This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer.
This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer.
if(NewGun.CollidesWith(Enemy)
{
Enemy.VagueBoolThatShouldMeanIsDeadButActuallyMeansIsAlive = true;
}
Sounds like a simple inversion mistake, e.g.
Naming things well is important!I've inadvertently done something similar before...
lol that cracked me up
We do plan to sell some posters/prints once we release the trailer, contact press, think about funding again blah blah. We'll make a shop for our site if anyone is interested in grabbing one
Ha! Black Snow was a fun little mod we did whilst working on a much larger project (albeit set in the same universe). Sadly I don't think the mod works properly through Steam due to the steampipe update a while back breaking most mods, sorry :/ We've received tons of comments about fixing it, but none of us have any time spare to go back and figure out what broke it. We hopped over to UE4 with the new game but put the project on hold as the scope was becoming something we couldn't manage with our team's size. Some early shots exist on mine and Tay's sites though.
http://aseaton.squarespace.com/#/haven/
https://taychind.carbonmade.com/projects/5287144
We will be returning to it and maybe doing something cool with Black Snow once we've finished Beacon!
This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer.
Maybe vs. suicide enemies that run towards you, constantly lose health and explode when they die? You'd use the ray to keep them alive while near them until you're out of their range again.I like the fountain of youth ray, the problem is it doesn't serve much practical purpose vs. enemies that are trying to kill you.
Sounds like a simple inversion mistake, e.g.
Naming things well is important!I've inadvertently done something similar before...
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)
The drawing is good but I think the design is a bit weak. Dreads, huge muscle chest, robot arms, nothing particularly interesting about the clothing. Just some generic video game looking design elements tossed together. I guess it doesn't matter though if it's only for a portfolio.
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)
Boom.
Boom.
Concept art for the protagonist in our game:
Abs in the game confirmed.
Looks good, though the cornrows are a bit cliche for me (not that they are that common in games, but still) and something about the proportion and perspective of the right arm (as in left on the screen) feels a bit weird for me. Good luck in landing something, I'm sure you'll get itI'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)
Looks good, though the cornrows are a bit cliche for me (not that they are that common in games, but still) and something about the proportion and perspective of the right arm (as in left on the screen) feels a bit weird for me. Good luck in landing something, I'm sure you'll get it
I'm definately no artist, but something about the right arm/right hand looks strange
Well, *deep breath, sigh* I bit the bullet on the Humble Bundle.
I was tempted at first out of a nostalgic curiosity, but considering what I ultimately want to do with my life, I figure that game development as a side project would be a huge creative boon. If nothing else, it'll help flex my creative muscles in a fun way. Who knows, maybe this will become a full thing for me to do.
I appreciate all the help I could get from you guys. Happy to join the ride!
I liked that game. Not the character design so much though.Too people hated the game and the char design, I liked it (but I admit it should've been a new character)
Took down the mumble server since nobody was using it
I'm up for streams now and then, but if I'm not doing that, I usually just listen to stuff or listen to the TV or whatever, so it's hard to get involved in mumble personally so it hasn't really taken hold.
Anyone have any ideas about implementing hitStop (temporary freeze everything on hit for like a couple of frames). I've seen some ideas thrown around about temporarily lowering the room speed, or setting a pause variable for everything and doing a variety of things when it's flipped (animation speed to 0, or just exiting the step loop early, or something) alongside a controller object with a timer to flip everything back when the moment's over. In GameMaker or just more generally speaking, whatever.
GameMaker doesn't give you direct control over the update loop so you are going to have to use some artifice. The checking the pause variable on every object is a bit much, so instead I'd probably save the screen surface and then deactivate all of the objects. They won't fire their draw events, so you'll have to show the surface you saved in place, but that will keep their animations and events from running and resume them when it returns.
Anyone knows a good website where I can learn the basic of fighting games?
Such as landing lags, frames, hitbox, etc.
Not programming wise, but the logical part only.
Trailer for our upcoming 4 player coop steampunk vehicle action game "Goggles" (-: https://www.youtube.com/watch?v=2kjj__72EcI
We're currently on Greenlight, mendicant for "Yes" votes: https://steamcommunity.com/sharedfiles/filedetails/?id=479033306
Engine is Unity 5 (was Unity 4 before) with additional tech like SpeedTree, PhotonNetwork, Relief Terrain etc. Shaders are custom. The game is content complete and is currently in bugfixing/balancing/optimizing phase.
Wow, that looks so cool! Greenlighted it, hope it succeeds
Thanks, I would've started an extra thread for promotion because after 1 week we're slowly struggeling (we're no PR experts) with reaching people. But I'm just a Junior Member (-;
I made a small sprite of Celia.
I might as well finish the whole thing and make a 30 minutes-long MetroidVaina
You can't make threads to promote your own stuff