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We're working in the playable alpha version! Fixing bugs, animations and adding a few more features! If everything go fine, the playable version will be in the next mid-month!! :rock:

Here you are the new two types of enemies:

Shield Soldier. (Classic Enemy)

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Spider. (Small enemy, you must crouch to hit it)

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We hope you like it. :handshake:

Related Discussions
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Both are great but the shield guy is super cool, love the hole for his eye! 😃

11 jours plus tard

More gif for you guys!! These are from the Space Stage, and they are animated by Marina, the other 2d designer. She is the responsable of the Space Stages. She animated the ship-shield( A wonderful animation in my opinion).

Here are the gif!

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I like the tree. I think the plants and crystals are a bit too subtle though.

love it. Except for the leaves on the tree. The style of them looks different from the rest.

7 jours plus tard

Thanks Nate and Shiu!

Shiu: The trees aren't the final version. We're talking so much about get a strong art-style, but is hard with 2 "amateur" artist. We're synchronizing bit by bit.

We have this post careless because we are working very hard in the playable pre-alpha. We hope to have the payable version ready for friday 23th!

And now... More Gifs!! HURRAY!

This is the Main menu of the Pre-alpha, animated with spine of course! (By the way, i think spine have a bug with the gif exportator: this animations have 3 skeletons; background, logo, and menu. The menu don't appears in the gif and i don't know why. The menu has less frame that the other 2 skeletons)

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This computer is a decorative asset

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That title screen looks awesome! haha. The decorative asset/prop has convinced me that I'll need to have animations on background items as well in my stuff. It just looks epic.

un mois plus tard

Finally! Here you have The Intergalactic Trashman public pre-alpha 1!

This is our first milestone, and it's just a "techdemo". Currently, the game lacks of many things, but we already have a lot of plans for the next milestone. Be aware of bugs/paranormal activities inside the game Grin (and send it to us via forum or webpage contact form, please!).

Give it a try and tell us what you think about the game in every aspect (gameplay, design, music, sound...) We need your feedback to improve!

Thank you all for your support!

3 mois plus tard

Hi everyone!
We want to show you the NEW MELEE ATTACK!!! You’ll be able to kick (slash) some asses 😃

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Hope you like it! :rock:


Hi all!

It's been a while since last update. We have two major updates:

  • We're working on our KickStarter campaign: we're making sketches, artworks, the trailer, talking about rewards, goals,...
    We hope we will launch the KickStarter campaign on one or two months but, you know, it's a lot of work if we want a successful campaign.

  • We're moving from Java/LibGDX to Unity: We almost have the first pre-alpha ported to Unity. Why Unity? Because we can export
    the game to more platforms, and the developing process tasks, such as adding assets, creating physics bodies, build planets,... are faster.
    Testing and adjusting parameters in Java/LibGDX is a slow task too (in comparison with Unity, of course).
    Another important reason is the level designing and building, we don't need an specific editor, just an Unity extension.

While the designers are working in all the art stuff for KickStarter, the coders are adding new cool features
(planet jumping, ropes, dash, new enemies, conversation system, ...).

Here you have some of the new stuff:

Mechanized enemy:
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Ghoyold (your co-worker):
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Your personal AI:
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Explosive spiderbot!:
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Hope you like it!

Cheers!

7 jours plus tard

Ah, sad you are leaving libgdx. What additional platforms are you targeting? You find unity easier for adjusting because of the inspector? We've been thinking about an inspector-like UI for embedding into libgdx apps. For me hotswap (editing code in the running app) and proper debugging are where libgdx has the advantage.

Animations look great, as always!

5 jours plus tard

Thank you Nate! 🙂

The main reason is that we want to target consoles (360,PS3,PS4,ONE) if the
KickStarter goes well. I prefer LibGDX workflow too, but developing an specific editor for the level design is a huge task and Unity extensions like Ferr2D (http://forum.unity3d.com/threads/204436 ... rrain-Tool) saves a lot of work.
BTW, an inspector for LibGDX would be great!

Ferr2D is indeed very cool looking! I'm guessing it is Unity specific, which is unfortunate.

Targeting consoles is a problem for libgdx because they don't use OpenGL. 🙁 It could be done, but makes it a lot of work. The easiest way for libgdx is likely via WebGL. I hope we'll be able to work on consoles at some point since libgdx 1.0 has been released.

2 mois plus tard
JuanluGC a écrit

Well a quick update!

This is a little sneak peek of our Kickstarter Video.

The text goes fast but i didn't realise until the video has rendered.

https://www.youtube.com/watch?v=yU_b0wF7800

I hope you like it!!

Ow!! They are so cute!!! :love:

18 jours plus tard

Hi again!!

I have a couple of gif that i wanna show you!

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This is a gif of the conversation system.

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and this is the new "hurt" animation for the workers/gunners...

We film the process of creation of that animation. The skeleton is very old and we wanna update this one with mesh/skinning/IK but currently we working in the kickstarter's stuff. We hope finish in a month (more or less)

https://www.youtube.com/watch?v=4bQKCPi508k

Looks great! 😃

Pretty incredible work. Digging all the animations!

un mois plus tard

A few more animations !

Here you are the boss of the Intergalactic Trashmen!

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We're working in the cinematics for our kickstarter video. Here you are a little piece.

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We used Skinning and FFD to do this animation. We spend 2 days of work but we think that worth it.

We have made a few more animations but we cant show you... we dont want to spoil the video!

Looks great! 😃 Thanks for sharing.

By the way!!

The new "Auto Skinning Weights" feature is just awesome! (I forgot to say it in the post).
We:create the bones, set the vertex mesh, weights the skinning and animate the fringe in minutes.

Spine is turning in a huge tool. Thanks for all the work @Nate and @Shiu, we couldn't do this game without Spine!