Playing through a whole bunch of games and rating them in the 64 x 64 game jam... Yeah, it seems like the most common and one of the worst issues everyone has (I'm not excluded) is that they made their games too difficult or obtuse because the mechanics and solutions are OBVIOUS to the developer but for a player going in blind you can't really make any assumption. I tried to make my game accessible and still realized after the submission that I didn't explain to people how to get into the store.
And everyone hates to have their hand held, so... It's a tricky balancing act.
Given my adventure in to retro graphics, I'm looking for some interesting
color palettes. Does anyone have some or knows a place to get some good or
specific color palettes which may perhaps have some hand-crafted shades in
them regarding a given scenario, ambient, or atmosphere?
From memory, which of the old-school standard computer color palettes you
liked or like the most? I find the Acorn RISC one quite interesting;
The C++ in UE4 is also really easy to use and well-documented, you don't have to (probably won't need to) touch the UE4 source code. Maybe just do a few of the C++ tutorials in the docs and see if it works for you. For switching a camera you don't really need to code though, you can do most of the stuff in BP if you want.I've been experimenting on and off with UE4 blueprints and I love how easy it can be (especially the networking. I can't get over how easy it is to make a game work with online multiplayer)
But I've been wondering if I should just jump into Unity. It just seems like I would have more freedom there and some things would be easier to code rather than make a massive collections of BP nodes to do something as easy as switching a camera inside a player controller.
I'm conflicted. I do have some programming experience but not enough to play with the UE4 source code. I think unity probably has the best balance of customization and easy to code.
What do?
I like. Had a similar idea where Gaffers/Mods fall from the sky comming
after you saying some of their favorit sayings. xD
But it drives me away from sleep even more. xD Technical stuff really keeps
me awake for long hours. Not so good. How does an artist sleep?
Given my adventure in to retro graphics, I'm looking for some interesting
color palettes. Does anyone have some or knows a place to get some good or
specific color palettes which may perhaps have some hand-crafted shades in
them regarding a given scenario, ambient, or atmosphere?
From memory, which of the old-school standard computer color palettes you
liked or like the most? I find the Acorn RISC one quite interesting;
Given my adventure in to retro graphics, I'm looking for some interesting
color palettes. Does anyone have some or knows a place to get some good or
specific color palettes which may perhaps have some hand-crafted shades in
them regarding a given scenario, ambient, or atmosphere?
From memory, which of the old-school standard computer color palettes you
liked or like the most? I find the Acorn RISC one quite interesting;
Hehe, I've been an artist all my life so I wouldn't know. However, besides dabbling in BASIC at around the age of 10, I'm relatively new to programming. So when I'm deep in crunch, my nightmares are all in code.
Thx for the link! Was quite interesting. He makes some good points for artist... Yesterday I discovered this lecture about 8bit and "8bitish" graphics:
http://gdcvault.com/play/1023586/8-Bit-8-Bitish-Graphics
I still haven´t seen most of it, but for what I´ve seen the guy who is giving the speech is a guru in this kind of artstyle, if he can explain some of the techniques he mentions in the intro the video could be priceless.
An interesting comment was made from the link above; 'teaching an artist toHehe, I've been an artist all my life so I wouldn't know. However, besides dabbling in BASIC at around the age of 10, I'm relatively new to programming. So when I'm deep in crunch, my nightmares are all in code.
Amiga, yeah! I think I will start out with some of the more classic ones.Amiga games were well known for their rather unique look(and sky ramps!)
(image from wikipedia, it's meant for comparisons, not an actual palette, the important part is the bottom one)
Choosing colors among 16 millions is really hard, imo the first thing to do is to cut the number of colors to choose from and those 4096 color are a perfect collection, you just have to choose rgb component values that are multiple of 17: 0, 17, 34 etc, doing so you'll have a easier time choosing colors and your palette will be faithful to true 16bit games palettes.
Yeah, the classic all-purpose palette. I've build some of those my myself andFor most of my sprite art I use a very old program called MGI Photosuite. It's designed for Windows 95, but I've become rather attached to its 256 color palette:
May be more colors than you're looking for, though.
Decided to implement point and spotlights for night scenes. Need to evaluate performance, it's not a deferred renderer after all
Why not using fake spotlights? Just a bright texture on a quad. The ground seems to be flat in your game, so it should works fine, with zero performance issues.
That looks absolutely adorable
I agree, and I am still evaluating whether to just use textures. The ground is not flat, the map right now only has small bumps, but proper dunes etc. will be in the game for different environments. Plus canyons environment props, rocks boulders etc.
Today, I've been experimenting with image effects, and don't know if I overdid it...
Quick question: Which one do you prefer, left or right, and why?
Thanks!
I see. By the way, is this a custom engine you've built or are you using Unity or others?
Today, I've been experimenting with image effects, and don't know if I overdid it...
Quick question: Which one do you prefer, left or right, and why?
the left one is too blurry, but the lightning looks better imo. I agree with timetokill hereToday, I've been experimenting with image effects, and don't know if I overdid it...
Quick question: Which one do you prefer, left or right, and why?
I agree with everyone else, overall the left one looks better, but the foreground is too blurry.Today, I've been experimenting with image effects, and don't know if I overdid it...
Quick question: Which one do you prefer, left or right, and why?
I see. By the way, is this a custom engine you've built or are you using Unity or others?
Today, I've been experimenting with image effects, and don't know if I overdid it...
Quick question: Which one do you prefer, left or right, and why?
Overall the one on the left looks better, to me. I'm not a fan of the overall blurriness/graininess (depth-of-field is fine, but it seems to affect the foreground character as well?), but other than that it looks much better.
Background looks better on the left, foreground looks better on the right
The problem with the left one is there's nowhere for the eye to really focus because it's all a bit too blurry. On the right you at least see the main character (or the foreground one at least) and the green spotlight clearly, which focuses your eye there.
the left one is too blurry, but the lightning looks better imo. I agree with timetokill here
I like the left one, even if it is a bit blurry. But I think soft images with a touch of Chroma Shift/Chromatic Abberations are good for making the image seem less artificial. On the right you have the corners blurred, but it's almost better without.
I recently collected some similar palettes.Given my adventure in to retro graphics, I'm looking for some interesting
color palettes. Does anyone have some or knows a place to get some good or
specific color palettes which may perhaps have some hand-crafted shades in
them regarding a given scenario, ambient, or atmosphere?
From memory, which of the old-school standard computer color palettes you
liked or like the most? I find the Acorn RISC one quite interesting;
Ohh, dude, you're awesome! Thx a lot (esp. for the more technical links)!I recently collected some similar palettes.
Outside of that wiki article (which is great) I have:
http://www.lexaloffle.com/pico-8.php
http://pixeljoint.com/forum/forum_posts.asp?TID=18845
http://androidarts.com/palette/Famicube.htm#paldac
these top 3 are worthwhile because it's quite easy to read about their evolution to where they are now.
they were all iterated to include shades that covered a broad range of use cases
the rest are some platform specific palettes I didn't think wiki covered well enough:
http://www.msx.org/wiki/Setting_up_a_palette
http://www.howtogeek.com/howto/3189...s-with-authentic-nes-gameboy-and-sega-colors/
http://www.cpcwiki.eu/index.php/CPC_Palette
Ohh, dude, you're awesome! Thx a lot (esp. for the more technical links)!
Quite interesting how the guys over at PixelJoint optimized this one specific
palette further and further. Really nice. Lots of cool stuff to go through. :+
Edit:
Holy cow! Someone made a full analysis of the "Alien Breed" color palette.
I always liked the look these colors produce in conjunction with dithering
(Chaos Engine was similar, if I remember correctly):
I'm curious how this extends to 3d shaded graphics....
So I finally released Nomad Fleet on Steam.
I decided to make a postmortem with my "raw" experience, that is my technical mistakes, the game's problems, sales numbers, etc.
You can check the postmortem here: http://www.indiedb.com/games/nomad-fleet/news/from-early-access-to-full-release
Very, very good! :+
Ohh, dude, you're awesome! Thx a lot (esp. for the more technical links)!
Quite interesting how the guys over at PixelJoint optimized this one specific
palette further and further. Really nice. Lots of cool stuff to go through. :+
Edit:
Holy cow! Someone made a full analysis of the "Alien Breed" color palette.
I always liked the look these colors produce in conjunction with dithering
(Chaos Engine was similar, if I remember correctly):
I'm curious how this extends to 3d shaded graphics....
Oh i remember those, i saw them long time ago but i didn't remember where, otherwise i would have linked them too.
Thanks, this was precisely what I needed, huge thanks It works perfectly.Use code
attach to camera
Code:public class movecamera : MonoBehaviour { public GameObject target;//the target object public Vector3 offsetTargetPosition = Vector3.up; public float speed = 10.0f;//a speed modifier public float distanceAway = 2; public Vector3 cameraOffset = Vector3.forward; void Start() { transform.position = target.transform.position + cameraOffset + (Vector3.forward * distanceAway); transform.LookAt(target.transform.position + offsetTargetPosition);//makes the camera look to it } void Update() { transform.RotateAround(target.transform.position + offsetTargetPosition, Vector3.up, Time.deltaTime * speed); } }
Whould be interesting to know why the colors where chosen that way.Oh i remember those, i saw them long time ago but i didn't remember where, otherwise i would have linked them too.
Amiga 4ever
While we are at it i have never liked the c64 palette, too desaturated for my tastes, but i remember someone somewhere explaining how well thought and flexible it was.
...
Wheee, Power Hover just went past one million downloads! Combined downloads from all the platforms, majority from free Android version. still not too bad for a team of two!
Really cool How much time did you spend on development?Wheee, Power Hover just went past one million downloads! Combined downloads from all the platforms, majority from free Android version. still not too bad for a team of two!
Wheee, Power Hover just went past one million downloads! Combined downloads from all the platforms, majority from free Android version. still not too bad for a team of two!
It's #screenshotsaturday !
Here's a look at a few of the baddies we've been working on for Magnetta.
Voted for you on Greenlight
It's #screenshotsaturday !
Here's a look at a few of the baddies we've been working on for Magnetta.
Wheee, Power Hover just went past one million downloads! Combined downloads from all the platforms, majority from free Android version. still not too bad for a team of two!