or maybe you’ll even encounter weird messages written in the sky.

Since I cannot actually “dig” the ground colliders (not skilled enough), Ponds are totally flat but their depth is faked with a camera trick. I’ve decided this is no priority, but if I could really dig them though, it’d be better.

Last gif is a random scene of my head floating next to my body.