^ Sounds interesting already.
thanks! i hope i actually do work on this. i really dont even care even if the game is 30 minutes long. i just want to finish something
^ Sounds interesting already.
Anyone want to help me decide which visual style looks better? I'm leaning towards the left ones mainly because it's easier to see but I feel like the darker look makes the environment feel less safe and creepier, which I kind of like.
The darker shadows are more atmospheric, but I think they make it too easy to not spot an enemy lying in wait unless the player is super vigilant. I guess it depends what sort of experience you want to shoot for.
This post just taught me that some Steam DLC -doesn't- require the base game? I was afraid that I couldn't buy a game's soundtrack as Steam DLC unless I buy the game too.Are any of you guys selling your game's sountrack? If so, which platform do you recommend?
The soundtrack of Super Night Riders is available as a DLC on Steam which sold OK, plus as a humble widget on the game's website which had an impressive ZERO sales so far...
Also, are there any platform that support high-res audio files? My sources are in 96khz / 24bits lossless.
Thinking or fetching?what are the keys to great puzzles in adventure games? what are some of y'alls favorites? building a VR adventure and it has been extremely challenging to bridge the gap between decent idea for a level/puzzle and rewarding/fun gameplay experience. looking for some inspiration...
Yikes...Ugly font warning. loledit: this article on puzzle dependency charts was a pretty good read indeed!
Are any of you guys selling your game's sountrack? If so, which platform do you recommend?
The soundtrack of Super Night Riders is available as a DLC on Steam which sold OK, plus as a humble widget on the game's website which had an impressive ZERO sales so far...
Also, are there any platform that support high-res audio files? My sources are in 96khz / 24bits lossless.
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
I like the colors, but it doesn't communicate anything to me about the character and scenario. What does (she?) want, why does she want it, what's at stake? It looks like she's bending down to reach for something, but it's unclear if that's what's meant to be communicated (and if it is, it's too confusing as presented).
Are any of the ghosts represented literally in the game as spirits? Maybe having the silhouettes of some key ones hovering over the character?I guess the intention is for the character to look distressed/burdened.
I guess the intention is for the character to look distressed/burdened.
Fuck, fuck, fuck, where did I drop my right arm?Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
In Unity 5? Just trying to think ahead while I code in my battle functionality. I still kind of don't quite get ScriptableObjects which seem to be the thing I want, though the docs seem to be...uh...
Are any of the ghosts represented literally in the game as spirits? Maybe having the silhouettes of some key ones hovering over the character?
It looks bad-ass otherwise.
Maybe have the arms more in a "hurt" position then, like one arm hanging broken and the other arm grabbing the broken arm.
Fuck, fuck, fuck, where did I drop my right arm?
On a more serious note: A darker more ominous background would help.
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
ScriptableObjects are brilliant for data structuring... and yeah, they aren't the best documented things in Unity.
This is the simplest guide I could find- worth having a read... once you 'get' them, though, you'll be fine:
https://medium.com/@mormo_music/game-settings-with-scriptable-objects-in-unity3d-6f753fe508fd#.1rp47w79j
So, you can create a class (with a data structure), and then save instances of it to .asset files. You can reference these from other scripts (kinda like how you might reference a prefab...) & access the data.
So, you might have a 'MoveType' ScriptableObject (with anim details, attack, power, whatever)... You'd create some of these & they would end up as files in your project (MyAwesomeMove.asset, etc...).
Then in your player, you just reference a MoveType- in the inspector you can select it by dragging MyAwesomeMove.asset in to the field (like you would with a prefab, but instead of referencing a GameObject, you're referencing a MoveType) & they can use the data in there.
It's really simple, but one of those things that is a little clumsy to explain/communicate!
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
You should try making a bandcamp account, supported format include FLAC, wav, mp3 and more.
You can also fix the price you want to, and bandcamp doesn't take much from your revenues, it truly is the best site to sell your music online without getting by an intermediary
This appears to be not loading properly for me.
I guess the intention is for the character to look distressed/burdened.
HONEY IS GREENLIT! afgkgharb! I almost can't believe it, but the stats page says it is, so I'll take its word for now! I'll look into the next steps for... whatever needs to happen, but yeah! That wasn't how I expected today to turn out!
In other news: the intro match is done! Only thing missing from the core game is the options menu... and I'll be able to make it into a nice demo while I work onto the bonus stuff!
Lastly, might as well toss this in for this newsdump, even though it was posted yesterday: an article by Commander Jarenth of Ninja Blues with a fair critique of the current status of the test build! http://www.ninja-blues.com/2016/07/11/indie-shortieland-honey-rose-underdog-fighter-extraordinaire/
Congrats!
HONEY IS GREENLIT! afgkgharb! I almost can't believe it, but the stats page says it is, so I'll take its word for now! I'll look into the next steps for... whatever needs to happen, but yeah! That wasn't how I expected today to turn out!
In other news: the intro match is done! Only thing missing from the core game is the options menu... and I'll be able to make it into a nice demo while I work onto the bonus stuff!
Lastly, might as well toss this in for this newsdump, even though it was posted yesterday: an article by Commander Jarenth of Ninja Blues with a fair critique of the current status of the test build! http://www.ninja-blues.com/2016/07/11/indie-shortieland-honey-rose-underdog-fighter-extraordinaire/
Some good news, some bad news.
The good: Drop Alive, a game I'm making alongside five other teammates, has been selected for showcasing it at the Indie Game Area for this year's Tokyo Game Show! We were expecting to go as part of a small latin dev group, but getting our own space for showcasing the game was some very good news we got last weekend.
The bad: The company I was working at told me they wouldn't be renewing my contract once the initial 3-month trial period runs out, which is going to happen on July 18th. It appears that adding multiple new programmers to the team at once actually didn't result in as much of a performance increase as they had expected, mostly since the lead programmer ended up spending more time teaching us the ropes, answering our questions about specific subsystems and making sure we wouldn't screw up, and that meant the team's best programmer (and the one most knowledgeable of the whole codebase) couldn't get too much coding done himself.
So, I now have a plane ticket to Japan for September, and am seriously considering looking into doing freelance work in order to stay around there longer than the two weeks I had initially planned (internet work would be great for earning some money on the go). An artist friend of mine recommended me Freelancer.com, but game progamming and design stuff appears to be full of "copy this whole game for $20", and almost everything tagged as "Game design" is about drawing characters for some strange reason.
TL;DR: I'm out of a job, so do you guys know about any places where I could look for oportunities to do freelance programming?
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
http://i.imgur.com/o1f1p99.png
ScriptableObjects are brilliant for data structuring... and yeah, they aren't the best documented things in Unity.
This is the simplest guide I could find- worth having a read... once you 'get' them, though, you'll be fine:
https://medium.com/@mormo_music/game-settings-with-scriptable-objects-in-unity3d-6f753fe508fd#.1rp47w79j
So, you can create a class (with a data structure), and then save instances of it to .asset files. You can reference these from other scripts (kinda like how you might reference a prefab...) & access the data.
So, you might have a 'MoveType' ScriptableObject (with anim details, attack, power, whatever)... You'd create some of these & they would end up as files in your project (MyAwesomeMove.asset, etc...).
Then in your player, you just reference a MoveType- in the inspector you can select it by dragging MyAwesomeMove.asset in to the field (like you would with a prefab, but instead of referencing a GameObject, you're referencing a MoveType) & they can use the data in there.
It's really simple, but one of those things that is a little clumsy to explain/communicate!
Congrats Pehesse! I hope to be there some distant day.
Yoo! Big congrats Pehesse! I told you you would make it Also, it´s nice to see the game some media attention little by little. One last effort, you´re almost at the goal!
That's a lot better, exactly the change i tried to suggest with bad results lol.I did some tweeking to the lighting. I decided there needed to be some stronger contrast between the background and the foreground objects.
Yeah, the game has some stealth elements to it so I feel the dark shadows are important to the atmosphere, but I realize if it's too dark to see enemies right away that can be frustrating for some. To note I added a feature to look around a certain distance from the player's position.
Feel free to ignore me but it doesn't completely convince me, it's like something is missing, i see the character in pain and blood flying like he/she was just hit but i don't see neither the impact nor the enemy or whatever who hit him/her, it also seems like the blood is going up for some reason, the blood going up is not something natural hence it's difficult to understand at first look in a static image, at least for someone who didn't play the game.Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
Awesome!HONEY IS GREENLIT! afgkgharb! I almost can't believe it, but the stats page says it is, so I'll take its word for now! I'll look into the next steps for... whatever needs to happen, but yeah! That wasn't how I expected today to turn out!
In other news: the intro match is done! Only thing missing from the core game is the options menu... and I'll be able to make it into a nice demo while I work onto the bonus stuff!
Lastly, might as well toss this in for this newsdump, even though it was posted yesterday: an article by Commander Jarenth of Ninja Blues with a fair critique of the current status of the test build! http://www.ninja-blues.com/2016/07/11/indie-shortieland-honey-rose-underdog-fighter-extraordinaire/
It's a bug! xDCannot unsee, sorry...
oh, odd... it's working for me on chrome (even clicking the link from the post...). should be the first link here.
if that doesn't work - I'm sure there are another couple of good tutorials out there! it's definitely worth getting to grips with, an excellent way to store simple or complex data for your game!
The game uses 2D physics.
Seems like the usual method for getting a raycast hit to the scene from the camera by mouse pointer position won't work with 2D physics - the stuff I've seen is for 3D physics.
If you have a Unity UI in your scene, then you have an EventsSystem, and the EventsSystem is already catching pointer to screen raycasts - so you can use OnMouseEnter(), OnMouseOver() and OnMouseExit() functions on basically any GameObject.
e:
Actually I have a feeling these were just added as standard monobehaviours when Unity introduced Unityactions along with the EventsSystem in 4.6
The example code at https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseEnter.html
worked for me on a test scene I just made that had a UI in it - I just made a cube then dropped that onto it (using Unity 5.3)
e:
Make sure your sprites have colliders on though - it doesn't matter if they're 2D or 3D colliders, but the raycast has to 'hit' something
Looking for feedback on this piece. What does it communicate to you? What would you change, if anything?
Loving the colour vibrancy with the warms and cools bouncing around. I find that the background detracts the eye because of 'layer caking'; basically each one of those mountains? is too similar in shape and size and thus repetitive. I would try varying them up a little to make it more interesting.
[IMG]http://i.imgur.com/dKiJTmW.png[/IMG]