Skimmed a bit through the literatur and some people use a technique utilizingI think you could use a predetermined path that keeps essential elements clear ?
Yeah at lowres everything becomes so apparent. It's really hard to hideI for one would actually like to see them. At the current low res of your pics I was seeing the dithering as more of some kind of screen static effect. That's why I thought maybe there was some kind of sensor interference happening with your ship, haha.
Ohh gee! Me stupid, I should update my GIMP to 2.9. Have 2.8 still running.pretty sure GIMP supports that.
I've also made sure our trailer jumps right into gameplay, then delves into the little innovations we've added to round out the gameplay.
Working on a Goblin Game
You can read a bit more at: doomlaser.com/blog
I also post stuff to Twitter
and Tumblr
If you would like to read a humorous old GAF thread about a game of mine, here you go: http://www.neogaf.com/forum/showthread.php?t=329822
I just got to my destination.OT3 still not up?
I just got to my destination.
I just got to my destination.
I just spent 2 hours trying figure out why my collisions weren't triggering in Unity only to realize I never checked the "Simulated" box on my rigidbody. fml.
What's worse is that I have done this before.
So, animations, huh?
In all seriousness, I'm glad to be back in action, even if the break was short, all things considered!
^ Fuck
Gawdamn :O
I like the side panels, I also like the rendering without the black dithering (at least at this resolution). Looks good to me.Here are two new displays I developed for the craft (talked about the idea
behind a few posts back in here). I've build them in such a way that their
center's project what's right next to you. The moment an object disappears
from a display, with you flying straight on and level, the object makes an
angle of 135 degrees with the forward facing direction, roughly. So the
windshield and the two displays together now produce an ~270 degrees FOV
horizontal (may change). I may do another one to see behind. Well, these
displays are more like a concept for an artist when drawing the full in-game
cockpits for the game, for, I've build them in such a way that they can be
directed with a paint program and then serve as the input for the camera
system. It's my idea to better merge the cockpit's design with what can be see
around the craft, sort of having curvy display embedded in the design of the
craft right from the start with the artist being able to tell what's seen and
how it gets projected (within some limits (to be determined));
concept
So, animations, huh?
In all seriousness, I'm glad to be back in action, even if the break was short, all things considered!
Cool. :+ You mean the black "dirt" on the windshield?I like the side panels, I also like the rendering without the black dithering (at least at this resolution). Looks good to me. ...
Cool. :+ You mean the black "dirt" on the windshield?
No, no, ask or say what you want even if it's any hard critic, nitpicking, orI was referring to the difference in blending effects used. The black shading in this picture: ...
I like the look of the lower one better, it feels like a cleaner image. Although I'm not sure I see any actual shading on the orbs in the second picture. I'm probably being nitpicky, sorry if I'm being a downer man. I honestly think what you're doing is cool.
lol, nice!So i'm playing with getting the AI working okish before I try to figure out placement for the player (ie are you first, third etc) and I think I made it a bit too aggressive XD ...
AI straight took me out lol
Common method most people hit upon: use rectangles placed like curtains along the track as checkpoints. Keep track of when they are passed and the distance to the next one. Calculate placement by last checkpoint passed, or least distance to next checkpoint if last checkpoint passed is the same for two racers.Well i've got the finish place working now, but i'm unsure how to do a constantly updating place on HUD, not really sure how to track who is in front of who etc. It's a lot more complicated than I thought (not the first time lol)
Common method most people hit upon: use rectangles placed like curtains along the track as checkpoints. Keep track of when they are passed and the distance to the next one. Calculate placement by last checkpoint passed, or least distance to next checkpoint if last checkpoint passed is the same for two racers.
Better but more complex method: add data to each vertex that is the total distance along the track. Raycast down to the track (you're probably doing one anyway) and interpolate from three vertices of triangle (you can just use the coefficients you're already calculating to determine your point of ray intersection).
Would the first option not effect performance dramatically?
How so? Each racer is doing a single distance check against the next checkpoint.Would the first option not effect performance dramatically?
triggers like those proposed by Popstar are like, free as far as performance is concerned
another method I know of is to have lines in the world and calculating the closest point on the closest line for each car and counting how far up the "total" line that is
or just do like Mario Kart and calculate the angle traveled around a point in the center of the map (don't do this)
How so? Each racer is doing a single distance check against the next checkpoint.
alrighty, I have a few notes that might help.Got some UI work done over the past few hours. Any opinions on the design and clarity?
Also I have no idea what else to populate this menu with, or to just accept its status (no pun) as a fluff-menu meant to avoid overwhelming the player with buttons and description text the moment they hit Tab.
alrighty, I have a few notes that might help.
First and foremost, I don't know what the deal is with that last picture is but it's scary. If you have a menu that simply shows a player's portrait and their health/mana, there's something wrong. Your health and mana shouldn't be hidden behind layers of "fluff" or anything else and I don't see a portrait of the character doing anyone any good. Throw it in with the equipment menu or something if you really want to keep it.
This second tip is a bit nitpicky so take it or leave it. But I think your font can be a bit hard to read. I have to enlarge and get pretty close to my monitor to clearly read it sometimes. It looks nice, it's simply just not easily legible in my humble opinion. In a similar nitpicky vein, I think button text simply looks better when centered. That could just be me, maybe others may want to chime in on their opinions there.
My last tip isn't UI related but it's something about your game that's bugged me ever since you've first posted it. The map of your game is setup as a topdown perspective. Your main character is setup from a sideview perspective however, these 2 perspectives simply don't mesh in a 2d environment. Although I personally can understand a lot of the reasoning that can go behind wanting to do things this way (like fitting more detail onto your main character) it will simply always look really wrong. I think you'd be best suited replacing your main character with a proper topdown sprite.
Anyway, I'm hoping this feedback helps, and I hope it helps you make a better game
Better not.... On to my own questions! Firstly, do we have a twitter retweet group or something? Cause my twitter exposure radius is pretty slim. I might reach like 5 people I think, lol. (maybe we should setup an indiedev gaf bot that just retweets anything with the hashtags #indiedev and #gaf or something ;p)Next question, is there a facebook variant of what I just asked about twitter? Because it's the same story there. ...
Why? I see it as a waste of time to care about it. In the sea of indie games... Lastly, I keep reading everywhere that I should be Devlogging as I develop my game. ...
Weapons look cool, yeah. But I would try to make a cool voxel brand drawing... But I spent a lot of time working on branding today, i'm not totally satisfied with the font yet but here's my game logo (for now):
I suck at art, so it took a ridiculous amount of time in GIMP making that, but I think the weapons came out pretty cool. Pretty productive week overall I think, I might even take a day off for once.
Gaf is huge, mind you! xD
Gaf is huge, mind you! xD
Really cute, man! I like it!After a two hour marathon of Tex Avery cartoons, I realised that Clive 'N' Wrench's in-game animation didn't quite marry up to the stretchy/squashy cutscene animation that I've been working on. As such I had to go back over some of it, his jump suddenly feels so much snappier!
Thx, Sir!Awesome
It is! xD Yet there is no diffuse surface reflecting the light. The scene justMake it a light source! :-D
After a two hour marathon of Tex Avery cartoons, I realised that Clive 'N' Wrench's in-game animation didn't quite marry up to the stretchy/squashy cutscene animation that I've been working on. As such I had to go back over some of it, his jump suddenly feels so much snappier!
This is giving me Jak & Daxter vibes, which looks really damn fun.
Just a quick question, is there any risk of the landing roll causing your character to roll off a ledge when he lands on it, or is it more just a visual flair that doesn't really affect his landing?
After a two hour marathon of Tex Avery cartoons, I realised that Clive 'N' Wrench's in-game animation didn't quite marry up to the stretchy/squashy cutscene animation that I've been working on. As such I had to go back over some of it, his jump suddenly feels so much snappier!
Nothing wrong, at least nothing yet, with Playmaker, pretty much everything I make is glued together with it.I'm a shitty-ish programmer in Unity (I use PlayMaker at best) and am finally getting a basic virtual dog park ball thing setup.
Nothing impressive, but was having a ton of problems with the ball today, but finally got it fixed. I'll have a proto version of this done by Friday for a kids school art event I was asked to participate in.
But how do you avoid this type of situation:
I'm with you, that's hot stuff. More shadows, more!Damn, I love dat shit! Who's with me?!
Thumbs up from me, seems like a big improvement!
Thank you both, glad it's reading well!
Ah, good question; the roll is just visual flair. If you're moving when you land it plays a roll animation (but doesn't affect momentum) and if you are not moving as you land it plays a heavy landing into their idle.
@missile - I won't pretend to understand what you're doing, but it looks darn impressive!
Oh, that's simple; hires effects at low resolution, basically.... @missile - I won't pretend to understand what you're doing, but it looks darn impressive!
I actually like that one here. Not too bad, I would say.......
Sounds relaxed and chillin.... Also reworked in the intro to the game, getting some music from this incredible guy Jamal. Just really trying to polish the game up. ...
Agreed. Other than the darkest background, it looks fine. I would probably go with a blueish color instead of going super dark for that.I actually like that one here. Not too bad, I would say
Oh, that's simple; hires effects at low resolution, basically.