Thanks!Whoa, didn't look into the details of the kickstarter such as rewards, but I just want to say: I really, really want to play that game! It looks amazinggg!
Thanks!Whoa, didn't look into the details of the kickstarter such as rewards, but I just want to say: I really, really want to play that game! It looks amazinggg!
You should be able to get things to compile clean. What specific DLLs?
Warnings like this often arise when you have mismatched compiler options.
We'll release Ballhalla's final alpha demo later this week on Steam, including 4 levels + a rush mode with highscores to test Steam Leaderboards integration.
Here are a few keys if anyone wants to try it out already (and give feedback). Quote to reveal (I hope I'm doing this right):
Maybe one of you can beat my time?
Leaving here the Unity GDC stream if someone missed it live: https://www.youtube.com/watch?v=eN3PsU_iA80
Watching it now.
I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:
https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60
I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.
Cool, thanks!I took one of the keys and tried the first two levels. I loved every second of it so far, especially the music.
Anyone know a great deal about network programming? We're most likely sending a lot of superfluous information over the network in our Unity game (game states, who's standing where, movement speed, bullet trajectories etc) and it's likely going to cause issues down the road.
Quoting for the new page, don't have much feedback to give, I actually really like the honest and truthful tone it gives ('sides, I don't have any lessons to give on wordiness). I'd be supporting this campaign, methinks, and if any future of mine could have that level of coolness, I'd be glad!
And that's just one example. Look at the 2D support. It's kinda there, but is missing pretty fundamental (or incredibly useful) features such as tilemaps and masks that are now not even listed with an estimate timeframe.
The free campfire asset pack doesn't contain any sort of license within it at all.So there's a Cryengine Humble Bundle now, its not clear yet if there's a license that limits you to use these assets only in CryEngine though.
I've been working on the battle system, which is currently turn-based, in Wait style (the commands are selected before the action, such as in Bravely Default). Though I'm planning to switch to an Active battle system, such as in the SNES / PS1 Final Fantasy games.
Thanks! Hopefully other people feel the same way about the directness. I spent so much time originally struggling to put together the perfect messaging in that general business/copywriting tone, and it always just ended up feeling gross. Like, it was inherently dishonest for me to have an entire campaign written out as the representative voice of a larger entity, and then drop in at the end, "By the way, it's pretty much just me!"
Once I realized that all I was doing was stressing myself an incredible amount to shove something I could explain well conversationally into the confines of dry, indirect marketing-speak, it was a pretty easy decision to make.
Honey looks fantastic, and I wouldn't worry about hitting 'that level of coolness' because Honey is already actually cool. Whereas mine, on the other hand, always has me worried that it's veering too deep into try-hard nerdery.
Yeah of course not, go for it. It's not like I didn't take a ton of cues from dozens of other Kickstarters I'd be more than happy to provide some feedback down the line whenever you get your stuff set up if you need some extra eyes on it.Completely agree with your thoughts, and eventual conclusion, about how to present one's voice! I'm definitely looking forward to how your KS performs, and hoping it does very well to send a strong message. I hope you won't mind if I take inspiration from your own text if/when I set up a KS, eventually?
In truth, I was interested in your game before, but your pitch and KS presentation completely sold me
And thanks! Actually, what I'm fairly worried about with Honey is the reception for the actual game (disappointment based on perceived vs. actual content and quality, mainly), but I guess that's the issue for everyone... but I'm also starting to take notes to prepare for what'll come after, so I can set up campaigns and everything - basically, do everything I didn't with Honey :-D
(btw, small Honey news since I haven't posted any in a while, because I don't have anything to show that isn't a complete spoiler: I'm working on scripting+making assets for endgame/epilogue/credits stuff, so it's moving along just fine. Certainly feels weird to set up all that :-D)
If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object
My takeaways;
- they're only going to release stable builds from now on, but they're making launch candidate builds open beta (previously beta access was a pro-only feature I believe)
- You can now show image effects in the editor (this is actually pretty great as tweaking effects previously had to be in play mode and play mode doesnt save changes)
- I want those volumetric fog and performant area light image effects they showed off, but they seemed super cagey about letting people have them, heh
Most of it was things that don't interest me particularly (cloud services / analytics / hololens support / VR editor tools)
That looks amazing! I´ve fallen in love with your sprite art, really great stuff and the KS presentation was fun and light to read.I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:
https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60
I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.
The page layout is good, you have instant information and images at the top which is something I always look for on kickstarter pages, some games will stick that stuff half way down below a ton of not so important information.I don't chip into this thread all too often because I'm generally pretty hesitant to show WIP stuff, but I'm close to launching my Kickstarter and would love to get as many eyes on it as possible beforehand for some brutally honest criticism, so, if you've got a few minutes:
https://www.kickstarter.com/projects/954260789/2016916827?token=f1a1cf60
I still have a ton of stuff on my to-do list regarding replacing old media and cutting down on my generally wordy style (and yeah, I know the difference between 'capital' and 'capitol', but you know, "write drunk, edit sober"), but the overall form is there and I figure that the earlier I hear about any problems, the better. Any and all feedback would be tremendously appreciated.
no license file
Kawaii, I would try putting the Toon shader (or similar) to everything so they look more "cohesive".
Congrats to any gaffers who got into the unity showreel
http://youtu.be/8lWpnvNxs8k
I noticed a few gaf games like beacon
That looks amazing! I´ve fallen in love with your sprite art, really great stuff and the KS presentation was fun and light to read.
General question: when´s the best time during development to go for a Kickstarter or Steam Greenlight? My game´s still far from completion with at least 2 years ahead, so I´m doubting if it´s better to wait until closer to release, or to just go for it right now so it gains some visibility from the start (though the opposite could happen and all visibility could fade with time).
Also, I don´t really need the money for a KS and I won´t be relinquishing my job to make the game, so is it accepted to just ask for money in KS, even though it really isn´t needed for the game? I´m mostly interested in using KS to build a fanbase and gain visibility so that it helps when I pitch the game to Greenlight.
The page layout is good, you have instant information and images at the top which is something I always look for on kickstarter pages, some games will stick that stuff half way down below a ton of not so important information.
This isn't to say you can't move stuff to the top as the campaign is underway, just try to keep instant info about what the game is at the top.
The game looks lovely, I wish you the best of luck!
Looks the this is the license for the Madison Pike assets that had no license included: Madison Pike LLC Asset LicenseYeah, they should really be clearer about this - you'd have thought Humble would have learned after their last big assets sale where there were confusing licences about the RPG Maker assets included (which then turned out to be accidentally included)
Looks the this is the license for the Madison Pike assets that had no license included: Madison Pike LLC Asset License
Not tied to Cryengine.
I have a question, what program are people using to make these visual novels that come out on Steam a dozen at a time? Renpy? Or is it all just the same game and they're changing the graphics and no one has noticed yet?
This is my personal opinion, but I've used it professionally for years and I can't stand it - it's extremely limiting for designers and tends to paint you into a corner creating very specific types of games. If you're a programmer? Then it might be worth a try. But for me, I'd basically use any other engine instead, especially for independent ventures.So what do you all think to cryengine V?
Seems cool that's it's pay what you want but as far as I'm aware they have no asset store and a much smaller community for help with stuff. It seems awesome for more technically minded devs, less so for myself
This is my personal opinion, but I've used it professionally for years and I can't stand it - it's extremely limiting for designers and tends to paint you into a corner creating very specific types of games. If you're a programmer?
I actually like it this way (realistic rendering), not a fan of toon shading...
As a designer you're a slave to the code - more than any other middleware I've used. Flowgraph really isn't very flexible - you're not going to be building games in it like you could in say- Blueprint. But rather you'll be modifying whatever game you're working with (likely an FPS).Would you mind going into more detail? Since the engine is not exactly often used by people (especially in the indie sector) it's kind of hard getting impressions from people.
Aaaaaaanyway. Reckon it's okay to have "Stats" as a sub section of a "Settings" screen?
As you can see, I'm running out of space
Thanks for the link. Looks good!
Now that I've released Super Night Riders on Steam, and while waiting for the certification on Xbox One, I got a bit of free time, so I've restarted working on Light Fairytale, which I didn't update since around 7 months :3
I've been working on the battle system, which is currently turn-based, in Wait style (the commands are selected before the action, such as in Bravely Default). Though I'm planning to switch to an Active battle system, such as in the SNES / PS1 Final Fantasy games.