The pronounced tree shadow looks particularly great.
Low quality gif but mostly so I could cram all these animations into it =p Quite happy with the possibilities of my combo chains ! I'm gonna work on concept art for a bit to define the world a bit better before going forward
The sad thing is now: I'm gonna have to redo my entire code progress in another engine. I've been using Clickteam Fusion like Blaze. But sadly, I didn't know that it had a pretty stiff limit in memory usage (it can only make 32 bit apps) and so i have an engine related bug where my character would start disappearing randomly to free up memory...which really sucks.
I guess i'll have to continue into construct 2. I hope the logic is somewhat the same so it won't take me a headache to go back to the state I was at
How is it working in VR? I really want to make a Vive/PSVR game.
Great looking animation and art. Sucks you have to redo the engine, I already had to that with my project going from Unity to GMS, but it was worth it in the end.
Part of the learning experience I guess. Still...a bit demoralised all my work went to the trash and I gotta fork over 130 bucks for Construct2 now
lol, what the hell.Grab bottles of piss the crowd throw at you
Unity not an option? Or I guess you're looking for an engine that's more friendly to non-programmers?
If by any chance you'd like to partner with a programmer, shoot me a PM sometime...
I'm loving working in VR personally - more so than 8 years making traditional games (which I also loved).
It's really exciting because a lot of the things that work in normal games don't work in VR and vice versa so there's loads of room to try new, weird things and discover things for yourself. I'd definitely recommend you get on the train and make that Vive / PSVR game. Even if VR doesn't take off, as a dev it's loads of fun.
Part of the learning experience I guess. Still...a bit demoralised all my work went to the trash and I gotta fork over 130 bucks for Construct2 now
Man Pehesse that looks soooooo good! Loving the fluidity of the movements, should make movement tech a LOT of fun. Awesome stuff!
I wish I had more to update on my buddy and I's endless runner mobile project but I've been cranking on the algorithm that generates the levels and while I've finished the majority of the maths involved I've gotta now finish the object pooling for platforms and actually get those injected into the correct place in the hierarchy based on player position.... yaaaaaaay....
Buuuuut I think we're a bit closer to finalizing our visual style!
Forgive the quality and/or size, i'm bad at GIFs. Tried to make them 60FPS but they play back at like 1/4th the speed.
Action-Adventure RPG i've been working on, i'm currently calling "Arcedge". Created using Scirra's Construct Classic.
Experimenting with aerial mobility. I'm trying to make aerial combat feel rewarding, so none of your attacks actually stall you in the air or give you free altitude (without spending stamina.)
We got magic too.
When AI are allowed to attack themselves
2 older ones
Shortly after i implemented dashing
King Slime's special ability -- seek out and assimilate weaker slimes
My progress on this game has been much slower than I expected this year, I just don't have half the time i thought i'd have. I've re-written and optimized many systems under the hood when i can, but since i havent spent much time animating any newer art assets (and my Intuos is unreliable now), there isn't much to show for it.
On the other hand, i'm now pretty confident that my engine will allow me create the kind of fights, AI, and levels I want. After i finish implementing the equipment system, i'd like to put out a playtest to see how people judge the difficulty, but also to observe how it performs on different machines, specifically low-end ones.
I'm gonna do that. I've been looking into setting up for it the last week. I'm gonna have to find room in the budget and time, because I don't think I can risk having a VR game being the only product in the pipeline right now.
I'd suggest trying out the free/trial version of C2 first, see if it suits your needs, before spending money for the bigger licenses, just to make sure? The trial version limits the amount of events you can create, but I don't think they limit the amount of assets you load, so it should allow you to test if you can put in everything you have made so far, and if you have room to put in more.
As far as I know, C2 estimates the amount of RAM usage of your project, and gives out a warning everytime it goes upwards of 1Gb, (which can end up being fairly annoying), though it still seems to be able to handle it. I also don't know if it handles skeletal animation as far as logic goes: if they're exported as spritesheets then there's no issue, but if you load bone data or similar stuff, I have no idea if it knows what to do with it (maybe it can, but if you require that, maybe check first?).
So yeah, it there's still time to make a few checks before jumping in, it might be worth it!
These look great, but I have a suggestion on an issue that's highlighted in this particularly image. Consider giving your camera logic some kind of platform-locking. In the image above, you lose track of the enemies and where you're going to land every time you jump. Basically, don't move the camera's vertical position when the player avatar is airborne, unless velocity and/or the avatar's vertical position exceeds certain thresholds.
This has come a long way since I saw it on TIGsource some time back, wow! Air combat is going to be something in Pacha too, hope I'll get something as fluid and cool looking!
Yeah i'm gonna give the trial version a go see at least if the logic is not too different so I can get accustomed to it. I really hope that it won't be too annoying with memory usage. I wonder if there's a discord/chat I can join just so I can shoot a few questions to the user. Don't want to get in another CTF situation where it would be already too late
Doing this kind of stuff in Clickteam Fusion isn't easy, unless I resorted to using built in platformer presents for objects (and I didn't)
If you got that far with Clickteam products, you should feel right at home with Construct. I'm using Construct Classic, which is discontinued and a bit buggy, and C2 is an improvement on that interface as well. The only reason i'm not using C2 is because it's probably too slow to run my project at the moment. But it's the best interface of its type i've used.
I can't really speak on the memory limitations, but i doubt it'll handle it the same way Clickteam did.
Could you elaborate on the "too slow" ? My only worry is that since I use really big sprites, and a lot of them (since i'm going for that muramasa feel, a lot is animated for instance) i'm always afraid the engine couldn't handle it well
Jesus! Seems Rose was just for warm-up!...
...
ROFL That's so sick! xD...[/url]
I just launched a Greenlight campaign for The Artist - a first person puzzle adventure game that I made, inspired by other awesome environmental puzzlers like Myst, Riven, and The Witness! I'm hoping to release the game on PC and Gear VR next month, so I would love to get your thoughts - also looking for a tester or two if anyone is interested.
Check out the Greenlight page here, and a trailer for the game here!
Looks like... a Jobbs plant.
So, the question is if the plants should be destructible, thereby making it impossible to harvest them (for a time)? Hmm, sounds a bit annoying, but I guess the player would quickly learn not to do that. In that case though, there should not be harvestable plants in areas where there are enemies, 'cause accidentally cutting down useful plants while fighting would be really irritating.
I have these plants in the game that you can harvest for the purpose of potion brewing, and during some playtesting just now I realized it feels bad to execute an attack in the general vicinity and not have them react in any way. So I'm trying to decide between making them rattle a bit when you swing at them versus making them completely volatile. I've always kind of liked the idea of items in games that you can miss because you played too aggressively, so I'm currently leaning towards letting the player go all lawnmower on the plants. Thoughts? For what it's worth the plants aren't especially rare. Most of them can be found all over the place and they all respawn after a full day of in-game time.
Jesus! Seems Rose was just for warm-up!
Hello, all. I've got a pretty general question to ask. I picked up RPG Maker MV on a sale and I've been kicking around some ideas for years for a relatively simple game that plays like Yume Nikki. No combat, just a focus on exploration and collecting/interacting with objects and NPCs. I have basically zero programming experience. If I want to make a modest but respectable experience, should I learn Ruby? Can I do enough just with the intuitive tools built into the latest RPG Maker? I'm just not really sure where to start. I'm willing to put in the effort to make something worthwhile, but I don't know that I have any talent for coding.
Thanks for any input.
Hello, all. I've got a pretty general question to ask. I picked up RPG Maker MV on a sale and I've been kicking around some ideas for years for a relatively simple game that plays like Yume Nikki. No combat, just a focus on exploration and collecting/interacting with objects and NPCs. I have basically zero programming experience. If I want to make a modest but respectable experience, should I learn Ruby? Can I do enough just with the intuitive tools built into the latest RPG Maker? I'm just not really sure where to start. I'm willing to put in the effort to make something worthwhile, but I don't know that I have any talent for coding.
Thanks for any input.
Low quality gif but mostly so I could cram all these animations into it =p Quite happy with the possibilities of my combo chains ! I'm gonna work on concept art for a bit to define the world a bit better before going forward
The sad thing is now: I'm gonna have to redo my entire code progress in another engine. I've been using Clickteam Fusion like Blaze. But sadly, I didn't know that it had a pretty stiff limit in memory usage (it can only make 32 bit apps) and so i have an engine related bug where my character would start disappearing randomly to free up memory...which really sucks.
I guess i'll have to continue into construct 2. I hope the logic is somewhat the same so it won't take me a headache to go back to the state I was at
Thanks a lot And this looks pretty cute! Is the ingame style the top one, and the bottom one the "artwork" style, or are you going to try to veer closer to the second image for ingame visuals?
Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.
We started working on the interiors of Basin Keep (a town introduced in the last update)
Working even harder on the next dungeon...
which is called Sonajiz Temple and...
... it's an underwater dungeon this time.
Been working on this game for the better part of a year and submitted to Greenlight last week (currently at 98th in the current queue)
This thread is a community where people share progress, and while we're usually happy to help with this kind of thing you may not get much traction when you just use the place for a driveby plug. Just FYI
True enough and appreciate it. while we are slowing down active dev due to funds i plan on keeping things up to date as we move forward. just more establishing a starting point
Im not worried about getting greenlight backers, i feel pretty good that we will get through without much change in trajectory, but wanted to put it up in case people are interested in following for future updates as well.
I was wondering how progress was going on this the other day (holding off on full release to really play), and poking around your website I came across your second demo. I had only played the first one before, and... good lawd.Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.
We started working on the interiors of Basin Keep (a town introduced in the last update)
Working even harder on the next dungeon...
which is called Sonajiz Temple and...
... it's an underwater dungeon this time.
Gorgeous looking game. Keeping ny fingers crossed for a console version.Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.
We started working on the interiors of Basin Keep (a town introduced in the last update)
Working even harder on the next dungeon...
which is called Sonajiz Temple and...
... it's an underwater dungeon this time.