Awesome work, as usual.
Thanks a lot :-D
Awesome work, as usual.
Would love to get everyone es opinion on a game idea I am considering , it would be a dayz style survival but with a blocky artstyle like unturned. However rather then the usual zombie enemies I would like to set in the nazi time period. As a husband who's wife's family survived through auschwitz I would love to pay some homage to those remarkable people but also don't want to tread on the memories and make light of the situation.
This is what unturned looks like
I would like to set it as you being an escaped prisoner and fleeing from the nazis whilst also just trying to survive. I don't want the fairly kiddie tone to play down the seriousness. I guess I would like it to possible educate but in the end it's still suppose to be just a fun game so I'm a little wary.
So I am guessing I am wondering if I should go down this path. I also don't want to just call it auschwitz as that would probably be pretty callous and blatant marketing but maybe that's just me.
I basically want todo a fairly accessible survival game that invokes some important messages and history .
Opinions?
Um, I don't know man, that looks like a very cartoony art style for such a dead serious setting... Might be doable, but at the moment I feel like it would really clash with the tone of the game.
Yeah drawing in the first place but I have been going about it the wrong way, I've been looking at reference tilesets and I understand better how to draw them now. Still wrangling my head around perspective in 2D art + learning how to actually draw.
Decided to test out a style I've never done before. It'll need a lot of work to make a full game out of it, but I like the early results.
Did you hand-roll your own physics or did you use physx/bullet/some other physics middleware? I found physx to be pretty great, but if you want to really learn physics I can see implementing you own, but it's a LOT of work for anything non-trivial. I can't imagine the amount of work to involved in getting high-speed physics working, but I haven't read into it much.Well, last few days has been a pain in the ass. I've been working on getting joint skeletons and animations into my engine and well, since I've never done it before there was a lot to read up on, to say the least. In theory it didn't seem too hard but theory doesn't seem to apply when you use a clunky lib like assimp for loading, wrestle with getting stuff properly out of maya and have retarded bugs like forgetting to enable the vertexattrib for my bone ids(a bug I chased for half a day while having a migraine). Today everything clicked and now I got proper animation and gpu skinning in the engine. Gonna have to put a lot of work into designing the actual animation system but that's probably a month or two away.
Nothing impressive compared to the awesome stuff the rest of you show in here, but it's a start(and it already has mario64 style collision detection/physics) ^_^
with this any model / rig and animation should load properly.
https://zippy.gfycat.com/ShortClosedBlackpanther.webm
I wanted to have some fun so started implementing pbs materials/shaders, hopefully I'll have something niceish to post within a few days.
I found this to be a really good tutorial on basics of pixel art tilesets
I found this to be a really good tutorial on basics of pixel art tilesets
Did you hand-roll your own physics or did you use physx/bullet/some other physics middleware? I found physx to be pretty great, but if you want to really learn physics I can see implementing you own, but it's a LOT of work for anything non-trivial. I can't imagine the amount of work to involved in getting high-speed physics working, but I haven't read into it much.
We are certifided wiiU developers for Skulldive, yay!
The programmer did all the contacting work, so huge props for him.
I guess I was wondering why you were rolling everything yourself for a 3D engine, and kind of hoping it was because you wanted the learning experience. It didn't exactly SOUND like you were having fun but maybe even frustration can sometimes be fun.I'm handrolling pretty much everything. The only libs I'm using are SDL 2 for window creation, and at the moment assimp for model loading. I'll write my own loader when I've got my own custom format, for testing purposes I don't really feel like wasting time on writing a fbx/collada parser.
I've heard great things about bullet, but I want to do everything myself to learn and because I think it's fun. Also I'm not going to do realistic physics simulation like HL2, I'm happy with something like mario 64, though maybe a bit more complicated(combat n stuff).
Well, the fun part is when you overcome the challenge and gain that insight and awesome feels. There's no better feeling imo. The pain and frustration is just proof you earned it. At this point, I'd lose all self respect if I gave up and migrated to unity or something like that. Not that there's anything wrong with using an external engine, it's just not for me.I guess I was wondering why you were rolling everything yourself for a 3D engine, and kind of hoping it was because you wanted the learning experience. It didn't exactly SOUND like you were having fun but maybe even frustration can sometimes be fun.
On another note, I know I shouldn't feel this way, but sometimes I still do.
Software engineering:
1. The new feature doesn't work the first time I test it. What did I miss?
2. The new feature works the first time I test it. What did I miss?
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.#2 scares me. I usually do things deliberately sloppily the first time around, counting on something not to work. So if it does work perfectly, I get worried.
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.
Being deliberately sloppy in a fancy from-scratch 3D engine project? I mean this in the most kind and respectful way possible, but you may wish to change that practice in the future to avoid more migraines! Otherwise the sheer breadth of such a code base can quickly become so vast that it is very difficult to manage, if disorganized or sloppy.
Ah okay, I thought you might mean you were intentionally making it a bit broken and depending on the compiler and game to help you catch problems. Of course that method can result in difficult-to-find bugs.maybe my wording wasn't the best. What I mean is that I experiment and keep things fluid, then incrementally clean it up. So I'm not deliberately making the code bad, I just don't care if it is until I know what I need it to be.
Do you know any good references to bookmark for easing reading material? It seems to mean, using certain curves to do animations, like the numbers bouncing in your case.Not every enemy can be a seductress, we need cannon fodders too : )
It is liberating to create this game alongside someone who is *very* experienced in creating promotional art and stuff. For example, the mere words "easing" did not even enter my mind before I was required to program it. Needless to say, it hurt to figure out the exact formulas needed, but once implemented, even placeholder stuff looks so much better to look at.
The numbers in the fight, for example, were just white numbers, floating upwards in my code for half a year now. And then this happens. It is not hard to implement it, and it makes it look that much better, it is just that it did not occur to me that I need to change it. The devil is in the details!
That's great, dude! Grats!
Do you know any good references to bookmark for easing reading material? It seems to mean, using certain curves to do animations, like the numbers bouncing in your case.
Thanks, bookmarked!I was in the dark until I found THIS. Recommended read, imho.
In addition to V_Arnold's link you might want to take a look at http://easings.netDo you know any good references to bookmark for easing reading material? It seems to mean, using certain curves to do animations, like the numbers bouncing in your case.
A remake of this classic that I remember fondly from elementary school
hey guys. we got some more work done on the inventory wheel in Udon
the objects are all centered pivot now and beginning on the text elements. we're unsure yet what kind of restriction the backpack will impose (item count vs weight vs something else) so that will eventually have to be added. also tweaked the slide in/slide out animations to stagger each item for a little better feel.
here's old inventory for comparison:
A remake of this classic that I remember fondly from elementary school
Hah, this looks great. What are you about to do with that fire extinguisher...hey guys. we got some more work done on the inventory wheel in Udon
the objects are all centered pivot now and beginning on the text elements. we're unsure yet what kind of restriction the backpack will impose (item count vs weight vs something else) so that will eventually have to be added. also tweaked the slide in/slide out animations to stagger each item for a little better feel.
This is awesome with all the little squash/stretch animations. Keeps things alive. Love it!
I wish there were good looking "building sets" one could use I wouldn't need fancy stuff to tell my stories.
Here's the weekly ritual: new character, dialog test, etc. You know the drill!
It says Paladin but this is really for the Fighter class. Which ones do you like?
We have 5 days left for Steel Assault's Kickstarter!
https://www.kickstarter.com/projects/43113410/steel-assault/
We've currently raised just over $4,400 out of our $8,000 goal, with almost 200 backers. While this is pretty good, we still have a long ways to go if we want to see this get funded! We appreciate all the help we can get!
Your animations are so full of emotion and individuality. Love em!
It says Paladin but this is really for the Fighter class. Which ones do you like?
Would it be a smart idea to make the entire game playable in future updates, or would it be wiser to keep a big portion of content locked until the full store release?
It would certainly help to avoid bugs if I had the full version out before release.My $.02 would be the more you release, the more tested it is before launch. Though I can definitely see your concern for wanting to hold something back. Depends on your confidence in your internal QA process.
Case in point, Wasteland held back 50% of the content on release, and sure enough second half of the game was buggy on release.
Do you think it is wise to already put your games in bundles? I'm personally not going to do any massive sales like that until well after launch.Has anyone here had much experience with groupees bundle or indie royal bundle? We're saying yes to everything right now, jus want as much exposure as possible. Any bundles out there to avoid?
Do you think it is wise to already put your games in bundles? I'm personally not going to do any massive sales like that until well after launch.
Not really sure, we figure it can only help us get greenlit. Its a really short game, so we're only selling it for $5 when it launches on steam. We're actually coming out the gates with a sale price on any other sites we launch on ($3). Just looking for exposure right now.
Both Indie Royale and Humble Bundle were worth my time, for sure.
So does anyone have any suggestions on how to get a good "feeling" jump?
Right now my jump logic basically sets a negative Y velocity, applies it until they reach a pre-defined max height -- or let go of the jump button -- and then inverts it and they fall until they hit the ground. The linear speed of the ascent and the descent are pretty lame though. I'd love for something with a Mega Man X kind of feel. I'm just not much for math, so I'm kind of lost on the details.
y_speed += ((max_fall_speed - y_speed) * 0.1)
I don't think its NDAed, but Valves greenlight guidelines suggest that you don't bundle your game prior to full Steam release IIRC, but its obviously your call.
Having said that: