Wow, this is very cool!
I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
Enter the level with style!
Hollow Bliss is a strange 3D Horror Adventure-RPG for PC by the creator of Close Your Eyes, Take the Dream IX, Red Haze, & others. Developed in Smile Game Builder to be released as a Halloween project, we will if it gets Greenlit in time. The price of the game will be $4.99 with a 10% discount the first week.
A young man named Chris Lansan has suffered misery after misery ever since he awoke in that mysterious barren house off in the misty valley. He hopes to get help from the nearby village, he even accepted the strange cube-like beings that inhabited it. But it seems things were never meant to go nice for poor ole' Chris. Now at the last of his wits, he must survive, escape, and possibly even save others in a similar position as him from a sugar-coated nightmare.
FEATURES:
-A fully voice-acted story with branching paths & multiple endings.
-Rendered in a strange & surreal 3D world, where you play from both a top-down RPG perspective & a first-person perspective.
-Atmosphere is risen through an original soundtrack of synths, drones, & melodic pieces.
-Unique twisted hollowed monsters come after you, can you survive their ploys?
-Be wary of your choices, including a dynamic action system that uses up a finite number of 'action moves' you can perform.
-A number of secrets, hidden rooms, & discoveries. Can you find them all?
I love the night one.Finally getting around to adding more backgrounds.
Good idea, I plan to make a different and smoother idle animation, guess I´ll also put some transition frames between the end of the enter animation (when the fist is up) and the start of the idle animation. Thanks for the idea!That's looking really good! Maybe need an extra frame or two at the end of the idle animation, but still nice!
I've had really good experiences with buying sounds from www.asoundeffect.com. Relatively cheap and heaps of variety, especially in UI packs.
guys, what are you doing WRT sound effects?
are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?
or some site for stock effects at low prices like with stock photos?
my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward
I do not loathe spending a little money here tho obvs free suggestions would be appreciated
guys, what are you doing WRT sound effects?
are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?
or some site for stock effects at low prices like with stock photos?
my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward
I do not loathe spending a little money here tho obvs free suggestions would be appreciated
I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
Enter the level with style!
guys, what are you doing WRT sound effects?
are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?
or some site for stock effects at low prices like with stock photos?
my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward
I do not loathe spending a little money here tho obvs free suggestions would be appreciated
I use freesound.org
Also, there is this.
You'll have to hunt through it, but there's a crap ton of sounds in there.
Nice :3I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
Enter the level with style!
Cool, is it a game of chicken with accuracy cones? If so it's an interesting idea :3Finally getting around to adding more backgrounds.
I kind of use a mix of my own foley work and CC0-license stuff from Freesound like JeffG mentions. I usually edit the heck out of any freesound clips in Audacity though just to get them more in line with what I want :3guys, what are you doing WRT sound effects?
are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?
or some site for stock effects at low prices like with stock photos?
my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward
I do not loathe spending a little money here tho obvs free suggestions would be appreciated
I like your original trailer, conveys the idea pretty quickly and accurately. I guess you could show more victories happening? People like that haha. I guess I get that the text kind of gets in the way of the gameplay shots sometimes. You could do like banner text instead of blurring the background? Might be too big, though.Currently scratching my head over what to do for the trailer for 'Advance: Mechanical Masquerade'. I have my old greenlight trailer but I feel I could do better, especially after seeing awesome trailers like the one for inVersus
Someone mentioned before they weren't a fan of the blurring effect I use to avoid the text getting lost in the background so I may at the very least look into doing that differently :s
Essentially, yup. Although there's a lot more mechanics on top of that basic concept on all the various stages. Obstacles, environmental modifiers, stuff like that. I'm working on a hero mode with special abilities, but who knows if that will ever get done (I'm no animator).Cool, is it a game of chicken with accuracy cones? If so it's an interesting idea :3
Thankies :3 Due to the constraints of time and whatnot I may end up having to just re-use the flow of the old one but if at least some people think it's informative I can live with that XDI like your original trailer, conveys the idea pretty quickly and accurately. I guess you could show more victories happening? People like that haha. I guess I get that the text kind of gets in the way of the gameplay shots sometimes. You could do like banner text instead of blurring the background? Might be too big, though.
Essentially, yup. Although there's a lot more mechanics on top of that basic concept on all the various stages. Obstacles, environmental modifiers, stuff like that. I'm working on a hero mode with special abilities, but who knows if that will ever get done (I'm no animator).
Also, there is this.
You'll have to hunt through it, but there's a crap ton of sounds in there.
Thankies :3 Due to the constraints of time and whatnot I may end up having to just re-use the flow of the old one but if at least some people think it's informative I can live with that XD
Good idea on the victory: I might record some footage to see if I can get a robot to reach the finish line when I'm explaining it in the trailer
Not quite sure what the best way to do banner text would be but I'll poke about and see what I can find :3
Sounds like a good idea for your game though
Is it going to be purely player vs player or are you thinking of adding versus AI? I ask because that'd be an interesting challenge given the conceit of the game :3
Thanks! I´m trying to get a SNES-GBA style, glad that it´s showingI love the look of this game. Very GBA-esque, which I've always been very fond of.
I agree with Timeaisis in that the trailer explains how the game works really well and I think the blurr effect is nicely used. I think it only needs a little more impact, maybe showing some victories or something that disrupts the rythm. I don´t know if it´s too late to change this, but I think the game (and trailers) would benefit from adding some kind of effect when a laser hits a robot, like some particles or something.Currently scratching my head over what to do for the trailer for 'Advance: Mechanical Masquerade'. I have my old greenlight trailer but I feel I could do better, especially after seeing awesome trailers like the one for inVersus
Someone mentioned before they weren't a fan of the blurring effect I use to avoid the text getting lost in the background so I may at the very least look into doing that differently :s
Yeah the idle animation is...not good lol. I tried to make an energetic animation but it looks broken, I´d probably scrap it and go for something else.Nice :3
Is the idle loop afterwards still WIP? It looks like it's about halfway through then jumps back to the start, or maybe I'm misinterpreting it?
Another Halloween, another project I've started
Also, there is this.
You'll have to hunt through it, but there's a crap ton of sounds in there.
Somebody's got to do something about physics. I thought we had pretty much nailed this stuff in the 1600s, but nah
I'm just trying to scoop the rock into the cup but it "falls out" the side of it when I shake it even though there's no seams in the colliders and I'm compliant with every stack exchange.
Interpolation is on. Continuous dynamic is on. Using box colliders without seams. Moving things by their Rigidbodies instead of transforms.What is this, Unity? If so, you likely need to have interpolation on if you don't already.
ThankiesWell, I got how the game worked completely from your trailer, which I can't say about most trailers. So, to me, that's exactly what I'm looking for in a trailer. So you got my attention with it! Also, I really love the concept for the game. I think I might have already told you this months ago, but whatever. Excited to see it come out, I'll definitely grab it. I love games with "hidden" elements like that.
So, I tried doing a basic AI, but as you can imagine, it becomes an exercise in randomness and optimal play (for the computer, that is). I've come to realize this is a game more about psychology than it is about reflexes, and it simply doesn't work (on it's base level) as well against AI. That being said, I might have a basic "story" kind of mode with AI where it's mostly just for learning timing and the ins and outs of the levels. I think that'll be useful for players, but it wouldn't be a mode people wouldn't be coming back to or anything.
thankies, and yeah I'll probably put in a victory thing if I can.Thanks! I´m trying to get a SNES-GBA style, glad that it´s showing
I agree with Timeaisis in that the trailer explains how the game works really well and I think the blurr effect is nicely used. I think it only needs a little more impact, maybe showing some victories or something that disrupts the rythm. I don´t know if it´s too late to change this, but I think the game (and trailers) would benefit from adding some kind of effect when a laser hits a robot, like some particles or something.
Yeah the idle animation is...not good lol. I tried to make an energetic animation but it looks broken, I´d probably scrap it and go for something else.
Good luck. I find short stuff like Jams and whatnot are good for getting your gamedev flow onAnother Halloween, another project I've started
Double incentive to get this one done as I'm going to be entering Clickteam's "Weirder Things" contest, so I really do have to be done by the 31st
Good luck! Greenlight can be a pain if you don't prep for it. Make sure you use those few days when you first add yourself and appear on the front page as best you can because your traffic will drop off massively once you get pushed offI finished my deadline for Beastmancer but I was off by two days, still you can check this article to see what I did last month: http://www.indiedb.com/games/beastmancer/news/beastmancer-progress-report-7
My plan for this month is to prepare for Greenlight, that means creating enough content for a gameplay video and a trailer.
Love that sprite and movement looks great!Another Halloween, another project I've started
Double incentive to get this one done as I'm going to be entering Clickteam's "Weirder Things" contest, so I really do have to be done by the 31st
Oh I just rewatched the trailer, I thought the laser sights were in fact laser beams and that robots would only get sent backwards if you hit them with the laser for a while, or if more than one shooter hit them at the same time (you could use this for a coop mode or team mode). Now I see that in fact you shoot bullets, it was difficult to see in my phone´s screen. Maybe if the shooters had a recoil frame after shooting it would´ve been clearer...or maybe if my phone´s screen wasn´t so dirty I could´ve seen better what was below the layer of dust and grease marks XDthankies, and yeah I'll probably put in a victory thing if I can.
Not quite sure what you mean by lasers and particles. Do you mean the laser sights on the guns? :3
The idle for your spirit fox might not be perfect, but the intro anim of it jumping in is great
Interpolation is on. Continuous dynamic is on. Using box colliders without seams. Moving things by their Rigidbodies instead of transforms.
Good luck! Greenlight can be a pain if you don't prep for it. Make sure you use those few days when you first add yourself and appear on the front page as best you can because your traffic will drop off massively once you get pushed off
Seconding. DontGoThroughThings is a cornerstone for me, and is widely in use in TCAE.Last time I had a prototype with fast moving objects, I had to roll something like this: Don'tGoThroughThings
Basically, you just keep the object's previous position and raycast towards its current to double-check that it hasn't phased through anything. Performance-wise, it's pretty negligible, so slapping it on any objects you expect to move quickly enough to phase through should work pretty well.
Reusing the previous position will not work in that case with the mug or what you wanna call it . I'd just move it the same amount as the mug is moved as long as it's in the same direction.Adding the script to the object isn't working, but I can try implementing my own version later.
Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.
gif of a game i was working on years ago. Battle Farts:
Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.
Heh, no worries. I'd love to have the contestants recoil and flinch but I haven't the foggiest how to animate them: I've got what's there by mostly savaging the mo-cap unity provided (the gun holding animation is actually a button pressing animation suspended halfway through XD ) Hopefully it'll all be a bit more clear in the new footage I'll have in the 'proper' trailer as the robots and their shields glow when they get hit or reflect a shot respectively :3Oh I just rewatched the trailer, I thought the laser sights were in fact laser beams and that robots would only get sent backwards if you hit them with the laser for a while, or if more than one shooter hit them at the same time (you could use this for a coop mode or team mode). Now I see that in fact you shoot bullets, it was difficult to see in my phone´s screen. Maybe if the shooters had a recoil frame after shooting it would´ve been clearer...or maybe if my phone´s screen wasn´t so dirty I could´ve seen better what was below the layer of dust and grease marks XD
Glad you like the intro jump! I´m thinking of leaving the idle animation for last when I learn to animate better, as it´ll be something the player sees often so it must look really good.
Oop! Sorry ^.^;Thanks, I know though, its not my first Steam game.
Just reading the stuff you're experimenting with scares the heck out of me but I'm glad it seems to be working out. Always been curious how your fighter has been going :32d animation wtih 3d models used to stay on model is working surprisingly super fast. I had an animatic of a move done in next to no time. I'll find out what the clean up is like but as is I can use things like animatic rough cuts and unfinished stuff to prototype as I go. Even if my engine isn't setup for Unity 2d pipelines just yet I can still test things like ranges, tone, impact and other stuff like hit spark and visual flair. Chainsaw Incident folk did that for awhile I believe before they got an engine.
I think I'll be okay and all my hardwork at 3d is paying off for stages with appropriate textures and keeping things on model in the 2d work.
Neat.
Haven't used it myself yet but I've heard good things about rewired?Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.
"Hey, I just met you, and this is crate-zy"
I saw this on my phone and had to enlarge the image to believe it was pixelart. F*cking amazing.