These backgrounds look lovely. Watching those dash gifs had me confused until I realised the games for mobile and you control direction with a finger! If that feels good I can see the game being fun.
If you're using Construct2 and Windows 10, be warned - after the Windows 10 Creators Update, Construct2 stopped being able to load files, or make new projects, without crashing on my system. I had to roll back pre-Creators Update just to get it working again, as reinstalling didn't help.
I had several other programs also stop working after the Creators Update, so rolling back was necessary anyway.
Boy does it ever. Congrats!Unfortunately not, but can schedule the time on my own.
Will get harder from August forward. Next-gen gamer is coming!
lolYou should briefly sit there, just so you could tell everyone you rubbed yourself against the spot that Jonathan Blow's buttocks would eventually touch. You'd be semi-famous!
Thx a lot. Going to be a tough time.Boy does it ever. Congrats!
Man, this reminds me of Battle Isle! Cool. Will play it when its out!... To answer a question from earlier regarding how the game plays, here's some copy I have prepared for just such a thing.
The animation is a bit dated. I'm still developing and experimenting with... I remember seeing this, in fact I seem to recall the whole idea that you posted of it being a programmable computer of sorts. Always thought that was a wild idea. Pretty interested in seeing how the game would look now with all the new rendering tech you've implemented now. ...
Na, was just for demonstration purpose. The shutter is open way too long.... Oh boy, not sure how I would feel playing a game like this but in gif form I'm certainly down. ...
Don't now about Keyshot but I had a look by now. Looks like a pretty cool tool... Reminds me of when a you move the camera around in Keyshot and don't let the render fully resolve. ...
I think this is not too surprising, rebuuilding what has already been done before hardly seems economically clever, I'd guess even AAA studios will do this. I'm surprised that Unity games can be so easily decompiled to reveal such information.I've been playing Yooka-Laylee today (which is great!) but I thought it'd be interesting to take a quick peek at its Unity distribution. It's a pretty good example of a "well performing" Unity game (well, for me at least) so I thought I'd pop the hood a bit.
Not only is it a good example of a fairly well-optimized PC game, but it's also a good example of using the Asset Store in a smart way. Without decompiling too much, I can see that Yooka-Laylee uses:
Additionally, it uses some Unity-developed stuff like:
- DOTween
- Probuilder
- Rewired
- NodeCanvas
It also looks like it interfaces directly with Wwise, which is somewhat unusual. There's also some UnityScript stuff in there, which I thought was a bit odd. I didn't see it referenced anywhere else, so it might just be prototyping stuff or third-party asset scripts that weren't removed from the final build. As far as I can tell, the game uses C# for pretty much everything (as it should be).
- Cinematic Image Effects
- Image Effects (the old ones)
- Standard Assets Water
- Unity UI (UGUI)
I didn't go in too deep, but I thought what I found was kind of cool. It still feels kind of...wrong to take a peek at other people's compiled code (especially for a game that I'm actively playing and enjoying), but what I found serves as a neat example, I think. It shows that even "real" studios/developers make use of the Asset Store, although they're obviously more picky about what they use.
I've been playing Yooka-Laylee today (which is great!) but I thought it'd be interesting to take a quick peek at its Unity distribution. It's a pretty good example of a "well performing" Unity game (well, for me at least) so I thought I'd pop the hood a bit.
Not only is it a good example of a fairly well-optimized PC game, but it's also a good example of using the Asset Store in a smart way. Without decompiling too much, I can see that Yooka-Laylee uses:
Additionally, it uses some Unity-developed stuff like:
- DOTween
- Probuilder
- Rewired
- NodeCanvas
It also looks like it interfaces directly with Wwise, which is somewhat unusual. There's also some UnityScript stuff in there, which I thought was a bit odd. I didn't see it referenced anywhere else, so it might just be prototyping stuff or third-party asset scripts that weren't removed from the final build. As far as I can tell, the game uses C# for pretty much everything (as it should be).
- Cinematic Image Effects
- Image Effects (the old ones)
- Standard Assets Water
- Unity UI (UGUI)
I didn't go in too deep, but I thought what I found was kind of cool. It still feels kind of...wrong to take a peek at other people's compiled code (especially for a game that I'm actively playing and enjoying), but what I found serves as a neat example, I think. It shows that even "real" studios/developers make use of the Asset Store, although they're obviously more picky about what they use.
+1We're still working on with Bomber Crew! It's come a long way since I've last posted on here- the campaign is falling in to place, there are upgrades & additions for the bomber, etc..etc..
I've also dabbled with some ArduBoy programming- I put together a maze thing:
What I'm wondering is how good the shaders can be ripped in Unity?I think this is not too surprising, rebuuilding what has already been done before hardly seems economically clever, I'd guess even AAA studios will do this. I'm surprised that Unity games can be so easily decompiled to reveal such information.
How are things, man?Interesting. Dotween is great
Is that even legal? I guess even decompiling in general may be illegal by some licenses, though.What I'm wondering is how good the shaders can be ripped in Unity?
I think the shaders aren't even compiled, gets compiled when used to optimizeIs that even legal? I guess even decompiling in general may be illegal by some licenses, though.
+1
What I'm wondering is how good the shaders can be ripped in Unity?
How are things, man?
I think this is not too surprising, rebuuilding what has already been done before hardly seems economically clever, I'd guess even AAA studios will do this. I'm surprised that Unity games can be so easily decompiled to reveal such information.
Is that even legal? I guess even decompiling in general may be illegal by some licenses, though.
I think the shaders aren't even compiled, gets compiled when used to optimize
for the given hardware, no? I'm wondering if it's possible to use shaders in
binary form with Unity?
Alas, nothing came of it :/ I was honest about my programmig skill level and they lost interest immediately. Had applied to a level design position too but their top manager said no to that too (I assume, the enail didn't specify what they turned me down for). Oh well. I really need to get into Skyrim modding asap.Thanks guys Now, I don't think it was meant as an actual *offer*, it's probably more of a "hey, if you're interested, we could do an interview about it". But it's a very positive response, my reference had given me a glowing review so I'm happy either way. If only I wasn't so unsure of myself and my very tiny programming experience. I wouldn't dream of actually applying for a full-time programming position anywhere :/
Regardless, it's career progress in the end though, that's how I view it
Then we're probably sol as well. Our game is called holy sheep and there are several mobile games and non-commercial student projects with the same name, although they're in wildly different genres and artstyles etc.
We've tried coming up with a name equal in "wit" but we've come up short so far :/
I just tested Construct 2 because of your post, I'm not having any issues so far.
Good to hear you're alright!I'm good, mate. Got two little ones these days to deal with but working on something little by little in my free time. How's your work?
Yet the graphics driver may compile them on their own to enhance for theI think they are. They're compiled for the target platforms when the project is built.
Chin up!Alas, nothing came of it :/ I was honest about my programmig skill level and they lost interest immediately. Had applied to a level design position too but their top manager said no to that too (I assume, the enail didn't specify what they turned me down for). Oh well. I really need to get into Skyrim modding asap.
Riffing on the religion meets sheep aesthetic, have you considered:
Also, if religion isn't important and you just need a pun title:
What the Flock
Yeah it's alright, I'm getting used to it :') As for Skyrim, I might be very LTTP on that one, but I figure it would be a nice way to create some original content beyond white boxing levels. It's mainly for portfolio purposes of course. I'm getting closer and closer to actually landing a job, I'm getting more opportunities than before, buuut I'm not quite there apparently. More finished content in my portfolio might do it (and it sounds like fun).Chin up!
What's up with the Skyrim mods, to apply for a design position?
You'd be surprised how many advocates there are for "never use third-party asset/plugins, always write your own code". I agree to a certain extent, but battle-tested things like DOTween, Probuilder or Rewired should absolutely be considered over writing your own solutions, especially in terms of time = money.I think this is not too surprising, rebuuilding what has already been done before hardly seems economically clever, I'd guess even AAA studios will do this. I'm surprised that Unity games can be so easily decompiled to reveal such information.
Indeed! DOTween is really handy. I'm also a huge fan of Rewired.Interesting. Dotween is great
I haven't gotten to the credits yet, but I doubt it. It's not required under the Asset Store EULA (basically, once you buy an asset you can do pretty much whatever you want with it, without credit). Some assets have their own terms, but that's very rare. The assets I listed earlier don't have any kind of special license like that, so Playtonic wasn't obligated to credit them.On that note, do Playtonic credit the Asset creators? I mean I don't think you legally have to, right?
Would you say that having a couple of projects fully done by yourself... Edit: Not that I think my portfolio is lacking, I only have finished projects to show, all of them team-based. But I'm somehow not experienced enough or "hireable".
Maybe, I think so, yeah. When I say Skyrim modding, I of course mean original quests and locales, not creating over-powered special weapons and items A complete Skyrm quest of high quality could prove that I have what it takes to take a concept from idea to completion, and have something beyond white boxes to show for it. And it sounds like a lot of fun to create something like that as well (it better, it's the kind of stuff I want to have a career in :lol). Having a portfolio full with team-based stuff is all well, but it's hard to precisely point out what MY part in the team has been. What I mainly think is in Skyrim's (and other moddable games) is that you get a lot of free art assets to play around with without the need for an artist and you can script your own events to create something unique, with practically all areas of game development involved. I don't know for sure that the lack of fancy graphics is the problem with my portfolio, I have a fair balance of that sort of thing. But I figure it couldn't hurt, and it could more easily prove that I can follow through and make something more "shippable", you know?Would you say that having a couple of projects fully done by yourself
would have made any difference?
What about moving abroad or something? I've heard that BigPoint from Germany
is, well, always looking for people. Their small games are spread all over the
place. Given the diversity of their games they may have interest in all kind
of people relating to gamedev. See; http://www.bigpoint.com/ (games)
and http://www.bigpoint.net/ (company).
Sand Dunes Area
Mangroves Area
Very early WIP of a sea caves area
what's gaf etiquette for sharing our work?
E. Self-Promotion and Spam
Do not create new threads promoting a product or service you have any involvement in, or paste PR materials for promotional purposes, or attempt to embed referral links in your posts to generate revenue. If an existing discussion is taking place directly involving something you are associated with, you may participate in order to answer questions, clarify details, and otherwise engage with the community, but as a person, not an advertisement.
I also think that it is a bit difficult to find out what's your work andMaybe, I think so, yeah. When I say Skyrim modding, I of course mean original quests and locales, not creating over-powered special weapons and items A complete Skyrm quest of high quality could prove that I have what it takes to take a concept from idea to completion, and have something beyond white boxes to show for it. And it sounds like a lot of fun to create something like that as well (it better, it's the kind of stuff I want to have a career in :lol). Having a portfolio full with team-based stuff is all well, but it's hard to precisely point out what MY part in the team has been. What I mainly think is in Skyrim's (and other moddable games) is that you get a lot of free art assets to play around with without the need for an artist and you can script your own events to create something unique, with practically all areas of game development involved. I don't know for sure that the lack of fancy graphics is the problem with my portfolio, I have a fair balance of that sort of thing. But I figure it couldn't hurt, and it could more easily prove that I can follow through and make something more "shippable", you know? ...
They are rather big in Germany and do many different games on many different... I haven't heard of that German company, I'll check it out for sure. Moving abroad is not an issue at all, that would be excellent tbh.
Maybe, I think so, yeah. When I say Skyrim modding, I of course mean original quests and locales, not creating over-powered special weapons and items A complete Skyrm quest of high quality could prove that I have what it takes to take a concept from idea to completion, and have something beyond white boxes to show for it. And it sounds like a lot of fun to create something like that as well (it better, it's the kind of stuff I want to have a career in :lol). Having a portfolio full with team-based stuff is all well, but it's hard to precisely point out what MY part in the team has been. What I mainly think is in Skyrim's (and other moddable games) is that you get a lot of free art assets to play around with without the need for an artist and you can script your own events to create something unique, with practically all areas of game development involved. I don't know for sure that the lack of fancy graphics is the problem with my portfolio, I have a fair balance of that sort of thing. But I figure it couldn't hurt, and it could more easily prove that I can follow through and make something more "shippable", you know?
Probably the closest you'll get is make the model from similar-sized triangles and squares, then set the UVsDoes anyone knows how to use this "technique" in softwares like maya/3ds max?
https://www.youtube.com/watch?v=iZaZt5BfW74
I dowloaded the app in the video, but its kinda janky.
Yeah my portfolio site and its projects is pretty skewed towards team content (in fact, everything is team content), but I've taken steps to provide clear bullet points as to what my responsibilities have been. As a designer mainly, it's usually stuff like playtesting, balancing of gameplay functionality etc. Not super easy to show beyond someone actually playing the games I suppose. Seems like we're on the same page then. I want to add some stand-alone designer based projects to more easily show what *I* can do. And to prove that hiring me as a level designer primarily would pay off. I get the feeling that my skill level is too low/doesn't show through, based on the number of "lack of experience" rejections I get.I also think that it is a bit difficult to find out what's your work and
what's not from many of the team-based projects. That team-based stuff proves
that your are able to work in a collaborative environment, nice, but not so
much about your individual skills unless you can say for example that you did
all the art-work for all these projects or similar. Programming-wise it's not
any easier, because you can easily click stuff together these days and say you
have programmed it all the way down. I don't know. I'm a more of a fan of less
is more in the sense that you may have just a few projects but can say that
what's seen there is actually all your work for the most part. I argue that
this is easier for any employer to find out about you seeing whether you fit
the job or not, which also makes it easier for you to find one with respect to
your skills.
Yeah I've been focusing on the design aspects for sure. A game should be fun to play and be well-designed regardless of how it looks, yeah? What I enjoy as a designer is tinkering with damage values and other variables to make the game cohesive. Level design and world creation is the end-goal for me, as that's the most enjoyable part. Gameplay and UI/UX are also top priorities for me. I've been in charge of the UI/UX concepts in most projects, though others tend to implement it.Are you looking to be a game designer? if so, don't worry too much on the art (even programming) side of things as they will not be hiring you for that. Can you make primitives? use shapes, boxes, continue to white box it.
Specialise in a particular area of design e.g. UI/UX, Technical, Level Design, Gameplay, Narrative etc... Also, clear documentation is important as a designer.
Sure, it will not hurt to make Skyrim mods but don't let that stop you from doing "more" than that in other game making tools to show more flexibility.
Yeah I've been focusing on the design aspects for sure. A game should be fun to play and be well-designed regardless of how it looks, yeah? What I enjoy as a designer is tinkering with damage values and other variables to make the game cohesive. Level design and world creation is the end-goal for me, as that's the most enjoyable part. Gameplay and UI/UX are also top priorities for me. I've been in charge of the UI/UX concepts in most projects, though others tend to implement it.
As for games modding, and Skyrim in particular, my reasoning is that it's basically a complete game product in a very condensed format, as you'd need to script events, create NPCs, items, dungeons, AI patterns, audio etc. I have about 10 team projects in my portfolio, ranging from 2 to 15 people (of which I've usually been the manager, among other hats), so something smaller on my own would be a nice change of pace Is something like that what you mean by doing "more" in other tools?
Ah, then I follow you I have no intention of giving up on Unity and Unreal, though I might need a new pc for the latter. I do plenty of game jams as well when the opportunity arises. Last year's global game jam is still going strong for myself and my team. Iirc, Epic released the art assets for their mobile fantasy game a while back, I could probably do some cool stuff with that too I just hope that these projects count as experience some day, it doesn't seem like it so farWhite/Gray boxing is good for that no art required.
Not exactly what I meant as what you will end up with from what you described above is still something inside Skyrim Ideally, your portfolio should show how flexible you are by the range of different genres you can design for. Also, showing companies out there that you have experience in at least one of the free to use Engines is highly sought after.
As I previously said, there is no harm in doing advanced mods in Skyrim. Just don't let go of all the other engines/options you have thinking that the lack of art is a problem. Its not
But many of the enemies actually bleed, which sounds like an easy way to alienate an age group from the game.
As a gamer and dev, my stand so far has been that I play enough violent and bloody games in my spare time that I see no reason to create more of them personally. I got nothing against them though
My stance is, you gotta make the game you want to play. There's no way to make a game for everyone, and if you try, you'll make a game for no-one. If you're honest with what you want to make, and personally enjoy it, then perhaps others will too, and they'll appreciate the game far more than someone who plays it because it homogenized itself for the sake of their approval. Perhaps it won't get that all-important 10 to 16 year old market, but who's aiming for demographics anyway?
But in all seriousness, if the blood or gore bothers you, then perhaps make a version without, or a toggle, and see how you feel playing one, then the other, after taking a bit of time in-between. Sometimes this kind of thing boils down to a last-minute decision, where you're just about to release and go 'eh, I prefer it this way'.
If anyone bought the Articy Draft 2 deal on Bundle Stars (and if you didn't it's $5 for the next 20 hours https://www.bundlestars.com/en/game/articy-draft-2-se) the commercial use upgrade is now available on Bundle Stars for $3 for the next two weeks. https://www.bundlestars.com/en/dlc/articy-draft-2-se-commercial-use-upgrade-dlc
Should be put in the OP.My stance is, you gotta make the game you want to play. There's no way to make a game for everyone, and if you try, you'll make a game for no-one. If you're honest with what you want to make, and personally enjoy it, then perhaps others will too, and they'll appreciate the game far more than someone who plays it because it homogenized itself for the sake of their approval. Perhaps it won't get that all-important 10 to 16 year old market, but who's aiming for demographics anyway? ...
Been working my ass off recently. Glad to have a few beers tonight
Here's a couple of gifs to show this weeks work.
Edit: I should probably dial back on the trails in the next gif.