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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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DemonNite

Member
using your shield for combat is so passe

lcHx1NB.gif

hah thats really neat, like it :)
 

missile

Member
Need a lil help for my color experiments...

The 9.7" iPad Pro is said to have a light color sensor, measuring the ambient
color of the light, working in conjunction with the TrueTone display to shift
the color temperature as needed. Is this color sensor documented and can it be
read? And, does the iPhone 7 has a similar sensor?
 

Popstar

Member
Need a lil help for my color experiments...

The 9.7" iPad Pro is said to have a light color sensor, measuring the ambient
color of the light, working in conjunction with the TrueTone display to shift
the color temperature as needed. Is this color sensor documented and can it be
read? And, does the iPhone 7 has a similar sensor?
Apple hasn't added any API to access the sensor.

The iPhone 7 has a wide gamut display (DCI-P3) but not the sensor.
 
Need some help using Unity with Git.

I am working on a project with two other people and we have realized that all of us editing a scene and pushing our changes simply won't work since scenes are binary files.

My question is how do we get around this? Someone I know that has worked with Unity in industry has suggested that we delegate one team member to be a scene editor so that we do not have conflicts.

Is this the way you guys on teams do it? Is there a better way?
 

Makai

Member
Need some help using Unity with Git.

I am working on a project with two other people and we have realized that all of us editing a scene and pushing our changes simply won't work since scenes are binary files.

My question is how do we get around this? Someone I know that has worked with Unity in industry has suggested that we delegate one team member to be a scene editor so that we do not have conflicts.

Is this the way you guys on teams do it? Is there a better way?
I do as much as possible in code. 1 scene with GameLoop object and then the rest spawn in from code.
 
Need some help using Unity with Git.

I am working on a project with two other people and we have realized that all of us editing a scene and pushing our changes simply won't work since scenes are binary files.

My question is how do we get around this? Someone I know that has worked with Unity in industry has suggested that we delegate one team member to be a scene editor so that we do not have conflicts.

Is this the way you guys on teams do it? Is there a better way?

Switching your serialization type to Text will help somewhat (make a backup before you change it though, as changing types mid-project can cause some issues). It'll be easier to merge in changes when the Unity Types are Text.

Still, it's kind of a mess. Unity's supposedly fixing this somewhat with Unity Collaborate, but given that you're giving up control of your project and letting them host your repo, I wouldn't be okay with that loss of power. Not to mention that Unity's Cloud infrastructure isn't exactly the best in terms of reliability.

Basically, setting the serialization type to Text and trying to minimize overlap with multiple people working on the same stuff seems to be the way to go. Alternatively, Advanced Additive Scenes on the Asset Store seems like it's designed to cater towards multiple people working on the same scene at once.
 

Pokemaniac

Member
Need some help using Unity with Git.

I am working on a project with two other people and we have realized that all of us editing a scene and pushing our changes simply won't work since scenes are binary files.

My question is how do we get around this? Someone I know that has worked with Unity in industry has suggested that we delegate one team member to be a scene editor so that we do not have conflicts.

Is this the way you guys on teams do it? Is there a better way?

http://stackoverflow.com/questions/...it-for-unity-source-control/18225479#18225479

I used the instructions in this Stack Overflow answer to set up Unity and git to work together and that's been working pretty well for me. Only caveat is that I'm working alone so far, so I don't know how well it handles merging the asset files. Unity does provide a merge tool called UnityYAMLMerge that is supposed to address that scenario, but I've yet to get myself into a situation where that would have been necessary.
 
so our new run animations are implemented, including a bunch of new things like a proper melee system and IK placement to make things look and feel a lot better. It's a massive improvement!

Actually finally feels like the animation quality finally matches the movement and style we were always trying to hit.

We've been putting off a melee system for a while, but after some feedback regarding combat we brought it forward, and it's revamped the way encounters feel. It gives you the incentive to get in close and interrupt certain enemy attacks (like below), as it also allows a method of attack if your gun is reloading. Feels great to smack robots in the face! It also opens up new types of mutations that focus on boosting the melee and gives more importance to the Stamina DNA Stat!
And we also stuck in IK for foot placement (and weapon aiming), which reduces the 'ice-skating' effect we suffered from due to how the collisions with the terrain and character interacted. I'm also quite happy with this crash-zoom gif :D

We're going to add some zelda-style swipe particles and impact effects to make the melee stand out more, as well as more obvious staggered animations for the enemies, but yeah, things are coming together well!
 
so our new run animations are implemented, including a bunch of new things like a proper melee system and IK placement to make things look and feel a lot better. It's a massive improvement!

Actually finally feels like the animation quality finally matches the movement and style we were always trying to hit.


We've been putting off a melee system for a while, but after some feedback regarding combat we brought it forward, and it's revamped the way encounters feel. It gives you the incentive to get in close and interrupt certain enemy attacks (like below), as it also allows a method of attack if your gun is reloading. Feels great to smack robots in the face! It also opens up new types of mutations that focus on boosting the melee and gives more importance to the Stamina DNA Stat!

And we also stuck in IK for foot placement (and weapon aiming), which reduces the 'ice-skating' effect we suffered from due to how the collisions with the terrain and character interacted. I'm also quite happy with this crash-zoom gif :D


We're going to add some zelda-style swipe particles and impact effects to make the melee stand out more, as well as more obvious staggered animations for the enemies, but yeah, things are coming together well!

That looks really really good! It's coming along so nicely (not that it ever wasn't).

I had foot IK in the original prototype for my game but it hasn't yet made it back into the project. Programming stuff like that terrifies me sometimes :p
 

missile

Member
Apple hasn't added any API to access the sensor.

The iPhone 7 has a wide gamut display (DCI-P3) but not the sensor.
Hmm. Can the adapted white point be read through any of their APIs? And where
on the periphery (of the 9.7") are the light color sensors located?


Edit:
So I guess the recent iPhones make some image analysis (captured from the
camera(s) to get an estimation of the ambient light color for controlling the
flash/display color upon taking a photo. Anyhow, is there an API getting that
kind of information out, i.e. what the i{Phone,Pad} thinks the current ambient
color is?
 

trugs26

Member
How do people go about getting sprite artists for their games? Same for music too. I've mainly been looking at Deviantart and IndieDB (among a few others). Would like to hear how you all go about it though.
 
tsmJGpz.gif


I kind of like the idea of having a button you press where Dracula just opens his mouth and runs around like that, but it creates a scenario where there's no reason to ever keep his mouth shut

I guess I'll just have it so when you press the button it starts a timer that lasts a second or two and then automatically closes his mouth
 

JulianImp

Member
tsmJGpz.gif


I kind of like the idea of having a button you press where Dracula just opens his mouth and runs around like that, but it creates a scenario where there's no reason to ever keep his mouth shut

I guess I'll just have it so when you press the button it starts a timer that lasts a second or two and then automatically closes his mouth

As long as the fixed animation doesn't somehow lead to gameplay issues and you're okay with the goofy atmosphere it creates (personally, I like it quite a bit!), I don't see anything wrong with having players make Dracula run all over the place with his arms extended and his mouth open.

If anything, adding a timer would result in frustration for the people who like running around like that and are forced to release and press the button again every couple seconds to reset the animation.
 

missile

Member
I am working on a game for the Commodore Amiga (OCS Chipset, so will hopefully run on an unexpanded A500) made in 68000 Assembler plus the Amiga Customchips in action.

7ROp1s7.png


The whole thing started as a design exercise for myself, I wanted to create a space shooter level with only 8 colours for everything in the foreground. I think I did a good job, and after implementing I noticed I still have some things were I can have more colours now, playfield 2 and attached sprites for instance..


Stuff already implemented:
* blitting tiles into a level which I created using the Tiled Editor.
* one way Scrolling (uses two screen method, but after learning about the "aminet scrolling trick" I will soon switch over to that method. You can never have enough chipram left...
* Dual playfield mode (still with a static pf2 background, though).
* 16 color attached 48px wide Sprite. Want to "multiplex" that to have more action.



My next steps:
* implementing the "scrolling trick method"
* blitting the players ship and enemies into the playfield.
* doing some kind of level progression scripting. what stuff happens at which position, etc.
* Boss fight design

Well, that will keep me busy for the next months, I guess...

Hopefully I can finish this into something playable...
Appreciate it!

If you need more colors you may also try to put existing colors next to each
other to simulate a specific one being a mixture of the given ones when viewed
from a certain distance.
 

Jumplion

Member
Woop, been hacking away at the project. Quickly found that I needed to make a camera system so that when the player jumps off a ledge or a big gap they'll be able to see what's below them.

Was tempted to buy a plugin that does a ton of stuff for me that I might need already, but I figured I should tackle it myself for the time being since this whole project is supposed to be showcasing my skills and whatnot.


Kinda proud of it. Took more finagling than it probably should on my end, but it's always nice to see a plan come together.
 

Pehesse

Member
ShowyThickEasternglasslizard-size_restricted.gif


Starting a new project is always the best time... why does it need to become more complicated than this? :-D

Current goal is to get a "black room prototype" up and running ASAP, with all the basic main abilities for the main character and then work on the control feel until it's just right, and fun to play on its own with no background/enemies/extra stuff.

So for now, nothing much to look at beyond rough animations, but I still have the basics of a camera system that trails behind the player depending on its speed - the faster you go, the further back it goes to show what's ahead, it feels pretty neat (and speedy!)

Here are the character animations in bigger form, since the GIF is super small to save some bandwith:

tumblr_inline_oeuew0NCeR1rfzuuq_500.gif
tumblr_inline_oeuew4FrL01rfzuuq_500.gif
 
ShowyThickEasternglasslizard-size_restricted.gif


Starting a new project is always the best time... why does it need to become more complicated than this? :-D

Current goal is to get a "black room prototype" up and running ASAP, with all the basic main abilities for the main character and then work on the control feel until it's just right, and fun to play on its own with no background/enemies/extra stuff.

So for now, nothing much to look at beyond rough animations, but I still have the basics of a camera system that trails behind the player depending on its speed - the faster you go, the further back it goes to show what's ahead, it feels pretty neat (and speedy!)

Here are the character animations in bigger form, since the GIF is super small to save some bandwith:

tumblr_inline_oeuew0NCeR1rfzuuq_500.gif
tumblr_inline_oeuew4FrL01rfzuuq_500.gif

I'm at the prototype stage again in my project even though I started almost a year ago. The last seven or eight months I spent doing just character and environment art aren't necessarily wasted, especially since I knew a lot of what I needed based off of a previous prototype, it still feels weird to only just now be putting character functionality stuff in. But at the same time I like how the game plays and looks now a lot better than how it did nine months ago.

I think some back and forth like this is only natural. So I wouldn't be surprised if after you finish this functionality and move into environment creation, you might go back and feel some things need included or adapted that you hadn't anticipated.

In any case I'm super excited to watch the progress on your new game, and of course continued luck with Honey :)
 
Hmm...

Does it feel like all the game ideas you can think of seems like it's probably already done better by someone else?

Lately I have been thinking of programming/developing something a bit more puzzling than my other game that is being kind of half-developed at the moment (that just barely got playable with battles that end properly). Thing is that there seems to be quite a lot of them already...
 

Makai

Member
Hmm...

Does it feel like all the game ideas you can think of seems like it's probably already done better by someone else?

Lately I have been thinking of programming/developing something a bit more puzzling than my other game that is being kind of half-developed at the moment (that just barely got playable with battles that end properly). Thing is that there seems to be quite a lot of them already...
Do VR. Mostly untapped gameplay mechanics.
 
Hmm...

Does it feel like all the game ideas you can think of seems like it's probably already done better by someone else?

Lately I have been thinking of programming/developing something a bit more puzzling than my other game that is being kind of half-developed at the moment (that just barely got playable with battles that end properly). Thing is that there seems to be quite a lot of them already...

You shouldn't be doing an idea because just it's something no one else has done. I think that ship sailed away years ago. At this point the marketplace is incredibly saturated and the tools available make it possible for hundreds of thousands (if not millions) of people to join us in this art. So really you should work on a project because it's just a good idea and because you gain satisfaction from working on it and sharing it with others.

And the satisfaction should arise not from being the best in your niche, but being better than you thought you'd be and better than you've been in the past. :)
 
so our new run animations are implemented, including a bunch of new things like a proper melee system and IK placement to make things look and feel a lot better. It's a massive improvement!

Actually finally feels like the animation quality finally matches the movement and style we were always trying to hit.


We've been putting off a melee system for a while, but after some feedback regarding combat we brought it forward, and it's revamped the way encounters feel. It gives you the incentive to get in close and interrupt certain enemy attacks (like below), as it also allows a method of attack if your gun is reloading. Feels great to smack robots in the face! It also opens up new types of mutations that focus on boosting the melee and gives more importance to the Stamina DNA Stat!

And we also stuck in IK for foot placement (and weapon aiming), which reduces the 'ice-skating' effect we suffered from due to how the collisions with the terrain and character interacted. I'm also quite happy with this crash-zoom gif :D


We're going to add some zelda-style swipe particles and impact effects to make the melee stand out more, as well as more obvious staggered animations for the enemies, but yeah, things are coming together well!
That all looks super professional already. Love it!
 
You shouldn't be doing an idea because just it's something no one else has done. I think that ship sailed away years ago. At this point the marketplace is incredibly saturated and the tools available make it possible for hundreds of thousands (if not millions) of people to join us in this art. So really you should work on a project because it's just a good idea and because you gain satisfaction from working on it and sharing it with others.

And the satisfaction should arise not from being the best in your niche, but being better than you thought you'd be and better than you've been in the past. :)

Hmm

Well, I guess it never hurts to try :)

I think maybe I should take a look at engines beside Unity anyway if only so that I can do more things instead of being a one-trick pony. Don't think it'll hurt learning new things even if I might never make anything.

Definitely have to get my current game more playable first though :)
 

correojon

Member
ShowyThickEasternglasslizard-size_restricted.gif


Starting a new project is always the best time... why does it need to become more complicated than this? :-D

Current goal is to get a "black room prototype" up and running ASAP, with all the basic main abilities for the main character and then work on the control feel until it's just right, and fun to play on its own with no background/enemies/extra stuff.

So for now, nothing much to look at beyond rough animations, but I still have the basics of a camera system that trails behind the player depending on its speed - the faster you go, the further back it goes to show what's ahead, it feels pretty neat (and speedy!)

Here are the character animations in bigger form, since the GIF is super small to save some bandwith:

tumblr_inline_oeuew0NCeR1rfzuuq_500.gif
tumblr_inline_oeuew4FrL01rfzuuq_500.gif

I love how weighy and snappy your animations look, they feel really smooth and natural. How many frames are you using for that walk cycle?
 

Pehesse

Member
I'm at the prototype stage again in my project even though I started almost a year ago. The last seven or eight months I spent doing just character and environment art aren't necessarily wasted, especially since I knew a lot of what I needed based off of a previous prototype, it still feels weird to only just now be putting character functionality stuff in. But at the same time I like how the game plays and looks now a lot better than how it did nine months ago.

I think some back and forth like this is only natural. So I wouldn't be surprised if after you finish this functionality and move into environment creation, you might go back and feel some things need included or adapted that you hadn't anticipated.

In any case I'm super excited to watch the progress on your new game, and of course continued luck with Honey :)

Thanks!!

I'm actually looking forward to all of that prototyping - I tried to be exhaustive preparing for what I might need, but as you say, you never really know you'll need something until you actually do.

Here's my current animation flow plan for the main character's two possible forms:

Tried to be exhaustive, but I'm pretty sure I forgot stuff here and there that'll need addressing one year from now :-D And I'd be lying if some of your own animations aren't direct inspirations for some of the stuff I'll attempt (directional flinching, to name just the one... but WITHOUT IK! Hahahaha... yeah this isn't going to go well)
(By the way, demo for your project when??? :-D)

As for Honey... well, she's all grown up now, she doesn't really need my help anymore, so it's time to move on :-D

It begins. xD

DUN-DUN-DUUUUN! :-D

I love how weighy and snappy your animations look, they feel really smooth and natural. How many frames are you using for that walk cycle?

Many thanks :-D

For the walk cycle I went for 16 frames, 8 for each leg, played in 12FPS - in Honey, I'd have gone for 12 frames played in 8-9FPS, so it's slightly more fluid/sped up. It's also one of the slowest animations, I'm looking to play most of the other animations at around 16FPS if I can (vs 10 for Honey).

I'm mostly trying to keep in mind the Animator's Survivalist Guidebook lessons, but also Kinuko's talk on animating Skullgirls, especially the part about "more intervals isn't better: it's all about the rhythm". So while I'm looking at making more frames per animation than in Honey, I'm also mainly going to try to focus on the rhythm in each to get that "snappy" feel : in this walk cycle, I decomposed a lot more the putting down foot/raising back one than the traversal part itself, to give it a slower and more cautionary rhythm (it's the slow walk you use when trying to gauge the environment/try not to make fragile stuff under you collapse). Could easily be better, but I'm trying to prototype fast for now :-D
 
Apart from TLoZ: Breath of the Wild, yeah. :p

shhhhh



Thanks!!

I'm actually looking forward to all of that prototyping - I tried to be exhaustive preparing for what I might need, but as you say, you never really know you'll need something until you actually do.

Here's my current animation flow plan for the main character's two possible forms:

EDIT: what the?? why'd it put it upside down? I gotta run off now, but I'll try fixing that when I get back.

Tried to be exhaustive, but I'm pretty sure I forgot stuff here and there that'll need addressing one year from now :-D And I'd be lying if some of your own animations aren't direct inspirations for some of the stuff I'll attempt (directional flinching, to name just the one... but WITHOUT IK! Hahahaha... yeah this isn't going to go well)
(By the way, demo for your project when??? :-D)

I can send you the current alpha build. There's not going to be a public demo but a few others in this thread have already gotten their hands on it a little bit.

That animation flowchart looks super daunting but also really exciting. Mine is hugely entangled too with over a hundred animations. It's a lot to take into account!
 

correojon

Member
Here's my current animation flow plan for the main character's two possible forms:

EDIT: what the?? why'd it put it upside down? I gotta run off now, but I'll try fixing that when I get back.

Tried to be exhaustive, but I'm pretty sure I forgot stuff here and there that'll need addressing one year from now :-D And I'd be lying if some of your own animations aren't direct inspirations for some of the stuff I'll attempt (directional flinching, to name just the one... but WITHOUT IK! Hahahaha... yeah this isn't going to go well)
(By the way, demo for your project when??? :-D)
I really need to make one of those :p



Many thanks :-D

For the walk cycle I went for 16 frames, 8 for each leg, played in 12FPS - in Honey, I'd have gone for 12 frames played in 8-9FPS, so it's slightly more fluid/sped up. It's also one of the slowest animations, I'm looking to play most of the other animations at around 16FPS if I can (vs 10 for Honey).

I'm mostly trying to keep in mind the Animator's Survivalist Guidebook lessons, but also Kinuko's talk on animating Skullgirls, especially the part about "more intervals isn't better: it's all about the rhythm". So while I'm looking at making more frames per animation than in Honey, I'm also mainly going to try to focus on the rhythm in each to get that "snappy" feel : in this walk cycle, I decomposed a lot more the putting down foot/raising back one than the traversal part itself, to give it a slower and more cautionary rhythm (it's the slow walk you use when trying to gauge the environment/try not to make fragile stuff under you collapse). Could easily be better, but I'm trying to prototype fast for now :-D
I remember the first lesson in the book was "it´s all about the rythm and the spacing", you´ve really nailed it. One tip: if you´re going to make a platformer the controls need to be responsive, so beware of the Amalur problem: in Kingdom of Amalur the character would play all the animations until the end before accepting a new input, which made it feel really slow and unresponsive and hurt the game a lot. In Dark Souls however, where combat and movement feel weighty and natural, you can cancel frames out of animations to dodge or attack...so keep an eye out for that!
 

Pehesse

Member
I can send you the current alpha build. There's not going to be a public demo but a few others in this thread have already gotten their hands on it a little bit.

That animation flowchart looks super daunting but also really exciting. Mine is hugely entangled too with over a hundred animations. It's a lot to take into account!

Oh, if you're willing, I'd love that! Thanks!

As for the flowchart, yeah: in fact, I pared it down already and segmented it into "core" and "detail" stuff, so I know the different levels of detail I can hope to achieve... ideally I'd do them all, but the game will work with just the core ones - or at least, it should :-D

I really need to make one of those :p


I remember the first lesson in the book was "it´s all about the rythm and the spacing", you´ve really nailed it. One tip: if you´re going to make a platformer the controls need to be responsive, so beware of the Amalur problem: in Kingdom of Amalur the character would play all the animations until the end before accepting a new input, which made it feel really slow and unresponsive and hurt the game a lot. In Dark Souls however, where combat and movement feel weighty and natural, you can cancel frames out of animations to dodge or attack...so keep an eye out for that!

Oh, yes, definitely! In Honey I went with some ancipation because it worked in the context I was trying to make, but here, responsiveness is going to be key, so even if I do slight anticipation frames, the game logic itself will be instantaneous and always allow for cancelling/transitionning into other animations. Or that's the plan, at least!
 

orioto

Good Art™
Back with a revengeance of fixing my broken animations!

Went from this

DFStanding.gif


to this

DFStanding02.gif


And for the fun the.. 8k version :p (just a crop!)
DFStandingCROP.gif


Also did an enemy for testing purpose

Bee01.gif
Bee01Dying.gif


and some Sparks and bullets

DragonFlyHitSparks01.gif
DragonFlyWeapon01Sparks.gif


BeeSpark01.gif
DragonFlyWeapon01.gif


But with my screen latency those bullets are just a blurry mess when moving.. It's really horrible, not sure how much is this from the screen or a problem in Unity.
 

correojon

Member
Oh, yes, definitely! In Honey I went with some ancipation because it worked in the context I was trying to make, but here, responsiveness is going to be key, so even if I do slight anticipation frames, the game logic itself will be instantaneous and always allow for cancelling/transitionning into other animations. Or that's the plan, at least!
Nice! It worked wonders in Honey because everything seemed more realistic and it fit perfectly with the rest of the game, but for platformers, which usually rely a lot on navigation, you need to go for something more "gamey". Nice that you´re already taking it into account ;)

Back with a revengeance of fixing my broken animations!

Went from this

DFStanding.gif


to this

DFStanding02.gif


And for the fun the.. 8k version :p (just a crop!)
DFStandingCROP.gif


Also did an enemy for testing purpose

Bee01.gif
Bee01Dying.gif


and some Sparks and bullets

DragonFlyHitSparks01.gif
DragonFlyWeapon01Sparks.gif


BeeSpark01.gif
DragonFlyWeapon01.gif


But with my screen latency those bullets are just a blurry mess when moving.. It's really horrible, not sure how much is this from the screen or a problem in Unity.
That´s insane Orioto, truly amazing! The first animation looks much better in the improved version.
 

MrHoot

Member
You must have missed all those Zelda Botw gif :p

Voyevoda said:
Apart from TLoZ: Breath of the Wild, yeah. :p

In a 2d game you smartasses =p at least ones you usually go for a sword n board combat don't usually have that kind of stuff. Also does link hops with his shield on top of enemies ? i've seen a ton of gifs and i've seen the shield surfing but dunno if he does that


orioto said:
Back with a revengeance of fixing my broken animations!

Yooo this looks so surreal, I love it ! Really eager to see all of this in context

Also poor fatty bee :<
 
daAMsSP.gif


I guess I'll just leave it so you can run around with your fangs out with no penalty

Yeah, you might as well. It's fun and there's no good reason not to.


In a 2d game you smartasses =p at least ones you usually go for a sword n board combat don't usually have that kind of stuff. Also does link hops with his shield on top of enemies ? i've seen a ton of gifs and i've seen the shield surfing but dunno if he does that

They're right though, Breath of the Wild was the inspiration. Hopping on hazards and enemies was added in later because Jobbs said I should, that it'd feel weird to land on something hazardous with the shield facing down and take damage from it. After testing it out, he was right.
 

MrHoot

Member
They're right though, Breath of the Wild was the inspiration. Hopping on hazards and enemies was added in later because Jobbs said I should, that it'd feel weird to land on something hazardous with the shield facing down and take damage from it. After testing it out, he was right.

I see, that's super cool :D i love it when stuff like that kinda happens on accident or as a logical conclusion of a previous animation/feature

I've been pretty shy about showing my development process in the past, hence why I've been trying to stream dev more often.

Here's a bit of a timelapse for my game jam game last weekend: https://www.youtube.com/watch?v=1CcoowpeP9c

Baby steps :)


That music is AWESOME ! I could listen to this for hours. And very clean visuals !
 
Seems like today's work on my game project (which has been not worked on for several weeks) is mostly about squishing bugs and excess function invocations which is probably not nice to the CPU. Nothing glamourous, but on the other hand, it does start to feel like the game is getting more presentable, with things no longer being too broken.

Some of them I actually only realized once I started doing things that need to be done once a battle ends... Turns out the code used to not handle that well at all.

With actual real life work in a desk job compounding things I don't think I have as much time to do things, but on the other hand not having the time seems to be making me not slack off when I do work.
 

correojon

Member
I´m making the goal of the level, at first I was do something like SMW´s moving goal but after playing DKC Tropical Freeze I´ve decided to add a twist. See, you have to knockot this enemy just by jumping into him:

Sho_Ryu_Ken.gif


But if you manage to jump on him first, you can stun him and combo him into oblivion! XD

ezgif_com_crop.gif


I've been pretty shy about showing my development process in the past, hence why I've been trying to stream dev more often.

Here's a bit of a timelapse for my game jam game last weekend: https://www.youtube.com/watch?v=1CcoowpeP9c

Baby steps :)
Cool video, I like a lot your artstyle, you make simple graphics but somehow they are very clean and look great, the animations also look fantastic (I love that mini-mushroom explosion explosion!).

And I agree with mrHoot too, the music is awesome! Where´s it from?


daAMsSP.gif


I guess I'll just leave it so you can run around with your fangs out with no penalty
That character has so much personality, I couldn´t stop but grin when I saw him charge and attack that poor scarecrow XD
 

MrHoot

Member
KEqrsqy.gif


Probably one of the most complicated things I had to animate but it came out looking quite good ! It'll go over 1 or two revision in the future (i still have to go into each sprite sheet and edit by hand) but I think this roundhouse kick looks pretty cool
 

SeanNoonan

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That music is AWESOME ! I could listen to this for hours. And very clean visuals !
Aye, love the music; again, by my pal, Barry. He's amaze. And thanks for the visual praise - I wasn't very confident on this one, even though it was Game Boy it was slightly out of my comfort zone due to the lack of "cute".

Cool video, I like a lot your artstyle, you make simple graphics but somehow they are very clean and look great, the animations also look fantastic (I love that mini-mushroom explosion explosion!).
To be honest, I was really worried about the animations. I'm kinda just making this stuff up as I go along...

And I agree with mrHoot too, the music is awesome! Where´s it from?
The music is from the game and was made for it during the jam :)

You can play it here: https://sean-noonan.itch.io/global-defense-corps

...

And yeah, it seems some people like some of the pixels I've been wrangling as of late. I was kinda thinking of stopping and just focussing on design and maybe befriending a better pixel artist... but maybe I could get good? Dunno.
 
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