Almost everyone does. They did actually find a couple real bugs, which are totally on me, but there are a ton of things that you just sort of have to get used to with the submission process. For instance, in Spanish, my translation of "stick derecho" did not match the brand guideline of "joystick derecho". Or my spec.xml file did not have everything set up exactly as they need it. Or the music that plays when you hover over the game in the OS was two dB too loud.Why is that? Did you expect to fail because almost everyone does, or because you got tired of looking for issues yourself?
You know I was thinking, maybe I could make an iOS specific version that has a more basic aesthetic. Something I might look into if I manage to magic up some free timeVery first thing I'd do is probably to tone down on the effects a lot. Does it run much better if you simplify/disable effects?
Almost everyone does. They did actually find a couple real bugs, which are totally on me, but there are a ton of things that you just sort of have to get used to with the submission process. For instance, in Spanish, my translation of "stick derecho" did not match the brand guideline of "joystick derecho". Or my spec.xml file did not have everything set up exactly as they need it. Or the music that plays when you hover over the game in the OS was two dB too loud.
I mean, it's possible, all these things were listed and everything, but it's a *ton* of stuff and it's all new and it's just really tough to catch everything the first go-around.
So like..
It's pretty much impossible to do any real VR Dev without any actual headset of my own I presume?
Sorta sucks cos no way I can afford any
It'd be pretty difficult, and nearly impossible to do testing/cert. It'd be like trying to develop for a touch device without having one, I wouldn't recommend it.
That said, with some tools like Unity, you can do the bulk of development without ever seeing it in VR.
You know I was thinking, maybe I could make an iOS specific version that has a more basic aesthetic. Something I might look into if I manage to magic up some free time
That looks awesome!!Making a new creature (a mini boss), fun times with a creepy"Forest giant" type
Anybody with recommendations on a navigation UI that fits within my current design aesthetic? I've tried several different options, but nothing seems to look appropriate...
The left/right arrows are used to change the difficulty selection:
The up/down arrows are used to change the level selection (within the selected difficulty):
Anybody with recommendations on a navigation UI that fits within my current design aesthetic? I've tried several different options, but nothing seems to look appropriate...
The left/right arrows are used to change the difficulty selection:
The up/down arrows are used to change the level selection (within the selected difficulty):
That looks awesome!!
I like a lot how it looks: simple and clean. However the controls you describe don´t match very nicely with the UI, I´d place little moving triangles to the left and right of the difficulty to hint the user about using left/right. The same but with above and below for the level.
Also, I´d make the level text pop up more and be bigger. Another option would be to use only LEFT/RIGHT & ENTER, so the player first selects the difficulty and when he presses ENTER, the difficulty text becomes smaller, the side triangles move to the Level text and the Level text becomes larger in the same color as the difficulty text. Again, with LEFT/RIGHT the player will select the level and with ENTER the level will start.
I mean, the level text gets a lost with so many other text, so it should be given more importance.
Like the poster above said, I'd suggest putting in clear arrow indicators for adjusting difficulty and level. Level numbers need to be larger, too... much larger. Probably just somewhat smaller than difficulty
Or you could instead make up and down select the thing to be modified, and left and right increase/decrease. Your call. (Just make sure you have a key for "confirm".)
Now loading... Don't close the game or turn off the power.
Now loading saved data. Don't close the game or turn off the power.
Loading saved data. Don't close the game or turn off the power.
Game loaded successfully.
Game loaded.
Loaded saved game.
(No message)
Dammit :-/ got a character drawn out last night n tried rigging it with bones in Flash 5.5 and man does it break easily.
I wish Spriter or that other program (I forget) had vector/flash animation output because I need the animations to retain being vectors for gamemaker
Looks like I might just not bone the animations and do good ole tweening
Making a new creature (a mini boss), fun times with a creepy"Forest giant" type
At least you are doing something... me, I'm going full on "sprites frames for everything".
This is harder than I've thought. And I think I managed to draw the background element for my title screen a bit too cute... then again, maybe that is the intention. (No show for now, since it's just pixel art outlines as of now)
Still need to decide on a few things before continuing things, but shouldn't take too long for me to blow the 64x64 up to 192x192 and start drawing the actual detail. Sometimes, for very large sprites, I tend to work at 64x64 and decide on the rest of the detail after blowing up. Feels nicer to get an "outline" first on sprites.
good luck with those animations.
I was thinking that I'd mostly be worrying about AI for my game, but after knocking out the basics of it, I'm a little more worried about animation now, though I'm sure I'll get it figured out once I knock some animations out.
I wish Spriter or that other program (I forget) had vector/flash animation output because I need the animations to retain being vectors for gamemaker
Ludum Dare is next weekend! I look forward to a bunch of people including WebGL Unity builds that have bizarre issues (while saying in the description that people should just download the random .exe from the internet instead, and you should just run in a virtual machine if you don't like that), and HTML5 games with performance problems and very specific browser requirements.I was like "hey, lets see if unity changed since I last checked it out".
The example project fails to run with the WebGL Compile option. The scene appears, and then it throws an error, stops.
*continues working on his own engine. yes, it will be dumber than unity *
When the ships are in grids like that, does shooting through ships hurt the ones in the middle?
I think you're talking about Spine which I always believed had a very tight official integration with Gamemaker?
I'm gonna leave here a really good reference about design patterns in videogame programming. I guess that most of us are way beyond that point, but from time to time is good to revisit the basics.
Anyway fun continues with mr. Forest chozo here as i'm starting to do his attack patterns for the side direction, starting with a lunge
oh wow I really love the creature design! It's really haunting and beautiful.
If I could make a slight suggestion, I think the different bits and bobs should sway at slightly different undulations. Having the antler bits and the dangling strands sway in unison with their respective groups feels a little artificial to me.
You're right and I actually forgot to do that for this export. Honestly tho I think I'll do the swaying when i'm done with all the core animations as he's being quite a piece of work
That looks great! Love that design.Anyway fun continues with mr. Forest chozo here as i'm starting to do his attack patterns for the side direction, starting with a lunge
I'm not sure if this is exactly what you're looking for, but what if you had the white "blocks" in the back fade in and out like stars rather than shooting around? If you could get the timing of the fading right it could make the background feel more alive while not adding any feeling of movement.Been playing around with particles. Have never used them before so it's pretty interesting to mess around with them. One thing I'm trying to do is make my background less static/bland, but I'm having a hard time with particles making it look like the space is being moved around. Right now have a terrible background particle that kind of makes it look like I'm underwater. Not sure what types of motions to try out to not make it look like that. Also made a particle to indicate the exit block. I think it looks pretty neat, though also needs work. Any tips on particle movement for the background so it looks less static yet not like I'm moving around would be great.
I'm not sure if this is exactly what you're looking for, but what if you had the white "blocks" in the back fade in and out like stars rather than shooting around? If you could get the timing of the fading right it could make the background feel more alive while not adding any feeling of movement.
Anyway fun continues with mr. Forest chozo here as i'm starting to do his attack patterns for the side direction, starting with a lunge
So I've re-evaluated and realized it may be best for me to go the frame by frame style of animation with a mix of tweening and etc. I'll still be using flash, but I think I'll be able to make a nicer looking game that plays better as well.
My reference point that helped me decide was this GDC talk about Skullgirls animation that I watched a few months back, and after rewatching I realize how much better everything can be emphasized, but that it may take longer to draw out since it's by hand.
Started watching this, even though I´m only halfway through it´s already given me a lot of ideas to make my animations much better. Great contribution, thank you!
PSA EDIT:
Just found this on Reddit, deadline is May 24th:
https://software.intel.com/sites/campaigns/levelup2016/
Prizes include 5000 USD, a marketing campaign of 12000$ and many more things. Game demos, even proof of concepts are allowed. Good luck to anyone who enters!
I didn't think of making fade in/out transitions. I just tried it out and it looks a lot better. Thank you for the suggestion! Still needs some tweaking, but makes the background look less mundane. Also my exit particle effect looks a lot like smoke from a fire. I think I'll need to come up with a different one.I'm not sure if this is exactly what you're looking for, but what if you had the white "blocks" in the back fade in and out like stars rather than shooting around? If you could get the timing of the fading right it could make the background feel more alive while not adding any feeling of movement.
I didn't think of making fade in/out transitions. I just tried it out and it looks a lot better. Thank you for the suggestion! Still needs some tweaking, but makes the background look less mundane. Also my exit particle effect looks a lot like smoke from a fire. I think I'll need to come up with a different one.
Anyway fun continues with mr. Forest chozo here as i'm starting to do his attack patterns for the side direction, starting with a lunge
Yeah good point. I would like to make it more 3d but I'm not sure what approach I need to take to do that. I'm using an orthographic camera so it makes it tricky.The twinkle seems a little out-of-place. You main perspective is tilted as shown via the level design and player movement, whereas the background is flat and shown in a frontal perspective...
Yeah good point. I would like to make it more 3d but I'm not sure what approach I need to take to do that. I'm using an orthographic camera so it makes it tricky.
Definitely a step in the right direction! If there's a way to make them fade out slower, I think that would help, but I have no idea what's possible in the engine (is that the proper term?) you're using.I didn't think of making fade in/out transitions. I just tried it out and it looks a lot better. Thank you for the suggestion! Still needs some tweaking, but makes the background look less mundane. Also my exit particle effect looks a lot like smoke from a fire. I think I'll need to come up with a different one.
The character design and the animation are amazing, but the blue effect feels off: it describes a trayectory which has no relation to the movement of the arm, so instead of strengthening the animation it gives a weird effect. I think the arc should go from behind-above to the front-below, like the left arm´s movement. You could also hold the left leg bent in place in the air before making the arm go down, I think that pose before attacking could give it even more strength. It screws timing a bit as it is now, as the leg moving forward before the arm makes it seem like the Forest Chozo is falling down before launching the attack (I tried doing it myself and it felt really weird, like it broke the rythm of the motion ).