PurpleMoustache
Member
Working on a store type thing for my game. Instead of having a traditional store I'm thinking about making 80's/90's style magazine type ads
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This is The Most Vaporwave
(it looks really good. Loving the VHS fuzz shader)
Working on a store type thing for my game. Instead of having a traditional store I'm thinking about making 80's/90's style magazine type ads
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Finally, the game is starting to look like a game![]()
My LivePlay of Wildfire can be found here: https://t.co/8CcIWB9sZt
It's a really fun game! It's incredible what a year can do.
My LivePlay of Wildfire can be found here: https://t.co/8CcIWB9sZt
It's a really fun game! It's incredible what a year can do.
That Unity thread....yeesh. I mean, I don't even like developers vs. developers with engine talk. Pick the engine best suited to making, publishing, and selling your game. End of discussion.
But listening to muggles talk about how magic is made? Fucking hell.
Anyway, I'm trying to charm a potential publisher into Snail Storm. He said it was fun, but a little bare bones. Which is true, I only published the dev build recently because I'm laid off, and it still needs some content for sure. But anyway, net results were 2 new weapons and 1 new level (in one day)
Grenade:
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Turrets:
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Also, my ability to make animated gifs is much better now (I got to take home my work pc when the company shutdown, and it has PS on it!), but still a little choppy. Any tips on getting high / smooth FPS with them?
I will indeed be there.Okay, fellows, who here is doing GDC?
Monogame is the obvious thing to jump to from XNA.My son would like to get into coding and is pretty excited about the idea of making a fairly simple game, a 2D top-down twin stick shooter.
I've worked with XNA and Unity before but since XNA is a bit dead and Unity is a bit more complex UI-wise than I'd like to start him with (and seems a bit more 3D oriented than 2D) I'd like to find a different environment.
I was thinking about using Game Maker and GML but the lack of classes / OO turns me off there. I'd like him to get exposed to that early.
Any suggestions for a simple to use environment with a decent OO language? Thanks!
Well, you should always "go ahead and try it". Its either that or just fire up the XBone (or PS4) lol
The reality is...if you have a good idea of what you want accomplished, the object model you create will have a good structure.
If you are flying by the seat of your pants and throwing new things in all the time...you model will probably be very chaotic
I remember using XNA writing the worlds worst 3d engine. Due to version changes, I restarted the project about 3 times. Each time, the application (and the underlying object model) was cleaner, made more sense and performed better. But that was due to the mistakes I made in earlier iterations.
Sometimes ugly code lives a long long time due to the effort it takes to refactor it.
This is The Most Vaporwave
(it looks really good. Loving the VHS fuzz shader)
Working on a store type thing for my game. Instead of having a traditional store I'm thinking about making 80's/90's style magazine type ads
![]()
Thanks so much! I'd love to play your stuffYou're great on camera! I'll definitely keep you in mind if/when I have something to demo.
ThanksI love that you play other GAF games. Army's not an alpha or beta or I'd totally hit you up for PR.
ThanksI definitely want to help the community out. And since I got a new mic, I figured it'd be good to break it in by livestreaming some games and give people here a good beta tester with footage they can analyze. I know from experience that playtesting is invaluable to the production of games.
Absolutely, I'd love to!True! That's very nice of you to consider that. I'll definitely be sending Honey your way if you want to try it out on the air, when it's ready (or closer to).
Yup you should just need to mark the class as serializable then all the public properties in it will serialize (provided they are serializable types). If you have private state you need to serialize then it's a different problem to solveIt probably is, but I figured that if I can handle this, it should also make creating localizable text assets much more easier in the future.
It probably only really needs mentioning that I believe that the code is probably mostly set, and I just need to know exactly how should a class-within-a-class be handled when it comes to XML-based loading/saving.![]()
Yup you should just need to mark the class as serializable then all the public properties in it will serialize (provided they are serializable types). If you have private state you need to serialize then it's a different problem to solve
There's a lot of flexibility in the xml serializer to handle behaviour - E.g. By putting attributes on fields.
So yes xml serialization is a great way to go. Provided you're either a) on console or b) happy that users can edit the file by hand easily on pc.
Re "class in a class" just create your classes as normal. Your public fields can be a reference type not just an object type e.g.:
public class GlobalStats
{
public int score;
public NPCStats[] MonsterStats;
public LevelData CurrentLevel;
}
etc.
So as long as NPCStats and LevelData are serializable types then when you serialize GlobalStats it'll include those values too.
I think you could be running into the same kind of trap as Kalentan was on the other page.
Essentially, it's just boiling down to consistency again. Your character and your Temple Gates looks good, and they look to be of the same visual style, but unfortunately the other elements don't.
The first thing that struck me was that with your ground tiles, the outline of the tiles appears to be 2px wide, whereas your character, the gates and the detail on the ground tiles all have 1px wide outlines. It just makes it a bit jarring imo.
Second up, the background is very different from the rest of your artwork. So much so that I assume it's intentional. If so, that's fine (It kinda looks like a papercraft/collage effect) but I think you need to change up the colours regardless.
Essentially, the "further away" the background element is, the lighter it should be. If you don't then you run the risk of confusing the player due to what is essentially a "clutter" of colours and details.
And again, just my opinion, but I wouldn't use any outlines in the background that are thicker than those of the clouds that you drew. I think it would look nicer that way.
Anyway, keep up the good work! I'm liking your animations and how it looks when you're playing!![]()
After struggling for so many weeks with menial advances putting everything together and seeing it work feels awesome!!Don't you love that part?
My son would like to get into coding and is pretty excited about the idea of making a fairly simple game, a 2D top-down twin stick shooter.
I've worked with XNA and Unity before but since XNA is a bit dead and Unity is a bit more complex UI-wise than I'd like to start him with (and seems a bit more 3D oriented than 2D) I'd like to find a different environment.
I was thinking about using Game Maker and GML but the lack of classes / OO turns me off there. I'd like him to get exposed to that early.
Any suggestions for a simple to use environment with a decent OO language? Thanks!
I wish I were making a new game like you guys. = ( I have nothing interesting to post...
After struggling for so many weeks with menial advances putting everything together and seeing it work feels awesome!!
One year i'll go to GDC, one year!
I do wish there were similar events but without the massive expense though.
Sounds good to me. So. Lets say...
I have a PlayerScript (bad name) which handles field gameplay (when not in a battle, in other words), and it contains PlayerData, which in turn contains Stats.
So, when I save the game, I should just serialize PlayerData and dump it into a file? And make sure the PlayerScript contains only the kind of things you don't need to save?
Yup.
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Lastest Progress update, now all my sprites have been updated. Though some are still a WIP.
Be careful of line/art consistency and level of detail on your characters, which can create an odd contrast between things that seem more thinly drawn and detailed compared to stuff that is more "chunky". I personally prefer the "newerer" sprites to "current", they seem more harmonious
Notice how the the fabric looks "smooth" and doesn't bend at the shoulders (which is the area that's actually supporting the fabric), but then it bends and wrinkles under its own weight as you go down since there's nothing to hold it (something that would obviously change if the person wearing this was a woman or had a large belly, for example).
Be careful of line/art consistency and level of detail on your characters, which can create an odd contrast between things that seem more thinly drawn and detailed compared to stuff that is more "chunky". I personally prefer the "newerer" sprites to "current", they seem more harmonious
I agree. While the "newerer" sprites looked fairly round for their pixel resolution, the latest version's look really blocky due to how you doubled the pixel resolution while still keeping most of the old 2x2 pixels for character silhouettes.
If you end up using a cloak, I suggest that you look a bit more into how fabric works, since random "("-shaped scribbles in random directions don't really give a sense of a flowing coat or cape. Here's a reference picture I found as an example:
Notice how the the fabric looks "smooth" and doesn't bend at the shoulders (which is the area that's actually supporting the fabric), but then it bends and wrinkles under its own weight as you go down since there's nothing to hold it (something that would obviously change if the person wearing this was a woman or had a large belly, for example).
Hm.. Well the reason for the change was that the tilesets in the game are drawn at 1x1, so when you place the 2x2 characters in the world, they look... out of place.
http://i.picpar.com/a3Jb.png
So I tried to make them back to 1x1 but also keeping their correct size rather than the originals which are 1x1 but when blown up, become 2x2.
Apparently the data-only stuff should not inherit MonoBehavior, but as soon as I remove the inheritance, Unity throws a fit and won't recognize these data scripts. What should I do?
I think you should try re-doing your forest tiles to be on the 2x2 scale, rather than changing your characters. I have a feeling it will look better that way![]()
Grats!!Well, we're finally live with Into the Stars on Steam & GoG - It has been a CRAZY couple years and I just wanted to thank Indie GAF for the sane voices of support and encouragement!
![]()
Launch Trailer
Website
Our first review is in and we can't wait to see what the rest of the day brings...
Well, we're finally live with Into the Stars on Steam & GoG - It has been a CRAZY couple years and I just wanted to thank Indie GAF for the sane voices of support and encouragement!
![]()
Launch Trailer
Website
Our first review is in and we can't wait to see what the rest of the day brings...
I don't know... I feel like while the older ones may look more "harmonous", they also lack a level of detail I can give the newer ones and If I make the Forest tileset also 2x2, I will further lose details.
Grats!!
Wow, congrats! Not only do you get your game out, but your first review is pretty awesome :-D Hope the game does well!
Well, we're finally live with Into the Stars on Steam & GoG - It has been a CRAZY couple years and I just wanted to thank Indie GAF for the sane voices of support and encouragement!
![]()
Launch Trailer
Website
Our first review is in and we can't wait to see what the rest of the day brings...
Well, we're finally live with Into the Stars on Steam & GoG - It has been a CRAZY couple years and I just wanted to thank Indie GAF for the sane voices of support and encouragement!
![]()
Launch Trailer
Website
Our first review is in and we can't wait to see what the rest of the day brings...
Well, we're finally live with Into the Stars
My LivePlay of Wildfire can be found here: https://t.co/8CcIWB9sZt
It's a really fun game! It's incredible what a year can do.
I wish I were making a new game like you guys. = ( I have nothing interesting to post...
PS4 porting is tough, but I think it's going to be very beneficial for me. There's a massive entry hurdle, including getting all the logistics of working with Sony down, but now I feel like I could release any future projects on the PS4 almost as easily as on Steam, and there's obviously an order of magnitude fewer titles.
Though let me tell you, working with PS4's voice recognition...hoo boy.
Almost done, though!
Thanks all... gonna be a roller coaster of a day!![]()
Well, we're finally live with Into the Stars on Steam & GoG - It has been a CRAZY couple years and I just wanted to thank Indie GAF for the sane voices of support and encouragement!
![]()
Launch Trailer
Website
Our first review is in and we can't wait to see what the rest of the day brings...
I can't speak too much on it, for obvious reasons. I will say that the exceptionally complex voice recognition in TCAE, which needed to be completely rebuilt, caused a majority of the time spent. But there's just a lot of procedural and logistical stuff that goes into a console release that doesn't into a PC release. Steam is basically two steps: get approval, upload build. PS4 is...more steps.Do you mind going a bit in-depth about what was hard about it? I'm gonna release my game on PS4 in a few years myself, so I'd love to hear your thoughts.
I can't speak too much on it, for obvious reasons. I will say that the exceptionally complex voice recognition in TCAE, which needed to be completely rebuilt, caused a majority of the time spent. But there's just a lot of procedural and logistical stuff that goes into a console release that doesn't into a PC release. Steam is basically two steps: get approval, upload build. PS4 is...more steps.
Thank you!I really enjoyed watching this, you're a great commentator.
I've been forcing myself to try and learn UE4 and the blueprint system. I've only been screwing around but I am finding it to be a cakewalk over Unity. Especially the networking which is, for the most part, already done for me. I also wanted to see how easy I could duplicate early 2000s games such as Everquest and Half-Life graphically. That too is also very easy and now I have a decent first person networking example running. Note that in these screens, it's from a player's perspective (no HUD or anything yet) and the other guys are connected players.
And yes, I'm using the Infinity Blade model as a placeholder. I have made the other meshes myself and borrowed textures from EQ and the original Tomb Raider
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This isn't a serious project, but I'm having fun learning these tools and hope that I can gain some good knowledge putting it together on my own