Dlink16
Member
At first before clicking it I was thinking "oh great another open world survival game" but that actually impressed me. What a nice spin and interesting setting.
Same. This is actually pretty refreshing.
At first before clicking it I was thinking "oh great another open world survival game" but that actually impressed me. What a nice spin and interesting setting.
Screenshot saturday! Somewhere in the world it´s still saturday, right?
When you reach the end of the level Kitsune will perform different animations depending on the number and types of collectibles you´ve found. But if you don´t find anything at all...well, she won´t be happy:
The red crosses are placeholders until I find out some other effect I like.
I gotta ask, I've seen your game on here for quite a while and it looks great, but the idle animation always bothers me. The way you can clearly see the end of the loop, is that animation incomplete or is that intentional?
Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.
My friend (and dev) went through hell to deal with Apple Tax agreements and all, but we managed to find a way ^^
The game is called Highway Runners : a retro arcade inspired racing game.
Official Screens :
AppStore link : https://itunes.apple.com/us/app/id964932741
Youtube trailer : https://www.youtube.com/watch?v=INcufV2Qfzg
Thanks all for your advices!
Is this bundle any good: https://www.humblebundle.com/books/code-your-own-games-book-bundle
Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.
Thanks all for your advices!
Yeah it´s a poor attempt on my part to have a fast and snappy animation I´ve always intended to redo it, but I wanted to learn more about animation before attempting it. As it will be one of the most used animations in the game it needs to be very good and my skills clearly weren´t up to the task, so I´m leaving this for later once I suck less at animating XD (same goes for most of the basic movement animations).
Oh damn, Friken's alive. Been a loooong time since we got an update from you.
I dunno exactly the rules of screenshot saturday if we're allowed to put in concepts or sketches. But blah, I pushed them anyway
Anyway, for funsies, here are the first three early sketches of some of the divinities you can summon. All based on celtic deities (Cernunnos, Belenos and Belisama)7
PS: Better viewing experience if you listen to this at the same time
Hey.... yeah... life has taken a few (dozen) left turns in the last year+.... but I'm back at it. I will get StartDiver done this lifetime or next.
Nice to hear. Good luck!
Good to have you back. Hope you stick around this time.Hey.... yeah... life has taken a few (dozen) left turns in the last year+.... but I'm back at it. I will get StartDiver done this lifetime or next.
I don´t own any Apple device, but this looks awesome! Watching those screens instantly gave me memories of playing OutRun many, many years ago :') Any plans for an Android release?Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.
My friend (and dev) went through hell to deal with Apple Tax agreements and all, but we managed to find a way ^^
The game is called Highway Runners : a retro arcade inspired racing game.
Official Screens :
AppStore link : https://itunes.apple.com/us/app/id964932741
Youtube trailer : https://www.youtube.com/watch?v=INcufV2Qfzg
Thanks all for your advices!
Awesome work as always, your animation skills are sick. I like a lot all the variety of attack moves the Warrior has. Great showcase of snapy animations (when hitting with the weapon) and more fluid ones (like when throwing the disk).
This is probably the last new move showcase of the year for me! Now I'll be focusing on tweaking all of that, and adding a few systems (just added a super placeholder-y early rough WIP version of the health representation through colored backgrounds) and taking into account a few fringe scenarios (for instance, edge climbing without enough climb space on top). Last sprint before the winter break, gogogo!
For the stage end animations, might I suggest exaggerating them a bit more? Maybe draw some typical emotive symbols? Like if you fail, a water drop that slides down the characters head to indicate disappointment, for example. Or when he falls, a "poof" animation for dust. Doesn't have to even be accurate to the level or whatever, just some moving particles for a frame or two.
Good to have you back. Hope you stick around this time.
Edit:
Btw; What happened? One or two stories will be fine.
What are your thoughts on monogame engine? I noticed it wasn't in the OP so not sure if that means its just not supported or no recommended.
Hey gaf,
So I lurk in this thread a lot and love seeing all the cool stuff that people are working on so thought I'd finally post the game I've been working on.
It's basically a shoot 'em up bullet hell kind of game but with world of warcraft style boss fights.
I put it up on greenlight today so you can check it out there and hopefully if you like what you see you vote yes
http://steamcommunity.com/sharedfiles/filedetails/?id=802844010
And obviously any feedback is greatly appreciated.
......
Oh man, that's odd! Was the game development process (success/failure/whatever)...... divorce....
Yeah, looks pretty cool. Was watching the stream a little. :+
Cool!Implemented a simple auto-focus system and some markers to show the bounds
of the depth of field (DOF). Quite helpful for debugging. The red, green, and
blue lines do bound the DOF depending on focal length, aperture, coc, bla bla
bla. The green line marks the plane currently in sharp focus. The yellow one
is the plane you wanna bring into focus. Because to auto-focus takes a little
bit of time, and since there is also some inertia to it, I implemented that
using the same filter talked about last time. There are actually two more
lines (not visible) indicating the hyperfocal distance as well as hyperfocal
distance/2, yet those lines are far away for the given setting. I'm also
currently tweaking the defocus itself (not shown, yet). For, I came to realize
that slightly randomizing a large dither pattern my lead to some interesting
results to mimic a good pixelized defocussing blur. Will see.
Oh noI'm having a change of heart for my engine of choice. I was loving UE4 and blueprints so much. I was able to get very quick and great result using only blueprints. Even multiplayer was easy as hell to implement.
But now that my time to sit at my desktop PC is very limited, I have dumped Unity onto my old laptop and it runs pretty well. I am missing blueprints very much and it seems much more complex to get something working (unlike unreal where you can just dump a camera in your player, put an arm in it, and easily tell it to rotate via mouse axis).
^ That's a delightful entity. And I adore her environ 'shadow'. Her movement feels like it's on the wrong side of jerky though. Could she get just a few more frames of animation to really seal her to those flowers? If she's meant to have a floaty, non-tangible gait, I think that could benefit from being emphasised the other way, either full float or just straight up wrong walking.
The animation itself is beautiful. The in-game gif you posted initially just hit me as a sprite that's being slid across the surface rather than travelling it. I notice now that the 'shadow' effect might be obfuscating what I'm trying to track. Still, I get the feeling that her feet don't 'plant' (seriously, no pun intended) on the surface much -- she seems to move forward more than her animation allows her. Am I imagining that?
Edit: while I'm here, Pehesse, is there any chance that in your final release you have a prelim skin I can apply to the game? I sincerely love the 'scribbled on graph paper' aesthetic of your protaganist.
Thanks a lot! Though now I'm very conflicted, as I've been hearing the same from a number of people and I'm afraid it's just not possible to have both the sketch aesthetic and a cleaned+colored one in-game at the same time (it would take double the memory amount, a resource I'm already struggling with). I also don't think most people would think of a game looking like this as "finished" and end up buying it, even though I'll admit I love the look myself and would love to do it one day for those who do like you - I just need to be able to afford the game to (most likely) commercially bomb (though I'd love to be proven wrong - just can't afford another gamble like this after Honey!) :-D I also need color for some of the design I've planned, so I won't stick with sketched B&W in Pacha anyway, and color with those lines just ends up looking a bit too rough!
My current best proposal is to make the game as intended, ie. cleaned/colored (similar to Honey, if you've seen it) but offer in parallel flipbooks of the character animation in current sketches+maybe also the "final" colored outlines? Would that be of interest? As an additional thought to consider: I'm planning to work towards a Kickstarter for Pacha, would a "sketch build" stretch goal or backer tier exclusive reward be something worthy to work towards? It'd most likely be an entirely separate build of the game if that were to happen (I'd build the game as normal first, then replace all "finished" animation with their original sketched frames), meaning it'd be a lot more work for me to maintain and most likely would happen after I've sufficiently debugged the main game first to avoid doing it twice, but if there were enough interest, it'd be a much safer way to gauge support for an actual full game using only this aesthetic!
Either way, thanks a lot for your thoughts, and it's something I'll consider/design something around for a future project, most likely now!
EDIT: if you want to see for yourself how the sketched aesthetic currently looks like while playing, you can already access the WIP v 0.020.1 prototype here: pehesse.fr/honey/pachacuti ! (web browser prototype, you don't need to install anything)
In fact, I'd highly appreciate anyone giving it a go to give me feedback on character control/responsiveness and their thoughts on the overall moveset and player feel so far. The aim for the prototype is to be a "black box movement focused" prototype with very limited environmental interaction (no enemies, no advanced platforming logic, no elaborate LD - basically, simple movement only), as that will be the core of the game and it needs to be the best it can be to carry the whole experience, however elaborate the additional systems get.
The prototype is playable on both keyboard and gamepad for both forms, and the rest should be self explanatory!
If you take the time to try it out and send me feedback (here, through PM, twitter, or anywhere else): THANK YOU!
Simple movement seems quite good to me, although my computer was really slowing down through it ;3; I assume it's a problem on my end tho. I did have one comment on the animation... when I switch forms and I'm the more acrobatic smaller gal she has like a triple jump handspring kind of move but when you jump really far with it (or end up against a wall) she's sort of awkwardly stuck waiting to land and it looks a bit strange... I know adding in extra rotations might end up with more problems but maybe that's a thought?
Thanks a lot for the feedback!
Regarding the slowdown, could I ask your computer specs, especially RAM and if you have an integrated graphics card or dedicated one?
For the handspring, I see what you mean - the falling animation after the third jump, with the hands pointing down? I can definitely look into reworking that one or expanding on it, it does look a bit weird during big falls!
^ Cool idea with the flowers and such. Has some special feel to it.
I'm on my macbook (early 2015) - 1.3 GHz Intel Core M 8 GB 1600 MHz DDR3 Intel HD Graphics 5300 1536 MB (hope those numbers all make sense lol... I am not the technical one in our studio 8D)
Finally ...
Pixelized Defocusing Blur
That's what I was cooking up for over a month or so. Pretty proud of it!
Defocusing blur gets a bit tough if you wanna make it look good on such a low
resolution. See, there is no averaging of any pixels going on, yet you can see
blur, done by weaving raw pixels together. I'm still working on it, but this is
by far my best result at the moment after many failed attempts in dealing with
all sorts of issues of many different patterns, randomization, flickering,
aliasing and stuff.
The animation has a little show effect. Upon startup the camera sensor is
pulled out of its rest position by the auto-focus positioning the sensor in
such a way that the object distance (measured at the red dot) is in focus.
Next year I want improve the auto-focus effect itself simulating what the eye
does to refocus. Instead of moving the sensor (for, the retina is fixed), I
will implement a form of lens accommodation to refocus. This should have some
interesting consequences because the focal length will also change somewhat
and as such the projection when focusing.
Yup, definitely helps, thanks a lot! If I'm reading this right, it's an integrated graphics card, which as far as I understand WebGL doesn't handle well - and C2 has no workaround for this issue yet (all C2 games I know of have this same problem) I'll keep both ears out for fixes, though as I understand it, the problem is deep rooted and can't be adressed in C2 itself.. and if they can't, I unfortunately will not be able to provide a solution either, very sorry about that! Though if you happen to try it on another setup with a dedicated graphics card, it should work *much* better!
Oh, very nice!