AusRoachman
Member
What tools do people use to record unity game footage ? Is fraps still the best option ?
What tools do people use to record unity game footage ? Is fraps still the best option ?
I'm trying to design a creature that tucks itself into a ball that can roll around.. it's a simple idea but very hard to design/animate.
looking at armadillos.
this shit is so rad!
quick and dirty
I kinda just envisioned an easier way to do it and took the shortcut, since it's a very small creature
Looks good mayneuploaded a clip of stuff I was working on today
https://www.youtube.com/watch?v=XDddCLLZeTg&feature=youtu.be
you can see the beginnings of the ball critters at the end, it needs more work, but basically they just play a little game of tease with the player. will have sounds and stuff later.
So looks like that every xbone is a devkit might happen huh?
Would be really cool for solo devs and starting teams. I imagine it must be a big morale boost to see your game on an actual xbone and play it
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
I've heard it's just for app development and you only can access 1gb of RAM.
You can definitely develop games, just need further explanation into what types of games could be made using Xbox One Dev Mode:
"Deactivating your console means that you will no loner be able to use your console to develop games and apps."
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
There's some more info in this Reddit thread, but I expect the full details to be out within the next day or so.
There are some caveats and restrictions, but still it's rather exciting! Especially considering that we can now technically buy a "second hand" devkit on the cheap
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
There are some caveats and restrictions, but still it's rather exciting! Especially considering that we can now technically buy a "second hand" devkit on the cheap
Thanks for sharing!Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
This is awesome, HUGE thanks!!It is, I downloaded it and can confirm it's all soundfiles (and regrettably, haven't found the time to check them out ;_. I think they had done one last year, too.. and possibly even more before that!
On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
Thanks for the link, bookmarked.It is, I downloaded it and can confirm it's all soundfiles (and regrettably, haven't found the time to check them out ;_. I think they had done one last year, too.. and possibly even more before that!
On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
THANK YOU! I downloaded last year's bundle but didn't hear about this year.Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
Looks good mayne
This looks nice and the creature itself look friendly for sure. But maybe a little bit too cute for the tone of your game?
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object objChest:
Variable objChest.ITEM_IDLESET(100009, -2147483648) not set before reading it.
at gml_Script_ItemGetDefine (line 17) - _item[ITEM_IDLESET] = argument9;
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_ItemGetDefine (line 17)
called from - gml_Object_objChest_CreateEvent_1 (line 20) - item = ItemGetDefine("NO NAME", -1, 1, -1, -1, "NO DESCRIPTION", -1, 0, 0, -1);
/// ItemGetDefine(name, type, count, object, icon, description, spriteSet, effect, value, idleSet);
//
// Take all the values needed to create a new item, and returns it's array.
//
//*****************************************************************************
var _item;
_item[ITEM_NAME] = argument0; // Name of item
_item[ITEM_TYPE] = argument1; // Type of item
_item[ITEM_COUNT] = argument2; // Default 1 item, so we don't have to always define it
_item[ITEM_OBJECT] = argument3; // Default NO associated object
_item[ITEM_ICON] = argument4; // Icon for the item, used in inventory
_item[ITEM_DESCRIPTION] = argument5; // Item description, used in inventory
_item[ITEM_SPRITESET] = argument6;
_item[ITEM_EFFECT] = argument7;
_item[ITEM_VALUE] = argument8;
_item[ITEM_IDLESET] = argument9;
return _item;
if (ds_list_find_index(objGame.persistanceEvents, id) != -1)
{
open = true;
dropTimer = -1;
image_speed = 0;
image_index = image_number-1;
}
else
{
// Start closed
open = false;
dropTimer = -1;
dropDirection = 270;
// Default contents, nothing
containsItem = false; // Default, chest contains NO item
canDropOnGround = false; // Drops on ground, or false = directly put into inventory
item = ItemGetDefine("NO NAME", -1, 1, -1, -1, "NO DESCRIPTION", -1, 0, 0, -1);
// Pause animation on first frame
image_speed = 0;
image_index = 0;
}
// Simple depth sort
depth = -y-4;
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
Hey, anyone using GameMaker able to tell me why this is happening?
I'm getting this error:
If you look at the piece of code where this is happening, you clearly see 10 arguments (0...9)
I have this:
and from the Chest Object:
I've also already established the ITEM_IDLESET in other scripts...
uploaded a clip of stuff I was working on today
https://www.youtube.com/watch?v=XDddCLLZeTg&feature=youtu.be
you can see the beginnings of the ball critters at the end, it needs more work, but basically they just play a little game of tease with the player. will have sounds and stuff later.
Did a quick and dirty gameplay trailer for my game. I miss video editing and creating, always fun to mess around with that stuff.
https://youtu.be/Ut3Ho24gRmc
The error is saying that ITEM_IDLESET is not intialized, are you sure you´re giving it a value before calling the script? Check that you´re doing so in an instance of objChest, maybe another instance of a different object is calling the script so ITEM_IDLESET is begin set as a local variable of that instance, instead of of objChest.
Even if GM allows initializing variables anywhere before using them, I strongly recommend you get the habit of initializing all variables of an object in the create event. It´s also a very nice way of keeping track of all your variables once the code starts growing.
/// ItemGetAwesomeSword();
//
//*****************************************************************************
var _item;
_item[ITEM_NAME] = "Iron Sword"; // Name of item
_item[ITEM_TYPE] = ITEM_TYPE_WEAPON; // Type of item
_item[ITEM_COUNT] = 1; // Default 1 item, so we don't have to always define it
_item[ITEM_OBJECT] = -1; // Default NO associated object
_item[ITEM_ICON] = sprIconIronSword; // Icon for the item, used in inventory
_item[ITEM_DESCRIPTION] = "This is a deadly Iron blade!"; // Item description, used in inventory
_item[ITEM_SPRITESET] = SetWeapon_IronSword;
_item[ITEM_IDLESET] = SetWeapon_IronSword;
_item[ITEM_EFFECT] = 2;
_item[ITEM_VALUE] = 1;
return _item;
containsItem = true;
item = ItemGetIronSword();
Yup, I have this script which contains the info for IronSword:
The chest object has this on it's creation code:
This worked before when I didn't have ITEM_IDLESET, this error has begun to error. Since in YoYoRPG, there is no weapon being shown while idle, so I'm trying to add that.
Nice stuff!
I just watched some other recent vids I had missed on your yt channel.
Judging from what I just watched, you seem to have made a lot of progress as of late, so congrats
I've never used it, but I have FontForge bookmarked. It might do what you want.anybody have experience with font creation? I wanna turn this into a real font. They're paths in an Illustrator file so copy-pasting the svg content into some program would be ideal.
I've never used it, but I have FontForge bookmarked. It might do what you want.
go into the constants menu (I think they renamed it macros) at the bottom of the resource tree and add a definition for ITEM_IDLESET, preferably with number one higher than the last other macro in the ITEM_X set
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objPlayerCharacter:
instance_create argument 1 incorrect type (5) expecting a Number (YYGI32)
at gml_Object_objPlayerCharacter_Step_0 (line 1) - {
############################################################################################
Demo of my GBA game Project R.
Download
Work in progress.
You can use VisualGBA emulator or play on hardware if you have a flash card.
Please let me know what you think.
It looks great! Be careful when designing the level, you should place Mimics carefully and use the level design to tip the player somehow that they aren´t a real chest...I hate it when a game places a Mimic with no way of telling it´s an enemy before it´s too late. Dark Souls did this great with the first Mimic in Sen´s Fortress. Also, I don´t like it when the sprite is somewhat different from the normal chests; once you learn to identify them they trun from a cool surprise to a chore of examining each chest carefully before jumping in.Couple months back, I added treasure chests to Gunmetal Arcadia Zero with the intent to also add mimics, and then I totally forgot to ever add the mimics until tonight.
And when they die, they close back down and then pop open like normal chests but with even more loot.
Super happy with how this whole thing turned out.
You´re destroying an instance and creating a new one everytime you move around? You shouln´t do that, just create a single instance which draws the sword at different positions or just get rid of it all and just handle it from the player object itself using draw_sprite() in the Draw Event.That helped!
Thus far I have this:
It doesn't seem to "destroy" itself quick enough so it appears in the previous spot for a moment before vanishing. Plus I keep getting this error whenever I try to exit the menu after switching a weapon, even if I exit from it after switching back to the default weapon:
Edit: I also managed to make it changed if I am moving... But... well... lol.
I know you already solved it, but just for reference that script was initializing _item[ITEM_IDLESET], but not ITEM_IDLESET itselfYup, I have this script which contains the info for IronSword:
The chest object has this on it's creation code:
This worked before when I didn't have ITEM_IDLESET, this error has begun to error. Since in YoYoRPG, there is no weapon being shown while idle, so I'm trying to add that.
It came up today in a chat at work, but do any of you have trouble leaving their old work alone?
I can't stop the feeling of wanting to "George Lucas" all of my old work. It's the main reason I'm still working on Jack B. Nimble a year after it's release...
Help! D;
Looks cool. Feel free to ignore this advice if you choose: the spirit of NES is more important than accuracy. I'd give the chests an actual black instead of relying on the backdrop.
It looks great! Be careful when designing the level, you should place Mimics carefully and use the level design to tip the player somehow that they aren´t a real chest...I hate it when a game places a Mimic with no way of telling it´s an enemy before it´s too late. Dark Souls did this great with the first Mimic in Sen´s Fortress. Also, I don´t like it when the sprite is somewhat different from the normal chests; once you learn to identify them they trun from a cool surprise to a chore of examining each chest carefully before jumping in.
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/
It looks legit, but I've never heard of this company before so I'm not 100% sure.
Massive patch notes. A lot of neat optimizations and updates: https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2016/4_11/index.htmlUE4.11 is out woo!
O fuk. Time to get hyped!!UE4.11 is out woo!
You´re destroying an instance and creating a new one everytime you move around? You shouln´t do that, just create a single instance which draws the sword at different positions or just get rid of it all and just handle it from the player object itself using draw_sprite() in the Draw Event.
As for your error, instance_create(x, y, object_index) asks for 2 coordinates and an object type, check what arguments you are passing to it.
UE4.11 is out woo!
Massive patch notes. A lot of neat optimizations and updates: https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2016/4_11/index.html
New: VR Instanced Stereo Rendering
Instanced Stereo Rendering is an optimization that makes it more efficient for the engine to render stereoscopic images for VR headsets.
Previously, the engine rendered a stereoscopic image by drawing everything for the left eye, and then drawing everything for the right eye. With Instanced Stereo Rendering, we render both eyes at the same time, which significantly cuts down on the work done by the CPU, and improves efficiency in the GPU. Here are the two techniques running side-by-side: