Icyflamez96
Member
Here's an early look at one of our bosses, the Hivemind!
What's your game called?
Here's an early look at one of our bosses, the Hivemind!
Okay, last small update from me before I go in and try to get something more substantial than animations.
Tried to make an animation that turns the character around, actually kind of proud of it. The slight shading on the back arm for the transition of the "front" arm to the "back" and vice versa sells it for me, though the leg is kind of funky.
I'll do some more substantial things and update you guys later on. I appreciate the feedback, keeps me pumped and energized to do stuff.
Looks great. I don't even think the shading is necessary, personally. It's the way he shifts his weight that sells it for me.
Been playing around with an effect to help find players/enemies/objects that are hidden behind walls. It's pretty bare bones right now but it's already really helpful for playing.
May I ask how that effect is achieved?
Someone correct me if I'm wrong here, but I think this has to do with you using odd number spritesheets vs even number spritesheets. 1920x1080 can be scaled to intervals of 32x32, for example, pretty cleanly. However, if it's say 31x31, then some guess work may be requires for "does this one-pixel wide area become 2 pixels to fit the screen resolution?"
Been playing around with an effect to help find players/enemies/objects that are hidden behind walls. It's pretty bare bones right now but it's already really helpful for playing.
I was tempted to try to make it just the outlines but I'm not sure if it'll end up being more or less messy that way.
Related - has anyone gotten unity's SpriteRenderer to use a multipass shader? That was my first approach but I couldn't ever get it to execute the second pass - looking in the frame debugger it seemed like it was just rendering the first pass twice. In the meantime I'm working around it by just having objects that need to spawn a duplicate sprite with a different material, but it'd sure be cleaner to just use a single shader.
How come the gun doesn't show through as well?
Today I'm really nervous, I'm filling the app form of our first kickstarter, for our game Tank. I hope that the crowdfunding go without many problems and ends well!
As you like!
However, I don't believe size should be a factor in what gets shown or not - the list is more of a representation of the games/experiments/WIPs that are/have been talked about and shown at several steps of their development in the thread, no matter the scope. A showcase of our ecosystem, as it were :-D At least, that's how I see it... So I'd say yours fits right in, but if you'd rather wait for the complete three package, no problem!
(Hope I'm not wrong about any of this?)
Those will do just fine, thanks
I'll go for the third one for now since I feel it showcases mechanics more, but if you have your own preference, I'll replace it, no problem!
Been playing around with an effect to help find players/enemies/objects that are hidden behind walls. It's pretty bare bones right now but it's already really helpful for playing.
I was tempted to try to make it just the outlines but I'm not sure if it'll end up being more or less messy that way.
Related - has anyone gotten unity's SpriteRenderer to use a multipass shader? That was my first approach but I couldn't ever get it to execute the second pass - looking in the frame debugger it seemed like it was just rendering the first pass twice. In the meantime I'm working around it by just having objects that need to spawn a duplicate sprite with a different material, but it'd sure be cleaner to just use a single shader.
Looks pretty awesome! If you'll allow me to suggest one piece of additional design, I'd try to add a small 1 or 2 pixel line that demarcates the edge of the playable space that's hidden by the roof. This way the player knows, once their sprite collides with the edge of the playable bounds, because they'll have the visual feedback informing them of this. You could also make the lines only display when the player is near the edge, by creating a circular mask centered on the player sprite that only draws the line when any boundary is within the mask's radius. You could also hide items behind stuff this way, and make them show up when they enter the same mask's radius, for example!
Subtle, but the action is still clear. I approve.Okay, last small update from me before I go in and try to get something more substantial than animations.
Tried to make an animation that turns the character around, actually kind of proud of it. The slight shading on the back arm for the transition of the "front" arm to the "back" and vice versa sells it for me, though the leg is kind of funky.
I'll do some more substantial things and update you guys later on. I appreciate the feedback, keeps me pumped and energized to do stuff.
Oooh, nice. Very handy for visibility. Wish more games, especially in 3D, would do this sort of thing.Been playing around with an effect to help find players/enemies/objects that are hidden behind walls. It's pretty bare bones right now but it's already really helpful for playing.
I was tempted to try to make it just the outlines but I'm not sure if it'll end up being more or less messy that way.
Related - has anyone gotten unity's SpriteRenderer to use a multipass shader? That was my first approach but I couldn't ever get it to execute the second pass - looking in the frame debugger it seemed like it was just rendering the first pass twice. In the meantime I'm working around it by just having objects that need to spawn a duplicate sprite with a different material, but it'd sure be cleaner to just use a single shader.
Looks crazy nuts. Good luck with the Kickstarter, mate.Today I'm really nervous, I'm filling the app form of our first kickstarter, for our game Tank. I hope that the crowdfunding go without many problems and ends well!
Anyone have a template to create a game design doc?
Anybody working with Stencyl ? have any good tutorial, guides for beginners ?
Feeling pretty much ready to "sign off" on this level now. I don't think I should spend any more time polishing... unless anyone can see any issues?
Vine: https://vine.co/v/eIx7de7Y9gr
Feeling pretty much ready to "sign off" on this level now. I don't think I should spend any more time polishing... unless anyone can see any issues?
Vine: https://vine.co/v/eIx7de7Y9gr
Feeling pretty much ready to "sign off" on this level now. I don't think I should spend any more time polishing... unless anyone can see any issues?
Vine: https://vine.co/v/eIx7de7Y9gr
Have you tried looking for reference? Develop for example has a lengthy jobs sections and some of the positions have salary guides (usually still DOE - depending on experience). I only know more about the averages in Finland so I'm not really use in giving out numbers.Does anyone know where I can find reliable salary averages for game dev jobs in the UK? I got in contact with a recruiter and they want to know what my salary expectations are, and I have no idea xD I've only seen several years old numbers and I most likely have more years of higher studies than the average employee, but I'm not sure if that's even a factor. I'm still considering myself a junior designer or similar, as it's my entry position.
I'm a bit terrified and excited for the update; there were some nifty features, crash fixes and other fixes that would benefit the game, but on the other hand it's getting very late to do engine updates and we're definitely gearing up to shipping the game soon. On the art side there's a few features worth R&Ding for potential post-launch additions.Downloading UE4.9 and more than a little bit excited that the first game I'll play running on DX12 is going to be the one I'm making! Shame about Nvidia DX12 performance, but whatever.
I did an ordinary google search but I mostly got 2-6 years old numbers :/ I'll check Develop later, good idea.Have you tried looking for reference? Develop for example has a lengthy jobs sections and some of the positions have salary guides (usually still DOE - depending on experience). I only know more about the averages in Finland so I'm not really use in giving out numbers.
Does anyone know where I can find reliable salary averages for game dev jobs in the UK? I got in contact with a recruiter and they want to know what my salary expectations are, and I have no idea xD I've only seen several years old numbers and I most likely have more years of higher studies than the average employee, but I'm not sure if that's even a factor. I'm still considering myself a junior designer or similar, as it's my entry position.
Great, thanks, yeah I think I saw something like that too. I'll check those later ^^I did a google search on "salary survey europe software game development"
Found this site
http://www.gamasutra.com/view/news/221533/Game_Developer_Salary_Survey_2014_The_results_are_in.php
and also this site.
http://www.develop-online.net/news/revealed-average-game-developer-salary-falls-to-32-500/0188668
Looks to me that indie salaries drive down the average.
So, your salary looks like it is very dependent on the type of company you get hired by.
Lol I'll use that one for sure xD Good for a laugh.Just say, "please keep it under one million, thanks."
What is your guys opinion on art out of game being different from the art in game?
What is your guys opinion on art out of game being different from the art in game?
Does anyone know where I can find reliable salary averages for game dev jobs in the UK? I got in contact with a recruiter and they want to know what my salary expectations are, and I have no idea xD I've only seen several years old numbers and I most likely have more years of higher studies than the average employee, but I'm not sure if that's even a factor. I'm still considering myself a junior designer or similar, as it's my entry position.
Mmm, I have a patch and a visibility round ready for today but I don't know if I should do it right now with all the super seller games that are available today (MGS V, Mad Max).
Anyone have any tips regarding Steam visibility rounds?
EDIT: ah fuck it, I'm going to upload it anyway.
Been playing around with an effect to help find players/enemies/objects that are hidden behind walls. It's pretty bare bones right now but it's already really helpful for playing.
I was tempted to try to make it just the outlines but I'm not sure if it'll end up being more or less messy that way.
Related - has anyone gotten unity's SpriteRenderer to use a multipass shader? That was my first approach but I couldn't ever get it to execute the second pass - looking in the frame debugger it seemed like it was just rendering the first pass twice. In the meantime I'm working around it by just having objects that need to spawn a duplicate sprite with a different material, but it'd sure be cleaner to just use a single shader.