Jacksinthe
Banned
Incredibly zoomed in junk:
Document 1 releasing tomorrow.
Document 1 releasing tomorrow.
When I checked the thread, I sure didn't expect to see someone posting a picture of their junk! </mature adult>
Thats a plus. I'm nervous as fuck but we are ready.At least it's pixelated/censored
Thats a plus. I'm nervous as fuck but we are ready.
Unpossible. No such software exists outside of our hands.I used hollywood movie computers to unpixelate it. I won't post it here. How dare you, sir. How dare you.
Incredibly zoomed in junk:
Document 1 releasing tomorrow.
Unpossible. No such software exists outside of our hands.
There was a one hour game jam this weekend - I entered and decided to spend the rest of the evening polishing it up...
Polished version: http://sean-noonan.com/development/dev_noonantap/1_2/
Original 1 hour version: http://sean-noonan.com/games/tapgrid_1hrjam/
Hope you enjoy it - feedback is encouraged
Nonsense. I am sure my junk is safe and thanks!Yo Content Aware Fill is dope
wish you luck on the rollout
Everyone has been on point. Another reason for me to be highly judgmental of my work ha!You guys have been killing it the past few pages. Hope to have my own announcements soon aswell
Ugh. Okay, so I've been on the fence for months regarding posting what I'm working on...partly out of fear that someone else will swoop in and create the game I want to make and do it much faster and way better...and partly because I just feel like development is going nowhere and I'm really self-conscious about my idea.
The reason I have the playing field slightly smaller than the actual phone/tablet screen you'll be playing on is because I hate having virtual buttons and virtual d-pads cover the actual playing field. It's obtrusive as hell when you have translucent virtual controls on the screen or my fingers are covering the action. So I figured I'd alleviate that problem by adding that old-school handheld border and keeping the buttons on that rather than the actual fighting area. I was originally worried about the playing field being too tiny but I've tried out my prototype on my LG G3 phone as well as my Nexus 7 tablet and it looks just fine.
ooooor, maybe you could stick them in your bouncy walls and reclaim the whole screen:
About the sci-fi story, I fully agree with you. Creating shapes out of nothingI like the way he, and yourself, put it. Discovering form for what's already there. I think there's a cool sci-fi story concept in there somewhere ...
Cool. I'm curious.... And yes, I'm always tinkering. Worked on a stencil shadow system for 2D sprites for a while, now I'm back working on Windows Phone stuff. I'll share something here soon, get some feedback from the cool kids
Nice. What are you up to at the moment?I have too much on my plate now, but otherwise I'd be interested. Definitely keep the board appraised. I'd love to at least follow progress. ...
okay so i am now on my path to make my video game, whatever it is. i just decided on it about 2 weeks ago.
what do i need to learn? i literally do not know how to program, or do anything.
i signed up for free online introductory courses on both python and c#, just to start.
also, i signed up for introductory oracle and sql for work opportunities, btw.
I'm curious, what engine are you using to make your game?
Thanks!
Yup, that's the only portrait/art where she has a happy face.
These are all the artstyle that we went through first:
Oh, and by the way. This is how the game looked a year ago:
Had to stop doing it (the second part, for sure will be like this) because the game budget would reach 200k and I only had like 5k on my pocket, haha.
okay so i am now on my path to make my video game, whatever it is. i just decided on it about 2 weeks ago.
what do i need to learn? i literally do not know how to program, or do anything.
Nice. What are you up to at the moment?
Hey indie devs. I could use some advice.
Here is a mockup of the thing I'm working on.. it's a strategy game, similar vein to spaceship "management" games:
That main "shaft" towards the front of the ship was originally an elevator. I ditched that for "transport pads" (not shown) that will simply zip the crew sprites between floors. But I'm not sure how to do the logic to reach the appropriate floor first. Essentially it needs to be something like: if room trigger clicked is on a different than current crew floor, run to nearest elevator pad and execute that to correct floor, then run to target.
Just curious how some of you would handle it. Bonus points for a Playmaker based solution (I love it!). Thanks!
chromatic aberration! nooooooSeanNoonan said:Made a title screen and updated the game a little:
chromatic aberration! noooooo
Made a title screen and updated the game a little:
Click for updated version
Reckon I'll put a slight time curve so the first few are easier to get - might think about some alternate control methods too...
Sorry - just bumping this in hope of maybe getting a better idea.
I've figured out a couple of ways to do the above but they feel a bit hacky to me. What I really want to do is set a variable attached to the room triggers, such as a Floor# Int, so when I get clickedObject it can simply give back what object was clicked, and what floor it is on. I'm not happy with the methods I've seen for this so far, anyone have ideas? I guess I could just attach a simple script with a private var but I feel like there is probably a better way to create a "custom Porperty" for the floors. thanks.
Slight caveat to this: In the modern day of AAA games with trailers that have stuff the final game is missing, sometimes end users DO end up knowing what's not there.Knowing when 'done' is 'done' is the hardest thing you will ever learn, and the end user will never know what isn't there, only what is.
"Fondle the widget" is industry standard.quick question, what word would you guys use when intrsucting a user to click/touch something without using the kludgey "click/touch". i'm using "press" right now, but it still seems weird to me.
quick question, what word would you guys use when intrsucting a user to click/touch something without using the kludgey "click/touch". i'm using "press" right now, but it still seems weird to me.
quick question, what word would you guys use when intrsucting a user to click/touch something without using the kludgey "click/touch". i'm using "press" right now, but it still seems weird to me.
*Constructive criticism and encouragement*
Attaching the script makes the most sense to me, but make the variable public instead of private. This way it can be assigned a value in the inspector (if the value is constant), otherwise making it public also makes it available to PlayMaker where you can access it via the GetComponent and GetProperty actions.
Rub
Lick
Squeeze
Brush
Tease
Whip
Feather
Slap
Those should do.
Edit: I just realized you guys were talking about a different kind of touching.
Thanks so much for everything you said! The arena and button layout idea is one I honestly didn't think of but I dig it. I think I'll alter it, toss it onto my phone, and test it out to see how that feels.
Haha, as far as it being developed for PC, I agree the aesthetic fits more for a mobile game. The only reason I even considered putting it on PC is because Game Maker Studio allows you to export your game as a .exe file to play on PC so I figured, "Eh...why not?". You're right though, if I ditched that, it would definitely alleviate some added pressure/stress since I'd most likely have to alter the way the PC version looks by removing the border (or at least the buttons on the screen).
You get exactly what I had in mind as far as the hits and style of play. I'm toying around with the idea of having little micro-pauses as the characters' attacks land and definitely planning on having particles. Possibly a slight screen-shaking effect as well. I need to get around to putting in power-ups too because the Dash move is going to have a meter underneath your health bar which is exhausted the more you dash so it'll have to be replenished somehow. But maybe power-ups in a fighting game of this style wouldn't be the way to go, it isn't Power Stone or Smash Bros. so I suppose I can always just have the Dash meter slowly refill over time so it can't be spammed.
Again, thanks a lot for the encouragement and ideas! I know I shouldn't expect everyone to like my idea or give kind words, that's just life. But every little bit helps and your reply has actually made the gears in my head start turning again! I'll make sure to pop in here when I've made progress.
There was a one hour game jam this weekend - I entered and decided to spend the rest of the evening polishing it up...
Polished version: http://sean-noonan.com/development/dev_noonantap/1_2/
Original 1 hour version: http://sean-noonan.com/games/tapgrid_1hrjam/
Hope you enjoy it - feedback is encouraged
Blender (or any other modeling tool) can be used to create textured models, either simple or complex. There is a learning curve to it, certainly.Does anyone know of and good ways to learn 3d modeling, animation and texturing? Are there any Unity like programs for those tasks (free version, easy to use)?
I've tried using Blender but it's a bit difficult to find any good tutorials on building game levels.
Im just looking to make primitive designs similar to ps1 graphics. Most of the level layouts would be flat with textures. I'm thinking if I can't get 3d modeling down I'll just use quads or something in unity and texture them and use sprites for everything else ala duke nukem 3d.
This is just a personal quest to make the game I want.
This is really hard, unless I'm misunderstanding something. :|
By the way, do you intend on developing your Ludum Dare 32 entry further? I loved the style of it.
What would you like doing the most, or what are you interested in the mostAt the risk of TMI, here's a sampling of what I do:
- Programmer for government contractor. Want to switch to games, but this pays the bills and isn't entirely uninteresting. (and flexible schedule + school = yay)
- Going back to school for cs - almost done. False started career in a different field/degree. The formal education augments what I've been doing on my own time.
- Worked as a cs research assistant for most of the last academic year.
- Lots of side projects to up skill level.
lolThis thread is actually the reason I did it
Will I be send to jail having access to such hot material? xD
Yeah, it was lacking a difficulty curve - I just put one in: http://sean-noonan.com/development/dev_noonantap/1_5/
And regarding my Ludum Dare entry, yes, I plan to go back to it and add the additional floors I had planned. It'll still be a short game, probably 5 or 6 times the length of that teaser. PC, Mac and iOS probably (platforms I can reasonably port to).
Really, I'm curious to see where my design intentions aren't being understood. The biggest problem I've seen so far are when people don't have much vertical space around the game (the majority of the game control happens in the void rather than within the game window).Well, I made it to 10 points this time. <_<
I always feel bad not posting any updates in here and I read this topic constantly. The balance of showing stuff and doing work is a difficult one in my experience.
I have been hard at work on redesigning some aspects of Horizon Danger and finally feel that it's getting somewhere that feels close to how I imagined it. I redesigned most of the menu stuff and slowly started working on new graphics and music for the stages.
Had some luck in recording some gameplay footage this weekend, main problem I have with this project is playtesting and recording footage since it's a local mp game and it's a solo project. Never going to do that again!
https://youtu.be/sl_7TabsamQ
I always feel bad not posting any updates in here and I read this topic constantly. The balance of showing stuff and doing work is a difficult one in my experience.
I have been hard at work on redesigning some aspects of Horizon Danger and finally feel that it's getting somewhere that feels close to how I imagined it. I redesigned most of the menu stuff and slowly started working on new graphics and music for the stages.
Had some luck in recording some gameplay footage this weekend, main problem I have with this project is playtesting and recording footage since it's a local mp game and it's a solo project. Never going to do that again!
https://youtu.be/sl_7TabsamQ
Made a title screen and updated the game a little:
Click for updated version
Reckon I'll put a slight time curve so the first few are easier to get - might think about some alternate control methods too...
Does anyone know of and good ways to learn 3d modeling, animation and texturing? Are there any Unity like programs for those tasks (free version, easy to use)?
I've tried using Blender but it's a bit difficult to find any good tutorials on building game levels.
Im just looking to make primitive designs similar to ps1 graphics. Most of the level layouts would be flat with textures. I'm thinking if I can't get 3d modeling down I'll just use quads or something in unity and texture them and use sprites for everything else ala duke nukem 3d.
This is just a personal quest to make the game I want.
It is a possibility. I hope the NSA isn't watching!Will I be send to jail having access to such hot material? xD