After that you can just keep your inventory in a single list with strings of the names of the items (or a struct with the name and the number).
are the skills in C++ transferable to say Unity?
Unity natively uses C# primarily, but if you're using Windows you can use compiled C++ as a .dll if you're asking specifically about using C++ with Unity - if you're asking more generally about programming concepts transferring to a new language, you should find C# fairly easy to work with.
oh you can? That's great news actually, I'll have to give it some more research, I knew it was C# but to be honest, not looked too deeply into C# yet
Affinity Designer which looks like a nice alternative to Adobe Illustrator has just launced on windows if anyones interested. They have a 20% discount to celebrate the launch which ends on the 24th.
Its £30 or $40 one off payment, no subscription like Adobe.
https://affinity.serif.com/blog/affinity-designer-for-windows-has-launched/
Hey guys
The KickStarter campaign for Light Fairytale has ended at around 27% of the goal. Unfortunately the game wasn't funded, but I still plan to continue with the development.
Weeee damage on enemies now as a little add-on (and some tweaks). Hopefully next week i'll have damage against the player done and then I can move on to another type of enemy for testing.
Also @Pehesse, sexy as always Don't think I can add more to that everytime you post
Gifffffssssss
Thats too bad, I still think it looks really interestingHey guys
The KickStarter campaign for Light Fairytale has ended at around 27% of the goal. Unfortunately the game wasn't funded, but I still plan to continue with the development.
Here's a few WIP screenshots from new locations I've been working on:
Haha, well, still, many thanks, I don't need more than that to keep going :-D :-D
Your battle effects are really shaping up, though I'm wondering about the floating damage numbers - I assume it's still super early and place-holder-y, but just from the gif, I have lots of trouble reading them both because of the font and the speed of disappearance. Are they really important information to convey to the player, or are they simply there for additional visual feedback?
working on this: https://www.youtube.com/watch?v=QW-f4ourFEc
Make a game solely using these outlines! Looks great in motion.Gifffffssssss
Right one.... We finally started working on the ui for our game.
Still undecided between these three icon styles:
...
This is how we plan on using them (radial menu / inventory)
looking awesome as usual
I need to do better at posting more progress in here
Thanks !
Yeah it is a placeholder ! I wanted to have something with a border but had to settle for a drop shadow for now. Also the gif quality and size makes it harder than it actually is. It's waaaay more visible on runtime ^^.
In any case they're not that important, they're mostly for visual feedback, and when you get more powerful you get big numbers (PLAYERS LOVE DA BIG NUMBERS)
Everything in there is really for a prototype as i'm no programmer. It's gonna get moved entirely to a new engine in (hopefully) january once i'm done with it.
Make a game solely using these outlines! Looks great in motion.
Heh, the Star Marine team is significantly smaller than that But yes, I am.Cool. You one of the 360 devs?Will the fps aiming be less "jittery" ?
Cool! good luck, I'll login and toss you a greenlight vote :3I put my Dracula game up on Steam Greenlight
http://steamcommunity.com/sharedfiles/filedetails/?id=803799150
I can already tell this is going to be very stressful for me
I put my Dracula game up on Steam Greenlight
http://steamcommunity.com/sharedfiles/filedetails/?id=803799150
I can already tell this is going to be very stressful for me
I put my Dracula game up on Steam Greenlight
http://steamcommunity.com/sharedfiles/filedetails/?id=803799150
I can already tell this is going to be very stressful for me
So... I was dabbling with some a-star and noticed it was tanking my performance so I did a lil digging and was surprised to find that 'foreach' in unity3d isn't a great idea outside of arrays. While it should be much the same as using a simple 'for' loop, apparently something in the way unity compiles generates a lot of garbage collection when using it so most people advise avoiding it inside of any major loops
I also found a fun optimisation in the game I'm still finishing up for steam: It mostly uses deferred rendering but for the 'screens' in the background I use seperate cameras and it occurred to me that with all the transparencies used in the UI on them and the fact they don't use multiple light sources (if any at all) they could be individually switched to forward rendering. Changing all 5 'screens' to this actually made a noticeable improvement shaving a whole 1ms off rendering :3
Cool! good luck, I'll login and toss you a greenlight vote :3
Kinda envious how well rounded it looks after only 47 days of work XD
Regarding the foreach thing, my understanding is that the Mono compiler upgrade that should be coming as part of 5.5 should fix that little performance bug. So that shouldn't be necessary to work around for much longer.
It's nice to finally put this up on Greenlight today!
http://steamcommunity.com/sharedfiles/filedetails/?id=800131647
This is a VR action game I've been working on named Horizon Vanguard.
It's nice to finally put this up on Greenlight today!
http://steamcommunity.com/sharedfiles/filedetails/?id=800131647
This is a VR action game I've been working on named Horizon Vanguard.
It's nice to finally put this up on Greenlight today!
http://steamcommunity.com/sharedfiles/filedetails/?id=800131647
This is a VR action game I've been working on named Horizon Vanguard.
I dig it! It's like STUN Runner had a child with a bullet hell shooter but with the perspective swapped to first person. Looking great!
Wow, this looks nice! Now that I think of it, Bullet Hells can work extremely well in VR. You got my vote.
One question though, how are you working out the hovercraft's movement? I assume that it's via a controller, right?
Gifffffssssss
YEESS! Beastmancer has been greenlit!
Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.
This truly gives me some relief so now I can just focus in making a good store page and then finish the game.
These are looking great. Love the fluidity.
YEESS! Beastmancer has been greenlit!
Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.
This truly gives me some relief so now I can just focus in making a good store page and then finish the game.
YEESS! Beastmancer has been greenlit!
Let me tell you, I think I'll never get used to Greenlight, so much anxiety. It didn't help that I got way less votes than Nomad Fleet despite this game looking better at the same stage. There's too much competition, I guess.
This truly gives me some relief so now I can just focus in making a good store page and then finish the game.
Weee damage input, stagger and invul frames done ! Just gonna do death...then a cool new move and I also wanna rework that forest a bit to make it closer to a concept.
Also a bit of self indulgence but recently did an art which involves my character and the character of a chinese game called Icey (which released recently on steam, check it out). Back in august during gamescom when i was showing another game, it was them who motivated me to start working after i've been in a slump for months not doing much. So I thought it was kinda cool to do a nudge towards them. If anything, it's just to underline how important it can be to surround yourself with talented people or go to conventions. Even for an introvert like me. Can maybe give the kick in the butt you need
Plus you get to see the character in a bit more detail =p
Was my first thought as well. lolgreat work as always! why does he have a tree growing out of his head? ...
There's a reason but Iam lazywill probably reveal it through the game or a devblog. Let's just say it's the reason he goes on his merry way in this aventure and why most stuff will be fucked =p ...
You make progress at a rapid rate, dude. Yeah, it's cool!Voice acting!!
https://www.youtube.com/watch?v=4eB8_kmQpj4
Since the game won't have any actual dialog (and so no localization issues, yayy), I wanted to have a voice for the character to better ground her in the environment and help characterize her... and I think it's working awesomely, hope you'll agree :-D
You make progress at a rapid rate, dude. Yeah, it's cool!