Wow, huge upgrade. I think I can do characters and animations pretty well, but backgrounds are another story...hope I can improve as much as you did, the comparison is almost night and day.Thanks! For reference, here was my first (maybe even later than that) attempt at all that fire in the trailer, really not all that long ago:
So if you like my sprite work, what I'm trying to say is that it wouldn't take that long for anyone starting at the same rock bottom to catch up and do better.
OK, I now have an idea more or less where to go for it, thanks!I'd say that you're good to go once you have a prototype that truly, honestly demonstrates your ability to complete the game and can put it into a presentation that you're satisfied with. Like, with my game, the basic mechanical functions aren't exactly revolutionary: turn-based battles, JRPG orthographic field maps, a super-lite RTS for the tactical map, and a bunch of back end data swapping for classes and squads and the dialogue system, etc. Getting all that stuff together into something that worked really didn't take all that long, but I've been sitting on it until I had the art that I could deem at least 'acceptable'. It still has plenty of rough patches, but I'm comfortable enough with it. Sure, it'd be better if I waited longer, but there's a point where you have to go to war with the army you have.
Great, it seems that as long as I´m upfront and honest about it there´ll be no problem. Besides, adding rewards and milestones makes it look better, Children of Zodiarcs did it pretty well, I´ll try to follow their example.If you run a Kickstarter for those reasons, you're gonna get hit with a few vocal complainers. That's fine though, because the truth of the matter is that a good Kickstarter is a mutually beneficial for everyone involved. It gives backers benefits generally not otherwise obtainable, helps the dev process, and makes a better game overall. Ideally, anyway. Regardless, you're not forcing anyone to pay anything, and if you have something people like they'll back it, and if they don't they won't. Children of Zodiarcs just did what you're talking about and it blew up because that's a quality project. I'm sure there are dozens, if not hundreds that weren't and didn't.
I was taking as example what some people here did, launching both at the same time or launching the KS slightly earlier to generate more buzz and help get through Greenlight, but I think you´re right. When the time comes I´ll focus on that first.As for KS/Greenlight, I think you're looking at it backwards. A good Kickstarter campaign is much more impactful to development and harder to pull off than getting through Greenlight, so I would say that you should focus on that first. Do it well and you'll coast through Greenlight.
As a designer you're a slave to the code ...
Looks ace bruv.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).
Community/support is also quite awful/non existent. It's a little like stepping back to UDK (was never a fan of that either), it's definitely an engine that gels better with larger teams, and a focus on code.
That said, they've said that C# is supported now, so that could help things a little...
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
This looks much better with the dithering shader you have, than the screeny where you had standard 'realistic' grass and a dithered plane texture before
Thanks! As I approach the finish line I've been losing confidence - feel like the game isn't varied enough, pixel art is rough, what if there are bugs I've not found, etc. I guess its just last minute nerves?I love this aesthetic/art direction. I've said it more than once, and I'll probably say it a few more times.
Looks ace bruv.
It looks great (really, really great!), you shouldn´t worry even for a second about that. So get to work and release it already!Thanks! As I approach the finish line I've been losing confidence - feel like the game isn't varied enough, pixel art is rough, what if there are bugs I've not found, etc. I guess its just last minute nerves?
I'm somewhat terrified of how the Steam community will respond to it on Greenlight. I know games that have mobile origins can get slammed pretty bad.
I think I'm just looking for excuses not to release it and just work on it forever.
I'm somewhat terrified of how the Steam community will respond to it on Greenlight. I know games that have mobile origins can get slammed pretty bad.
I think I'm just looking for excuses not to release it and just work on it forever.
Geometric smoke with some basic diffuse shading is cheap enough for my uses
and also, the first boss' walk loop.
EDIT: "working title" because I'm bored.
The crystal boss looks nice! I like how the animation makes it obvious that the enemy's really heavy and powerful.
Regarding the title, All I can read is "red" in the kanji, which makes me think the title isn't just "Exploder - exploder" but rather "red something - exploder", something that few people would get. I'd probably recommend that you use kanji and katakana and write the romanized title below, so that everyone can read it while still conserving Japanese in the title if that's what you want.
Ah, yeah. I'd probably say that you should launch your Greenlight stuff before the Kickstarter because getting that extra visibility for initial Kickstarter momentum is super important, and once that's going it should be pretty easy to get people who are so into your project that they're pledging money to make the two clicks it takes for them to get to your Greenlight page and upvote.I was taking as example what some people here did, launching both at the same time or launching the KS slightly earlier to generate more buzz and help get through Greenlight, but I think you´re right. When the time comes I´ll focus on that first.
I haven´t seen any KS games with open betas/alphas, why is that? One of the things I want to do is releasing many demos through development so lots of people can play and test the game and give me feedback, but all KS projects I´ve seen are putting these demos behind contribution rewards.
Geometric smoke with some basic diffuse shading is cheap enough for my uses
Geometric smoke with some basic diffuse shading is cheap enough for my uses
This is one of those things I always dreamed to put in my game back when I worked with Rpg Maker: heat/wave distortion effect for the sword trail and similar stuff.
I captured a slow motion version as well:
That and the cloth physics, is some level of detail I thought I'd never be able to put in anything I could make all by myself.
Also, well, all the giant sprites and backgrounds. I really wish I could show 16 years old Ito what I can do now...
This is one of those things I always dreamed to put in my game back when I worked with Rpg Maker: heat/wave distortion effect for the sword trail and similar stuff.
I captured a slow motion version as well:
That and the cloth physics, is some level of detail I thought I'd never be able to put in anything I could make all by myself.
Also, well, all the giant sprites and backgrounds. I really wish I could show 16 years old Ito what I can do now...
Probably a stupid question, but does anyone know how to get good sized gifs of games? I've been using fraps and cropping/resizing in virtualdub, but my file sizes are still huge. I've been trying to find ways to compress the gifs further since I know fraps file sizes are huge, but I can't find a way to fix it.
It's probably something staring right in front of my face and I can't see it.
Like, your gifs are hella giffy, and it's only 1mb! My game's just a bunch of circles with a max of 3 colors on the screen and it's often 20+mb if I'm lucky. Obviously doing something wrong here.
(also, cloth physics are delicious)
It'd be cool if sometimes the game slows down like that 2nd gif on last hit to kill an enemy.
Huh, probably was that simple.
I was using GIFcam before, but it was giving me these weird green artifacting like this;
Maybe it'll decide to behave now, I'll try it again.
Oh, yeah, I've gotten those in the past but it's supposed to be fixed.
I´m usign a similar effect to replicate the effect in Mario games when you get hit (everything freezes in place and Mario plays a little animation while loosing his powerUp) and in fact it´s turned out to be easier and simpler than I expected. Instead of using the step event for the objects that need it, use a User Defined event. Then have a GameplayController object which runs the Step event and does something like this:gifcam
GameMaker doesn't use delta timing so that would be kind of difficult. I agree it'd be neat. It's one of the things that makes me glad I'm trying to migrate to Unity.
if (run){
with (objMovingPlatform) event_perform(ev_other, ev_user0);
with (objEnemy) event_perform(ev_other, ev_user0);
with (objPlayer) event_perform(ev_other, ev_user0);
}
Objects without a User Event 0 will just ignore the call.if (run) with (all) event_perform(ev_other, ev_user0);
GM will automatically loop image_index when it goes over image_number-1.image_index += imgSpeed;
if (keyboard_check_pressed(vk_f3)) run = true;
if (run){...}
if (keyboard_check_pressed(vk_f3)) run = false;
if (keyboard_check_pressed(vk_f4)) run = true;
I´m usign a similar effect to replicate the effect in Mario games when you get hit (everything freezes in place and Mario plays a little animation while loosing his powerUp) and in fact it´s turned out to be easier and simpler than I expected. Instead of using the step event for the objects that need it, use a User Defined event. Then have a GameplayController object which runs the Step event and does something like this:
Using parenting you can simplify the process a lot. You could even do something like this:
Objects without a User Event 0 will just ignore the call.
Another thing you have to take into account is sprite animation, but it can easily be solved by just using a self made image_speed variable and updating image_index in the User event (or even through the GameplayController object):
GM will automatically loop image_index when it goes over image_number-1.
The last thing I can think of is particles, but fortunately you can just set the automatic_update of each particle system to false and just call part_system_update().
I started using this system to have more control over moving platforms, so they would move before the player did to have a consistent collision system and to make the "Mario-hit" freezing effect, but having control over time opens up a lot of posibilities. It may be harder to port to an already developed system, but as I developed the game from the start with this in mind the implementation has been easier than I expected. Oh, it also allows for a cool and very useful feature for debugging as you can essentially make the game freeze after every step without having to run in debug mode:
Yeah, I'm glad you figured out a way to do it. You'll notice I didn't say impossible, just kinda hard.
Also, event_user(0) evaluates to the same thing as event_perform(ev_other, ev_user0), so you might be interested in giving that a try!
It'd be cool if sometimes the game slows down like that 2nd gif on last hit to kill an enemy.
GameMaker doesn't use delta timing so that would be kind of difficult. I agree it'd be neat. It's one of the things that makes me glad I'm trying to migrate to Unity.
Like, your gifs are hella giffy, and it's only 1mb! My game's just a bunch of circles with a max of 3 colors on the screen and it's often 20+mb if I'm lucky. Obviously doing something wrong here.
(also, cloth physics are delicious)
Been replaying dark souls recently and it triggered my interest in that kind of game.
I always loved the idea of a dark souls styled shooter but I cannot wrap my head around how that would ever would. The slow combat in souls games is what makes it work, bullets don't really lend themselves to dodging or parrying :/
It seems like a impossible game
edit: Oh and I don't have any real plans to make the camera rotate, would like to keep it fixed.
If it makes any difference to your decision, the classic fixed orthogonal camera is very performant and will let manage a consistent framerate a lot easier, and let you cheat a lot more to maintain performance - for example, those pillars don't need to be cubes, they can just be the three faces that the camera sees with baked shadows (or even billboarded sprites)
Not to overload you with even more work but it would be lovely to see those plants blow in the wind.
True although A is a pseudo orthographic camera, it's really perspective. Ortho causes a lot of issues in Unity for me :\
Also would be ok with baked if mixed ligthing (so characters/dynamic objects have shadows) worked. Think it's nearly/over a year now it hasn't worked for? 5.4 was meant to fix it, but it's still very hit and miss and still doesn't work in places.
Geometric smoke with some basic diffuse shading is cheap enough for my uses
How are you faking ortho, out of interest? Really low FOV on a perspective camera?
The main problem with ortho view is you get weird obviously unrealistic perspective (because there literally is no perspective) but from a design point of view it lets a player parse things like if an enemy is small or if it far away much more easily than perspective can - or do you mean other issues?
For baked lighting I'm not sure if I can offer any help on the issues you're having, stuff I've done is either all in fully baked with blob shadows, or fully realtime :s
We're actually using toon shaders for our game, and I just love the effect it gives.
I like the movement of the little legs on the boxer character.
This game looks really good.
Geometric smoke with some basic diffuse shading is cheap enough for my uses
Looks pretty good! Did you try to activate shadows on the particles? Though I don't know if it is technically possible / still as smooth.