I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
The bulky guy is really particularly well drawn/designed -- with the tiny crit that he seems to be standing off balance, as if he'd fall forward. Not a big deal though.
Looks awesome
Oh and the water -- How dynamic is that going to be? Like what kind of movement if any does it have, and what will it look like when you contact it?
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I've been interested in game design for a long time and I think I'm finally gonna push myself to commit to doing something. I really want to make a tactics style game. I downloaded Blender and Unity today (I've dabble with both in the past in a minor way) and I've been messing around for a few hours.
It's really nothing yet, but after I finally got everything working the way I wanted to I am unusually proud of this:
Just having an idea for something I wanted to accomplish today (moving a "unit" around on a grid) and then being able to implement it is a cool feeling.
Next I want to think about basic pathfinding, so that when I click on a tile it draws the path the unit will take and change the color of the blocks along that path, and then changes them back to normal as the unit moves past them.
I know starting with a big project isn't a great idea, but this is something I've been pretty passionate about the past few days so I gotta go with that, right?!
The bulky guy is really particularly well drawn/designed -- with the tiny crit that he seems to be standing off balance, as if he'd fall forward. Not a big deal though.
Looks awesome
Oh and the water -- How dynamic is that going to be? Like what kind of movement if any does it have, and what will it look like when you contact it?
The steps is supposed to be a staircase. I might need to work on the perspective a little more, bow it out a bit further towards the bottom. It's a little tricky trying to find a good compromise from this point of view and having it all still be in the same plane of action. The rope handholds are supposed to suggest a lot of the perspective, but maybe the steps don't match that perspective well enough.
The dockworker has really strong toes and legs!
The water has particle effects at the impact point whenever you enter, leave and move through the surface as appropriate. Then there's a simple refraction shader to simulate undulations in the liquid. This video's pretty old but the same techniques are at play (https://youtu.be/i26wPRzI92M?t=1m54s)
The steps is supposed to be a staircase. I might need to work on the perspective a little more, bow it out a bit further towards the bottom. It's a little tricky trying to find a good compromise from this point of view and having it all still be in the same plane of action. The rope handholds are supposed to suggest a lot of the perspective, but maybe the steps don't match that perspective well enough.
I think the rope did a pretty good job of it, but the equal gapping of the steps is what's contradicting it I think. Maybe have the gap shrink ever so slighty as it goes up? Like these do: https://i.imgur.com/TEXeu03.jpg I could be wrong or maybe you already knew this and is what you suggested in what I quoted, I just woke up heh so I'm only guessing.
The steps is supposed to be a staircase. I might need to work on the perspective a little more, bow it out a bit further towards the bottom. It's a little tricky trying to find a good compromise from this point of view and having it all still be in the same plane of action. The rope handholds are supposed to suggest a lot of the perspective, but maybe the steps don't match that perspective well enough.
The dockworker has really strong toes and legs!
The water has particle effects at the impact point whenever you enter, leave and move through the surface as appropriate. Then there's a simple refraction shader to simulate undulations in the liquid. This video's pretty old but the same techniques are at play (https://youtu.be/i26wPRzI92M?t=1m54s)
Basically a series of animations play for splashing or moving near the surface line ("hard splash" particle animations and soft splash ones, spawned depending on Y speed of player) and bubbles spawn underwater around the player (more of them at first then less) when you go under and they travel up to the surface
Also: little splashy particles.
Was relatively simple and made for a pretty serviceable effect.
Yeah, I remember you showing that off before. It works well for the aesthetic of your game.
I have the specks in the water drawn on three different layers (one on top of the gradient and two below) so there will definitely be some movement involved.
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
I like the very subtle displacement effect you add to everything when under water, don't remember seeing anything like that before. It looks really impressive and the eerie atmosphere fits me like a glove.
Wow, thanks a lot, this looks like a great resource.
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Where is a good place to ask for general unity tips and whatnot? So far my googlefu has been adequate when I get stuck, but just curious if anyone has any favorite resources for general unity questions.
Where is a good place to ask for general unity tips and whatnot? So far my googlefu has been adequate when I get stuck, but just curious if anyone has any favorite resources for general unity questions.
Wow, thanks a lot, this looks like a great resource.
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Where is a good place to ask for general unity tips and whatnot? So far my googlefu has been adequate when I get stuck, but just curious if anyone has any favorite resources for general unity questions.
Google has most of the answers and there's also the unity forum which has a lot of friendly and helpful people. I guess you could ask a question in this thread too.
I haven't posted any progress pics in a while but stuff is still coming along well. I started working on the art for the beach/cove area a few days ago and it's already really looking great I think. I've never done art for a beach area before so this is fun
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
Wow, I didn't know that Unity finally added garbage-free Physics methods. I was just looking at how OverlapSphere generated 40 bytes of garbage every call, when I noticed OverlapSphereNonAlloc.
They're a bit more cumbersome to use (you provide your own Collider array) but being able to properly cache results -- and not generate any garbage at all -- is pretty huge. Looks like it was added around Unity 5.3.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.
Is this a good thread to showcase a completed game or is this just a place to discuss/get help for ones in development? I guess what I'm asking is that, is there a game showcase thread outside of that doc in the OP?
Is this a good thread to showcase a completed game or is this just a place to discuss/get help for ones in development? I guess what I'm asking is that, is there a game showcase thread outside of that doc in the OP?
This thread is more about actual development. The monthly Indie Games thread is likely better to showcase your game. Keep in mind forum rules about advertising, and read through the thread first so you know what's considered polite. If you're not sure about the rules PM a mod like More_Badass.
This thread is more about actual development. The monthly Indie Games thread is likely better to showcase your game. Keep in mind forum rules about advertising, and read through the thread first so you know what's considered polite. If you're not sure about the rules PM a mod like More_Badass.
This thread is more about actual development. The monthly Indie Games thread is likely better to showcase your game. Keep in mind forum rules about advertising, and read through the thread first so you know what's considered polite. If you're not sure about the rules PM a mod like More_Badass.
I like the very subtle displacement effect you add to everything when under water, don't remember seeing anything like that before. It looks really impressive and the eerie atmosphere fits me like a glove.
I wish I had more options for doing effects but I have to work with what's possible in stencyl and what I know how to do. THe whole game is smoke and mirrors, everything done in the dumbest possible way while hopefully still appearing somewhat slick.
Thanks guys! We're thinking about PS4&XBONE releases in a couple of months, but nothing concrete yet. We decided to concentrate on the Windows Steam release first.
I made a post a bit ago about this so I might as well post some more sprites I've done for my game, "Pioneer One". (I've currently got a working prototype in Multimedia Fusion but I might look into recreating it in Unity after I get all the assets for the main character animations done)
Here's a work in progress animation of Ashe's triple slash with the Sword equipped:
(About halfway done doing weapons animations, still need to convert most of my animations to proper pallet codes, and figure out if I want to change how I'm handling Wall Climbing...)
Okay, here's a test of your inner strength. Can you handle spoilers? This gfycat showcases one of the secret modes of the game, but I'm too excited about having it work to keep mum about it. So watch/read below at your own discretion!
To expand: it's a simple extra play mode, not the whole game playable as another character, and having different controllable characters doesn't mean there'll be any kind of versus mode/two player mode, as that's simply not the focus of the design and the game balance wouldn't support it in ANY way! Those extra modes/other playable characters are there to add variety to the single player experience, and add fun stuff to do for players who really like the game - they could very well have been post launch DLC, but I find it more fun to have it in there from the get go.
I made a post a bit ago about this so I might as well post some more sprites I've done for my game, "Pioneer One". (I've currently got a working prototype in Multimedia Fusion but I might look into recreating it in Unity after I get all the assets for the main character animations done)
Here's a work in progress animation of Ashe's triple slash with the Sword equipped:
(About halfway done doing weapons animations, still need to convert most of my animations to proper pallet codes, and figure out if I want to change how I'm handling Wall Climbing...)
Okay, here's a test of your inner strength. Can you handle spoilers? This gfycat showcases one of the secret modes of the game, but I'm too excited about having it work to keep mum about it. So watch/read below at your own discretion!
To expand: it's a simple extra play mode, not the whole game playable as another character, and having different controllable characters doesn't mean there'll be any kind of versus mode/two player mode, as that's simply not the focus of the design and the game balance wouldn't support it in ANY way! Those extra modes/other playable characters are there to add variety to the single player experience, and add fun stuff to do for players who really like the game - they could very well have been post launch DLC, but I find it more fun to have it in there from the get go.
got some more footage from our game "Bomber Crew". Still very early days- but we've got more of the mission systems in & we've made some of the presentation a bit clearer.
We added spreading fire- can start in the engines, and spread throughout the whole bomber. You can use the extinguishers to put it out inside the cabin, or do an emergency dive to put out an engine/wing fire!
ps, anteevy, Road to Ballhalla looks great! Congrats! Especially enjoying the trailer with the song, haha
Been working hard on my game's Level Editor & Online Portal for my Physics-based puzzle game: Drop It: Block Paradise! This is basically the last major thing for the game.
https://www.twitch.tv/tinybuild currently runs a Twitch Plays of Ballhalla. It's....................... interesting. They'll soon have beaten the tutorial, after about 2 hours haha.
I made a post a bit ago about this so I might as well post some more sprites I've done for my game, "Pioneer One". (I've currently got a working prototype in Multimedia Fusion but I might look into recreating it in Unity after I get all the assets for the main character animations done)
Here's a work in progress animation of Ashe's triple slash with the Sword equipped:
(About halfway done doing weapons animations, still need to convert most of my animations to proper pallet codes, and figure out if I want to change how I'm handling Wall Climbing...)
Thanks yeah. I'm definitely thinking about games with the graphical quality of Gunstar Heroes as my benchmark. Glad you like it, hope I can get the game up up to that level.
I'm gonna try to smooth that out yeah. Filling in the slash effects and getting a nice cutting feel will be the thing that does it. (Think Zero in Mega Man X4, but with a solid blade) I do have ideas for sling weapons and whip blades. (The idea is that I want to allow you to equip several different weapons to either hand, and that they're visible on the character. It's a long ways through getting those sprites done, and I hope I can get them done by my birthday...)
omg the thing I've started working on 3 years ago releases tomorrow, so excited (http://store.steampowered.com/app/425410). Already getting really positive feedback, including a few 9/10 reviews from smaller sites. We have a cool big Twitch event planned for tomorrow, too.