Blurring out the gameplay for the text makes it even harder for me to understand how the game works. Towards the end of the video, you had text above that didn't blur out the game play. Do that for the whole video.Whelp, I've never made a trailer before in my life but one's needed for greenlight so here's my first ever trailer attempt: https://www.youtube.com/watch?v=YG_FUG8hFGI
Feedback very much appreciated so I can clean it up and finally get this show on the road
...come to think on it, this is also the first time I've uploaded anything to youtube too XD
Any tips for how to combat a tps camera that moves through walls a lot? Makes it pretty easy to cheat by looking through places youre not supposed to :/ age-old problem of course. I made the outer walls planes with a material on just one side so theres nothing to clip through kinda but that wont work for the level geometry obviously haha.
Maybe a collision box for the camera as well?
Ah, good call. I did put the text up top near the end to try and let people just get more of an uninterrupted view, but earlier in I was more focussed on just getting the general tenents of the game across :3Blurring out the gameplay for the text makes it even harder for me to understand how the game works. Towards the end of the video, you had text above that didn't blur out the game play. Do that for the whole video.
This looks amazing, what are you working on?
I haven't read that one, so I can't say one way or the other, but as C++ game dev books go, I would recommend C++ for Game Programmers: http://www.amazon.ca/dp/1584502274/, especially for its chapters on object creation and serialization. There's a newer edition, too (http://www.amazon.ca/dp/1584504528/) but I haven't read that one either, so I can't say how it's changed.
I sure am Could you link to that?I was actually struggling through this for a while, are you working in Unity perchance?
Cause if you are there's a couple of really great YT series on Third Person Movement and Camera Control (including raycast checks for collisions)
Something new from me:
Hopefully I get this project off the ground.
The AIs are working! And so, the first thing they did is promptly DESTROY ME SO HARD
http://gfycat.com/FaroffVigorousAgouti
So this is why action games limit the number of enemies that can attack you at once, I guess :-D Well, lesson learned, and they've all now calmed down a bit, to a more manageable level. I'm quite happy with the current result, even if it still needs polish and balancing :-D Now, all I need is to setup the stages and what enemies appear where! The possibilities!
This looks AMAZING, and yes you did get your ass kicked. Do you have some sort of spawn system determining what types of enemies show up and how big a "mob" is? Or is it far too early?
Ignore all the "A women getting beaten up?!" comments that are sure to come
Hey guys, it's been quite some time since my last post. We've been working on a lot of props and facades and storefronts these past months and we should be able to should be able to show actual gameplay "soon"-ish
Most of the shots are development shots where we're showing of final prop sets like construction, trash or bags.
I hope you like these! We got more on our blog madeapps.tumblr.com
Hey Indie-GAF! Is anyone in here in need of a music composer or sound designer for his/her indie game project?
I'm a composer/producer and sound designer (now fully freelance!) and now that I have a way more extra time, I'm getting back into the indie game world.
You can listen to my music and see my credits here:
http://www.stevenmcdonaldmusic.com/music/
I'm really good at emotional and cinematic music (I'm a story teller) but since I write so much music for different TV shows as it is now, I'm well versed in several genres, and I'm very adaptable. I have a recording set up for sound design as well, and I'm flexible and willing to work with budgets of pretty much any size.
GAF is the first place I like to go when it comes to indie games - I've seen some really awesome screenshots/demos/concepts in this thread over the past few months while browsing this thread at my (former) day job wishing I had the time to work on games.
Keep up the good work y'all!
Hey Indie-GAF! Is anyone in here in need of a music composer or sound designer for his/her indie game project?
I'm a composer/producer and sound designer (now fully freelance!) and now that I have a way more extra time, I'm getting back into the indie game world.
You can listen to my music and see my credits here:
http://www.stevenmcdonaldmusic.com/music/
I'm really good at emotional and cinematic music (I'm a story teller) but since I write so much music for different TV shows as it is now, I'm well versed in several genres, and I'm very adaptable. I have a recording set up for sound design as well, and I'm flexible and willing to work with budgets of pretty much any size.
GAF is the first place I like to go when it comes to indie games - I've seen some really awesome screenshots/demos/concepts in this thread over the past few months while browsing this thread at my (former) day job wishing I had the time to work on games.
Keep up the good work y'all!
This looks awesome! I think there are different animations for the enemies when they kill the player? I love such little details, great work!The AIs are working! And so, the first thing they did is promptly DESTROY ME SO HARD
http://gfycat.com/FaroffVigorousAgouti
So this is why action games limit the number of enemies that can attack you at once, I guess :-D Well, lesson learned, and they've all now calmed down a bit, to a more manageable level. I'm quite happy with the current result, even if it still needs polish and balancing :-D Now, all I need is to setup the stages and what enemies appear where! The possibilities!
Wow, if you hadn´t posted the second image I would´ve thought this was 2D, what an awesome artstyle and execution.Something new from me:
Hopefully I get this project off the ground.
I love the look of this game, it´s very clean. I also love the gameplay related details, like the green button being for bigger gates with 2 parts and the yellow one for tighter ones. I guess there will be a red button for even smaller gates? I´ll definitely get this when you release in Android.Worked on update levels today and came up with a trigger button and flood gate system. It's always nice feeling when you come up with a "new" mechanic for your game.
Here's Power Hovers input for this weeks #screenshotsaturday.
Holy shit, I thought that was actually 2D for a moment there. How'd you pull off the look of the shaders? I'm assuming this is UE4?
This looks awesome! I think there are different animations for the enemies when they kill the player? I love such little details, great work!
Hey, this is really good stuff! (I've been listening to the Pathways playlist in the background for the past ~15 minutes). I'm not in the market for music right now, but I'll be sure to add a bookmark to your page for future usage.
edit: okay. WOW. I've been listening to Derelict and this is downright gorgeous. I really wish I already knew what music I needed so I could hire you.
This is really really good. I wish I was that good with orchestral music although I love to rescore movie scenes but I tend to use only pianos and strings. Did you already do music for games? I'm asking because I would like to know how to deal with dynamic music requests. I know that you send in premixed comps for usage in related middleware like fmod or wwise but is one also responsible for helping implementing a good arrangement into the game like by giving out some sort of "templates"? Never dealt with those middleware stuff.
There's lots of 2D tools you can use to manipulate sprites, sprites with skeletons, adjust at runtime or even export them as a series of sprites for animation. Things like Spine or Spriter are listed in the OPAnybody got tips on how to animate a hand painted asset? I'm going for a minimalist hand painted art style for my game.
Using Rebelle to paint the fish in my game and so far I have the tail on the left side as the first frame and then a mirror of that as my second frame.
It looks.....serviceable but very choppy.
There's lots of 2D tools you can use to manipulate sprites, sprites with skeletons, adjust at runtime or even export them as a series of sprites for animation. Things like Spine or Spriter are listed in the OP
I love the look of this game, it´s very clean. I also love the gameplay related details, like the green button being for bigger gates with 2 parts and the yellow one for tighter ones. I guess there will be a red button for even smaller gates? I´ll definitely get this when you release in Android.
So I've been messing with my "Downed" system in game.
Here is what I have thus far:
I think I got it to look like he is kneeling. Sort of.
So how does the "Downed" system work?
Well, it works something like XCOM. When your health is reduced to 0 or below, the hero character will go down. At that point they will get 1 tick on their "Grave Injury" counter. The characters resilience (which determines if they get an injury), will be cut to 25 of 100, and become a shield. (Enemies do 5 damage or more with a skill.) If the resilience is reduced to 0 while they're downed, rather than just getting an injury, they will be kill instantly.
However the character can also die in this state two other ways.
Either no character gets them up in 3 turns, or if they get downed a third time (thus their Grave Injury would become 3), they're instantly killed rather than downed.
It should be noted that Grave Injuries provide no debuffs like regular Injuries do. I think that would be a bit too punishing if they did.
Does this sound fair? It should be noted that ANY characters can get an ally up. Also due to this system being in place, there is
no revival mechanics in the game. In fact, this system also ties into the hardest difficulty which has you fail if you let any characters die. Cause in the regular game, they're simply out for the rest of the mission, in the hardest difficulty, they die for real and you get a game over. Since unlike XCOM or other TRPGs. There's no "recruitment" system in the game. The main 8 characters you get, are those who will stick with you for the rest of the game.
The AIs are working! And so, the first thing they did is promptly DESTROY ME SO HARD
http://gfycat.com/FaroffVigorousAgouti
So this is why action games limit the number of enemies that can attack you at once, I guess :-D Well, lesson learned, and they've all now calmed down a bit, to a more manageable level. I'm quite happy with the current result, even if it still needs polish and balancing :-D Now, all I need is to setup the stages and what enemies appear where! The possibilities!
Ouch. Mishaps in representation? I had to deal with BS once. Anything you can clarify without names? The whole PR aspect is something I know next to nothing about.I just took my first step into being the press/community contact for the game.
Shit is a clusterfuck.
1. It looks like he's taking a huge lunge. I'd remove the boot peaking out from the left foot to give a better kneeling effect.
2. Sounds good to me! Although what happens if they're out into that state again during the same battle? Also after being "healed" by an ally does resilience go back up or remain at what it was (25, or whatever value it was reduced to before getting help)?
You mean the right foot?
For your second question, are you asking what happens if they're downed again in battle? If so, then their Grave Injuries gets updated to 2 and if they get downed a third time, they instantly die.
As for their resilience after being got up. I'm unsure. I'm thinking it will be brought back up to what it was before getting downed. As currently there is no system in place to restore Resilience.
Give me that Anonther World vibe, please!Soo the artist gave me the green light to post this on GAF as well, since it is up on pixeljoint already : D This is a rough plan on how the combat will go. But unlike DMC, you will most likely have a stamina bar which shall run out soon after a combo like this.
Am pretty sure you will get an award or something! :+The AIs are working! And so, the first thing they did is promptly DESTROY ME SO HARD
...
Ouch. Mishaps in representation? I had to deal with BS once. Anything you can clarify without names? The whole PR aspect is something I know next to nothing about.
I sure am Could you link to that?
There were 2 entries with the same name and the same logo: one with a rounded logo and another with a square one. I downloaded the one with the round logo, launched the app and the Unity logo appeared, but the screen has gone balck and nothing else has happened. Should I try the other one?Just released the Android version of the Power Hover!
Google Play Link
Game is free on Android, with ads + one time iAP to remove them..
Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least
Little Promo art I made for the launch:
Just released the Android version of the Power Hover!
Google Play Link
Game is free on Android, with ads + one time iAP to remove them..
Anyone with Android devices, I would appreciate If you could check the game out, to see that it starts at least
Little Promo art I made for the launch:
Going to echo the "it reminds me of 'another world' / 'flashback'" comment. It looks really clean and fluid. I like it :3Soo the artist gave me the green light to post this on GAF as well, since it is up on pixeljoint already : D This is a rough plan on how the combat will go. But unlike DMC, you will most likely have a stamina bar which shall run out soon after a combo like this.
Wow nice. Always kind of envious when I see people with awesome environments like that in their games XDHey guys, it's been quite some time since my last post. We've been working on a lot of props and facades and storefronts these past months and we should be able to should be able to show actual gameplay "soon"-ish
Most of the shots are development shots where we're showing of final prop sets like construction, trash or bags.
~pics~
I hope you like these! We got more on our blog madeapps.tumblr.com
Heh, definitely my least favourite part of being a gamedev. I usually like chatting to people and whatnot but when you're doing it with something commercial as the motivation it all feels a bit more false and less enjoyable for some reasonI just took my first step into being the press/community contact for the game.
Shit is a clusterfuck.
Oh I get you nowOh no, I wasn't referring to anything actually problematic when I said 'clusterfuck'. I just sort of meant the whole role. It's just hectic. An endless torrent of emails and fine details to sift through, judgement calls to make. Esp. because I'm the only person on the team with a professional manner and native English who is actually dedicating time to it. The main thing is:
The worst part is I'm inheriting a lot of spreadsheets which are really badly formatted with lots of useless/duplicate data. Even entire spreadsheets seem to be duplicated (e.g. one for YouTubers and then another one for "Streamers" T_T )
There were 2 entries with the same name and the same logo: one with a rounded logo and another with a square one. I downloaded the one with the round logo, launched the app and the Unity logo appeared, but the screen has gone balck and nothing else has happened. Should I try the other one?
Wait, after pressing the Return key of the phone the game started. Playing it now!
Awesome! Played the first few levels and really enjoyed it. Paid to remove the ads. I also rated and shared it with my friends.
Whirl Brain studios are the copycats? They even copied the screenshots and game description in the game´s Play site. Hope Google acts fast, that must suck.Someone ripped the 3D assets from iOS version and basically re-engineered the whole game(poorly). Then they waited until we release the Power hover on Android and put it out there at the same time, sucks, but what can you do..
We used Google's Trademark or copyright infringement form to report them. We shall see what happens with that, at least you were able to find the our genuine product
So I'm taking an Object Oriented Programming class and the main thing we are building is a game to try and fully grasp proper OOP practices. The professor gave specifications for our first submission and we had to try and meet them. We are making an RPG and we were supposed to be able to move around in the game, use items, equip items, tiles that interact on touch, impassable tiles, and save/load.
I had a group of 9 people and we had 3 weeks of planning and 1 week of implementation. This was all done in Java with standard libraries. The only other requirement is that we weren't allowed to use a built in serializer to save objects and if we wanted to do that we would have to create our own. Here is a couple screenshots of what we made.
And as a note, the name of my group was Ironic Cats because my professor has a weird obsession with cats.
Though the game we are making isn't ever going to be something big or commercial, I'm still incredibly proud of what my team was able to accomplish in the time frame we were given. There are some significant bugs with saving/loading but still proud. Working in a group of 9 people to build something was an incredible learning experience. Also learned that trying to program for more than 8-9 hours in day just leads to diminishing results in my quality of work lol. On Sunday/Monday my team worked from 12 noon to 3:30 am to get it finished for a presentation today.
So yeah just wanted to share my experience. Game development feels great lol.
Sux! How to protect on that?Someone ripped the 3D assets from iOS version ...
This is a ballsy move. Unfortunately it seems that Cryengine lacks far behind UE4 in terms of usability and cool workflows. Well, I hope UE4 reduces their royaltiesAmazon has gotten into the game engine business with Lumberyard.
It's based on the code they licensed from Crytek (CryEngine).
FAQ here.
GAF thread here.
No license fees or royalties, but you must not use any web services but Amazon's.
Source available (but not open source like Unreal).