Liking this a bit more. I do agree that the foreground might look better darker. Maybe swing it further to blue for the whole complementary colours thing. Or towards brown? Or maybe that super dark tree is throwing things off.
If you like the ground this colour, maybe the mid ground needs to be push lighter?I hear what you're saying. How about this?
![]()
![]()
The swirl has you!
This will be the vehicle by which the hero progresses to the next level in my game. Doors are too ordinary, hooray for nauseating swirling portals!
Hi everyone,
I don't know if this is the right thread to post this but a friend of mine has just released his very first android game and he is looking for some feedback ;D. The game is called "Frank in a HOLE" and it's a simple platformer developed on Unity. One of the main features of the game is the control layout which is a bit diferrent from what is usually used in most mobile games.
Here are some animated gifs.
http://share.gifyoutube.com/A35GP6.gif
http://share.gifyoutube.com/ZR2KgK.gif
http://share.gifyoutube.com/agrmeB.gif
Here is a video of the control layout he has implemented in the game
https://www.youtube.com/watch?v=-7JR79nyJTk
The game is already available at the Android Store (free of course ;D)
QRCODE
You can change the language of the game from the settings button.
Any advice/feedback is very much welcomed.
I hear what you're saying. How about this?
![]()
Just save all the information you need from a sucesfull login in a file. Later if the player has no internet connection, then ask the file you saved for the information you need. What are you using? the android SDK?
As I've said in this thread I have been using Game Maker lately. I previously have had very little to no experience in making games. I've been watching tutorials and messing around a bit but this is what I have so far. The file is an executable file so anybody can play it. It's obviously unfinished, there is no effort in level design, there is a problem with jump clipping, and etc. So far it's basically a test chamber of me learning how to use the engine. Personally though I'm proud that over the course of a few days I have learned enough about Game Maker that I can now make some sort of game if I wanted to.
Crossposting from the screenshot saturday thread!
![]()
Almost done with the animation reworks/additions planned for Honey, only four more to go... for now.
As for the rest, plenty of stuff in the background: style point management, collision boxes displacement on hit/collision, a rework of Honey's attack manager and Little Sun's AI, and some groundwork for some visual effects stuff... A bit disheartening when after all that, it still looks *mostly* the same, but it should hopefully feel a lot better to play when all is said and done.
If you don't mind me asking, what sort of game are you making? What engine are you using?
That's really dumb IMO. Egos need to be left at the door when you game dev.
Just read up on this, and it seems like a real pain, but I'd say you've done the right thing. It's okay when someone actively participates in the game's development, but only as long as that participation doesn't turn into trying to steal the spotlight from other team members, or trying to downright monopolize the game's development pipeline, clogging it up on purpose whenever their demands aren't being fullfilled.
For Quark Storm, the two guys who offered to help are new to game development, so I guess they don't feel like they're good enough to make big suggestions to me or something. Still, their feedback was invaluable for settling on the mechanics and gameplay elements that we'd be using, and the brainstroming session we had ended up helping us come up with an easily identifiable aesthetic for the enemies and things under their influence (for example, in the level select screen).
Even if they got kind of busy with other stuff shortly afterwards they had joined the team, their presence actually helped speed up the game's development considerably by offering more points of view for discussion and making suggestions.
...Which reminds me that I'm slowly accustoming to Japan's timezone, so I should probably get back to actually working on the game! TGS starts in a week, so I guess I'll have enough time to make a fun little demo.
Also, having a week before TGS means I'll probably barely have enough time to make the actual levels, so would any IndieGAFfers be willing to help me playtest them a bit? If anyone's up to it, just let me know by PM so I can send you the runnables as I build them (iOS won't be supported yet, since so far I've only been able to install directly from XCode into a device rather than compiling an apk I can send and install manually on any number of devices like with Android).
Are you looking to replace him?
EDIT- I looked up Absinthe Games and conveniently found that you guys are located in Chicago, and so am I. I PM-ed you my email.
Very good idea. A programmer with an ego can seriously kill a project, the Sonic 2 HD fan-project was monopolized by a single, egotistical programmer who, on top of writing a surprisingly inefficient engine, monopolized it, used it to force decisions on the rest of the team, and even wrote in a DRM system and a poorly-written input scheme which caused a virus scare, causing the team to fire the guy when all the bad press occurred and cancel the project outright, and the programmer earned nothing but the scorn of the entire Sonic community. Sonic 2 HD has restarted recently, but with a different team.
In a nutshell the clipping is mostly due to gamemaker's horrid default collision detection. I ended up overhauling the whole thing for my game because I wanted something pixel perfect.
The default collision is great for RPG's/Adventure/Shooters but not for platformers that need precise movement.
However gamemaker does help in easing the process in so you can then understand and work towards more complex things, like said collision detection.
This is rad.![]()
I see. How do I fix it? Do I just screw around with the player's mask?
I'm compiling a version for the iOS app store today!when's the release? will buy!![]()
Here's a WebM of the attic in its "final" state, i.e. after all the background additions have been added.
http://a.pomf.se/hgnbmq.webm
The dash skill is performed with the bumpers...
I'm compiling a version for the iOS app store today!
Screw it, I went full DKCR mode on this level
Unfortunately no. The main issue with gamemaker is that it doesn't do pixel by pixel detection so you need to have something that does it.
https://www.youtube.com/playlist?list=PLPRT_JORnIur3eKIaD-IayrdEt8pOor18
I pretty much followed this guys video almost to the letter with some of my own modifications. Proper sprite origin/masking + this code fixed ALL the collision issues. He also explains why. In a nutshell I find his tutorials very useful. Although I only used his tutorials for the platformer collision his other stuff is handy also.
That's who I watched. I guess my jumping was fine until I created a jump sprite like this.
The idea of flowers to show you where to go or how far you can go is a cool one.after thinking about it, I added my "teaching flowers" to this spot to draw attention to where to stand and how far your dashes can go.
I've used these moving flowers in a number of spots, particularly near the beginning, to draw attention to things. closest thing to a tutorial in the game.
The idea of flowers to show you where to go or how far you can go is a cool one.
What other cases are the teaching flowers used in? If it's never called out, but left subtle, that's absolutely brilliant.
Couple of thoughts:
- You might be surprised at how many obvious things players will pass up.
- Level of conspicuousness depends more on the rest of the scene not shown in that GIF. If the path terminates there, then it's definitely pretty clear signposting.
- Wait, are those fucking cheap bats that are going to swoop in on me?
My tutorials are either explicitly laid out by the narrator + text, or conspicuous enough to be like "hey, maybe I should try this".
I'll tell people what the controls do, nuts and bolts stuff that it's only fair to tell, but that's the extent of anything popping up or explaining.
Screw it, I went full DKCR mode on this level
![]()
This would be extra shameless if you made the scarf red as well.
#screenshotsaturday
A demon attacks!
And this is what happens when you forget about disabling mirroring