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Found 3 results

  1. Hi, this is the storyboard animation intro I created in Adobe After Effects for a project called Soulwake. These are the ideas and vision for the storyline I want to develop. It is a Action Rpg that plays in the top down perspective with a strong emphasis on nightmarish medieval horror and hi tech alien machinery. Hope you like it and please comment
  2. Hey everyone!! Wingy here :3 Since this area has been super quiet for a while now, i was wondering who all here use Unity, Even if it is the occasional dabbling around with it ^^. i myself am a main unity user currently. So it would be super excited to meet some people who use/are interested in unity to teach and learn from. Feel free to drop by and lemme know :3
  3. Twitter | Facebook Abstract: Mobile & PC colorful sliding block action puzzle game Genre: Action-Puzzler Game Progression: Gameplay complete, completing QA and seeking the expensive licenses for publish. Web Player Link: Luminux Game Trailer: Luminux is planned to be released primarily as a game for both mobile and pc. It is thus designed primarily with touch screens in mind, but I have found that the control scheme communicates fairly to mouse as well. Premise Hello there! Luminux is an action-based puzzle game that marks a return to game development for myself and my friends. The premise of the game is simple. By sliding blocks around (which, in turn, slide other blocks around) you attempt to keep the board from filling up. While sliding 3 blocks of the same color into a straight line is enough to destroy them, earning proper points requires creating thinking in order to line the blocks up so that multiple rows will be destroyed at once. A prototype of this game won first place in a Microsoft-hosted coding competition, prompting us to create a fully fleshed out and polished version for a true release! Screenshots How to Play Sliding the blocks so that 3 or more colors line up in a row will explode them, giving points. However, exploding more blocks at one time increases the amount of points gained by an exponential factor. Thus, it is best to avoid blowing up 3 blocks save for clearing them off the field. Ideally, one should be aiming to blow up multiple rows at the same time, which is performed because when a block is moved, it also moves all other blocks that it collides with, allowing you to move multiple blocks into position at once. Simply click on a block and drag it to move it. You will see a block zooming into the screen as it is spawning. If you move a block over the square it is about to spawn in, you will deny it from spawning and a new block will spawn elsewhere. Every 24000 points, you will gain a new "Rank", which will clear the entire board of blocks, giving you a bit of a breather. It will also increase the Badge you receive at the end. There are two game modes. Action mode is a race against the clock as blocks start spawning faster and faster. Reflexes and quick thinking are key here. In Puzzle Mode, the blocks only spawn as a function of your own moves, giving you the time to actually plot out the perfect execution. In return, the blocks spawn much more frequently. Other Features Luminux is going to contain both local, regional, and facebook-integrated high scores, as well as online leaderboards. This is to allow you to compete not only directly with your friends but with other players worldwide! The game will also contain a myriad of unlockable titles based on your performance, the results of which are displayable as an orbiting star on your main menu and high scores. This star becomes more extravagant and prismatic as you unlock greater titles, allowing you to feed your vanity or brag with a glance. Story / Setting / Purpose: There is no real "story" here. In a colorful environment, the user is prompted to fuse colorful blocks (AKA "Lums") together in ways such as to earn the most amount of points. Character Bios: There are five different colored blocks, each with a unique- Just kidding, there are no characters in this game, obviously. Credits Developers: Joey Caero, Eric Hornby, Cory Kocurek Coding: Joey Caero, Eric Hornby Graphics: Cory Kocurek Music: Alex Beroza, CDK, masl123 Sound effects: ejfortin, timbre
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