SpacePirate Ridley
Member
Pahesse tutorials are amazing!
What size of brush do you use (and size of character)?
What size of brush do you use (and size of character)?
The problem with my job is that it eats up a lot of my time (i work 8 hours/day) and when i get home i'm too tired to keep working on my projects. At the moment i have savings to survive for a while so i was thinking in taking some months off and try to create something.
My other option is to enter the (mobile) game industry and gain some experience.
I'm glad for you man, I know what a slow compile time is. Congrats. Honestly, I think that rewriting all of the assets just because you changed/added one was just dumb.
GM also has a test-friendly compile mode. As you said, performance is irregular, and in GM you also get blurry graphics every now and then. Once you compile for good that doesn't happen anymore.
By the way, finished fixing that shadow thing:
I should probably add a transition animation between the walk pose and the oh-fuck-i'm-falling pose.
pehese has so much patience to do this the old school way.
while he has experience, knowledge, and patience, if I get the chance I'll teach you guys how to animate the messy, quick, and stupid way.
Pahesse tutorials are amazing!
What size of brush do you use (and size of character)?
Pehesse, you should consider making your own book some time.
Or if you have infinite free time and hate money, putting it on the web for free I guess.
pehese has so much patience to do this the old school way.
while he has experience, knowledge, and patience, if I get the chance I'll teach you guys how to animate the messy, quick, and stupid way.
for me looks fine without any transition, sometimes having faster things moving makes the gameplay better...
Well, looks like Visual Studio 2015 requires signing-in to a Microsoft account, no matter what edition you have.
It also looks like you can't complete the registration with any Internet Explorer version below IE 11, so I don't know what I'm going to do. I have IE 8 installed to test web compatibility, so basically I'm hosed.
May the force be with youJust purchased a Spine 2D Pro License. This is the future, so I am embracing the future.
Just purchased a Spine 2D Pro License. This is the future, so I am embracing the future.
Just purchased a Spine 2D Pro License. This is the future, so I am embracing the future.
I use variable size tiles. The trick here is having enough different tiles so you don't get that impression of repetitiveness. Also GM Tiles have properties you can tweak (scale, opacity, color blending, rotation) thus making it easier to to avoid such effect. It also helps when you're blending different parts. GM Tile system is probably one of the bests out there.
Negative drawing is what I call drawing a sprite, background, or particle in subtractive blending mode. I'm not sure I can explain properly what subtractive blending is, but basically, what it does is subtracting values instead of replacing (normal blend mode) or adding (additive blend mode).
That means, if you draw a white sprite in subtractive blending, it will subtract 255 from whatever color there's below.
Doing this in the default layer where the game is rendered will cause the sprite to leave a black silhouette. However, if you use subtractive blending in a different layer (in GM those are called surfaces), you can use it to subtract alpha from whatever there's drawn underneath, thus making it transparent.
Since I render Hibari's shadow into a separate "surface", I can trim her shadow using white sprites drawn in subtractive blend mode. They must have the shape of the cliff she's standing on, thats for sure, but it doesn't have to be 100% accurate, so having 4-8 different shaped sprites to use as "mold" to trim the sprite is more than enough.
By the way, finished fixing that shadow thing:
Grats, these tools are really powerfull. Should save you tons of effort vs photoshop.Just purchased a Spine 2D Pro License. This is the future, so I am embracing the future.
80+ followers so far for you guys in just a few days. Lots are devs from here but I keep RTing and work is being seen by a wider audience so that is a positive.
Keep giving @DevGAF stuff to RT and it will keep growing.
I'm going to try and target some specific tags. I have noticed #gamedev and #indiedev get lots of love but only when nowlt strung with a million other tags.
So keep in mind to use those 2 and when DevGAF RTs it will use more tailored tags in a quote to help spread it further.
Not sure if this has been reported yet but the "Indie Dev Showcase"-google doc has the wrong image for "Infinite Blocker"
What were you using previously?
I'll be curious to see where you take this in the immediate future. I redid the animations for every character in the game when I first got Spine (though it was only ~15 at the time, compared to the nearly 100 right now).
Grats, these tools are really powerfull. Should save you tons of effort vs photoshop.
Does stencyl have buildin support for this?
It wouldn't be practical to redo all of the old animations in Ghost Song. I may try to implement it to do huge enemies that wouldn't otherwise be practical. There's no current support but I'm told it's theoretically possible, so we may give it a shot.
I'm more interested in starting to learn it now because likely anything else I work on after Ghost Song will use it heavily.
The true purpose for Beacon's existence
I feel generous today.
A quick sneak peek at the rail section you saw here:
http://gfycat.com/AlertAromaticGroundhog
But this is what it actually looks like:
http://gfycat.com/ThunderousSlimyCopperbutterfly
Felt like sharing the real thing with an alt-weapon in action - the snake thing. Don't have a name for it but it can wreck shit if you have enough energy stored.
looks good. I like the mix of post effects with a simple pixel style. more enemies though please.
You can get it back. How's the new gig, anyhow?Enjoying my new job and still finding the time to plug away on the Jack B. Nimble update. It's pretty crazy how much bigger and how much more polished this version is compared to the iOS version that's currently out there...
Really wish I updated more frequently; I feel that any following I had has gone by now
Its definitely a lot more unstable with 5.xI've been learning Unity, and I had to get a couple of things off my chest.
1) MonoDevelop is complete garbage. Fuck MonoDevelop.
2) Unity itself is buggy as hell. "OH FUCK THERE'S AN ERROR IN YOUR CODE, CAN'T COMPILE!" But there is no error. My code is fine. Close Unity, reopen it, and suddenly the error's gone.
I mean it makes a lot of stuff way easier than programming from scratch, but it sure can be frustrating as shit.
I've been learning Unity, and I had to get a couple of things off my chest.
1) MonoDevelop is complete garbage. Fuck MonoDevelop.
2) Unity itself is buggy as hell. "OH FUCK THERE'S AN ERROR IN YOUR CODE, CAN'T COMPILE!" But there is no error. My code is fine. Close Unity, reopen it, and suddenly the error's gone.
I mean it makes a lot of stuff way easier than programming from scratch, but it sure can be frustrating as shit.
I've been learning Unity, and I had to get a couple of things off my chest.
1) MonoDevelop is complete garbage. Fuck MonoDevelop.
2) Unity itself is buggy as hell. "OH FUCK THERE'S AN ERROR IN YOUR CODE, CAN'T COMPILE!" But there is no error. My code is fine. Close Unity, reopen it, and suddenly the error's gone.
I mean it makes a lot of stuff way easier than programming from scratch, but it sure can be frustrating as shit.
I have a question about the OP description about Unity. It says steep learning curve if you're new to programming, but I thought Unity was supposed to be one of the more accessible software to use as far as that's concerned.
1) MonoDevelop is complete garbage. Fuck MonoDevelop.
2) Unity itself is buggy as hell. "OH FUCK THERE'S AN ERROR IN YOUR CODE, CAN'T COMPILE!" But there is no error. My code is fine. Close Unity, reopen it, and suddenly the error's gone.
Quick question for those of you using Unity (or C# in general, I suppose).
What do you use as your Event System/Messaging System (if you use one)?
There is no way to get around writing some code. So if you don't know how to code you will hit a wall at some point.
Not that i'm worried about any curve. I'm already full on board with learning Unity regardless. I consider it better if it actually has a steep learning curve.
I'm just confused at the statement, because I always heard that Unity was supposed to be more user friendly and capable for those who may not have strong coding skills.
Not that i'm worried about any curve. I'm already full on board with learning Unity regardless. I consider it better if it actually has a steep learning curve.
I'm just confused at the statement, because I always heard that Unity was supposed to be more user friendly and capable for those who may not have strong coding skills.
You can get it back. How's the new gig, anyhow?
So, the current game I'm working on (A local-only mulitplayer game) is pretty close to finished but I'm kind of scratching my head over how to deal with fullscreen and windowed...
Welcome aboard!New here, quick intro, friend of Pehesse (did same video games school together), indie dev as a hobby, professional career otherwise.
What I did when I was working on the early PC port of Puddle is start in windowed mode but make the well known shortcut (Ctrl+Enter) to switch to fullscreen work well. What I mean by "work well" is no non sense freezing for ages like Source did a while ago. On Windows at least you can exploit the fact that a fullscreen borderless window will automatically hide the taskbar (exactly like VLC) so you just have to resize your viewport and window and that's it.
For the content itself, black bars are usually my preferred option just so everyone sees the same thing on screen. That also helps with authoring because you know some parts won't ever be seen by the player.
Welcome aboard!
For the record, I wouldn't have guessed Ctrl+Enter since I thought Alt+Enter was the standard fullscreen shortcut.
I feel generous today.
A quick sneak peek at the rail section you saw here:
http://gfycat.com/AlertAromaticGroundhog
But this is what it actually looks like:
http://gfycat.com/ThunderousSlimyCopperbutterfly
Felt like sharing the real thing with an alt-weapon in action - the snake thing. Don't have a name for it but it can wreck shit if you have enough energy stored.
New here, quick intro, friend of Pehesse (did same video games school together), indie dev as a hobby, professional career otherwise.
What I did when I was working on the early PC port of Puddle is start in windowed mode but make the well known shortcut (EDIT: Alt+Enter) to switch to fullscreen work well. What I mean by "work well" is no non sense freezing for ages like Source did a while ago. On Windows at least you can exploit the fact that a fullscreen borderless window will automatically hide the taskbar (exactly like VLC) so you just have to resize your viewport and window and that's it.
For the content itself, black bars are usually my preferred option just so everyone sees the same thing on screen. That also helps with authoring because you know some parts won't ever be seen by the player.
Yeah, I'm definitely more of a fullscreen user myself :3I prefer a game to take up my whole screen, even if that means huge pixels or black bars somewhere. It's the game telling me that I need to give it my whole attention, that it deserves my entire focus and is more than a minor dalliance.
But most PC games have options. Options are good too. All your questions can be answered personally with user settings.
ThankiesNew here, quick intro, friend of Pehesse (did same video games school together), indie dev as a hobby, professional career otherwise.
What I did when I was working on the early PC port of Puddle is start in windowed mode but make the well known shortcut (EDIT: Alt+Enter) to switch to fullscreen work well. What I mean by "work well" is no non sense freezing for ages like Source did a while ago. On Windows at least you can exploit the fact that a fullscreen borderless window will automatically hide the taskbar (exactly like VLC) so you just have to resize your viewport and window and that's it.
For the content itself, black bars are usually my preferred option just so everyone sees the same thing on screen. That also helps with authoring because you know some parts won't ever be seen by the player.
I thought they were wearing a knotted red scarf round their face and kneck, kind of like a banditfinished (nevermind still need so work) the idle animation, it should be a red bearded archer, hope it's recognizable enough xD
Thanks, dude!Dude, that's amazing. I like the feeling of speed in that train section.
I see what's going on. Thick as thieves.You! Here! What... Who... How!
Welcome aboard, man :-D