Thanks guys :3
Here's a few new work-in-progress screenshots:
Thanks guys :3
Here's a few new work-in-progress screenshots:
GOW vibes! Hades! Nice stuff.I made a small playpen for my new pet so he can let out his rage a bit.
Added destructible objects and finished his move set (3 moves plus a 3 way combo).
This scene won't be in the game but I do like the idea of being enclosed in a arena type level with him
https://youtu.be/PJanTG5iOjo
GOW vibes! Hades! Nice stuff.
ooh
only problem is if you reject someone they can't leave and there's a traffic jam
Yeah. Really like that part/atmosphere in GOW III.I'm so happy you mentioned GOW since Hades IS the inspiration here
In Unity, is it possible somehow to make the lights NOT go through 1-sided planes? My outer walls only have textures on the inside, so I can see the map from outside while working (and to save on geometry), but that makes it so sunlight goes right through the walls and messes up the shadowing. I've tried changing my objects to two-sided in the shadow setting but it's not really perfect.
I only have the one directional light the scene starts with, yeah. I do have a small exterior courtyard, but most of the map is indoors. The problem looks like this:Just curious, how many lights are in your scene and how is it set up? Sounds like just one directional light with an interior but I just want to be sure.
If it is just an interior, you can make a low-poly capsule that surrounds your interior and set it to Shadows Only. Makes it invisible while also blocking light.
One other question, are you using shadows on your sunlight and how strong are they? I've had an issue where I was setting up lights in different rooms of an apartment and if the shadow strength wasn't set to 1, light would 'bleed' through the walls.
I only have the one directional light the scene starts with, yeah. I do have a small exterior courtyard, but most of the map is indoors. The problem looks like this:
The shadows are using standard settings, I've tried changing the bias and normal bias though. The capsule thing kinda works yeah, good idea. A bit of a hassle though
I have a seamless indoor/outdoor scene, and some windows, unfortunately. I think I either have to go back to having solid walls or live with this issue.Yeah, it can be kind of annoying dealing with lighting in Unity. A quicker solution for your interior area could just be a large plane facing towards the sunlight that would cast a shadow over it all, if you don't use any windows. However, if it does get more complex, you are better off custom modeling your shadow casters.
I don't know why two-sided wouldn't work in this situation, but I haven't used that too often to know why.
Thanks guys :3
Here's a few new work-in-progress screenshots:
Hey, congrats for doing the test all the way too! And who knows - I only got their message a few days after they said on twitter their search was over!
Since you're asking for critiques, here are my thoughts, though keep in mind that's really more my subjective opinion and I'd be curious to hear what an actual seasoned animator has to say (Noogy, where art thou?)
I see what you were going for with a roundhouse kick, but I feel the windup lacks in hip motion to prepare the swing (you basically use your first three frames to slowly raise the right leg while keeping the hips fixed before snapping to a new hip motion on the fourth - I'd probably have recoiled the hip further back on 1-2, raise the leg and trail the hip to show weight on 3-4 then use 5 to do a smear/transition/fast snap movement before the key). As it is the windup feels a bit slow and the resulting kick lacks a bit in impact, as if she were caressing with the kick rather than hitting with it. The followup and return to idle goes a bit fast for me, and I think it could have use 3 to 4 more frames to make it cleaner if you're not smearing it (and even then) - in fact, I had considered a roundhouse myself, and thought the imposed 12 frame limit was a bit short for it, which is why I went for a more straightforward straight kick. Still, for a roundhouse, I think you spend a bit too much time with still hips on 7-8, as I feel the whole body should follow the kick to accentuate the impact. Basically, I'd think the kick is only the result of the body swirling, so you would have the torso/hips moving first, then have the leg kind of trailing behind (though with a bit more force than that :-D), whereas your kick is driving the whole motion and the body doesn't react to it until 8 (arguably 9), leaving you only four frames for a return to idle from a back view, which is... not a lot. You even use the 12th frame as a very small transition before the idle, when I think you might need something a lot more expressive due to how few frames you can spend on that, maybe an exaggerated crouching motion to show the effect of her getting back on the ground before standing up again. I'd suggest going much faster on 7--9, and reduce that motion to maybe a single smearing frame (you'd have your "pre-impact" on 5, clear hit on 6, then "trail" on 7), use 8-9 for a very quick turnaround, then 10 slight squat, 11 squat trail/weight recovery, and 12 stand up/return to idle (and use the belt trails to do a whole clean circle arc on 8-12 to compensate for the snaps). Of course, that sounds nice in theory, but I'd be hard pressed to actually do it :-D
I don't have much to add to the other damage+fall motion as I think yours is better looking than mine :-D
Hope you'll get the call!
Cool to see how two gaffers applied for the same job.
I might've done it wrong, but after installing the free version, I couldn't manage to create a new assset from a previously existing font file. The generation button just won't do anything :/ So I gave up.TextMesh Pro is pretty great and I'm glad Unity bought it out
Anyone with Unity 2D experience know if there's a simple thing I'm doing wrong here. I'm having a hard time getting a rigidbody2d to work flawlessly. While basic movement and jumping works fine, I find if I jump from a high place, I tend to randomly fall into my floors.
Stylish.... And bunch of gifs:
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About to launch on Steam in 5 minutes. Freaking out a bit. The moment it hits I'm about to be swamped by either support requests or extreme sadness.
Guys, I hope you don't mind me spoiling all your hires images! xD
Me neither. I do what I can't. Am just throwing some math stuff around... Hey, as far as I'm concerned, your "low res" stuff is more fascinating to look at than plenty of high res out there - though I still won't pretend I understand any of the Science behind any of it :-D
Your game looks amazing!
so good.
OMG, this is awesome. I want to play! Take my money, please
Even regular movement visibly stutters and looks like the game wasn't keeping up in performance.
Probably need to keep track of if the player was grounded or not? Though I think the downward ray casting likely covers it.
I'm currently considering Steam's Early Access for Light Fairytale. Basically, it would be 50% of the content available 6 months before the full launch.
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Thoughts?
Your game looks really nice, and I assume you have some established goodwill from fans of your previous title - the bike racing game, sorry, can't remember what its called - that should show your willingness to add features as requested by fans, so you might be in a good position for EA.
Having said that - and I have no personal experience with EA as a qualifier - I have heard very mixed results about EA, as many steam users explicitly opt-out of seeing early access titles from their recommendations, and you 'waste' some of your discoverability slots as a result.
Very stylish! I'll give it a download on release.
I rarely understand what you post, I mean that in the best way possible, but I can certainly appreciate the work. Always excited to see lighting in action, I'm particularly interested in the performance.
I've watched a few videos of people playing this recently, looks neato. Congrats on the finishing and releasing of a game! Reviews are looking good.About to launch on Steam in 5 minutes. Freaking out a bit. The moment it hits I'm about to be swamped by either support requests or extreme sadness.
If you're looking for feedback then I say go for it, if you're looking for a cash injection then maybe not; you run into other issues. What if it doesn't sell well, obviously fingers crossed it sells very well, are you able to justify finishing the story then?Thanks everyone :3
I'm currently considering Steam's Early Access for Light Fairytale. Basically, it would be 50% of the content available 6 months before the full launch.
Any of you guys have an experience with EA? Would you recommend it?
I think that EA would not only give me more funds to complete the game, but also valuable early feedback, and sales expectations for the full game.
Thoughts?
I've been working on a game, An Aztec Tale, and I've got to say it's starting to wear me down. Hard to go at something for so long and feel like we're not making much headway. I'm sure you can relate! I always tell myself I would post here more often and never do, this time I'm forcing myself to! Sharing is caring after all and it'll probably help with my feelings towards the project.
Saying all of that we did take part in the Playstation Talents Premios contest for Playstation Portugal and came away with a trophy so that was neato. That was the end of January and we since decided to rework the whole thing, we deemed the game wasn't fun and all that. We were aiming to get a demo out for the end of March but that's looking like a bit of a dream at this point especially with EGX Rezzed starting up tomorrow.
Hoping to court a publisher of some kind, if that's even a thing, so we're polishing it right up.
Heh, now movement in my platformer is bugged but I see signs of functionality.
Never heard of it before, looking it up this seems like a rad game. I imagine the similarities end at looking at units run around though.reminds me of Mega Lo Mania! looks good
Thought I would give this a go and offer some feedback. Visually I think it looks good; the character feels physical, touching walls and deliberate way she can drop off a ledge turn around an grab a cube.There's been some internal debate as to whether this game's controls are too complicated and the puzzle designs too hard. So we thought to just throw the game out there and let everyone try it and give us some feedback.