Future PhaZe
Member
Yesterday, we finally got our parkour/wall running system to work properly. Still needs some work (and more moves), but it's pretty fun as is.
terrible tease not to give us some gifs
Yesterday, we finally got our parkour/wall running system to work properly. Still needs some work (and more moves), but it's pretty fun as is.
Here come the GIFs:After work, sureThat looks great, make a gif for us!
It went from one barrel to seven, but the overall concept kinda stayed the sameIs so good to still see the gun I did concept art for in the game.
Glad to see Dudebro still live and kickin! Hope all is going well Jocchan.
Thanks!Can't have a dudebrogame without some blood splatter. Looks great, keep it up!
Thanks for the Greenlight page example! If Greenlight is still up if/when I get there, it's good to see what a good page might look like.Hi guys,
Just wanted to share our current project 'Impact Winter'.
http://steamcommunity.com/sharedfiles/filedetails/?id=379015391
https://www.youtube.com/watch?v=wBDGkW8-Z3g
We got Greenlit on Steam last week, in under 3 days - which was incredible! We're very humbled by the positive feedback and response.
Thought it would be good to post here in case any other indie devs are setting up for Steam Greenlight and need any advice (or questions answered). Feel free to create a separate thread if you don't think it fits here. We didn't want to create one because it looks like shameless self-promotion.
Also, feel free to ask any questions about dev (or the game in general).
Thanks guys and keep up the great work!
I don't have any software to convert mp4 to gif atm and gfycat doesn't want my mp4s for some reason.terrible tease not to give us some gifs
bAtLeastOne = false;
for(unsigned int uCurIndex = 0; uCurIndex < uNumThings; uCurIndex++)
{
if(allTheThings[uCurIndex].someMethod())
{
bAtLeastOne = true;
break;
}
}
System Requirements
-------------------
Minimum System Requirements
* Windows 7 SP1, or Windows 8+ 64-Bit
* 2GHz Dual-core Intel i3 or equivalent AMD CPU
* 2 GB RAM
* NVIDIA GeForce card with DX10 and at least 1GB of video memory
* AMD Radeon card with DX10 and at least 1GB of video memory
Lower specs may work but are not guaranteed.
To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).
Quote to reveal link.
Criticisms, suggestions, and more are welcome.
To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).
We haven't animated the camera or weapons at all.To me, those GIFs look like you're touching and sticking/bouncing off the walls, while your gun remains only perfectly still and normal and pointing forwards, instead of the player doing parkour moves. Mirror's Edge felt cool because your arms / body would move from a first-person perspective (while also looking weird from a third-person perspective).
Of course, Mirror's Edge also didn't have doing parkour moves with weapons, which kind of makes sense.
I think those changes will actually help the feel. It's hard to say until then.We haven't animated the camera or weapons at all.
The camera will tilt slightly, the gun will become one handed and go off to an angle. We also plan to add a slight camera bounce on impacts.
Right now we're just trying to get "the feel" down.
Here come the GIFs:
They play a bit too fast, but slowing them down makes them look way too slow.
It went from one barrel to seven, but the overall concept kinda stayed the same
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.
Thanks!
I'm sure this goes without saying, but I really hope I'm not being credited for anything at all in relation to this. I don't deserve any credit. I'm sure you know that, but I don't know that you know that I'd be upset to be credited given how fuck all I did after offering some support.Here come the GIFs:
They play a bit too fast, but slowing them down makes them look way too slow.
It went from one barrel to seven, but the overall concept kinda stayed the same
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.
Thanks!
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
If only there were a way to do pixel art AND work on a game.Daily pixel art from me...
As much fun as these are to do, I really need to get back to working on games...
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
Daily pixel art from me...
As much fun as these are to do, I really need to get back to working on games...
Oh awesome! Been following this game for forever, at least since you got a devblog up at TIGSource I think. Good luck with the Kickstarter.
*We haven't animated the camera or weapons at all. Right now we're just trying to get "the feel" down.
http://fat.gfycat.com/CautiousPreciousBluebreastedkookaburra.gif
http://giant.gfycat.com/LateNippyKookaburra.gif
Quote to reveal link.
Criticisms, suggestions, and more are welcome.
Older graphics cards may not support past OpenGL (some version)...if you have your own engine I'm afraid this may just be something you have to deal with. I may have to do two versions of shader files for older and newer systems, for this reason.We discovered that our game didn't work with intel integrated GPU which apparently doesn't support the latest OpenGL versions -_-'
So right now, all I can do is warn my alpha testers that they have to specifically launch the game on their dedicated graphic card.
Anyone had that kind of issue ?
I really don't want to deal with a mob of players to whom I'll have to explain the manipulation everytime.
We were thinking of modifying the error message, but since no one reads anything these days, I'm afraid it won't be enough.
Heh. The name we've been using internally for the genre is MegaSlugVaniaNice. Reminds me of Metal Slug. One of my favs.
I'm sure this goes without saying, but I really hope I'm not being credited for anything at all in relation to this. I don't deserve any credit. I'm sure you know that, but I don't know that you know that I'd be upset to be credited given how fuck all I did after offering some support.
So if there's a 'no thanks to you' section, pop me in that one
This is looking great and I can't wait to play the final product.
Looks fantastic. Looking forward to backing this.There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
Older graphics cards may not support past OpenGL (some version)...if you have your own engine I'm afraid this may just be something you have to deal with. I may have to do two versions of shader files for older and newer systems, for this reason.
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
It went from one barrel to seven, but the overall concept kinda stayed the same
Things are going pretty fine, thanks! I just wish my job left me more time to work on the game. It's been getting more and more demanding for well over a year.
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
The hardest part about development in a team is finances. Its difficult to find others who share as much enthusiasm as you do to donate time without reservations. Grats on the Greenlight, too! It should help alleviate some financial issues.This looks really cool, I dig the style looks like something closer to the 32 bit era.
I haven't been very active in this thread so I feel bad about popping in and out. We had some major funding fall through for our next game so we've decided to cancel it. Our funds for the future are so dim that my partner actually had to leave and I'm back to working on games solo again. Naturally this means whatever I do next needs to be small in scale, which is disappointing.
On the bright side though, GunWorld was Greenlit yesterday so today I've been working on implementing Achievements and Trading Cards. Hopefully the Steam release will translate into some sales to get us out of this rut.
That looks stunning! Are you planning on a inventory/upgrade system like the DS Castlevanias and what kind of progression are you going for?There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
There is lot of really great information in this thread.
I'm currently working on a game that I'm putting together in Unity. It's just me and one artist. We'll be launching a Kickstarter soon. http://www.wolfbrewgames.com/slain
Here are some GIFs
The Sewers
The Blood Tower
Right now we have the a lot of the story and art done; Most of the environments are complete. We're working on making the gameplay fun and getting the levels paced well.
Sounds weird, but are you using the same build (not an editor version) and can you profile it somehow (what engine are you using?). I doubt that such a difference would be caused by drivers, but you never know though.I am so confused...
So with my added graphical effects to my game, I noticed the FPS on my desktop dropping to 31 FPS (never dropping any lower), and I assumed my less powerful (but still powerful) laptop would get lower...
But my laptop runs it with 58 FPS...
Waaaaat.... Does it have anything to do with my Desktop being AMD and the laptop being Nvidia?
Ding.I am so confused...
So with my added graphical effects to my game, I noticed the FPS on my desktop dropping to 31 FPS (never dropping any lower), and I assumed my less powerful (but still powerful) laptop would get lower...
But my laptop runs it with 58 FPS...
Waaaaat.... Does it have anything to do with my Desktop being AMD and the laptop being Nvidia?
Sounds weird, but are you using the same build (not an editor version) and can you profile it somehow (what engine are you using?). I doubt that such a difference would be caused by drivers, but you never know though.
RPG Maker Vx ACE. So I just did two tests, on two maps on both computers with fraps and found this...
NOTE: On each of these maps these are what is occuring at any given time. The lighting is changing from darker to light, leaves fly by, and also sound effects (some even being louder and quieter based on distance.)
Desktop---------Laptop (Screenshot from Desktop)
34~40---------- 57~58
Desktop---------Laptop (Screenshot from Laptop)
48~53---------- 58
Now it should be noted that the laptop is also running Windows 8 and my Desktop is Windows 7 if that makes any difference.
Where be Noogy (Elysian Tail was made with XNA)?Curious if anyone here has brought an xna/c# game onto steamworks? We're looking at a few wrappers but I'd curious if anyone has any experience or tips.
You should do just fine following their own examples, I'm not sure anyone here can divulge any information regarding the integration (some of the documentation is freely available, though).So I'm at the point in development where all there really is left to do is integrate the Steam SDK into the game. Problem is I have no idea where I should start or how to tackle it. Do any of you guys have any advice regarding this or if there is some kind of tutorial thing to follow.
We're using the blueprint template for now.I'm currently working on wallruns too in UE4.
I assume you used the 1st person template?
How did you implement it? Did you use a custom movement mode?