Dynamite Shikoku
Congratulations, you really deserve it!
Is that something people do? I don't think I've ever seen anyone post their score on Facebook if it wasn't a game they were playing on there.
I have no idea
Is that something people do? I don't think I've ever seen anyone post their score on Facebook if it wasn't a game they were playing on there.
Yes, let us be blunt then.Let's be blunt. We're talking about MagicD. Who, if you look at his post history has only come on this board twice in the last half-decade to post. Back in January to announce the soft-launch of his game. And then again today to announce the actual launch.
He posted twice today, once in this thread and then copypasta into the iOS gaming thread. People associate spam with email nowadays, but it actually started on Usenet, with people posting ads into discussion groups. He's not a new person looking to be let into the discussion. He's only here to try and advertise in a way he thinks will get around the forum rules for doing so.
I've tried a bunch of different ways and ultimately settled with this approach for the eye candy of the explosions and quickly letting it lose its shine to not divert too much focus when playing. Its fun to look at but I don't want to create effects that battle for attention and get in the way. A split second of "cool" then back to the action. Moving things back and forward in the mix, like music. At least that's my approach.Ah, cool. It's fun to hear how others attacking this. I have a lot of exploding gibs in my game, which definitely adds to the experience, but they just bounce off of the level geometry, not each other, and I'm just using a disk for the collision model.
Well hello Mr Fancy Pants!From what I've seen, the flocking motion looks a bit artificial to me. Doesn't
fit so to speak. It looks like the particles are on a frictionless surface
during flocking. It might perhaps be better to do less particles but doing
more with them, which would also fit the minimalistic style of the game
better, I guess. For example; what would be cool is if the dat pixeldude would
blast the crap away, as he does, but while running across those gibs would
interact with them, pilling up in front of him a bit while moving, and with
him kicking some of them away. Or the particle may swirl a bit when he moves
along (similar like dust). Edit: The rational behind is; if you spent
"independent physics per object", you better do more with them.
And, I'm not a fan of the "smoking" trail either. It looks like he is burning
from inside. xD What about some "CA" here, i.e. pulling out a ghosting effect
(about half to one pixels in width (or more, whatever) trailing behind
depending on his velocity? For low speeds you may use blue, green for mid
speeds, and red for the highest speed (or whatever colors), but with each
color-ghost being at an offset depending on his velocity. So when moving the
fastest, you would see all three ghost next to each other with blue the
furthest away, then green, and red. All within the size of one or two pixels.
When slowing down, red would disappear first, then green, then blue. From a
distance the R-, G-, B-ghosts would merge into a mixed color or a gray level
depending on the intensity of each ghost. Just an idea.
Attention to detail or die trying! :+
Here's all my complaints: • Awful level design • Horrible controls • Impossible levels • Troll levels! TROLL LEVELS!!! Level 4 you can't even beat! The orb is too high up! • You make accounts to make fake reviews for this game. I wish I could give it 0 stars, but I will give you credit for the cool music. Other than that, back to the drawing board.
I think this works way, way better as far as the head area is concerned. Maybe the bottom part (legs connecting to the torso) might need a bit of that same treatment, or more if there's some already and I just can't see it - but as far as I'm concerned, this is the best solution of them all so far!
Otherwise, about Honey: thanks! I'm about halfway through, with glass halfway full. I like to think/say I'll still need about one more year. Hope I'm not too mistaken about that... but I was saying that already last year at this same date, as the previous thread can attest, so... huge grains of salt here :-D
You made me curious, got a link? And do you only do IOS games?Decided to go and look at the reviews for my first game on iOS, which I haven't done for ages. It has 9 5 star ratings and 9 1 star ratings. How divisive is that. Here was a funny review:
All the parts have varying width, I may have to refine it further it it is not that visible.
Thanks again for the advice BTW
Your effort into Honey is amazing, how long does it take you to do an animation cycle on average? Time estimates tend to be very wrong in general. It's easy to get lost in many smaller parts that eat up a lot of time...
You made me curious, got a link? And do you only do IOS games?
Tried. But not for today.The drive-by advertisement posts add nothing to the discussion. I tend to think it's best to just ignore them instead of saying anything. ...
Here is where you go wrong. It's "ads" versus "discussion" and not "us" versus... I'm not trying to start beef or anything. I just think that the group mentality of "us" versus "them" is a dangerous path to walk.
Hey Arnold, we will always up-vote your game, even if....You know wbat? I am always afraid that this is exactly the reaction my game updates would get out of folks here But I cant help it if progress has been slow lately T_T Anyway, MY GAME IS AVAILABLE ON PLAY STORE, on the following link...nah, I can only wish that were the case
Concept Art:
Agile and Smart. Has wandered in the city of Llyia since a pretty young age. Founder Of Rebellion and Alternate(C.Punk) Alice's best friend. Uses a crossbow as a weapon, forged by herself. Her metal pieces allows her to move faster and jump higher. Lack of physical strength.
Understood.I've tried a bunch of different ways and ultimately settled with this approach for the eye candy of the explosions and quickly letting it lose its shine to not divert too much focus when playing. Its fun to look at but I don't want to create effects that battle for attention and get in the way. A split second of "cool" then back to the action. Moving things back and forward in the mix, like music. At least that's my approach.
Well hello Mr Fancy Pants!
I wanted more structure after the initial blast. The theme throughout the game has this kind of artificial structured look, similar to how I approached rain - even the slightest curve to a drop made it look less structured, so I opted for pin straight lines, but each drop still has its own velocity, mass, etc.
It looks far less organic, which is fine, its all just bits of data.
The shadow thing isn't a final effect. Its a holdover from our old power up system, infinite energy. I haven't done much with it but never "felt" it. Looks OK but not fitting what we are working with.
As per doing more - at one point the particles were doing more but became too distracting. I'm of the mind that people (film, music, games, etc) spend so much time creating something that they feel the need to spend so much time focusing on it. There's more to enemy deaths than just this and more going on in the feedback loop, so I don't want to spend too much time on any one thing. I have more things to implement in that loop and will paint a better picture of how I need to balance.
I hate ad posts in here.
I follow this thread for ages...
I had no time for you...
But my game is ready now...
I'm a gaffer, have already 5+ posts...
Here is the game's facebook account...
Here the twitter one...
Here iTunes...
Here you can buy...
I love you!
We will never hear again.
Its pretty difficult to determine who should be able to post about their game release based on how much they contributed to the thread
Boah, Jesus, love that one! :+New day new progress:
New Character:
Celia, The Bounty Hunter:
Since w'ere having some bad performance reports from youtubers, we're adjusting the polygonal amount of the dungeons.
Building everything in voxels and converting them in meshes is quite fast and easy but comes at a cost
So that's the result after some testing:
Frankly it doesn't look THAT different in game, and the game now could use some dynamic lightning, but we're thinking of also giving the option to switch between the two styles.
Yeah, we got pretty much the same mail apparently, but to be honest we haven't actually worked out anything together yet apart from promising them a couple of steam keys and see what would be possible. It was really hard to do any due diligence since like you said they haven't had that many visible partners. Mentioning us as project could be interpreted as a bit disingenuous though. since they haven't really worked on anything yet.IndieGAF, I'm in need of advice.
I just received a mail from Black Shell Media, offering to help promote Honey.
I searched a bit, but found little in the way of definitive positive or negative experience that would sway me either way. Also, it may be foolish of me, but I'm not entirely sold on the idea that Honey is a game in need of a publisher, especially not since it's still quite a ways off.
What are the pro/cons of partnering with a publisher? Do any of you have any experience with them to share? (I believe I saw Ancestory among the list of the projects they're helping with).
Any help is deeply appreciated! I've gotten so used to working on my own terms for so long, having somebody reach out like this is both intriguing and a little frightening. I don't want to rush into anything I might ultimately not need, but I also don't want to turn down an offer simply because I don't know enough about what it all entails... so, help, help!
Building everything in voxels and converting them in meshes is quite fast and easy but comes at a cost
THE ORBS ARE JUST TOO DAMN HIGH! Yep. Reviews like these leave little to no legitimate content for you to glean information from. Sucks.Decided to go and look at the reviews for my first game on iOS, which I haven't done for ages. It has 9 5 star ratings and 9 1 star ratings. How divisive is that. Here was a funny review:
Holy shit :ONew day new progress:
New Character:
Celia, The Bounty Hunter:
New day new progress:
New Character:
Celia, The Bounty Hunter:
I hate ad posts in here.
I follow this thread for ages...
I had no time for you...
But my game is ready now...
I'm a gaffer, have already 5+ posts...
Here is the game's facebook account...
Here the twitter one...
Here iTunes...
Here you can buy...
I love you!
We will never hear again.
Yeah, we got pretty much the same mail apparently, but to be honest we haven't actually worked out anything together yet apart from promising them a couple of steam keys and see what would be possible. It was really hard to do any due diligence since like you said they haven't had that many visible partners.
I also agree that in both our cases there isn't necessarily a concrete need for a publishing partner, especially for us the biggest problem we have is that a really low amount of money would go a long way for us to invest into things/people that could really pay off, but Black Shell isn't investing into projects.
So yeah, we are still really early in talks and we'll have to see what happens, but I'll make sure to let you know what we've learned.
-
Is anyone here coming to GDC Europe or Gamescom? I just got a nice surprise in my mail today and might be attending both of them this year. I would definitely love to meetup with some of you guys if you are in the hoods.
New day new progress:
New Character:
Celia, The Bounty Hunter:
All the parts have varying width, I may have to refine it further it it is not that visible.
Thanks again for the advice BTW
Your effort into Honey is amazing, how long does it take you to do an animation cycle on average? Time estimates tend to be very wrong in general. It's easy to get lost in many smaller parts that eat up a lot of time...
Decided to go and look at the reviews for my first game on iOS, which I haven't done for ages. It has 9 5 star ratings and 9 1 star ratings. How divisive is that. Here was a funny review:
Thanks, that should help with a decision. To be honest though, we really aren't sure a publisher would be a good fit for us unless it brings us direct money for getting us to promote to game at places like CoxCon. We already got a chance to talk with 2 rather big European publishers that could've been interested in the game, but both agreed that we should do quite fine by ourselves, though having someone more experience do some PR would be helpful (which we hopefully will have).Thanks, your story with them should be interesting to hear! I do hope some good will come of it for you.
In parallel, on my TIGSource devlog I've heard about the same feedback than here about Black Shell, and there's been an interesting discussion about the overall worth and difference between an indie publisher and a distributor. I'll link it here if some of you are interested (I fear I wouldn't do justice to all side's arguments by transcribing): http://forums.tigsource.com/index.php?topic=42222.msg1145977#msg1145977
Can't you just bake the extruding bricks to normal maps?
Are you literally importing the voxel mesh then resaving, or are you doing an optimisation pass (deleting hidden faces, joining overlapping vertices and edges)?
If you're not doing an optimising pass, it might be worth seeing what polycount saving you can make before redoing your assets from scratch?
From the picture you've shown, you could definitely use some baked AO and normal maps to bring out the detail of the individual brick tiles on what could otherwise be basically a solid face.
Have you tried looking at the profiler what's eating up most of the performance? Afaik UE4 should be quite good at high polycounts, but shader complexity and per-pixel operations can eat up a lot of performance quickly.We delete all the hidden faces, and when possible join/merge, but the polycount is still too high for certain PCs when you spawn in a big dungeon, the game as it is now hits 60 fps on a 800$ laptop but we got enough complaints that we need to think about a solution.
Perhaps I should elaborate more on how we built this game.
We import the single tile meshes (floor, floor+wall, etc) in Unreal.
Have you tried looking at the profiler what's eating up most of the performance? Afaik UE4 should be quite good at high polycounts, but shader complexity and per-pixel operations can eat up a lot of performance quickly.
That does look like a very interesting way of creating level and I really like the look of it. I'm a sucker for the style
Ah yes, not being able to bake shadows is most likely it. It's what we've pretty much done too even though level logic is generated from a txt. My only tip would be to ensure that every object that can be is static, and minimize the amount of movable lights. Other than that, it looks like it's just the lack of baked shadows, but I'm sure posting on the official forums (and/or answerhub) would be more than wise, it's certainly not my area of expertise.Yes, we've been profiling and the major bottlenecks are lighting pass and shadows, but since shadows rendering gets more complex as the scene has more polys our only choice would be to avoid dynamic shadows as much as possible. (We also can't use baked lighting because our levels are procedural). We do plan to write a post on the UE4 forums as well since there might be something unusual going on that we haven't taken into account during the lighting pass though.
And thanks a lot!
I'm not the one to go commenting on scripting conventions, but for asset names and folder conventions we are going with Unreal Assets Naming Concention.I have a question for you more experience game devs. As a hobbyist who's only been programming on and off for years without really making any programs -- I find myself never figuring out how to organize folders and code. For instance I'm making a simple game in Unity and I'm finding myself wondering if I'm making scripts for the right things. Here's an example pic of my folders and scripts, etc. Does this look okay? Are there any recommendations as how to know when to make a new script/class or just write the code into a previous one? When to know when to attach a script ect? They usually leave this kind of thing out of the books and videos. Any guidelines would be appreciated thanks.
Any guidelines would be appreciated thanks.
Here's an example pic of my folders and scripts, etc. Does this look okay? Are there any recommendations as how to know when to make a new script/class or just write the code into a previous one? When to know when to attach a script ect? They usually leave this kind of thing out of the books and videos. Any guidelines would be appreciated thanks.
GIF (hard G, fuckers): http://stuff.absinthegames.com/particles.gif
So I am now finally implementing the feedback loop I had planned. Not exactly late in the game but it needs to be done for the trailer. I started bits and pieces of it but more nuance will be given to button presses to denote feedback instead of just the usual rote gimmick of pressing a button. Camera will have an extra few frames of lerp horizontally, player acceleration tweaked, weapon feedback being added, etc.
Part of that feedback is the particle explosions. I developed a flocking system that can (missile should appreciate the attention to detail):
-independent physics per object
-flocking introduced to nearby particles when Y magnitude is at 0 for more than 0.25f (denotes rest), turning off physics to reduce overhead
-only allowing stacking of 3 high on the screen by a certain amount as to not clutter, any particles in motion at 3 stack in the current viewport still moving won't come to a stop unless it drops one level
-particles that fall off of ledges that have nowhere to go but fall forever obviously kill themselves, not dependent on level triggers or viewport range
-some particle collisions from weapons on the environment randomly despawn
-persistent particles
I figure what fun is it blasting things if you can't see the aftermath? Not shown are the death animations, i'm working on a second procedural firework show unique per each enemy and also adding a bit of gameplay elements to some of them after playing too much Resogun. Will be adding this to the current build once I make a few tweaks.
Depending on console performance which is fine for what is shown here I may and or may not have to snapshot sections of clusters and overlay to limit the amount of sprites living in any one scene, although it should have no effect on performance with culling. I have not tested scenes on console past 20k objects yet. I have a permanent emitter setup for testing and displays a head count of particles. I need to find that ceiling so I can plan ahead now before hitting it.
Phew! Fun night tho. I think I played around zapping things more than I actually worked hahaha!
Roger that. Its all randomized at the moment but I was thinking about taking into account the direction of impact on the final hit point. Easy to test. I have a lot right where I want it for structure but much may need tweaking which will probably be happening until the game slips from my fingersThis is probably just my preference but I feel like your particles need a bit more horizontal velocity to them to feel like the result of a satisfying impact, particularly the first death where you shoot the creature it seems to explode in all directions.
Though there are tons of games that do it both ways so maybe it's just me
I have a question for you more experience game devs. As a hobbyist who's only been programming on and off for years without really making any programs -- I find myself never figuring out how to organize folders and code. For instance I'm making a simple game in Unity and I'm finding myself wondering if I'm making scripts for the right things. Here's an example pic of my folders and scripts, etc. Does this look okay? Are there any recommendations as how to know when to make a new script/class or just write the code into a previous one? When to know when to attach a script ect? They usually leave this kind of thing out of the books and videos. Any guidelines would be appreciated thanks.
My fiancée would absolutely adore this, considering Peggle and Pinball are two of her favourite kinds of games. Is an Android or 3DS/Vita release planned too? She has an Android phone and a 3DS, I have a Vita, but neither of us has an Apple phone, but I'm really sure she would probably play this non-stop for days.
Aside from everything on the resources folder (like another user pointed out) it seems well organised.
Certainly better than what I have now ahah My game is currently very light scripting wise but the naming conventions are organisation are a mess. I should probably work on that sometime soon.
That looks better organized than our project at the moment, honestly. I'd move most of the stuff out of the Resources folder, though; it's mostly for assets that are dynamically loaded or not included in any particular object/scene.
There are a zillion books about software architecture and it's hard to give any general guidelines (yes, that's a copout for "umm, I can't think of anything right now"), but my advice would be to refactor early and often. Do you find yourself copying and pasting the same code to multiple scripts? Time to make another class or component. Do you have several components that kind of do the same thing but not quite? Think about interfaces or subclasses. Number of arguments in a method getting out of hand? Make a helper struct or class for the information you're passing. Climb out of the hole before it gets too deep.
Just from the screenshot, it seems you have every single thing in your game inside the Resources folder, which is actually a special folder in Unity. While the program can supposedly ommit assets you aren't using in your scenes or code, placing the assets inside the resources folder will make sure they're in the game no matter what. Besides, the Resources folder is there especially so you can use the Resources.Load method.
Other special folder names I know are "Plugins" and "StreamingAssets", so you'd do well not to create folders which use those names without actually intending to use the folder's contents that way.
I still haven't experimented enough with the difference between loading stuff with Resource.Load and simply placing stuff in the Assets folder and, though, so I can't tell you the differences in performance or memory usage between both methods.
I'm not the one to go commenting on scripting conventions, but for asset names and folder conventions we are going with Unreal Assets Naming Concention.
Let's be blunt. We're talking about MagicD. Who, if you look at his post history has only come on this board twice in the last half-decade to post. Back in January to announce the soft-launch of his game. And then again today to announce the actual launch.
He posted twice today, once in this thread and then copypasta into the iOS gaming thread. People associate spam with email nowadays, but it actually started on Usenet, with people posting ads into discussion groups. He's not a new person looking to be let into the discussion. He's only here to try and advertise in a way he thinks will get around the forum rules for doing so.
Should discussion of newly released projects in this thread be banned by that time, I'd appreciate a PM, because I know she will absolutely want to play that game (she won't pay for any IAP though, so have your advertisments ready ).Hey thanks for the interest! Yes, Android is definitely in the works. We're a tiny 2 man shop (with me being the only programmer) so it's hard to give exact dates but I can promise you that we want to get it out ASAP!
I have a question for you more experience game devs. As a hobbyist who's only been programming on and off for years without really making any programs -- I find myself never figuring out how to organize folders and code. For instance I'm making a simple game in Unity and I'm finding myself wondering if I'm making scripts for the right things. Here's an example pic of my folders and scripts, etc. Does this look okay? Are there any recommendations as how to know when to make a new script/class or just write the code into a previous one? When to know when to attach a script ect? They usually leave this kind of thing out of the books and videos. Any guidelines would be appreciated thanks.
Should discussion of newly released projects in this thread be banned by that time, I'd appreciate a PM, because I know she will absolutely want to play that game (she won't pay for any IAP though, so have your advertisments ready ).
Well I sure stirred up quite the hornets nest in here didn't I! That was not my intention, and I apologize.
As a member of NeoGaf since it was just "The Gaming Age Forum" I'd just to give you some background about why I might not be able to post as often as I like these days.
-I quit my job 2 years ago to start this company and have made very little money over that period of time.
-I have a family and a small son who likes to see Daddy once in a while
-With my wife, I negotiated 1 year off from work to do this full time. It's been 2 years...
-While I haven't contributed directly to this thread lately, I am very willing to contribute my time talking about game development. I've spoken at numerous High Schools, College Clubs, Career Days, etc. I love making games, and I want others to join in on the fun.
-After pouring resources (time, money) into discussions with various publishers about Riff the Robot, we ultimately decided that we wanted to control our own destiny....
-...Which leads to "holy crap getting noticed is HARD!" Even with what other people say is a "great game" it's way harder than I expected.
-I still come back to read this thread even if I don't have anything interesting to add to the discussion. Reading about others' work is inspiring.
-Now that my game is shipped, I look forward to contributing more.
Anyway, back to the regularly scheduled awesome discussion about dev.
New day new progress:
New Character:
Celia, The Bounty Hunter: