You only did that with the player character, correct?
Yes, and I'll never do it again.
You only did that with the player character, correct?
However, I'm not happy with my tactical battle graphics.
I haven't, but I'll definitely look into it now. That, or maybe a more vector-art, hand-drawn look.Have you considered a more "Western" style of pixelart for your combat scenes than the JRPG style you currently have?
I think it might mesh better with your strategic scene?
Something like the Eitr / Superbrothers: sword & Sorcery EP / Riot / Gods Will be Watching style
Thanks, that's useful. So for the buttons, do you mean I should make them a fixed width?
If any of you feel like having a go at Titan and JUMP GUY 1000 i have uploaded the playroom to my server:
http://alphadev.absinthegames.com/unannounced - windoze only
You will need a login/pw which can be seen when quoting this post at the very bottom.
There's 2 JUMP GUY 1000s in the middle and to the right there is a titan and to the far left there are 2 titans, one is a delayed and offset launch. JUMP GUY isn't really setup to navigate boxes. I want to put him everywhere he needs to be in game before deciding how he should navigate obstacles.
There are 2 files - one for Dualshock 4 native and the other for 360/XOne native controllers - I only did this since I don't have a proper menu to choose between the two.
Now that I think about it I could have just temporarily mapped it to a key.
login/pw below:
I haven't, but I'll definitely look into it now. That, or maybe a more vector-art, hand-drawn look.
If you're afraid of messing with the bounding boxes, save the facing direction as a separate variable and use a flipped draw call (with draw_sprite_ext, yes). The only reason you should use separate sprites is if it's not a symmetrical design or mirror image.
It seems to work mostly fine but there's some issue with the frame that's getting called (the draw event calls frame -1 or whatever the current frame is, but if you switch into an attack state it seems to call the very last frame of the animation first... hmmm.)
i guess i'll poke at it when I get home.
That's bizarre. Are you sure you're not changing image_index instead of image_xscale? If you set image_index to -1, GM just plays the animation at room speed regardless.
Ehhhhh these are two very different things. Tedius "you can jump that" tutorials aren't "here's a sword, good luck" style of letting the player loose. Souls is also one of those series that took off more by word of mouth so most people went in loaded with info. My metric for hand holding is pretty extreme, though, so I consider something like souls pretty straight forward. Not a lot of gear, very linear (in terms of direction), built for exploration and trial and error.It's not exceedingly simple to grasp. Souls player teaching philosophy is not far from my own -- They directly tell you basic information like what a button does if it's something you need to know (with more advanced moves they don't even tell you), and that's it. They don't tell you where to go or what to do or how to do it. The player must wander around and figure it out. It's easy to forget just how lost you are as a new player in a Souls game, because if you're like me you've played them all by now, but the games are very indifferent to the player. And that indifference shapes the whole experience and is part of what makes it so special.
Now, clearly, not every game is or should be Dark Souls. I understand that. But in general games spend a lot of time on very boring, very linear teaching, and I pretty much always find it dreadfully dull. Far Cry Blood Dragon I didn't even make it out of the tutorial it was so tedious. I just said 'fuck this' and dropped the controller. (The Blood Dragon tutorial was sort of lampooning video game tutorials, but it still was one, and it still was a horrible one)
Thanks for the feedback dude. I hear you on the wall jump. Thats one thing I haven't been able to get a consensus on ha! Definitely in flux even now.brah,
i can already tell this is going to be a great game. it feels so tight that even getting slight meatboy vibes, and everything animates so smoothly, very nicely done. the wall jump isn't my cup of tea, since i would intuitively press the analog towards the wall im latched to and then press jump if i wanted to get on top of the platform im hanging on to, but i'd bet that you're probably still experimenting with that stuff.
the boomerang shots were interesting to play with.
the way the shots blow up into pixel residue is great too.
Really appreciate the feedback, thanks.Something like the Dragon Age flash game?
A vectorial style would definitely make swapping 'people components' around and keeping the same animsets easier.
I'm suggesting a Western-CRPG type aesthetic mainly because there's a disconnect between my expectations of how the game will look from the first screen (which screams PC strategy game and tabletop roots, with high information density graphics) and the battle screens which look like - and in the nicest possible way - an RPG Maker tutorial project.
There's an incongruity there I think, rather than there actually being anything inherently wrong with the art.
Game development was an old personal dream of mine, buuuut I don't even know the first thing about coding on such a level. Then again, that Game Making Humble Bundle is looking awfully tempting...
specs?
3.01ghz Core 2 Duo
2gb of DDR2 SD RAM
Radeon HD 6870 (1gb)
And...
Windows XP Home Service Pack 3
I'm stranded on this stuff for the foreseeable future. I could technically upgrade Windows, but there was a whole rigamarole with video capture drivers that I needed (and probably still need), so I'm in this kind of weird position where I'm trying to save up money and it's going really, really, really slowly.
Glad to see you back!For anyone who cares, after the KS we tore down what we had of Red Cobra and build it back up in Unreal 4 while learning the engine. It's coming along and still happening.
Old gif from the trailer.
That level up sound is real familiar. Everquest...?Some riveting action gameplay...
https://www.youtube.com/watch?v=o1dWOIaqIpg&feature=youtu.be
First, you see there's a cheeky secret room.
Next, I wanted to make a room where the floor was largely obstructed about waist high, so I could -- well, you'll see. It's just always a challenge trying to make sure the user has a good idea where they can stand. I helped supplement this with a blue soft line, and glowing dots (which is a re-occuring thing in this game)
To explain what's going on in the secret room, there's a green barrier blocking the way to the power ups, and the only way to break it is to have some "gas"... And the only nearby gas source is that big hopper enemy, which leaks gas when you down it.
I threw it out as a maybe-fun thing, but there's the Humble Bundle indie game contest running right now, and someone else mentioned theres a bigger gamejam in the middle of august IIRC, so timing seems to be pretty bad for doing this anytime soon
I dig these ideas. I'd be interested in hearing more, for sure.
If any of you feel like having a go at Titan and JUMP GUY 1000 i have uploaded the playroom to my server:
http://alphadev.absinthegames.com/unannounced - windoze only
You will need a login/pw which can be seen when quoting this post at the very bottom.
There's 2 JUMP GUY 1000s in the middle and to the right there is a titan and to the far left there are 2 titans, one is a delayed and offset launch. JUMP GUY isn't really setup to navigate boxes. I want to put him everywhere he needs to be in game before deciding how he should navigate obstacles.
There are 2 files - one for Dualshock 4 native and the other for 360/XOne native controllers - I only did this since I don't have a proper menu to choose between the two.
Now that I think about it I could have just temporarily mapped it to a key.
login/pw below:
For anyone who cares, after the KS we tore down what we had of Red Cobra and build it back up in Unreal 4 while learning the engine. It's coming along and still happening.
Old gif from the trailer.
Game development was an old personal dream of mine, buuuut I don't even know the first thing about coding on such a level. Then again, that Game Making Humble Bundle is looking awfully tempting...
Hey everyone! So I'm making a "Dynamic Grand Strategy" game; think Europa Universalis 4 except with a lot more procedural generation, and with tactical combat inspired by Advance Wars.
You can read a bit about it here: www.victorsandvanquished.com
Anyways, I have a problem. I'm not intending my game to be super-attractive; in fact, it'll be downright ugly in many cases. I'm hoping that the depth and quality of gameplay will make up for that, like it did with, say, Rimworld.
Given that, and my tiny art budget, I'm reasonably satisfied with how my strategic gameplay graphics are progressing. However, I'm not happy with my tactical battle graphics. I'm very torn on what art style to go with, how to lay out the screen, and how to spice things up in general. I was hoping to get suggestions from you!
Here's an example of the strategic map graphics (the ones I'm reasonably happy with--but feel free to tell me if they're not acceptable):
Now, the graphics I have a problem with (used in combat...also note that the backgrounds are placeholders, but the final versions will probably be similar):
Here are closeups of some sprites. I think they look fine in isolation, but they're not cohesive with the rest of the game:
Or maybe I'm just using them wrong...in combat, they're clustered together (in units) and are pretty small.
I'd greatly appreciate any feedback and suggestions! And be as cruel and blunt as necessary!
That level up sound is real familiar. Everquest...?
Sometimes I troll around SoundSnap for temp sound effects...it's worth a bit of money, IMO. No idea how professional sound designers do it, really.Yes, the Everquest original level up sound has been part of my placeholder event since pretty much the first day of making the game.
For anyone who cares, after the KS we tore down what we had of Red Cobra and build it back up in Unreal 4 while learning the engine. It's coming along and still happening.
Niiiice! Glad to see its back in action!For anyone who cares, after the KS we tore down what we had of Red Cobra and build it back up in Unreal 4 while learning the engine. It's coming along and still happening.
Old gif from the trailer.
Thanks! There's a lot i tried with the wall stick and ended up keeping the basic stick found in the NES Ninja Gaiden games since that's where I pull inspiration from alongside Mega Man.Just tried it, whoa, it's very slick! Movement feels fluid all around, and I like the visual feedback from shooting/hitting. Didn't encounter many issues with the jumpguys AI, but maybe I'm just not a very good tester :-D
The one thing that stuck out is, as it happens, the sticking on walls. I usually like this sort of mechanic to allow for some time to think/react before your next jump, or to add more physicality to the environment, but here, it feels like surfaces are tapered with glue and you're the fly. I'd expect the character to start gliding downwards after a little while, ultimately detaching from the surface if you leave it too long, but it didn't seem to happen - at least, not in the timely fashion I'd expect. Otherwise though, feeling good!
That looks really good. The sounds effects are what really does it for me. The enemies look like pushovers a bit. Is it from early in the game?Some riveting action gameplay...
https://www.youtube.com/watch?v=o1dWOIaqIpg&feature=youtu.be
First, you see there's a cheeky secret room.
Next, I wanted to make a room where the floor was largely obstructed about waist high, so I could -- well, you'll see. It's just always a challenge trying to make sure the user has a good idea where they can stand. I helped supplement this with a blue soft line, and glowing dots (which is a re-occuring thing in this game)
To explain what's going on in the secret room, there's a green barrier blocking the way to the power ups, and the only way to break it is to have some "gas"... And the only nearby gas source is that big hopper enemy, which leaks gas when you down it.
Much better. I don't mind the oddities (side switching) that much, because what's important is the overall form and motion, and in this case, it works, whereas before it didn't. You've got 3 key poses. neutral, wind up, and full thrust, and they all pop and you can distinctly tell what he's doing and what the intention is.
It does look a bit like he's moving in fast forward, though.
This is fantastic.
Updated our motion capture solution. I added a second Kinect to get full 360 captures...works flawlessly and produces a much better / almost entirely clean animation file right out of the capture software.
Hey everyone! So I'm making a "Dynamic Grand Strategy" game; think Europa Universalis 4 except with a lot more procedural generation, and with tactical combat inspired by Advance Wars.
You can read a bit about it here: www.victorsandvanquished.com
Anyways, I have a problem. I'm not intending my game to be super-attractive; in fact, it'll be downright ugly in many cases. I'm hoping that the depth and quality of gameplay will make up for that, like it did with, say, Rimworld.
Given that, and my tiny art budget, I'm reasonably satisfied with how my strategic gameplay graphics are progressing. However, I'm not happy with my tactical battle graphics. I'm very torn on what art style to go with, how to lay out the screen, and how to spice things up in general. I was hoping to get suggestions from you!
Here's an example of the strategic map graphics (the ones I'm reasonably happy with--but feel free to tell me if they're not acceptable):
Now, the graphics I have a problem with (used in combat...also note that the backgrounds are placeholders, but the final versions will probably be similar):
Here are closeups of some sprites. I think they look fine in isolation, but they're not cohesive with the rest of the game:
Or maybe I'm just using them wrong...in combat, they're clustered together (in units) and are pretty small.
I'd greatly appreciate any feedback and suggestions! And be as cruel and blunt as necessary!
That looks really good. The sounds effects are what really does it for me. The enemies look like pushovers a bit. Is it from early in the game?
Really appreciate the feedback, thanks.
Game development was an old personal dream of mine, buuuut I don't even know the first thing about coding on such a level. Then again, that Game Making Humble Bundle is looking awfully tempting...
This is really cool. I'm not sure I was aware you could use two Kinect's like that. I can only imagine it's way cheaper than most any other motion capture solution available to small developers.Updated our motion capture solution. I added a second Kinect to get full 360 captures...works flawlessly and produces a much better / almost entirely clean animation file right out of the capture software.
For anyone who cares, after the KS we tore down what we had of Red Cobra and build it back up in Unreal 4 while learning the engine. It's coming along and still happening.
Old gif from the trailer.
Updated our motion capture solution. I added a second Kinect to get full 360 captures...works flawlessly and produces a much better / almost entirely clean animation file right out of the capture software.
Pehesse, this is incredibly useful. Thank you.EDIT: in the running tradition of "image better than words", here's something to hopefully better convey what I'm trying to say here.
My game Nomad Fleet is finally out on Steam, I'm biting my fingernails, someone hold me please!
http://store.steampowered.com/app/371010/
My game Nomad Fleet is finally out on Steam, I'm biting my fingernails, someone hold me please!
http://store.steampowered.com/app/371010/
EDIT: in the running tradition of "image better than words", here's something to hopefully better convey what I'm trying to say here.
Congrats on the launch and best of luck!My game Nomad Fleet is finally out on Steam, I'm biting my fingernails, someone hold me please!
http://store.steampowered.com/app/371010/
Looks great. Best of luck, Congrats on the launch!
Good luck to you!
Congrats on the launch and best of luck!
I like it! Had to switch WASD and the arrow keys for me though. Two things: When hanging on a wall I'd like to press up + jump, but maybe that's intentionally not possible? Also, the second platform from the right pushed me to the left when standing on it, the other ones didn't - maybe a bug, or maybe the character just couldn't stand it (sorry).
The penis plant saga has reached its inevitable conclusion.
you're keeping this in the game, right?
That's hilarious LOL
Updated our motion capture solution. I added a second Kinect to get full 360 captures...works flawlessly and produces a much better / almost entirely clean animation file right out of the capture software.
I like it! Had to switch WASD and the arrow keys for me though. Two things: When hanging on a wall I'd like to press up + jump, but maybe that's intentionally not possible? Also, the second platform from the right pushed me to the left when standing on it, the other ones didn't - maybe a bug, or maybe the character just couldn't stand it (sorry).