Anyone know of a good tutorial for getting sharp 2D gameplay in Unity? I've only been able to get floaty controls. I.e. I want MegaMan X, not LittleBigPlanet.
However you will be doing a loooooooooot of tweaking/iteration to get it "just right".
I always find it a shame that nailing movement 'feel' is so hard and takes so long to get right, but is almost invisible to most players (unless you get it wrong).
Preparing some GIFs for the Kickstarter
If you are using RigidBody physics - you can kinda sorta ish get smooth movement but you will suffer from a fixed time. Unity's standard fixed timestep is 0.02 which is 50/sec. That's not ideal for 60fps as you will get micro stuttering as some frames will skip movement due to physics not updating at 60hz.
Aye. This is another way to tackle it for sure. There is a lot to consider for what works best for any given application. A lot more complicated than most people think. I can create a tangled web of problems with a simple jump or slope. Careful examination of needs is a must.The only sollution i found for that problem is split player.controller calculations made in fixed timestep from visual representation of it (player model). So all physics calculations are made in fixed timestep and player model is drawn in nomal update with added interpolation to apear smooth. that way you can have pixel perfect movement without stuttering.
I'm also wondering if for this kind of game a cleaner graphics style would be better than pixel art.
Hello everyone. I've been learning C++ for around 6 months now, and not very intensively either. If I wanted to make a top down mobile puzzle game such as this.
Been a while since I posted here. Plenty of great stuff in the past few days (or has it been weeks already? I feel so dephased - repetition will do that for you), grats to all for their progress!
Here's the latest:
As for what's next: more... more characters... MORE CHARACTERS
Every mobile platform has its own specific tech you need to learn to work natively on it, but the reasonable thing is to work with engine like Unity 5 or UE4 which is able to deploy your project to whatever platforms you want. Both are free. UE4 happens to use C++ as a scripting language, but anyone who can deal with C++ and wants to start working with Unity can easily pick up C# as they go. Actually it might turn out to be easier than writing decent C++ for someone with 6 months of on-off C++ learning.Hello everyone. I've been learning C++ for around 6 months now, and not very intensively either. If I wanted to make a top down mobile puzzle game such as this. (Just grabbed a pic off of google to kinda represent the style i'm thinking of)
Where would I start off? What software would I need to learn?
From an aesthetics point of view I'm reminded more of airline safety manuals than old comics from that image;
(which is a fairly unique visual style in and of itself)
Does it need to be done pixel art style, or would that aesthetic work better with clean vectorial graphics?
Little explanation, my aim was to make something like this(lol)
As you can see color-wise everything has a plain single color and shadows are made with black lines or areas.
I tried to do exactly like that but with small sprites it was basically impossible, so in the end i decided that two shades(a main one plus another for shadows) could be a good compromise.
I love pixels! XD But i guess that if necessary i could do differently.
I love how much life you manage to put into these characters, how long does it usually take you to animate one?
That looks amazing. I'll definately donate.Preparing some GIFs for the Kickstarter
Good job! Just played for 15min or so. Already feels very polished - I love the graphics and animations (and the creepy enemies). I had to laugh when that zombie with the back pointing towards the bottom crawled towards me and killed me with his fire breath. Controls/movement are also fine, I played with the keyboard. Good that you can also jump with the up cursor key, because I'm using the QWERTZ layout. No sound/music yet, right?
I'm also currently creating a landing page, a blog and a trailer and want to start with marketing in a few weeks. Not sure when to contact the press though. As soon as page/blog/Twitter/Facebook are up? When I'm putting it on Greenlight? Should I even bother sending an alpha build that already has most of the levels but no level selection hub which means levels have to be started via the console (with the help of instruction texts in the game of course)?
Can I run a blurb by you guys?
1 sentence version (appears by itself):
Wildfire
Sneak past enemies and manipulate fire to terrify them in this stealth platformer where flames can blaze out of control!
Extended description (appears underneath 1-sentence version:
Wildfire is a stealth platformer where you have the ability to control fire. Sneak in shadows, creep through tall grass, and conceal yourself in smoke as you summon fire to terrify enemies. Use fear to create opportunities to slip past guards, but be careful that the fires you start don't grow out of control and scorch everything in their path - including you!
Does the engine you're using allow you to set the random number generator's seed like Minecraft does?Because I'll be making a trailer soon, I decided to add a UI toggle to my game - wish I could record demo files... alas the random procedural generation I have setup won't allow for it.
Drawn a line under that level now - it's done
I'd have to make my own...Does the engine you're using allow you to set the random number generator's seed like Minecraft does?
Too bad, I was hoping it might be as easy as a call to srand() or something.I'd have to make my own...
Little explanation, my aim was to make something like this(lol)
As you can see color-wise everything has a plain single color and shadows are made with black lines or areas.
I tried to do exactly like that but with small sprites it was basically impossible, so in the end i decided that two shades(a main one plus another for shadows) could be a good compromise.
I love pixels! XD But i guess that if necessary i could do differently.
Don't worry, our team also started with a runner for the same thing (it was only a test) and now people like it and maybe we can get some money out of it.Nätso;155024275 said:Hey guys!
First time posting any work of mine, so 'hooray' for that! The project is just a simple infinite runner for mobile devices, made by myself and one other person as a way to measure our chemistry as a team. This was intended to be more of a learning exercise before we decided to move onto bigger and better projects, so I apologize for any lack of creativity in the gameplay department. I promise I'll make up for it next time, hahaha.
We are currently in need of a composer capable of producing a western-themed (though highly whimsical) score for the game. If anybody is interested, let me know!
I'm also welcoming any criticisms of the art-style (or anything else for that matter). I need to become a better designer and artist, so you will not hurt my feelings!
Lol!All over my face.
Cool, thanks!That looks amazing. I'll definately donate.
Preparing some GIFs for the Kickstarter
It looks pretty cool, but can you show me the main character in a better picture? She (apparently she) looks a bit Dora the Explore-ish or something from here. Curious what they look like.
Italian:
-Puoi velocizzare il gioco premendo il pulsante avanti veloce(o la barra spaziatrice).
-Per ottenere un bonus tempo migliore, scorta le lumache necessarie e poi prendi le monete.
-Le monete sono opzionali. Non necessiti di loro per finire un livello.
-A volte non sono necessarie tutte le lumache per finire un livello.
-Se un livello è troppo difficile, prova livelli da altri temi.
-Non riesci ad ottenere una medaglia d'oro? Prova altri livelli e riprova più tardi.
-Lascia gli oggetti sul terreno, le lumache li prenderanno e li useranno.
-Quando una lumaca tocca il bordo di una mappa, loro torneranno indietro.
-Per ottenere una medaglia d'oro necessiti: tutte le lumache e le medaglie nel miglior tempo possibile.
-I requisiti del livello per la medaglia d'oro sono visualizzati nel menù di pausa.
I hope it will be useful
After more than a decade of toying around with game development I finally decided to get into it seriously. Since my previous attempts with learning either C++ or C# bored me to death at best, this time I'm starting small with GameMaker. Started 3 weeks ago and I'm really happy with my choice, the language is really easy to pick up and still allow me to do pretty much everything I want so far.
Can't even attack in my prototype yet but I have my priorities straight, most important stuff come first :
That looks fantastic, visually! Getting a Terraria vibe from it
After more than a decade of toying around with game development I finally decided to get into it seriously. Since my previous attempts with learning either C++ or C# bored me to death at best, this time I'm starting small with GameMaker. Started 3 weeks ago and I'm really happy with my choice, the language is really easy to pick up and still allow me to do pretty much everything I want so far.
Can't even attack in my prototype yet but I have my priorities straight, most important stuff come first :
The Godot Engine which is a 2D focussed multi-platform "unity-like" in C++ just went open source - might be worth checking out?
Every mobile platform has its own specific tech you need to learn to work natively on it, but the reasonable thing is to work with engine like Unity 5 or UE4 which is able to deploy your project to whatever platforms you want. Both are free. UE4 happens to use C++ as a scripting language, but anyone who can deal with C++ and wants to start working with Unity can easily pick up C# as they go. Actually it might turn out to be easier than writing decent C++ for someone with 6 months of on-off C++ learning.
Don't worry, our team also started with a runner for the same thing (it was only a test) and now people like it and maybe we can get some money out of it.
Really like that artstyle.
Preparing some GIFs for the Kickstarter
Siiiick.The crunch is almost over! So exhausted from the past week. We're just now polishing up Beacon for Thursday when we exhibit, but here's some shots from the most recent version of our demo!
I'm really pleased with how the game is looking at these early stages, we have a long road ahead in terms of making the gameplay tight and super fun, but it's been a rewarding experience for sure so far.
Added bonus, new illustration by Tay for one of our Occult enemies!
Nice work. What engine are you using?
Seems like we're on the verge of a 3D platforming boom in indies. Looking forward to all the unique evolutions that will sprout up.
BTW, in case you don't know, the Japanese katakana spells "Abadon" instead of "Abaddon". The exact "Abaddon" spelling involves using a half-size character to extend the next consonant, so maybe the misspelling is a deliberate choice by the artist to keep the text visually balanced.