Thanks :-D
Here's a higher-res version for those curious!
![]()
(if your char is in it and you'd rather it not be, PM me and I'll correct!)
Wow. That's awesome.
How do we submit information about our game to be included on the list Absinthe is working on?
Thanks :-D
Here's a higher-res version for those curious!
![]()
(if your char is in it and you'd rather it not be, PM me and I'll correct!)
Wow. That's awesome.![]()
How do we submit information about our game to be included on the list Absinthe is working on?
Every character except what Jobbs is working on. He makes fun of my real name. We keep him out of everything. OUT I SAY.
Collaboration would be nice to see from all of you.
How about this, pick a banner width that works and the 3 of you (planck, Pehesse, ito) draw a vertical pane.
Thoughts?
Thanks
Send the info to Absinthe or me via PM!
I'm game!
And I'm also off to bed.
That's pure 110% of awesomeness!Thanks :-D
Here's a higher-res version for those curious!
![]()
AncestoryThat's from Ancestry.
That's pure 110% of awesomeness!
Ancestory
GDC EU hasn't even started yet, but the Respawn pre-party was awesome and the reception for our game has been absolutely humbling. Really look forward to the start of the conferences, even though I know tomorrow morning's gonna be tough what with the being up last 38 hours with less than 1 hour of sleep![]()
Thanks :-D
Here's a higher-res version for those curious!
![]()
Hah, no worries it through a lot of people off, including search enginesOh, I thought my spelling looked a bit off, but I couldn't remember precisely.
---
What's your staying-awake regimen? Just tough through it? Tea/coffee? That sounds exhausting.
Hah, no worries it through a lot of people off, including search engines
For me it's simply not being able to sleep in uncomfortable public transit and willpower, beer and if someone offers tobacco. Don't want to do it again anytime soon, but worked well enough today![]()
Here's the sketch -It's a pretty rough one, and there's room for more characters
Wow, that DevGAF Twitter stuff looks great!
Quick heads-up for Unity users: I remember that there was a discussion on PlayerPrefs saving a while back where we talked about the pros/cons of PlayerPrefs. If I remember correctly it boiled down to:
Pros:
Super convenient
Works pretty much anywhere
Easy-to-use
Cons:
No encryption
Stores in strange places (like the registry...)
Can't save to a file
Only saves certain basic types (int, float, etc.)
I absolutely agree with all of those points. Interestingly enough, there's a solution on the Asset Store called Perlib that seems to keep the pros and eliminate the cons. It's today's 24 hour daily deal (at $5) so I figured I'd bring it up since it seems super useful and easy-to-use for those who can't (or don't want to) use manual serialization.
No prob
![]()
Much better
Have an issue with Unity I am hoping someone might be able to help with.
Sometimes when I open my unity project the physics seem to be slightly broken.
I have a scene where I have some blocks stacked, when I hit play the transform coordinates start drifting on their own until the blocks all fall over, to fix this, I restart Unity and hit play and there is no drift. This seems to happen intermittently. I have triple checked the position values for all transforms involved but they are all spot on.
edit: on closer inspection it seems on play, all objects (stacked cubes) move the y coordinate in the positive direction by .000014 and the x coordinates by .000038
Any ideas?
You usually get around this by clipping the decal to the surface. Either clipping your decal quad, or getting the touching polygons from the mesh and calculating/clipping the texture coordinates (like a projected texture) and rendering them in another pass. The second way is probably better.Hey, working on a first person shooter. Have bullet holes that work great, though today realized that if you shoot the corner of an object, half of the bullet hole will be sticking out. You know what I mean? Like in this image: http://answers.unity3d.com/storage/temp/9767-decal.png
One workaround is to just put like a trim around every object in the game, so that bullet holes wont "stick" to the trim, but that would be very tedious. Anyone encountered this, or any ideas? Thanks!
Here's the sketch -It's a pretty rough one, and there's room for more characters
I'm going for a smash bros like display (since we all are doing such brave characters)
![]()
From left to right: Saymond Aran, Honey, Abby (was it her name?) from Nether Mind, Jack's pixel gunman, Psyscrolr, GAF ball, Chaman, Alice, Adam from Beyond Human, Hollow Knight, Hibari, Dust.
We could split this into three different parts, or I can do it all by myself if you don't like it (and I'd still collaborate on whatever you propose for the twitter banner)
BTW I'll be needing some more documentation on the blue machine character, so if anyone could tell me where he's from...
Edit: Also, I forgot to draw that cute ginger girl character. I don't remember from what game she was either, could anyone fill me in?
Edit2: Great, I also forgot about the ball behind Honey.
Oh my god Pehesse, I love you
To Pehesse and other associated legal entities,
Please acknowledge receipt of correspondence.
I represent Legal Firm LLC, and it has come to our attention that you have been using certain developers' original intellectual property (IP) without having gained written consent from all involved parties. You should be aware this is violation of the United States Digital Millenium Copyright Act (1998) and we require that you remove all infringing copywritten material at your earliest possibility. In addition, said developers retain the right to sue for inflicted damages from your brazen violation of their rights. Be aware that further correspondence may be incoming from those that wish to file suit.
Have a nice day,
Jeremy Hiredbyjobbsington
Any chance to get my old pal Leopold, from Malebolgia, in that banner? Lovely work by the way. I will be more active in this thread once I get the ball rolling on my next project.
Of course. I'll put him in as well.
Pehesse, we should first come up with the full list of characters that will appear in the banner, then split it in three different parts and choose which one we're going to draw.
I'll be adding the machine, the ball, the girl, and Dascu's character to the sketch.
If anyone else wants a character to appear in the banner, just say it.
Does the picture needs the title on it or not?
and how many picture, just one?
for the list
I'm glad y'all like the avatar :-D Gotta admit, I was nervous about using chars without permission, but... we're among friends? Right?
Right?
Right?
The blue machine's from Blizzard's turn based game (don't know if it has a title yet!), the ball is from Anteevy's Roll-playing game, and the girl is from Taku's Yonder!
See, we *do* need that list after all :-D
Like the sketch! This could totally work.
So, how should we proceed with the banner?
(suggestion: since we have room, we don't have to limit ourselves to those same games from the avatar - there's lots more in the thread to showcase!)
<3
Also doing something similar - Email me (can see my email in a quote below)
All devs can start to follow this and I will make sure to follow all of us back. Only devs on GAF will be followed
https://twitter.com/DevGAF
I'll get some images up there - if anyone wants to write a better quick BIO PM me - i just threw that up there for the time being. I can have a few people curating this using TweetDeck so if you are good with the social media stuff - PM me and I'll give access to this account.
We can use this to begin blasting information to the socialsphere as we get more news for our things.
I'm running off an on today so if anyone needs to reach me - best place is email
QUOTE TO C vvv
Or if you want to hit me up in a Google Hangout - just hit me up via G+: https://plus.google.com/+JackSipich/posts
I really don't use G+ often but use Hangouts all the time. You can reach me easy there.
Lots of peeps in here doing good shit - we need a better way to blast info about everyone's things to the public and this is a start.
Anything else don't hesitate and email me - I may not be hopping on GAF much today but want to get this moving.
EDIT:
Also - drop me a line here in a PM or an EMAIL and let me know who you are on Twitter if you're not in the GAF list so I know exactly who i'm going to be following.
Game accounts and personal accounts from you all are BOSS! The more of us the account follows the better.
Thanks :-D
Here's a higher-res version for those curious!
![]()
(if your char is in it and you'd rather it not be, PM me and I'll correct!)
Back to dev'/animation updates from me soon.. right after some sleep :v
(btw, didn't post the latest honey stuff here, so have on actual gamedev update on the house, with a new background for a new match, forcefully using an inappropriate script from another match:
Yes yes, there are actually more bugs in this single screenshot than ever before. I don't fix bugs, I make more of them. That's what it's all about)
No prob
![]()
No Jack B. Nimble love in the banner.
Le sad face. With all of the moving/new job stuff I've not been able to be around the thread much lately.
Should be showing more indie stuff this month. Hopefully.
No problem.Edit2: Great, I also forgot about the ball behind Honey.
Aye. Wouldn't be a bad idea if you want to share the new design with Pehesse.Hey what i miss? - also our dude looks a little less blocky these days so might have to use the new design, pending Sir Jackalanches approval
Not nimble enough, I'm afraid.
Also doing something similar - Email me (can see my email in a quote below)
All devs can start to follow this and I will make sure to follow all of us back. Only devs on GAF will be followed
https://twitter.com/DevGAF
I'll get some images up there - if anyone wants to write a better quick BIO PM me - i just threw that up there for the time being. I can have a few people curating this using TweetDeck so if you are good with the social media stuff - PM me and I'll give access to this account.
We can use this to begin blasting information to the socialsphere as we get more news for our things.
I'm running off an on today so if anyone needs to reach me - best place is email
QUOTE TO C vvv
Or if you want to hit me up in a Google Hangout - just hit me up via G+: https://plus.google.com/+JackSipich/posts
I really don't use G+ often but use Hangouts all the time. You can reach me easy there.
Lots of peeps in here doing good shit - we need a better way to blast info about everyone's things to the public and this is a start.
Anything else don't hesitate and email me - I may not be hopping on GAF much today but want to get this moving.
EDIT:
Also - drop me a line here in a PM or an EMAIL and let me know who you are on Twitter if you're not in the GAF list so I know exactly who i'm going to be following.
Game accounts and personal accounts from you all are BOSS! The more of us the account follows the better.
if i'm missing people to follow let me know in a PM
Love the avatar and the banner sketch.
When I first saw the avatar with all the characters, I thought "too bad my game only has balls and no characters". Then I saw the ball in the background. Awesome.If it's not too late to change, I think the colors are based on my outdated avatar - now the evil balls are darker and glow red, like in this gif: http://roll-playing-game.com/upload/rpg_deathball.gif
No problem.Together with the NeoGAF ball, the balls are officially taking over the banner.How could you!!??
Perfect! Thanks.Apologies! I'll fix the colors ASAP![]()
Jintor, this one's for you!
Here are some details about my animation process for the beat'em all segment characters.
I'm not going into the principles of animation itself (rhythm, speeding up/down, keyframing vs. inbetweening, etc) as that'd be a whole other thing and others would do that far better than I (Noogy, I summon thee).
I'm just going into the thought process behind each step when I design/animate the first few moves for a new char. Hopefully it might help someone, and if not, it'll still count as a Honey update, so there!
First, I make the idle pose/animation. All of the other fighting moves fire off from this pose, so it's important I get it right soon. I find idles to be some of the hardest animations to do, since they're meant to evoke character, but mostly use slight and subtle movements (unless you're Elena), and slight and subtles movements are super hard to get right. Doing frame by frame animation, you can't really copy/paste elements of the whole frame for each new one, else it looks stiff, but you can get by drawing two different frames, and then alterning between those two for immobile elements to still get a vibrating effect. I tend to copy/paste stuff for those very slight movements, otherwise it's best to draw a new frame altogether most of the time.
Once that's done I move on to the walking cycle, as it's probably the second hardest. Some would argue walk cycles *are* the hardest animations to get right.
You'll see I'm only using the layers on the right, adjusting the opacity each time I'm making a new one, to create an onion skin effect. No other tools required for any of this!
Also, I suggest doing it part by part - instead of drawing the whole figure in one go, focus on getting one movement right (here, the legs), then move on to the next thing.
Once I end up with this I move on to adding the rest: first the head, to get the bobbing motion, then the torso, then the arms. There's still funny stuff going on with the neck/torso and ribcage, but for a sketch, it'll do. Know when to stop!
Now, for the fighting motions themselves. This is where the different fighting game concepts, such as startup frames, hit frames and recovery frames enter the play. This is the part you should design on paper beforehand.
Depending on how hardcore your fighting mechanics are, you can play looser with those rules: since Honey isn't a "fighting game", but a beat'em all in the style of Streets of Rage, the timings don't need to be as precise. I also tinker with the animation playback speed ingame based on your speed stat, so not all characters play their animations at the same speed - if you aim to make a balanced fighting 2P game, don't do that, and balance your stuff on paper first!
Honey as a character has medium speed, most of her moves average around 8 frames with a classic 3/5 ratio: 2 startup, 1 hit, 5 recovery. Big Blue, the character here, is slightly slower. The first kick, one of her snappier moves has 9 frames, for a 3/6 ratio and a slightly lower playback rate, meaning Honey should connect if she does one of her jabs during the first frame or two of BB's animation. I *could* test it ingame at this stage using my sketches, but the import process is long, so I'm working off previous experience from the other characters.
For this one I'm using a sped up frame for rhythm purposes: the third startup, with the directional lines, is 0.6 times faster than the others, making for a slightly accelerated rhythm as we go for the hit frame.
The intent for this hit is to have a short range and medium-long recovery, allowing you to get a hit in during the recovery phase if you're far away - however, there's a follow-up hit as well. This one is designed to fire off frames 5/6. So I'm using those as a new base (not idle) to design the second kick, leading back to idle:
...which has even longer recovery (and may even possibly miss a frame or two at the end to transition to idle more fluidly, but it's already 12 frames long, and I need to balance an adequate number of frames with memory constraints).
So with that I have a very basic moveset, from which all of the other moves can be designed and animated following the exact same principes.
The only moves in Honey that don't follow these guidelines are the grapples and throws, since I'm doing both characters in a single animation for depth drawing issues and... I don't recommend that. I won't be doing it again, either :-D
Hope any of it helps! If you have any questions regarding any step of the process, feel free to ask. As for tools, I've only used here the basic photoshop (or any other drawing software) layers+the painting brush. Animation timeline *can* offer previews of your WIP animations, but I kind of dislike it as it eats screen space.
Apologies! I'll fix the colors ASAP![]()