SeanNoonan
Member
Nope, moving back to the UKCongrats! Must be exciting days. Are you still staying in Montreal?
Nope, moving back to the UKCongrats! Must be exciting days. Are you still staying in Montreal?
I'll play it on stream for you guys if you like.
I'll play it on stream for you guys if you like.
That'd be awesome! Your streams are great.
I wouldn't mind that. I ripped out some of the functionality a couple weeks ago to make testing easier, so I'll have to make sure everything fits back together nicely when repackaged. There are also a whole lot of outstanding bugs and missing effects that would bug me to see on stream, but I'm sure you'd be conscious of what parts are still a work in progress.
Of course. Just let me know if you'd like some live testing, I'd be happy to oblige.
I can also supply missing sound effects live as needed.
lol, that's hilarious. It'd be fun to have a cheat code or something that changes all the sound effects to oral ones, with some kickass a capella music to boot.
i swear i've played a game like this before.
i also distinctly remember the spiderman PSOne game where a cheatcode changed all the dialogue and half the graphics into completely random nonsense
I'm going to be finishing my little mobile game soon, and am starting to think about a new project. I really want to do something with crazy amounts of neon particles, like geometry wars.
That's amazing! Man, I miss cheat codes in games.
That's an interesting challenge. You want to keep adding spectacle, but eventually processing power and gameplay visibility become bottlenecks. My favorite game in this regard recently is probably Resogun.
An emulated fan port of a fan game of a rip off game? We have to go deeper!
What's the best emulator to use?
I'm going to be finishing my little mobile game soon, and am starting to think about a new project. I really want to do something with crazy amounts of neon particles, like geometry wars.
Quick question IndieGAF -- for producing something in a similar style to the TellTale games (Walking Dead/Wolf Among Us etc) or Life is Strange, what engine/tools would people recommend? Does anyone have any experience of making such games? Ideally I'd like to invest a bunch of time and effort into getting it to the point where I could produce graphics, writing, voice over, and etc for each episode but have the basic framework of the game in place early on. As my own skills in these areas are OK but not amazing, if I were to try and team up with some other people, what do you think the minimum team members/skills required for a Life is Strange/Telltale style project? Any help/advice much appreciated!
Unity and a thing called Aventure Creator from the Asset store sound like they will do the trick.Quick question IndieGAF -- for producing something in a similar style to the TellTale games (Walking Dead/Wolf Among Us etc) or Life is Strange, what engine/tools would people recommend? Does anyone have any experience of making such games? Ideally I'd like to invest a bunch of time and effort into getting it to the point where I could produce graphics, writing, voice over, and etc for each episode but have the basic framework of the game in place early on. As my own skills in these areas are OK but not amazing, if I were to try and team up with some other people, what do you think the minimum team members/skills required for a Life is Strange/Telltale style project? Any help/advice much appreciated!
How good is Stencyl for someone with zero game making experience. I'm asking because of the humble bundle of course.
I'd say it's about the best you could do if you have zero experience.
Unity and a thing called Aventure Creator from the Asset store sound like they will do the trick.
Finally making some progress with my terrain:
http://i.imgur.com/QuZk29n.jpg
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4 and it can even recompile when painting a layer that a terrain chunk has not used before.
http://i.imgur.com/T0Qn01n.jpg
http://i.imgur.com/k7fCQjT.jpg
That waterfall doesn't run, it is a painted waterfall like everything else.
Anyone else wondering why Epic is pushing their UE4 "Landscape" so hard when it is in reality just 15 old heightmap terrain based technique with lots of small fancy features on top? Basically you still have that same old blobby smooth terrain with smooth fadeing into another textures. I made a lot of blending trickery in my shader to work around that and the heavy distortion of the post processing makes the low res terrain mesh harder to see. Landscape spline meshes are pretty cool though, that is what I made the river and waterfalls with.
Best to you, sir!Nope, moving back to the UK
Oh fuck yes! Anything that splodes in bits and is glowy is fucking great! Keep everyone updated.I'm going to be finishing my little mobile game soon, and am starting to think about a new project. I really want to do something with crazy amounts of neon particles, like geometry wars.
And everyone made fun of me in my stream for using WinAmp XDThat's like recommending somebody try to make something in Shockwave nowadays
Need help play testing them bug fixes? DDDDDDDDUpgrading to 4.8 and previous sudden problems with the Online Subsystem has probably set us back 3 days on UI and Gameplay front, but hopefully most of them are fixed now (there are still some text alignment issues, but right now getting back to actually playing the game is more important) and with tomorrow's build I should be able finally get some proper new gameplay shots.
We did try out some new particle effects in the meantime and the art side progressing quite nicely.
HOT FUCK and I have no clue but damn this is good lookingFinally making some progress with my terrain:
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4 and it can even recompile when painting a layer that a terrain chunk has not used before.
That waterfall doesn't run, it is a painted waterfall like everything else.
Anyone else wondering why Epic is pushing their UE4 "Landscape" so hard when it is in reality just 15 old heightmap terrain based technique with lots of small fancy features on top? Basically you still have that same old blobby smooth terrain with smooth fadeing into another textures. I made a lot of blending trickery in my shader to work around that and the heavy distortion of the post processing makes the low res terrain mesh harder to see. Landscape spline meshes are pretty cool though, that is what I made the river and waterfalls with.
Not sure what the function of it is exactly, but the information in the bottom left seems a bit odd as % out of % because the implication is that the maximum is 100% and it won't go over that. Looking pretty good otherwise, I enjoy that you have put gaps in the forest.
Finally making some progress with my terrain:
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4 and it can even recompile when painting a layer that a terrain chunk has not used before.
That waterfall doesn't run, it is a painted waterfall like everything else.
Anyone else wondering why Epic is pushing their UE4 "Landscape" so hard when it is in reality just 15 old heightmap terrain based technique with lots of small fancy features on top? Basically you still have that same old blobby smooth terrain with smooth fadeing into another textures. I made a lot of blending trickery in my shader to work around that and the heavy distortion of the post processing makes the low res terrain mesh harder to see. Landscape spline meshes are pretty cool though, that is what I made the river and waterfalls with.
[pretty pictures]
Anyone else wondering why Epic is pushing their UE4 "Landscape" so hard when it is in reality just 15 old heightmap terrain based technique with lots of small fancy features on top?
Finally making some progress with my terrain:
Finally making some progress with my terrain:
This is all just made with terrain layers/textures. Took me ages to get that terrain material where it is now but that was also because terrain shader compiling can easily take 15 minutes in UE4 and it can even recompile when painting a layer that a terrain chunk has not used before.
That waterfall doesn't run, it is a painted waterfall like everything else.
Anyone else wondering why Epic is pushing their UE4 "Landscape" so hard when it is in reality just 15 old heightmap terrain based technique with lots of small fancy features on top? Basically you still have that same old blobby smooth terrain with smooth fadeing into another textures. I made a lot of blending trickery in my shader to work around that and the heavy distortion of the post processing makes the low res terrain mesh harder to see. Landscape spline meshes are pretty cool though, that is what I made the river and waterfalls with.
Starting to polish up and add in tile and background art for some of the stages in GunWorld 2.
I'm looking for some people who might be willing to do some playtesting periodically, our first playtest build will be next week and will include 2 levels.
Those are gorgeous. May I ask, do those terrain models look like a normal video game without the painterly shaders, or is the look part and parcel with the design?
Yay, that was my highest goal for it!Holy shit, i thought it was freaking concpet art!
Yea, the problem I have with it is that Epic would have the talent and manpower to reinvent how terrain works on its base level. Smooth heightmap terrain mesh and smooth textures transitions is so very old and doesn't really cut it anymore. If you think about it, minecraft terrain is even more advanced then that. Landmark shows where you can push that approach. There is also already tech like tesselation in UE4 which terrain could be made around to really get detail in it. You can't even use tesselation on top of the current terrain because it holds no proper vertex normal information.I think it's because UE is still mostly considered to be an engine designed for rooms + corridors with skyboxes rather than for large open terrains, so they're working particularly hard on addressing that.
Well, there is no motion at all but if you mean camera movement I will do that when I have it more fleshed out.I'd like to see this in motion please!
I'll do it. I love a platformer.
My mail van handling packages:
https://dl.dropboxusercontent.com/u/60380766/mailvan-action.webm
I might make this possible by extra action buttons instead of physics based. Even though there is a higher skill ceiling doing it this way. But there are a lot of issues that could arise.
On the positive side, all the active minion skills and their respective art is just waiting for QA, most of the unlockables / player progression art is done, probably all of the launch spell card textures and effects are done and the desert level is shaping up really nicely.
Haha, actually once the online works we could use some EU - USA connection testing, but that is when the damn thing starts working again...Need help play testing them bug fixes? DDDDDDDD
Yea, the problem I have with it is that Epic would have the talent and manpower to reinvent how terrain works on its base level. Smooth heightmap terrain mesh and smooth textures transitions is so very old and doesn't really cut it anymore. If you think about it, minecraft terrain is even more advanced then that. Landmark shows where you can push that approach. There is also already tech like tesselation in UE4 which terrain could be made around to really get detail in it. You can't even use tesselation on top of the current terrain because it holds no proper vertex normal information.
I went ahead and palettized skin and hair. I didn't expect to do either initially, because I figured I'd have brown-skinned characters just by giving them a brown-skinned head, but I forgot that the body sprites have at least the skin on hands showing, so there was a mismatch. Since I had that module open, I went ahead and added hair coloration as well.
Amusingly, when I completely randomize the RGB values for the primary (part of the body sprite apparel), hair, and skin palettes--they pretty much all end up looking like hideous zombies.
So I should probably make a character previewer that lets me choose palettes for characters and see how they'll look. Or not, because it's easy enough to do in paint anyway.
Additionally, added a few more things like being able to easily add new combatants to a battle scene, including summoning type spells or scripted reinforcements.
I mean, I always can't help but feel voxel has been misappropriated when talking about something like MineCraft which is effectively using 3D Tiles rather than 3D pixels - actual voxel based terrain tools could make something pretty special, but IIRC when John Carmack was playing with using Voxels for... I want to say the Quake 3 engine but that doesn't sound right... but basically GPU still don't support voxel style rendering, so it all has to be done in software which is obviously a luxury most games can't afford as their CPU is busy doing gameplay related things.
Maybe the rise of voxel based modelling tools like ZBrush from the art side and more widespread of tesselation deformations will spur some demand engine side for game related use instead of purely stuff like medical imaging use.
Screenshot of the Map Editor
Please, take a look to the trailer and tell us what do you think about it ^^
The game is now in closed beta, and have all the features that we have planned at the beginning: single and local co-op and deathmatch modes, map editor, different weapons, power-ups and enemy behaviors, gamepad and multi-language support. But without money, we can't invest much more time to add more content. So we are working on a kickstarter to meet people that like the game and want to help us to add more features to the game before the release, this year.
Lastly, we will release a public demo soon to try to receive more feedback. We hope you try it and have fun!
Debut trailer
Screenshot of the Map Editor
If you like it, visit our site or IndieDB. Thanks for your time!
Excuse me for any misspelling or grammatical error.
Finally making some progress with my terrain: