Dynamite Shikoku
Congratulations, you really deserve it!
^ Looks like "boy meets girl" color scheme, sorry!
Yeah, reminds me of shopping for baby clothes, so I'll dedicate it to my daughter.
And I can't be bothered changing it again.
^ Looks like "boy meets girl" color scheme, sorry!
Cool I'll relay the message.I've used admob on iOS. Pretty sure you'd be able to use it on Windows phones too.
There's Xbox Live for leaderboards, which you have to apply through ID@Xbox to get access to currently, and a Microsoft Ads SDK - though you can stick with AdMob as well.Does anyone know if Microsoft has a built-in leaderboard system on Windows Phone? And some sort of ad support? We're currently using AdMob in Unity and my programmer said that won't work on anything but Android.
Did quite a bit of overtime this week, but the pieces are finally starting to come together properly and it's a lot of fun to play even though we need to go a bit back with the battle mechanics and take a long look at the balance. Even with a properly gimped deck (we only have less than 50% of the minions done for the NGC build and missing some important card mechanic spells) it still feels like there are plenty of viable strategies available and decks to be made.
Doh, that makes sense :lol I actually might already have ID@Xbox access, unless I've been removed for lack of usage or something, gonna have to check that somehow. I was supposedly added automatically last summer as part of a summer course at my uni but I never did anything with it.There's Xbox Live for leaderboards, which you have to apply through ID@Xbox to get access to currently, and a Microsoft Ads SDK - though you can stick with AdMob as well.
Thanks for the replies to my question guys, i think im goonna go with superNESjoes suggestion first, gonna give GM: S a try, sounds like it could be alot less stressful in terms of coding as a starting point. I will give Clickteam Fusion a go before deciding which to use long term though, take all suggestions on board.
When i do move onto unity , ill keep in mind using javascript at first rather than diving in on c#.
^ Looks like "boy meets girl" color scheme, sorry!
So sweet.Reminds me of my logo!
So sweet.
I will implement a "boy meets girl" color scheme for my UI. xD Windows blue,
buttons pink, Dynamite?
Then you have to live with may alias themes...
Been working on the animations for Nostalgia:
It takes a while to get used to the Software, but once you understand how it works, its pretty easy. Gotta do this at least 30 more times lol.
maybe my eyes suck but it took me a while to figure out what was even moving.
Haven't seen your game but you probably ought to take it lightly. Internet gonna Internet to some extent, you know.Phew, the reaction to GunWorld on Xbox hasn't been very good.....at all. The comments around the web give off the idea I should be hung and quartered for making a retro platformer.
I mean, big whoop, I've been getting negative feedback (some of it super useful) since the PC version came out. It hasn't been anywhere near this aggressive, but it'll be interesting to see how this pans out. I've found that despite negativity the game still did ok on Steam, the people that like it just don't bother to say so.
Haven't seen your game but you probably ought to take it lightly. Internet gonna Internet to some extent, you know.
Screenshot Saturday? I changed my colour scheme
I really like that blue! And the pink looks great with it too. Good work.
Like this?Has anyone here worked with UE4 and created a custom Character class, then tried to access variables and functions from it in an animation BP?
I'm getting pretty desperate to get this working somehow, since I need it... and it seems pretty standard, simple stuff.
I don't really want to go back to what I was forced to do with Unity4 (calling animations from code) if I don't absolutely have to.
Edit: I guess I have to duplicate everything in the anim BP's eventgraph?
Like this?
https://answers.unrealengine.com/qu...can-enter-transition-with-actionaxis-inp.html
Sorry if im on the wrong track here havent really worked with blueprints that much.
Out of curiosity, for anyone who participated in Ludum Dare 32, could you check the site and post your coolness and # of votes if you plan on posting your scores later? I don't know if the coolness and votes get hidden after the fact so I figured I would ask now before the voting ends.
I'm currently at 82 coolness, 50 votes received.
Our new game should be out on or before June 1st. Really curious about how to let the press in on this one. Having two weeks of waiting before it drops will likely have them forgetting about it when it does hit. Considering a 72 hour heads up.
Are there any marketing guides out there? xD We've decided to finish our game on Friday, WP version probably later, but even assuming it gets approved for a Google Play launch, I have no idea outside of gaf on how to make people notice :/ Spamming facebook is only good for a few people.
even assuming it gets approved for a Google Play launch
Yeah. Like I said I'm no stranger to it. GunWorld is what it is, so I don't expect a ton of positive reception to a game made in 4 months with a price of 5 bucks. I'm honestly not surprised it's getting worse reactions on Xbox, people seem pissed that Xbox is getting "another shitty retro platformer". There's a loud vocal distain for retro or indie games on consoles.
I'm an Xbox owner too and I think the game looks fun according to the samples fromthe Steam Story. Impressive you made it in 4 months, is it a full-time job? Considering where I am at a month after starting my project, I'm amazed at the speed!
You look at an effect called beating.what on earth am I looking at
Super cool, honestly. Like the subtle breathing!Been working on the animations for Nostalgia: ...
He (edit: kiguel182) must be joking, no doubt about it. 8)... See missile, this is what people like to see, not your alias voodoo
YESS!! Nomad Fleet has been greenlit after 20 days full of anxiety!
You look at an effect called beating.
You look at an effect called beating.
This effect was used in one of the best demos out there on the Amiga500
THAT is one SWEEEEEEET demo / effect I enjoyed the trip -- no mushrooms needed
I don't like any of those. Wait ... NoFX, actually. Nice and clean style.Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)
NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4
All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA
Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo
After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.
Nice.Pretty much exactly as I thought. I comprehended that completely.
...it's quite
hard to really guaranty a given resolution esp. not on the net. Back in
the days there were merely one or two fixed ones, but today almost everything
is scaled and fitted as needed, which is good for what it is, but not for such
effects.
I don't like any of those. Wait ... NoFX, actually. Nice and clean style.
Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)
NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4
All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA
Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo
After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.
Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)
NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4
All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA
Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo
After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.
This I do disagree with, because no software is piracy free, and the starting point line of thought of any DRM is that everyone is a criminal until they prove to the software that they are not.
The end result is always that the pirate eventually gets the better experience than the paying customer.
^ Read his other 10^32 posts on the subject.
so your solution is....what exactly? deal with it?
because I'm not buying the mythical "lul make software so gud they won't want to pirate!" argument
A high energy, action packed rail shooter launching on consoles. Hack your way to save yourself, and your race, from destruction!
Bluestreak is an upcoming, independently developed rail-shooter, taking place in the near future. Players explore a wide range of environments and have access to a vast variety of ships to pilot. The unique draw of this game, however, is the ability to eject from your existing ship, and hijack (via a quicktime event) an enemy ship, adding a unique twist on the survival style gameplay. Take your ship through the entire game, or hop around to different ones freely with unique enemies, resulting in drastically different play styles.
Our new game should be out on or before June 1st. Really curious about how to let the press in on this one. Having two weeks of waiting before it drops will likely have them forgetting about it when it does hit. Considering a 72 hour heads up.
Are there any marketing guides out there? xD We've decided to finish our game on Friday, WP version probably later, but even assuming it gets approved for a Google Play launch, I have no idea outside of gaf on how to make people notice :/ Spamming facebook is only good for a few people.
That looks really impressive! Do you have any confirmed consoles yet?snip