• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

Status
Not open for further replies.

Razlo

Member
? (· _· ) ( ·_ ·) ?

zab9GCD.gif






Edit @Kalentan: I'm using Game Maker Studio :)

Love little details like this in games.
 

Kalentan

Member
It's cool, let's just move on :) I don't think either of us intended to be abrasive.

I remember now, you're the guy posting the sprite work all the time.

So it looks like a tactics style game, with a bit of Xcom based on what you've posted and what you linked.

What I'm trying to get at, though, is outside of what the actual mechanics are, what is the "theme" of your game? Or more specifically, what is the game "about" thematically? Is it more internal struggle of one man, or more about politics? Is it serious or lighthearted? Is it cynical or hopeful? Does it take place in a purely fantasy world, or is it Earth of another time? Stylistically is it flashy or understated? If you've already posted about this stuff then I may have missed it.

Basically, forget about the lore and think about what the audience is going to look for in the game. What they're looking for are heuristics that let them know the game is for them, and that's what the title should feed into as well.

Hm... Okay, I get what your talking about.

Well one general theme of my story is how war has effected each of the characters. Every single one has the war that took place before the game. All of their actions are informed by what they were like before and then after the war.

It's set on a fantasy world with magic and the such and deals with everything from mortal affairs to even those of the Demi-Gods and the Gods above them. Yet also shows how each of these groups effects the others. What stakes they have in events.

The story for sure has a serious tone to it with some moments of levity for good measure. An entire nation was conquered and the following years have shown the people still unable to accept their fate. A story about reclaiming what was once there's, to get justice for those whom had none. How people react after such life changing events, will they just accept it and try to move on? Will they seek revenge? Will they try and liberate their home?

There is many elements to each of the story and in some ways the characters are an vehicle to see how various people react. Marlow (the main character) for example might be at odds with the character Svevoth because Marlow wants to go and kill an important target but Svevoth believes the protection of a group of people is far more important than the death of one man. Marlow is driven by revenge and Svevoth believes that though killing may be involved, that they shouldn't be driven by it.

But yeah... There's a hopeful aspect to everything. No matter how dark it gets or what they need to do, the group works to try and restore the land.

That help..?
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
@Kalentan: As someone who is interested in SRPGs and working on one myself, thus reading all your posts regarding your game, I have to say: To write this posting, I need to look up how exactly to write "The Kalendin", but I have no problems remembering "The Red Eyed Prince". So in isolation, out of those two titles, I'd prefer "The Red Eyed Prince". That being said, I'm certainly no expert on naming stuff, in fact, my own game carries the inventive name of "The SRPG" since I just cannot come up with a name for it. Naming is the worst thing (right next to making pixelart, which is a lot of work and then it still does not look all too great :().
 

Burt

Member
Here's some random stuff I've been tweeting since my last post-


Added a shadow trail effect to special moves

nky_shadow_trail_480.gif



New background art and a preview of the mechanic for that level

nky_missile_480.gif



Added throw animations and dash attacks to the rest of the first 4 playable characters

nky_kang_suplex_480.gif


nky_newattacks_480.gif


liona_newattacks_480.gif



Started working on new playable characters again, here's Clockwork Gladiator Lex

lex_combo_480.gif


nky_lex_special_480.gif
This all looks awesome, particularly that shadow trail effect, but I just had to hop in to say that it might look a good bit better if you cut loose with your animations a little, exaggerating the moves and maybe adding a bit of speed and motion blur. For example, the third gif down (the reverse body slam one), the motion itself, but the actual time from 'grab to ground'? What is that, like 4-5 frames? It just looks a little soft now, and it'd look a lot snappier and more kinetic if you cut it down to 1-2, a blur frame and a completion frame.

Edit:
3U8OzE6.gif


That's minus a few random frames and doubling the one with the guys eye's up. A 'grip/lurch forward' frame would probably add a lot to it. Same thing goes for Lex's sword swings, which look more like he's wiping the opponent than slashing them, but that sounds like it's early on so I don't know what your plans are for it. Whenever I see something like that, though, I always compare it to Samurai Gunn

tumblr_mxvp96Ti7y1qa71pqo1_500.gif


The sword swing animation might actually be a frame long, but it covers the majority of its motion in a single frame, the rest is just winding down. If you took Lex's sword attacks in a more exaggerated, snappy direction, they'd really look great.
 

Kalentan

Member
Nn6b.png


You might be asking yourself, "Kalentan, why did you just post an confusing image?"

Well, I made this sort of poor diagram to explain one possible way I maybe doing my actual combat animations. Taking inspiration from Fire Emblem, when a character is selected to fight, this sort of layout will appear on the screen. Depending on how many targets (N) there will be that many people on one side or the other. So what if you use a spell that doesn't require a specific target? Say a summon wall or the like? Well then the second image will appear and the animation will play out in the window. This will have stuff still play out on the grid, but they will be animations that can actually fit on a 58 x 77 grid format.

Pros
1. Less animations, meaning I don't need to animate every attack up and down and (right or left, depending on ally or enemy.)
2. It means I am no longer constrained to the grid system for animations.

Cons
1. Some may consider it lazy rather than just doing all the animations on the grid
2. Having to figure out how it all works. xD

What do you guys think?
 
Hm... Okay, I get what your talking about.

Well one general theme of my story is how war has effected each of the characters. Every single one has the war that took place before the game. All of their actions are informed by what they were like before and then after the war.

It's set on a fantasy world with magic and the such and deals with everything from mortal affairs to even those of the Demi-Gods and the Gods above them. Yet also shows how each of these groups effects the others. What stakes they have in events.

The story for sure has a serious tone to it with some moments of levity for good measure. An entire nation was conquered and the following years have shown the people still unable to accept their fate. A story about reclaiming what was once there's, to get justice for those whom had none. How people react after such life changing events, will they just accept it and try to move on? Will they seek revenge? Will they try and liberate their home?

There is many elements to each of the story and in some ways the characters are an vehicle to see how various people react. Marlow (the main character) for example might be at odds with the character Svevoth because Marlow wants to go and kill an important target but Svevoth believes the protection of a group of people is far more important than the death of one man. Marlow is driven by revenge and Svevoth believes that though killing may be involved, that they shouldn't be driven by it.

But yeah... There's a hopeful aspect to everything. No matter how dark it gets or what they need to do, the group works to try and restore the land.

That help..?

Okay, that helps.

You can get away with words like "Kalendin" if you put them in a place where peeps can guess what it means. This is she why peeps use "Legend of" or such.

Perhaps something like "The Red Sun of Kalendin: Sins of the Father"

Red Sun being a play on the "red eyes" of the son of a character, red sun a visual for the aftermath of war, and the subtitle an indication of the themes of the story. Probably too long but often a epic fantasy like you're talking about can use a long title.
 

Blizzard

Banned
Has anyone here had experience with Steam workshop and how copyright / trademark is handled?

Supporting the workshop sounds cool, but does the legal responsibility then fall on the developer so you can get lawsuit'd directly if someone rips Mario sprites and submits them as a mod of your game before you catch it and remove it?

I figure for a copyright violation like someone ripping sprites, you will make players mad by taking them down, but you have to do it if you can tell it is a ripped sprite.

But what if it's a picture of someone ripped from a youtube video -- how can you tell which video it came from and what copyright it is under? What about trademarks, if the content is original, but the submitter used a trademarked term in an item title? What if someone uses original content but constructs Super Mario in Scribblenauts or something? I seem to remember 5th Cell removing some Nintendo reference fan-made submissions for example.




*edit*
yeah, don't implement (as in "invent") your own.


angelscript, lua or python.

i've never really used angelscript - so no comment on that one

python is imo a big dependency so i went with lua.
the bind process is not as intuitive as it could be. i'm using "pure"-lua, without any c++ binding wrapper libraries. my code is in C anyway, not C++. And even in my previous C++-code I never used LuaCPP-wrapper. It's fine when it works, has some pitfalls though.

some older (not mine) articles:
https://julien.danjou.info/blog/2008/rants-about-lua
https://julien.danjou.info/blog/2011/why-not-lua
Late reply, but thanks for the links!
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Has anyone here had experience with Steam workshop and how copyright / trademark is handled?

Supporting the workshop sounds cool, but does the legal responsibility then fall on the developer so you can get lawsuit'd directly if someone rips Mario sprites and submits them as a mod of your game before you catch it and remove it?

I figure for a copyright violation like someone ripping sprites, you will make players mad by taking them down, but you have to do it if you can tell it is a ripped sprite.

But what if it's a picture of someone ripped from a youtube video -- how can you tell which video it came from and what copyright it is under? What about trademarks, if the content is original, but the submitter used a trademarked term in an item title? What if someone uses original content but constructs Super Mario in Scribblenauts or something? I seem to remember 5th Cell removing some Nintendo reference fan-made submissions for example.
I don't know how Steam handles this, but I would guess Nintendo is rather lax with going after such fan work, considering what's going on in Project Spark (Mario, Yoshi and Zelda clones exist in masses, using ripped music and don't get taken down). Other than this observation, the law regarding copyright-breaching user content most likely varies from country to country. You should at least make sure to be able to take down something quickly if someone complains.

Nn6b.png


You might be asking yourself, "Kalentan, why did you just post an confusing image?"

Well, I made this sort of poor diagram to explain one possible way I maybe doing my actual combat animations. Taking inspiration from Fire Emblem, when a character is selected to fight, this sort of layout will appear on the screen. Depending on how many targets (N) there will be that many people on one side or the other. So what if you use a spell that doesn't require a specific target? Say a summon wall or the like? Well then the second image will appear and the animation will play out in the window. This will have stuff still play out on the grid, but they will be animations that can actually fit on a 58 x 77 grid format.

Pros
1. Less animations, meaning I don't need to animate every attack up and down and (right or left, depending on ally or enemy.)
2. It means I am no longer constrained to the grid system for animations.

Cons
1. Some may consider it lazy rather than just doing all the animations on the grid
2. Having to figure out how it all works. xD

What do you guys think?
Actually, Fire Emblem offers two different animations and the non-grid animations are the less lazy ones, because they use more detailled sprites and quite elaborate animations for that.

If you go for a separate animation windows, I figured, people might expect more than a "token animation" (like what is happening in Fire Emblem if you turn of battle animations), so personally, I decided to do animations for all directions, but have standard animations for classes of attacks (so for instance one animation for using blades, one for using energy weapons) that strictly adhere to the grid. So a blade used against an enemy does not actually touch the enemy, for instance.

This kind of symbolic animation certainly still is a considerable amount of work, but keep in mind that if you do more detailled animations that are not just of symbolic character you

(1) should make sure that every weapon is portraied individually, rather than weapon types - potentially increasing the amount of work a lot

(2) need to keep the time needed into account. There's a reason many players turn off the (detailled) attack animations in Fire Emblem, because transitioning to the animation window, showing the more complex animation and transitioning back to the standard view takes a lot of time. In a strategic game like this, lost time can get annoying.
 
Here's some random stuff I've been tweeting since my last post-


Added a shadow trail effect to special moves

nky_shadow_trail_480.gif



New background art and a preview of the mechanic for that level

nky_missile_480.gif



Added throw animations and dash attacks to the rest of the first 4 playable characters

nky_kang_suplex_480.gif


nky_newattacks_480.gif


liona_newattacks_480.gif



Started working on new playable characters again, here's Clockwork Gladiator Lex

lex_combo_480.gif


nky_lex_special_480.gif

Looks pretty cool! Fast and snappy. Love the wrestling grab.

? (· _· ) ( ·_ ·) ?

zab9GCD.gif






Edit @Kalentan: I'm using Game Maker Studio :)

Subtle but cool things in videogames!
 

Kalentan

Member
Actually, Fire Emblem offers two different animations and the non-grid animations are the less lazy ones, because they use more detailled sprites and quite elaborate animations for that.

If you go for a separate animation windows, I figured, people might expect more than a "token animation" (like what is happening in Fire Emblem if you turn of battle animations), so personally, I decided to do animations for all directions, but have standard animations for classes of attacks (so for instance one animation for using blades, one for using energy weapons) that strictly adhere to the grid. So a blade used against an enemy does not actually touch the enemy, for instance.

This kind of symbolic animation certainly still is a considerable amount of work, but keep in mind that if you do more detailled animations that are not just of symbolic character you

(1) should make sure that every weapon is portraied individually, rather than weapon types - potentially increasing the amount of work a lot

(2) need to keep the time needed into account. There's a reason many players turn off the (detailled) attack animations in Fire Emblem, because transitioning to the animation window, showing the more complex animation and transitioning back to the standard view takes a lot of time. In a strategic game like this, lost time can get annoying.

I wasn't planning on more detailed sprites, merely larger ones. But I also see what you mean about taking time. More annoying if it goes like that every single time.

How you're doing it is how I currently was planning on doing it. I think my only issue is how do I fit every animation into that 58 x 77 window? Do you use any same animations for somethings? Like my Ice Mage guy is casting a spell. While the spell itself with no doubt have a new animation, do I use the same casting animation?
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I wasn't planning on more detailed sprites, merely larger ones. But I also see what you mean about taking time. More annoying if it goes like that every single time.

How you're doing it is how I currently was planning on doing it. I think my only issue is how do I fit every animation into that 58 x 77 window? Do you use any same animations for somethings? Like my Ice Mage guy is casting a spell. While the spell itself with no doubt have a new animation, do I use the same casting animation?
I doubt what I do is the best way of doing it, but basically:
Every character has an attack animation for all eight possible kinds of attacks (blade, energy weapon, in-fighting, scientific argument, political argument, philosophical argument, physical healing, psychological healing), for all four possible directions. Characters of the same class basically share the animations (there are three classes: flying, repitilic, humanoid), so if human A uses a blade, this looks the same as when human B uses a blade, disregarding differences like different coloured arms or the like. But if it is a longsword, a knife or a sabre does not matter and will not get represented. I don't have magic in my game because it is sci-fi-themed, but if I did, then the casting animation would always be the same and each class of magic would have one unique visual representation. So for instance, if there were 20 fire magic spells, they'd all look the same, but an ice magic spell would look different.
 
What a saturday is coming...

I'm going to officially present my game during Anime Weekend Atlanta during the Sekai Project industry panel. I've been feverishly cranking up the PR release, making sure I updated my domains and contacting someone for an emergency teaser trailer too. I'm exhausted and my day job didn't make me any favours, in fact, I've been doing extra hours and it's killing me inside.

I've never typed and worked with four-five programs opened at the same time so fast.

Worst of all is that my co-workers don't give a damn about games but their stuff is always more important than mine, well, no, F#$%$E&E$T NO U, yes, it's more important than their petty human affairs, argh! But, yeah, what an ungodly torture the last four shifts have been, and tomorrow is going to be even worse until the panel...
 
Has anyone here had experience with Steam workshop and how copyright / trademark is handled?

Supporting the workshop sounds cool, but does the legal responsibility then fall on the developer so you can get lawsuit'd directly if someone rips Mario sprites and submits them as a mod of your game before you catch it and remove it?

I figure for a copyright violation like someone ripping sprites, you will make players mad by taking them down, but you have to do it if you can tell it is a ripped sprite.

But what if it's a picture of someone ripped from a youtube video -- how can you tell which video it came from and what copyright it is under? What about trademarks, if the content is original, but the submitter used a trademarked term in an item title? What if someone uses original content but constructs Super Mario in Scribblenauts or something? I seem to remember 5th Cell removing some Nintendo reference fan-made submissions for example.

One of the oldest, most popular Steam Workshop games on Steam is Garry's Mod. The vast majority of mods for that game (literally at least 95%) are stolen copyrighted content (models, sound effects, textures, even entire levels), and Garry Newman / Facepunch have never appeared to care or take action, nor have Nintendo and all those other companies that have had their content ripped and released there. Hell, Garry's Mod has been successful largely because of that stolen content.

Remember the outrage when Valve temporarily introduced paid mods? Multiply that outrage by 1000x and that's what you'd get from all those people getting their kicks off with My Little Pony and Five Nights at Freddy's ragdolls if their access to those models was removed.

I don't think you have much to worry about with regard to Nintendo or other companies coming after you. Not saying it's right that people steal their content (it's not), but if your game really takes off it would be impossible for you to moderate and inspect every single addon that is published for your game. If the big publishers cared about some mods on the Workshop, Facepunch would have been driven out of business from lawsuits already.

Valve thus far has depended on the community reporting things instead of being the moderator themselves. There's a Report button on every addon's page in the Workshop. It's useless though unless a large number of people report the addon.
 

EDarkness

Member
What a saturday is coming...

I'm going to officially present my game during Anime Weekend Atlanta during the Sekai Project industry panel. I've been feverishly cranking up the PR release, making sure I updated my domains and contacting someone for an emergency teaser trailer too. I'm exhausted and my day job didn't make me any favours, in fact, I've been doing extra hours and it's killing me inside.

I've never typed and worked with four-five programs opened at the same time so fast.

Worst of all is that my co-workers don't give a damn about games but their stuff is always more important than mine, well, no, F#$%$E&E$T NO U, yes, it's more important than their petty human affairs, argh! But, yeah, what an ungodly torture the last four shifts have been, and tomorrow is going to be even worse until the panel...

Nerve wracking to say the least, but good luck. Let us know how it went.
 
Nerve wracking to say the least, but good luck. Let us know how it went.

Thanks, I finished sending all the materials moments ago and we are on an embargo right now. The artist who did the trailer rushed and finished in 2 days I still cannot believe it, she's amazing considering I mailed for one thing and it all ended with "omfgwegottafinishthisfast!". And thus I went on a writing and editing rampage to polish up that bloody PR release...

Fingers crossed for the announcement tomorrow indeed! It's gonna be trailer saturday for me rather than screenshot saturday, haha.
 

Jumplion

Member
Another planned enemy I put in, enemies that spiral towards the center of the screen.


Simple stuff, need to play around with it to get it to look/feel right. Using transform.RotateAround instead of rigidbodies until I figure out how to do it with rigidbodies. I also need to convert the calcuations i'm doing to 2D vectors since I'm using 3D for whatever reason.
 

friken

Member
My attempt at making a spell when facing forward...
I think it looks like he's peeing.
Wj4b.gif
and
Xj4b.gif


Though when I made the gif it seems that because the blue was very light that it vanished..?

nice! I like the first one better. The second, the return of the beam doesn't feel spell like.
 
Here's my somewhat early #screenshotsaturday:

Randomized city buildings from World 2 of Lolly Paw Joe
IncompatibleJauntyCrow.gif


The player has to traverse through the alleys to find the exit, while avoiding various enemies on the ground floor as well as on balconies and staircases (not shown here).
 
So we made some months ago a mobile game runner called Helmets of Fire. At first we only wanted to make a short free game, but the programmer came in touch with a publisher that made us add mucrotransactions (we tried to made them only decoration). They asked to update the game everytime, even if it was not popular. As we decided they were not doing their job as a publisher (if we can call them that) we talked with them saying we wanted to do a paid version to never be updated again, but with a story mode, intros, challenges, unlockables, etc (so a full fledge no microtransactions game) This was also decided by us as each update was taking us time from our real game (the one wich I talk always here, Super Game Show).

So we are finally just some days from finishing everything (we are just testing to find bugs and put up the final touches). The game is now called Super Helmets of Fire DX Ultra Edition Plus Alpha (in reality, we just call it Super Helmets of Fire DX).

Hoping we can get some keys for this thread when the game is released for you guys! :)

And as today was screenshot saturday I wanted to show you guys some of the parts of the game.
The intro:
intro5muq1.gif

First stage of story mode:
test2hrub6.gif

The boss:
boss3dfsy5.gif

One of the stages of challenge mode (has 5 stages, city, forest, future, victorian, egypt and Virtual Reality):
test3beuli.gif


And this are the flyers that we made for the Madrid Games Week next week that the publisher needed.
flyernuevologo1bxc7.png
 

Bloodember

Member
So we made some months ago a mobile game runner called Helmets of Fire. At first we only wanted to make a short free game, but the programmer came in touch with a publisher that made us add mucrotransactions (we tried to made them only decoration). They asked to update the game everytime, even if it was not popular. As we decided they were not doing their job as a publisher (if we can call them that) we talked with them saying we wanted to do a paid version to never be updated again, but with a story mode, intros, challenges, unlockables, etc (so a full fledge no microtransactions game) This was also decided by us as each update was taking us time from our real game (the one wich I talk always here, Super Game Show).

So we are finally just some days from finishing everything (we are just testing to find bugs and put up the final touches). The game is now called Super Helmets of Fire DX Ultra Edition Plus Alpha (in reality, we just call it Super Helmets of Fire DX).

Hoping we can get some keys for this thread when the game is released for you guys! :)

And as today was screenshot saturday I wanted to show you guys some of the parts of the game.

Looks fun, might have to get it when you finish it.
 
http://www.mainframeone.com

http://www.gfycat.com/HollowThisAddax

tigsource_mainframeone1.png

tigsource_mainframeone2.png


Everybody loves his music, but he now cameos as a boss for our Boss Rush - Meet Disasterpeace:
tigsource_disasterpeace_mainframeone.png


There's a shit ton more to announce and I'll be rolling Screens and GIFs all day on social media.

We have some 14+ cameos to announce but will be saving them for contests. A lot to talk about and show today and I'm super excited to finally be able to talk more about the game now that we have some more substantial material to show :D
 

Ranger X

Member
So we made some months ago a mobile game runner called Helmets of Fire. At first we only wanted to make a short free game, but the programmer came in touch with a publisher that made us add mucrotransactions (we tried to made them only decoration). They asked to update the game everytime, even if it was not popular. As we decided they were not doing their job as a publisher (if we can call them that) we talked with them saying we wanted to do a paid version to never be updated again, but with a story mode, intros, challenges, unlockables, etc (so a full fledge no microtransactions game) This was also decided by us as each update was taking us time from our real game (the one wich I talk always here, Super Game Show).

So we are finally just some days from finishing everything (we are just testing to find bugs and put up the final touches). The game is now called Super Helmets of Fire DX Ultra Edition Plus Alpha (in reality, we just call it Super Helmets of Fire DX).

Hoping we can get some keys for this thread when the game is released for you guys! :)

And as today was screenshot saturday I wanted to show you guys some of the parts of the game.
The intro:


And this are the flyers that we made for the Madrid Games Week next week that the publisher needed.



Is it the gifts that are messing up the pixel art of the game is like that??
 
So this is cool. This is how we roll with first drafts of objects. This helps us with creating geometry.

The basic flow is to design environment art as seen in this pic with some basic distance rules to keep objects in check. After we decide we like where the art style is headed for a level we bring some of our draft assets into Unity and begin rigging, from there we greybox for proper distances for jumps and the like and then export geometry screens to finalize art for a particular area. We haven't setup a proper tiling system since we just flat-out create art for every level. We maaaaay decide to use tiling but what we have is working fine and due to our art being 1:10 scale - we can throw a LOT of it inside of a level without performance issues. This helps considering we don't want to compartmentalize "rooms" if we don't have to - we want everything to be accessible without loading into rooms.

 

_machine

Member
Hopefully we might have finally have lock-on for some of the crashes/issues we've been having for quite a while now, thanks to some of the fellas at Epic. We might have to rework some of our menus to not use any 3D UMG Widgets, but it should be fairly straightforward and quick.

I do have a little #screenshotsaturday update too. This level focuses on using space (or blocking space) to gain control of the field as well as routes to possibly bypass the fighting with quick characters:
It's a very close-quarters focused map, but a ton of fun to create decks for and fairly straightforward to play so it's probably one of the easier levels to start with.
 

anteevy

Member
Hopefully we might have finally have lock-on for some of the crashes/issues we've been having for quite a while now, thanks to some of the fellas at Epic. We might have to rework some of our menus to not use any 3D UMG Widgets, but it should be fairly straightforward and quick.
Haha, you've had problems with them, too? I built my whole level hub / main menu system with 3D UMG widgets and... that was not a good idea. Every 20th time or something the map just crashed after loading (as soon as a widget was rendered). Found somebody on the Answerhub with the same problem and the solution was to remove all 3D UMG widgets.... great. Took me about a week to remove everything related to those, but at least the crashes are gone. At one time I even wrote a script that just reloads the map in a loop until it crashes so I can check if the bug is still there. :D Game looks great by the way, I love the art style & use of colors.

Awesome! Now I'm curious what these cameos will be.

---

I've reworked some parts of the trailer based on GAF feedback, including shortening some scenes and putting the quotes on separate screens. Would like to hear some feedback again. :)
 

Five

Banned
Maybe it's a west coast problem, but I hate Screenshot Saturday more with every passing week. Not in theory, but in practice. All day long I think to myself "I can't wait to show off what I'm working on when I'm done tonight," and then I work into the wee hours of the night. And 2 or 3AM Sunday morning, when I'm finally closing up and have something to show, it's not Saturday anywhere anymore and I'm so exhausted and just fed up.

I guess I need to be okay with showing off before I'm done for the day.


Everybody loves his music, but he now cameos as a boss for our Boss Rush - Meet Disasterpeace:
tigsource_disasterpeace_mainframeone.png


There's a shit ton more to announce and I'll be rolling Screens and GIFs all day on social media.

We have some 14+ cameos to announce but will be saving them for contests. A lot to talk about and show today and I'm super excited to finally be able to talk more about the game now that we have some more substantial material to show :D

Huh, I always thought it was disasterpiece, as in masterpiece. In any case, I'm getting strong Mega Man vibes. I like it!
 
Awesome! Now I'm curious what these cameos will be.

---

I've reworked some parts of the trailer based on GAF feedback, including shortening some scenes and putting the quotes on separate screens. Would like to hear some feedback again. :)
Thanks! if you want a quick rundown of which devs will be throwing their characters in my game: http://absinthegames.com/friends-of-ours/
All but 2 of them are. Tim and Seb are the two that aren't. The rest I won't be revealing who they are bringing to the game but it's goodness, for sure.

Your video looks ace, IMO. It's just a hair over minute, the music is excellent and it showcases gameplay nicely. You can understand the game just from the video which is great.

Huh, I always thought it was disasterpiece, as in masterpiece. In any case, I'm getting strong Mega Man vibes. I like it!
Thanks dude. Yeah - peace ha! I got it wrong when i first heard of him. Rich is a great guy - I like how he excited he was to get involved with our designs.
 

Ito

Member
http://www.mainframeone.com

http://www.gfycat.com/HollowThisAddax

tigsource_mainframeone1.png

tigsource_mainframeone2.png


Everybody loves his music, but he now cameos as a boss for our Boss Rush - Meet Disasterpeace:
tigsource_disasterpeace_mainframeone.png


There's a shit ton more to announce and I'll be rolling Screens and GIFs all day on social media.

We have some 14+ cameos to announce but will be saving them for contests. A lot to talk about and show today and I'm super excited to finally be able to talk more about the game now that we have some more substantial material to show :D

It's so nice finally seeing your project revealed! Best of lucks with the reception.

So far, I'm liking what you guys are showing. Here's hoping you get tons of love and audience from now on.
 

Lautaro

Member
I gotta say that the hardest part of Early Access is having to resist the urge to start a new project.

If any of you get on Early Access try to not make promises because eventually you'll want to move on and just finish the damn game.
 

Relix

he's Virgin Tight™
As a side project I've been meaning to design a simple simulator game for Mobile. I have an Android phone so what's a good guide to get started? I am quite proficient at C# so there are similar things to Java, it will be simple to get into. Of course I come from business app development but I want to try my hand at this for fun. Any suggestions? Guides? Tools?
 

Bloodember

Member
http://www.mainframeone.com

http://www.gfycat.com/HollowThisAddax

tigsource_mainframeone1.png

tigsource_mainframeone2.png


Everybody loves his music, but he now cameos as a boss for our Boss Rush - Meet Disasterpeace:
tigsource_disasterpeace_mainframeone.png


There's a shit ton more to announce and I'll be rolling Screens and GIFs all day on social media.

We have some 14+ cameos to announce but will be saving them for contests. A lot to talk about and show today and I'm super excited to finally be able to talk more about the game now that we have some more substantial material to show :D

Looks awesome, looking forward to it!!
 

Blizzard

Banned
I gotta say that the hardest part of Early Access is having to resist the urge to start a new project.

If any of you get on Early Access try to not make promises because eventually you'll want to move on and just finish the damn game.
I think a lot of players who bought Early Access games may have noticed developers having this urge. :p
 

Jobbs

Banned
I gotta say that the hardest part of Early Access is having to resist the urge to start a new project.

If any of you get on Early Access try to not make promises because eventually you'll want to move on and just finish the damn game.

I encourage people to avoid early access all together. On both ends.

Even the "good" early access, like Darkest Dungeon (supposedly -- I haven't played it yet) I would rather just wait for the final game.
 
Status
Not open for further replies.
Top Bottom