thanks for pointing out gifcam. this is the first actually convenient way I've found of making good animated gifs.
"enemies that make you go nope" indie version.
That looks amazing :O
thanks for pointing out gifcam. this is the first actually convenient way I've found of making good animated gifs.
"enemies that make you go nope" indie version.
Really impressive visuals and the gameplay looks straight out of Super Metroid. Any time-frame for a demo? What engine are you using for this? The lightning in particular looks really pretty.
How does one become a tester? I'd love to sign up if it's as simple as that.
How does one become a tester? I'd love to sign up if it's as simple as that.
thanks for pointing out gifcam. this is the first actually convenient way I've found of making good animated gifs.
ghsnope.gif
"enemies that make you go nope" indie version.
That looks cool (Google'd and found a sizzle video). So it's kind of a UDK sort of thing?Project Anarchy beta is now up! site seems to be getting hammered though so here are the direct links...
http://www.projectanarchy.com/
Windows
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.exe
Mac
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.app.zip
hi Relix
About XNA, even though is kind of dead, I am still using it, and since Mono is still moving forward not everything is a waste.
About Unity, I am having it in my mind as an option too, but since there are licensing costs if you grow and it can become really expensive if you are a very small studio in the long run, so for now I am keeping XNA till the next big thing is announced. I am trying to find out how to develop for PS4 too, and if Unity is the only option I may jump into it
even though I already have a lot of enemies and ideas for more, the other day I asked my friends if they had any ideas for new types of enemies to add. One of them said "how about a beehive". I said.. Okay.
love gifcam. makes it so easy to show things to people quickly.
GIFS
Sorry for showin so many gifs. I'm still all excited about gifcam. I'll get over it soon.
Pretty impressive what you can do with Stencyl, too. Reading the post about it in the OP, I take it you have some programming knowledge and are taking it further than what can be done simply 'out of the box' without any programming knowledge?
Wow, yea, that is pretty impressive and surprisingly flexible. Thanks for the detailed write-up. It seems like their site is down now but I'm curious to check it out at some point.actually, no, not really. when I first got stencyl over a year ago I had no idea what I was doing and no real programming skills.
I got started by using some tutorials which introduced the basic concepts of stencyl, just the basic way of operating and making things work (if/otherwise if/otherwise, attributes, forces, etc) and once I sorta understood the basics, I was able to figure out more and more stuff by asking for help and experimenting. In learning stencyl, I've learned some things about programming generally, because the way you operate in stencyl and the way you build logic uses the same general concepts as programming. It's all about defining variables, defining causes and defining results, and the system is so flexible that there are typically many different ways of accomplishing the same thing, as is the case with real programming.
I could be wrong, but from what I understand from cursory studies, it seems like Game Maker and some others have basic premade features you can drop together to make basic things happen, but this is highly limited and you need to write the code yourself to do anything serious. Stencyl isn't really like that, building logic using the snap blocks is very flexible and a lot can be done without writing a single line of code.
Here's an example of using the snapblocks to build logic in stencyl, from the "bee" enemy in the top gif of my previous post. (behavior is programmed in a modular way, self contained within individual objects and "scenes" (the area), and you can also use various methods of making different things communicate with eachother or get information from eachother, as well as set global attributes which are readable anywhere)
The bee is spawned out of the hive and flies erratically while also pursuing the player. The bee has behavior for varying other stuff, but below shows all of the behavior that controls its movement.
I set a delay variable that always ticks down per frame in the game, and then when it's 0, it randomly assigns a new variable amount and performs other logic too. It sets the direction of the player to a temp variable using a trig block, and then it adds some random offset to make it less accurate, and then a random turn amount (to curve its movement to varying degrees) and randomizes the speed a little too. You'll also note I have comments and disabled spare code below that is just a result of me being disorganized. As you might imagine, you can wield all of these features to phrase logic together in many ways and accomplish all kinds of stuff if you set your mind to it. That means I can make a character who can shoot or swing a weapon or jump or dash or basically almost anything I can dream up, I can make enemies generally do what I want them to do (really dynamic pathfinding is a bit beyond me though), I can make bosses, I can script cut scenes, I can piece together a map. It's just a matter of putting the effort in. People more clever than I have figured out how to do some pretty exotic stuff, even tech demos of procedurally generated terrain (no one's made a really practical game like this using stencyl that I know of, but I HAVE seen tech demos of it).
It's not perfect, there are occasional issues and sometimes something that seems like it should be simple to do is really tough or impossible. And there are certainly some things you can't do. But it's still really impressive considering how accessible it is. I'd never be able to make a game on my own sans any programmer partner, certainly not one like this, without stencyl.
Anyway, some of what's in Ghost Song was accomplished via clever experimentation with the core stencyl features, (for instance, I've been able to do all kinds of subtle lighting effects by playing around with objects and blending modes) but as of now the game doesn't use any special custom written extensions to the engine or anything fancy like that. There are some things I'm curious about implementing that would require a programmer to write custom code, so far these primarily are visual effect type things.
Wow, yea, that is pretty impressive and surprisingly flexible. Thanks for the detailed write-up. It seems like their site is down now but I'm curious to check it out at some point.
Project Anarchy beta is now up! site seems to be getting hammered though so here are the direct links...
http://www.projectanarchy.com/
Windows
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.exe
Mac
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.app.zip
Nice, finally a decent free engine with tools that uses c++.
But their forums suck, or for that matter the whole website, looks like it's straight out of 2003
Hmm... So apparently the Best Buy close-ish to my work has OUYA consoles in stock. I haven't really been following all the hub-bub surrounding the console and its SDK, but the opportunity and low cost of entry has me curious. Does anyone have experience with the ODK? Is it possible to program a game using C++ or do you have to use Java?
Project Anarchy beta is now up! site seems to be getting hammered though so here are the direct links...
http://www.projectanarchy.com/
Windows
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.exe
Mac
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.app.zip
Oh nice. Do you know of any good tutorials for doing so? I did some searching myself last night, and all of the ones I found didn't make a lot of sense. That is, they made it seem like every single C/C++ function you want to call, you have to encapsulate in some sort of Java wrapper code. Seems like it could get a little unruly.No experience with the odk but you can use c++.
even though I already have a lot of enemies and ideas for more, the other day I asked my friends if they had any ideas for new types of enemies to add. One of them said "how about a beehive". I said.. Okay.
love gifcam. makes it so easy to show things to people quickly.
Sorry for showin so many gifs. I'm still all excited about gifcam. I'll get over it soon.
Project Anarchy beta is now up! site seems to be getting hammered though so here are the direct links...
http://www.projectanarchy.com/
Windows
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.exe
Mac
http://software.intel.com/sites/havok/downloads/project_anarchy/AnarchyDownloadManager.app.zip
even though I already have a lot of enemies and ideas for more, the other day I asked my friends if they had any ideas for new types of enemies to add. One of them said "how about a beehive". I said.. Okay.
love gifcam. makes it so easy to show things to people quickly.
*wonderful gifs*
Sorry for showin so many gifs. I'm still all excited about gifcam. I'll get over it soon.
If you're looking for a good book (for learning C++), this was the one I picked up and started with. It was immensely helpful.I'd like to learn C++ at some point and the fact that it's from Havok should mean it's pretty high quality, but unfortunately it's mobile only. Is there any chance they'll allow development of PC games at any point? (Even if they're still restricted by the limitations of mobile platforms in the free version). As someone with no interest in smartphones it's really annoying to see so many game development options that are only for iOS /Android.
Can't help but noticing the numbers popping up and the critical hits. Does this mean your character has stats that you can manipulate or what?
you can increase your cannon's damage rating and crit rate, as well as your armor. there aer also special weapons that go off a seperate special weapon stat.
So this is random, but does anybody have advice for staying on track with a project? I've had my engine finished for ages already, but can't get a design doc out to save my life because the game I want to make keeps changing with whatever flavor of the month I'm playing.
So this is random, but does anybody have advice for staying on track with a project? I've had my engine finished for ages already, but can't get a design doc out to save my life because the game I want to make keeps changing with whatever flavor of the month I'm playing.
The key is focusing your goal. First, settle on a single main theme. You should be able to express this theme in a single sentence. Then make sure everything in your game supports that theme. Adding in other influences is fine but only if they support that main theme. Never deviate. At some point you will get tired of your idea, but if you never see it through, you'll be missing out on practicing the most essential part of the game development process.
If you're looking for a good book (for learning C++), this was the one I picked up and started with. It was immensely helpful.
http://www.amazon.com/Beginning-Programming-Premier-Press-Development/dp/1592002056/ref=sr_1_2?ie=UTF8&qid=1372256603&sr=8-2&keywords=c%2B%2B+game+programming+dawson
SketchUp is awesome.
That is all.
Sounds cool. Customization is always nice.
Thank you for this suggestion.If you're looking for a good book (for learning C++), this was the one I picked up and started with. It was immensely helpful.
http://www.amazon.com/Beginning-Programming-Premier-Press-Development/dp/1592002056/ref=sr_1_2?ie=UTF8&qid=1372256603&sr=8-2&keywords=c%2B%2B+game+programming+dawson
That's part of what I really liked about the book; a lot of its context was game based. The final chapter(s) of the game take you through writing a Blackjack game to demonstrate polymorphism.Thank you for this suggestion.
Project Anarchy looks interesting, but I'm already in the middle of a Unity project. However, I desperately need to get familiar with C++ ... this might be a bit off topic, but does anyone have suggestions for a smaller project (or even a guided tutorial) that would be interesting to make and would be useful in learning C++ in the context of game programming, but wouldn't be too ambitous?
Oh nice. Do you know of any good tutorials for doing so? I did some searching myself last night, and all of the ones I found didn't make a lot of sense. That is, they made it seem like every single C/C++ function you want to call, you have to encapsulate in some sort of Java wrapper code. Seems like it could get a little unruly.
That could also just be my uneducated perception too, though. I'm just starting out with Android dev -- porting my iOS App currently -- so a lot of the ADK's intricacies are a mystery to me.
What can you do with SketchUp and Unity? Model 3d assets in place of other software like blender/max/maya? Build levels?
It's been a while since I've touched SketchUp.
Speaking of Unity, where can I find some 2D tutorials?