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.
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Your game just looks better and better. Your colours are on point.redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
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.
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?
Ah, cool! And good to hear you like the trailer.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.
That looks great! The lighting definitely looks better compared to the older screenshots and I would love to see a day/night cycle.redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Thanks! And yeah, we had the same crashes even though we had tried to clean it properly on our own. In hindsight, we should have planned and left more time for iteration for our menu design as headrushing into it wasn't the best decision. Though it was mainly my fault for accepting way too low estimations and quick dev cycle for it, which lead to these decision.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. Game looks great by the way, I love the art style & use of colors.
I think putting the quotes on separate screens works really well and overall looks really good. I'd personally like for it be a little shorter since I got the idea really quickly (though knowing the game beforehand helps) and I usually prefer shorter videos. Though it's well cut already, it's a very small thing I that I personally noticed.
Thanks for the feedback! I think it's always hard to find the right length for a trailer. Too short and somebody who didn't know anything about the game before watching the trailer may still be uncertain about how it plays. With this one, I want to show the different aspects of the game (rhythm/music, speed, puzzles, puns), while still being more of a teaser trailer with the scenes mixed together (instead of a full, structured trailer that goes through one aspect after the another).I think putting the quotes on separate screens works really well and overall looks really good. I'd personally like for it be a little shorter since I got the idea really quickly (though knowing the game beforehand helps) and I usually prefer shorter videos. Though it's well cut already, it's a very small thing I that I personally noticed.
Are we ever going to see your game again? ♥
Thanks, man. Streaming eventually - probably this week.Good to see you announce - I'm a bit sick at the moment so haven't had a chance to catch up with it all. You streaming again soon?
Done a couple of tweaks to the second level - moving on to the third next...
Looks awesome, looking forward to it!!
Thanks guys! I appreciate it!Lookin' good and chaotic. Will definitely keep an eye on this..
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
I love the colors here! I'll be interested to see if it holds up during a day/night cycle. Those are kind of notorious for lots of meh tweens.
Your game just looks better and better. Your colours are on point.
That looks great! The lighting definitely looks better compared to the older screenshots and I would love to see a day/night cycle.
Hey, it looks amazing!
Quick question tho, I haven't done 3D. Are those basic shapes (such as rectangles, squares, etc) with textures applied to them?
I mean, I want to do some 3D models with a tone of pixelart. But I'm not sure how to do them.
I'm trying to get back into it after a few months focusing on other things. Thanks for remembering me
Screenshot sunday is an alliteration, too, so you do not need to feel the pressure to post on saturday .
I think I comment on your game every time (or at least I mean to) but this is still so gorgeous, and I love big area-of-effect attacks like that goop. Keep up the good work!
Haha thanks! I do appreciate it every time you comment
So we've been deliberating for a while about switching the game over to perspective instead of an orthographic camera. The reason being is we gain a lot of depth and 'feel' to the game, in terms of scale and player perception when moving round the world. The reason we stuck to ortho was simply to hold on to it's 2D roots, but in retrospect, i think it was a silly thing to get attached to. I recorded a super quick video in the editor, so take a look at the new test!
https://youtu.be/PYT9z52ybUw
I'm partial to the orthogonal projection, but I'm hard pressed to come up with a valid reason. It's probably because the standard perspective projection feels just so—standard. To be clear, I don't think the perspective projection looks in any way bad. Rather, I personally find it less interesting.
Those definitely are valid points. They're reasons why we aren't 100% on switching quite yet. The game definitely looks more Diablo 3/Helldivers in this mode (not a bad thing, but more 'standard' as you said), but i just think the pros of what we can accomplish it might outweigh sticking to orthographic. I like both camera types so booooooo
The game just runs better as well, since we can use deferred properly.
Have you considered making it an option? I know that's kind of a cop out, deferring the game design to the player instead of having a unique vision. Or would it break the game since some designs might only work with perspective projection?
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
I work 50-60 hours per week on my day job. I train 6 days per week when I get home (hour per day). I work on my game 4 days per week. Its rough but its what needs to be done.Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Thanks! Yes, eventually I'd like to get on PS4/XBONE, but for the moment I'm focusing on getting it released on Steam (Windows/Linux/Mac). Not sure if XBONE will even be possible afterwards because of that parity clause stuff, but a parallel release would mean I'd have to push the Steam version back a few months and I don't want to do that.anteevy, I like your new trailer and the game looks really fun, especially since I'm a huge Monkey Ball fan. Are you planning a console release?
You fucker. Now I need to change my EMP effect for one of my bosses Although I use more interlacing instead of grain. Still the same white flash.I did a flashbang effect. Just a mix of grain, chromatic aberration, and white overlay.
http://www.gfycat.com/PoorHeavyAegeancat
You fucker. Now I need to change my EMP effect for one of my bosses Although I use more interlacing instead of grain. Still the same white flash.
Looks good though XD Works really well although I'd like to see a bit more disorientation.
A slong as you don't release it after the PS4 version I cannot imagine Microsoft having a problem with that. Porting from PC happens all the time, doesn't it? Since you like ball rolling games I assume, you really should play Super Monkey Ball (the original on GameCube). It's not only my favourite ball rolling game, it also one of my all-time favourite games. Arcade perfection.Thanks! Yes, eventually I'd like to get on PS4/XBONE, but for the moment I'm focusing on getting it released on Steam (Windows/Linux/Mac). Not sure if XBONE will even be possible afterwards because of that parity clause stuff, but a parallel release would mean I'd have to push the Steam version back a few months and I don't want to do that.
Shockingly I've never played Monkey Ball haha. For the game, the main inspiration (and my favorite ball game) is Rollin: https://www.youtube.com/watch?v=f0bFDUZc81o Of the more "recent" and well-known games, it's Ballance and Switchball. Currently, I'm sucking hard at playing Marble Blast Platinum.
I did a flashbang effect. Just a mix of grain, chromatic aberration, and white overlay.
http://www.gfycat.com/PoorHeavyAegeancat
I play a lot of CSGO and I wish it had this option -- it would be awesome if developers would consider an optional setting that would make black screen flashes instead of white flashes. I feel like that's much less of a seizure risk for people who are affected by such things, and nicer than "just avoid games completely", though I guess maybe that's the proper approach.You fucker. Now I need to change my EMP effect for one of my bosses Although I use more interlacing instead of grain. Still the same white flash.
Looks good though XD Works really well although I'd like to see a bit more disorientation.
No you DIDN'T!If it's a good idea I probably thought of it first!
I've always liked "bosses" that are humanoids rather than some giant monstrosity (although giant monstrosities also have their place).
This one has a variety of moves, and I've been working on scripting them all night.
She also can run faster than the player (not to mention jump really high).
http://www.gfycat.com/CourageousEllipticalDuckbillplatypus
This is another interesting approach. I could do some thing different like rewrite my old tile/color separation shader Unity 5 broke on me. Use that to some degree. Then it wouldn't look like I'm copying the only cool thing in Jobbs' game since he is a bad.I play a lot of CSGO and I wish it had this option -- it would be awesome if developers would consider an optional setting that would make black screen flashes instead of white flashes. I feel like that's much less of a seizure risk for people who are affected by such things, and nicer than "just avoid games completely", though I guess maybe that's the proper approach.
One other game that I really wish had an option is Guacamelee. I love the game except for one tiny detail. The power-up screen has this crazy solid color rapid flash effect that makes me shield my eyes or look away, it's so uncomfortable. I don't feel like it adds anything else to the game or mood other than making that one occasional GUI screen extra crazy, and I wish there were a way to turn it off for the few people it bothers.This is another interesting approach. I could do some thing different like rewrite my old tile/color separation shader Unity 5 broke on me. Use that to some degree. Then it wouldn't look like I'm copying the only cool thing in Jobbs' game since he is a bad.
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP
also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
Fair enough, Sekai Project panel has ended. Official announcement is out.
https://twitter.com/sekaiproject/status/647933740409335808
My VN Yume no Sono (aka, Garden of Dreams) is in the works and this is the teaser trailer for those who dislike Twister:
https://www.youtube.com/watch?v=JM-EW8z-ciI
Given the speed at we scrambled all material (basically, 90 mins before the deadline for the media embargo), damn, this was a close call and I'm very happy with the results!
Anyone working hard at an indie game while working full time?
If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?