Dead Prince
Banned
Looks beautiful especially the cloth movement.Fiery particles for a fiery demon boy
Looks beautiful especially the cloth movement.Fiery particles for a fiery demon boy
Just started working on my own little project a couple nights ago so I don't have much to show but what a difference the new UI system in Unity makes. It took me a half-hour to get the hang of everything and start setting up a little HUD compared to hours of writing out all the logic for placement/resizing I had to do before.
We'll see how it hold up once I start writing logic to control it but so far so good!
How does everyone go about making gifs for their game?
I've been using GifCam + Photoshop but it still seems to come out a bit off each time.
How does everyone go about making gifs for their game?
I've been using GifCam + Photoshop but it still seems to come out a bit off each time.
How does everyone go about making gifs for their game?
I've been using GifCam + Photoshop but it still seems to come out a bit off each time.
How does everyone go about making gifs for their game?
I've been using GifCam + Photoshop but it still seems to come out a bit off each time.
Definitely drawn twice. The top right outline of the hair is different in the two frames.
Taaaaaaaake oooooooon meeeeeeeeee (take on me)
Taaaaaaaake meeeeeeee oooooooooon!
etc
Drawn twice. You can see the angle of each set of lines roughly matches the patch it's in. If you were doing a post-process effect, all the lines would be parallel like the Guardian Heroes effect above. I mean, in theory, you could write a shader to do the same effect, but it would be exorbitantly difficult to devise and bad for performance.
For a slightly different effect, what you could do is make a base image and an alpha mask to go with it, and then use the mask to apply a line texture in post, but it wouldn't be quite the same, and it'd still be a lot of work. That'd be slightly easier in grayscale because you could collapse the colors to a single channel, then put the alpha mask in one of the two freed up color channels, and thereby use a single atlas for each image, but again the effect would never be identical to what's shown in the GIF there.
It could be an effect, I guess. I know Guardian Heroes on XBLA had sort of a pencil shader mode that looked vaguely similar to that.
But for something like Hotel Dusk, where you don't usually have tons of animation, I would assume it's just drawn twice.
New UI system? When did this drop?
Record a session with a video recorder like Fraps, Bandicam or OBS. Then use GifCam to record the pertinent segment in a video player like VLC. I only use PhotoShop if I'm doing an overlay on a GIF.
The double-recording method means you don't have to worry about timing/hotkeys while playing the game, and you can upload vids to sites like gfycat for cleaner webm videos.
I've found ScreenToGif to be the most useful in terms of editing features
Video capture either using Fraps or Camstudio, trim and crop AVI in VirtualDub, import end result in to Animation Shop 3, compress and save as GIF
Hey guys, some new screens of my game.
Gameplay video
http://beyondhumangame.tumblr.com/post/124156362535/beyond-human-pre-alpha-demo-basic-combo-link
This is nice. I can't wait to see more.Hey guys, some new screens of my game.
Gameplay video
http://beyondhumangame.tumblr.com/post/124156362535/beyond-human-pre-alpha-demo-basic-combo-link
The links on the site link toYeah was working on parallax effect and forgot to add the blue lights back in.
Oh thanks for letting me know kinda weird because I updated it this week.
It should be https://twitter.com/BeyondHumanGame.
Could you tell me were it redirects to?
I've been contacted by BundleStars, Groupees and IndieGala several times for a bundle, but I've declined each time because I felt it was too close to the initial Steam release to start such drastic discounts. I'm also rather suspicious if bundles like these really help visibility and exposure. Ultimately you're selling your product to a large group, who's likely buying the bundle for another and more popular title than yours, at a gigantic price reduction. How many of these end up installing your game on Steam, let alone playing them, leaving positive user reviews or spreading word of mouth? I therefore see bundles as a way to get a quick short-term cash boost rather than any long-term strategy or way to improve baseline sales. On the contrary, it might hurt the latter effect if users expect bundle discounts.Anyone here been in one of the indiegala bundles? Our sales are a little slow, but spike pretty majorily when we take part in a steam sale. Wondering if its a good way to get more exposure/user reviews. Indiegala comes off as a bit pushy in their emails.
In 4.6, like... last November.
I've been contacted by BundleStars, Groupees and IndieGala several times for a bundle, but I've declined each time because I felt it was too close to the initial Steam release to start such drastic discounts. I'm also rather suspicious if bundles like these really help visibility and exposure. Ultimately you're selling your product to a large group, who's likely buying the bundle for another and more popular title than yours, at a gigantic price reduction. How many of these end up installing your game on Steam, let alone playing them, leaving positive user reviews or spreading word of mouth? I therefore see bundles as a way to get a quick short-term cash boost rather than any long-term strategy or way to improve baseline sales. On the contrary, it might hurt the latter effect if users expect bundle discounts.
Tricking the evil ball that falls down on you every few beats into helping you pass the laser beam.
Tricking the evil ball that falls down on you every few beats into helping you pass the laser beam.
Um, what? Am I missing something? Auto-renaming all references to a variable has been in Visual Studio for a long time...?
do we have any GAF topics like this for people volunteering services like programming/music/modelling etc?
do we have any GAF topics like this for people volunteering services like programming/music/modelling etc?
XP is the superior version.
2000/2003 are only advisable if you wish to work with a really low screen resolution (which makes easier making your own sprites and tiles).
basically the way this works is, in this area, the general environment is increasingly dark, but glowing elements are used to mark where things are. To see these, you have to charge up the room's glow level by shooting a node, which will then dissipate over time. There are enemies and hazards specific to the area which also have glowing elements on them that obey the room's glow level.
Do you mean the server would be running multiple game sessions at once each with multiple connected players? Or a single game session with multiple players as clients?This may be a silly question, but does anyone have any experience with making a multiplayer server singlethreaded cycling through all clients versus multithreaded and dealing with the associated synchronization? I'm guessing multithreaded is the way to go, or making a bunch of lightweight copies of the server for each client game, but I don't have experience either way.
Can do! So far I've just been getting foundation work. Keyframe poses, UI, prepping my character model for rig/weight work, setting up turnaround art for the next character, getting color tests on that character...its a lot of different stuff all at once so I did something this week that kept it all from getting overwhelming.A fighting game? Amazing! Since now you have my interest, I love that genre (although I'm really bad at it) and develop a small one is an challenge that I want to accomplish in a future. I hope you could tell us more things about the development of it, so we could learn from your experience.
Can do! So far I've just been getting foundation work. Keyframe poses, UI, prepping my character model for rig/weight work, setting up turnaround art for the next character, getting color tests on that character...its a lot of different stuff all at once so I did something this week that kept it all from getting overwhelming.
Setup a neat little structured agenda to keep me on track. Since doing so I ended up WAY overshooting my expected weekly output. Basically each day of the week is something different M-F taking the meat of the work with a day for deep 3d training to polish up skills, asset creation, UI work, Unity/Code training to polish up skills, and an Animation day. I end the week on Sat/Sun with a day for just art and concept stuff for anything and everything in the game or related to it and a free day where I have to work but can work on whatever I feel like on any aspect of the project.
Its Thursday and I ended up blowing through my whole weekly agenda with 3 days to spare! I didn't expect to have this much but structuring my week for specific parts of the project seperately just broke up stuff into small enough chunks that it sort of took the edge off the load. Now I'm about halfway done with keyframing the poses for the first character, the character select UI, Title screen and a bunch of other foundation work I needed!
It sounds dumb, but I highly recommend for those struggling to go forward to try a week like this with a printout of each day and mark them off. It helped me focus more after long days at work.
can't wait to see what you have up your sleeves. I don't swing by FightGAF much except around EVO time, but you always seem like you know your shit whenever I run into you around gaf
That's sort of what I'm deciding. I'm currently considering dedicated servers (player-hosted and otherwise) because dedicated servers are cool and have some benefits I like. They might each host only one game with multiple players, or they might each host SEVERAL games with SEVERAL players each.Do you mean the server would be running multiple game sessions at once each with multiple connected players? Or a single game session with multiple players as clients?
For the second depending on platform you shouldn't need multithreading. You'd just be duplicating work the kernel/driver is already doing. The first I don't have any experience with.
That's really smart, and seems super original. Howd you come up with that mechanic?
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.
Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!
We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:
https://www.youtube.com/watch?v=BzvlMtvaJ8I
Also some gifs from the new engine:
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.
Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!
We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:
https://www.youtube.com/watch?v=BzvlMtvaJ8I
Also some gifs from the new engine:
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.
Cool, thanks! I'll try to release the final game on OSX, too. I don't have a mac here though, so testing it is a bit more complicated.I would play the shit out of this. I'm buying the alpha build as soon as I install bootcamp on my mac.
Thanks!Now that is some nice design, love it!
Awesome! Looks really polished already. Will there be different color schemes in later levels?Been away from the thread for a while, but damn! There are some killer looking titles coming through here.
Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!
We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:
https://www.youtube.com/watch?v=BzvlMtvaJ8I
Also some gifs from the new engine:
Awesome! Looks really polished already. Will there be different color schemes in later levels?
Yeah! Each area kinda has its own hue, though blue's probably the most common scheme in the game. All pretty Montone per area though and no funky neon zones like in Jobbs' game!
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.
Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!
We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:
https://www.youtube.com/watch?v=BzvlMtvaJ8I
Also some gifs from the new engine:
Random idea time. how about instead of a lantern or whatever for dark areas, you need to buy fireflies. you release a firefly and it will illuminate an area around it, and you can throw scentballs which attract the fireflies to where it hits. That'd be more fun than just carrying a lantern. You may have this idea.