Testing some of the new animations. I'm trying to make them a little more expressive, let's see if I can get rid of that stiff look...
I've been forgetting to post in this thread recently, but I'm making a ton of progress on a vertical slice for Gunmetal Arcadia Zero. I'm hoping to have that milestone wrapped up by the end of next week, with a playable test build to follow as time permits.
^ that's really cool, honestly, but looking at it makes me long for a new start when I can make everything simpler character-wise and focus instead on the form and motion. That detail is such a high burden.
Testing some of the new animations. I'm trying to make them a little more expressive, let's see if I can get rid of that stiff look...
So you wan't to make a simpler character in your next game?
Testing some of the new animations. I'm trying to make them a little more expressive, let's see if I can get rid of that stiff look...
Keeping her feet so close to each other is not a very stable stance, and is not one that most trained fighters will take. She can't possibly perform full range of motion when standing so still. It makes her feel reserved, like she's more concerned with standing straight than with putting any heft into her attack.
Find a model sword or a stick or a bat or something. Move to an open space, then stand straight up like your character is and try swinging your sword (or sword analogue) as hard as you can. You'll probably fall over, or deliver a really weak swing, or both.
Now try again swinging as hard as you can, but this time let your body and legs do whatever feels right. Notice how much they move?
It's a bit tough to answer without really knowing more about the whole setup, but normally you would want to be able to include multiple providers and geographical effectiveness is also something you might have to cover at some point. But I think (I don't really work on that stuff since we have a proper marketing department) Chartboost should be just fine for a single implementation. Just remember to include them at points where it feels as natural pacing for the player, like when returning to the world map or whatever.What's the current view on mobile advertising?
I don't have any real way of incentivised video ads, so I am looking at basic static interstitials. I have signed up with Chartboost and have got that working, but I have no idea what is really considered best right now. Does anyone have any idea?
To be honest I have no expectation of ever making nay money, but I feel if I don't do this with my luck the game will blow up and I'll be missing out.
yeah, something more cel shaded looking.
^ not that, that was just an experiment, but something more in that vein
Something like Hollow Knight, maybe?
Keeping her feet so close to each other is not a very stable stance, and is not one that most trained fighters will take. She can't possibly perform full range of motion when standing so still. It makes her feel reserved, like she's more concerned with standing straight than with putting any heft into her attack.
Find a model sword or a stick or a bat or something. Move to an open space, then stand straight up like your character is and try swinging your sword (or sword analogue) as hard as you can. You'll probably fall over, or deliver a really weak swing, or both.
Now try again swinging as hard as you can, but this time let your body and legs do whatever feels right. Notice how much they move?
Oh, I forgot to say, thats only one of three different "idle" stances, concretely, the one that shows when there are no enemies around, therefore, Hibari adopts this quiet/still stance.
I mean, that "attack" animation is not supposed to be directed at enemies, but rather to be used as a generic slash animation (lets say you want to cut grass or hit a destructible wall, well, I found the regular attack animations too "aggressive" for that purpose).
Any time an enemy gets near the player, her stance changes to another one, this time her legs more open. This "battle" stance changes depending on the weapon you're currently wielding. The attack animations are also different. I think I showed some of them back in the day: https://pbs.twimg.com/tweet_video/CGM2Sk9WIAAiJlS.mp4 (these are the old ones, all of them have changed).
I'll try to make some gifs in the following days to explain this. Sounds confusing but it feels really natural in-game and adds some variation to the character body language.
Think of how Link reacts when he spots enemies in Twilight Princess, and how his idle stance changes when you Z-Target.
Testing some of the new animations. I'm trying to make them a little more expressive, let's see if I can get rid of that stiff look...
So, I've been wondering, for people who use GameMaker here: what are you using for level editors? Unless you use the built-in room editor, in which case... how?!
So, I've been wondering, for people who use GameMaker here: what are you using for level editors? Unless you use the built-in room editor, in which case... how?!
I opened up GM and poked around a while ago -- making a small tutorial game -- and was surprised by how needlessly obtuse a lot of stuff seemed to be.
shrug.. a lot of people seem to like it, though.
I use the default room editor. It's not that bad. The tile editor has a lot of potential (mostly I use tilesets).
In order to set all the collisions, I just use blocks, it's pretty easy to resize them so you can avoid placing too many instances.
That's for 2d, of course. For a 3d game I'd have no idea (but if you're planning to make anything 3d related with GM I'd suggest to move onto another platform).
Do you have any specific concern about the room editor?
So, I've been wondering, for people who use GameMaker here: what are you using for level editors? Unless you use the built-in room editor, in which case... how?!
You can get stuff up and running pretty quickly. The built-in language (GML) is very abstracted, but easy to learn and powerful and tailored for game making. But many of its tools leave a lot to be desired. And the IDE is quite buggy and sluggish. The object oriented design works well for a lot of things, not so well for others. But you pretty much gotta develop your own set of tools and use external level editors etc. if you want maximum flexibility.
Yeah, not being able to change level design at runtime. Also, it's pretty buggy and lacking in features. I don't know how people design and test their levels (unless they're completely procedural) when every little change requires the game to be re-compiled.
Oh, yeah, thats probably the shittiest thing about GM, not being able to change anything during runtime.
Gameplay-wise you can always make your own debugging system + level editor thing in GM, but yeah, being able to change stuff without having to compile again would be neat.
Luckily, compiling doesn't take too much time.
I rolled my own. I'm on mobile now so it would be hard to explain, but I can go into more detail later.
Looks like the kind of vaporwave nightmare I could get behind (or is it spooked? I dunno).
Considered going full vaporwave and having Basic shapes and statues falling into the void around the game space?
The game itself looks like this:
http://steamcommunity.com/sharedfiles/filedetails/?id=534653006
That looks franckly good. How far into development are you?
And yeah, if you're making that kind of precise platforming, you'll definitely need to tweak your level design during runtime a lot. It seems like you chose quite a sophisticated way to do it . I'd just make my own simplified in-game level editor.
looks awesome! <3 palette fades
where will you be sharing the playable build?
Thanks! The palette fade was a fun challenge to implement.
The playable build will be up at http://gunmetalarcadia.com/ whenever it's ready, and I'll probably also link it on here, on Twitter (@PirateHearts), my Patreon, the TIGSource forums, Reddit /r/gamedev or /r/playgamegame, and anywhere else I can think of.
I've been forgetting to post in this thread recently, but I'm making a ton of progress on a vertical slice for Gunmetal Arcadia Zero. I'm hoping to have that milestone wrapped up by the end of next week, with a playable test build to follow as time permits.
So there are a lot of interlinked parts. First I have the level editor object which handles most of the actual functionality. Then I have a bunch of objects which represent an entire class of assets. Then I have a couple parent objects which hold all of the basic functionality of an editable object (one for gameplay items and another for decor).Definitely curious!
So, I've been wondering, for people who use GameMaker here: what are you using for level editors? Unless you use the built-in room editor, in which case... how?!
I was going to say there is this website I liked...but then I realized it's the same thing.Does anyone here know if this book on Game Programming patterns is any good? http://www.amazon.com/dp/0990582906/?tag=neogaf0e-20
or know any other good resources for something similar?
I was going to say there is this website I liked...but then I realized it's the same thing.
http://gameprogrammingpatterns.com/
You can read the entire thing on the official website for free, as well as buy it in physical and PDF form.
I've been forgetting to post in this thread recently, but I'm making a ton of progress on a vertical slice for Gunmetal Arcadia Zero. I'm hoping to have that milestone wrapped up by the end of next week, with a playable test build to follow as time permits.
So, I've been wondering, for people who use GameMaker here: what are you using for level editors? Unless you use the built-in room editor, in which case... how?!
Another look at the cutscene before its done:
Another look at the cutscene before its done:
Question for those using Game Maker: how are you handling resolution? I was using 1280x720, but changed the view port size because it was too zoomed out to 640x360 so everything is 2x bigger and now small gaps show between tiles :S Everything is 32x32 so it shouldn´t be a problem to scale up x2...
I like. Has potential!Been playing around with graphics ideas. Not sure how viable it is but I think it's kind of cool?
Low resolution rendering + wireframe shader (there are multiple ways to achieve a wireframe but shaders are the most efficient). There is an angle where it can be a bit obscured but I can clean that up.
They're spaceships, the first one is one I got off opengameart, second is one I tried to model, I have very intermediate knowledge when it comes to 3D modelling so it was just something I threw up in 3-5 mins.
I'm targeting approximately a mature ghibli movie aesthetic.
Been playing around with graphics ideas. Not sure how viable it is but I think it's kind of cool?
Low resolution rendering + wireframe shader (there are multiple ways to achieve a wireframe but shaders are the most efficient). There is an angle where it can be a bit obscured but I can clean that up.
They're spaceships, the first one is one I got off opengameart, second is one I tried to model, I have very intermediate knowledge when it comes to 3D modelling so it was just something I threw up in 3-5 mins.
It´s a weird problem as horizontally the tiles are good, but vertically they show a 1 or 2px gap. Everything else is scaled correctly. This looks like a very obvious bug in GM, I mean, I´m just using basic stuff.I've seen someone with your problem who eventually found a fix, but it's not very straightforward unfortunately. It was something along the lines of leaving the first view's viewport at the 1:1 size, copying the application_surface (backbuffer) to memory, then drawing a scaled version of the surface in the draw GUI event.
Myself, I'm rendering 1080 native. I have no idea if it even works on larger or smaller screens. I'll save figuring that out and fixing it for the final stretch of development if I can.