Has anyone ever used this in the past?
http://www.engine001.com
It seems a interesting gamemaker type program. The examples it has makes it look quite versatile.
Another GIF, this time showing off moving the big block darkening to individual blocks - makes it look more appealing when damage will be dealt, etc.
And have a logo!
That looks really cool! Congrats on your progress.
Steam Greenlight said:
What would be some big gaming forums apart from gaf that we could post about our game?
I just realised I have no idea how to do marketing and get visibility, apart from trying to send out codes to review sites
Hey Guys!
I know there's already a word game in this thread, but I figure another couldn't hurt
I've been working on mine for a couple months now, and it's finally starting to be in a state I can show off. Hopefully more will come in the next few weeks!
Let me know what you think!!!
Awesome look dude! Just one thing, perhaps give the characters a shadow against the background? they blend into the scenery.
Yes, full-time job. I usually work late nights on my game after my wife goes to bed. I try to not work on it on weekends to give myself a break.
It's HARD! That's why it takes so long to finish. I usually get in the dev hours after GF goes to bed/I have a day off. I make sure I solve one piece of programming puzzle before I end the dev session...
I haven't posted my game in this thread yet, but I have a part time job that pays my life essentials. I do freelance illustration whenever I can to earn extra money, and the remainder of my time goes to illustrating my own game and my graphic novel. Not to mention I do personal studies all the time in order to improve my drawings. Schedule is a bit ridiculous.
Hey Guys!
I know there's already a word game in this thread, but I figure another couldn't hurt
I've been working on mine for a couple months now, and it's finally starting to be in a state I can show off. Hopefully more will come in the next few weeks!
Let me know what you think!!!
As I've been following this thread for a while now, a certain ponder has continually been lingering in the back of my noodle..
For the fellow ladies and gents who are working on these wonderous creations on your "free time", do you also have a full time job?
If yes, how do you find the time and motivation to work on your projects in between the constant daily living/work/social routine?
Screenshot Saturday
We completely redid the user interface of our game Castaway Paradise. Every option is context sensitive. For example: If you're standing in front of the sea, the game will suggest you use the fishing rod. If you're on farm ground, the game will show you the available crops you have. Usability X1000.
What do you think?
The authors of Chipmunk 2D are in the process of porting their engine over to Unity. They setup a kickstarter (already funded at 5k) here: http://www.kickstarter.com/projects/howlingmoonsoftware/chipmunk2d-for-unity
Very curious to see how the performance actually compares to the built in Physx engine that Unity uses and how cleanly they can integrate it into the native UI and 3rd party tools.
I've used Box2D for some iOS prototypes in the past, but don't have any experience with Chipmunk. Anyone here use it?
Also, Servbot24, show us your game!
I suppose this all boils down to:
-Is MonoGame just a derivative of Mono?
-Am I mistaken in thinking Mono is basically portable C#?
-Is MonoGame still better to use if its networking & pipeline stuff won't be required?
I may as well mention that I was also considering remaining with C++ and just moving to SDL & OpenGL but figured C# would end up allowing me to get things done much faster with probably less bugs in the long run.
We completely redid the user interface of our game Castaway Paradise. Every option is context sensitive. For example: If you're standing in front of the sea, the game will suggest you use the fishing rod. If you're on farm ground, the game will show you the available crops you have. Usability X1000.
Hopefully this is a good place for this question. Just want to get a little input.
I've been working on a 2d persistent multiplayer game for quite a while as a hobby for the most part. It's currently written in C++ using DX8 & Winsock with all the other code being my own (no other libraries/engine). Recently I've wanted to expand the scope a bit and decided to make the game more platform independent, mainly targeting Windows, OS X, & Linux and decided that this might be a good time to move over to C# & MonoGame which I've heard a lot of great things about, but the more I learn about it, the more I think I may be mistaken. I don't need most(any?) of the XNA features that it's mainly for and am now it seems that Mono may be the better route for me but I know very little about Mono still so I'm not sure.
I suppose this all boils down to:
-Is MonoGame just a derivative of Mono?
-Am I mistaken in thinking Mono is basically portable C#?
-Is MonoGame still better to use if its networking & pipeline stuff won't be required?
I may as well mention that I was also considering remaining with C++ and just moving to SDL & OpenGL but figured C# would end up allowing me to get things done much faster with probably less bugs in the long run.
Monogame is an open source version of XNA using the Mono framework instead of .net
Mono is comparable to the .net framework not C#. C# is the language .net/mono is the framework the language uses.
I've never used MonoGame but I really like C#. I find it way easier than C++
That sounds fantastic -- it's always a bit of a drag in games like Animal Crossing when you have to fiddle around in menus to swap equipment.
Mono is an open source implementation of the .NET Framework, so yeah, it's basically C# that can be run on non-Microsoft platforms.
MonoGame is an open source implementation of the XNA API that can run on top of .NET or Mono. I don't think it has any affiliation with the Mono project outside of that. I'm not really familiar with DirectX but I think MonoGame is a higher-level framework than what you're working with now, so you may be giving up some control in exchange for an easier API to work with.
If you want to switch to C# but stay a bit lower level than MonoGame, you might want to check out http://www.opentk.com/ which wraps OpenGL, OpenCL, and OpenAL and is cross-platform.
We completely redid the user interface of our game Castaway Paradise. Every option is context sensitive. For example: If you're standing in front of the sea, the game will suggest you use the fishing rod. If you're on farm ground, the game will show you the available crops you have. Usability X1000.
What do you think?
Yeah, I've got a couple solutions I need to try regarding that... thanks!
Hopefully this is a good place for this question. Just want to get a little input.
I've been working on a 2d persistent multiplayer game for quite a while as a hobby for the most part. It's currently written in C++ using DX8 & Winsock with all the other code being my own (no other libraries/engine). Recently I've wanted to expand the scope a bit and decided to make the game more platform independent, mainly targeting Windows, OS X, & Linux and decided that this might be a good time to move over to C# & MonoGame which I've heard a lot of great things about, but the more I learn about it, the more I think I may be mistaken. I don't need most(any?) of the XNA features that it's mainly for and am now it seems that Mono may be the better route for me but I know very little about Mono still so I'm not sure.
I suppose this all boils down to:
-Is MonoGame just a derivative of Mono?
-Am I mistaken in thinking Mono is basically portable C#?
-Is MonoGame still better to use if its networking & pipeline stuff won't be required?
I may as well mention that I was also considering remaining with C++ and just moving to SDL & OpenGL but figured C# would end up allowing me to get things done much faster with probably less bugs in the long run.
My thought too. That pixel art is really going to look great once it pops more.
I've used it. It's a pretty by the numbers 2D rigid body physics engine. Haven't used Box2D but can't imagine too much creativity on that area. You have shapes (boundaries, trigger collisions) and bodies (mass, velocity, etc.) and lots of types of joints.
Can anyone check screenshot saturday on twitter. I don't see my screen shot. Am I doing something wrong?
I'm @TravisFincaryk on twitter I'm some what new at this...
how far are you with your game? I mean is it just a testing ground, is it playable? how much code is it? is it worth it to completely rewrite it? are you happy with your code quality so far?
i've ported some codebases from win dx8/9 to sdl, opengl etc. - it's not that difficult; especially if you wrote the code yourself.
btw
the mentioned opentk had it last stable release in 2010. the last nightly build is from beginning of 2012. one single file in trunk was changed in january 2013 while the rest remains from 2009-11. i would say it's nearly "dead".
I see it! It's not embedded in Twitter but the link works fine.
Another GIF, this time showing off moving the big block darkening to individual blocks - makes it look more appealing when damage will be dealt, etc.
And have a logo!
Hey Guys!
I know there's already a word game in this thread, but I figure another couldn't hurt
I've been working on mine for a couple months now, and it's finally starting to be in a state I can show off. Hopefully more will come in the next few weeks!
Let me know what you think!!!
two competing word smiting games?!
Then they should have a word with eachother!
Another pirate game? *high five*Finally, made some more time to post some more animations of my puzzle game in gif form.
Decided to bite the bullet on game maker studio and start coding up the devil may cry inspired 2D action game.
in a week, i've done a lot of progress. quite liking it. movement, blocking, dashing, got the basic attacks working(including launching), combo system, jumping, enemy reactions, even the style bar is working now! (though still needs to be adjusted)
Once the combat system is finished fully, i'll have to really think about what kind of game I want it to be...
Im thinking it's gonna be an actionRPG, but with a demons souls style levels (ie; 5 worlds, can be tackled in any order, each world has 3 levels)
Nice effects. Digging the color palette!Just got into this gif crazyness too with GifCam (Like they would say in my country: "Estrenando GifCam") so I made a gif of a newly created power for my shmup.
Behold, the Nova Shot!
two competing word smiting games?!
Then they should have a word with eachother!
... Ahem
Just got into this gif crazyness too with GifCam (Like they would say in my country: "Estrenando GifCam") so I made a gif of a newly created power for my shmup.
Behold, the Nova Shot!
Thanks, cool reference information!Found some pretty good resource for my project maybe someone finds this helpfull if you want to write a Minecraft like voxel engine:
https://sites.google.com/site/letsmakeavoxelengine/home
Nice effects. Digging the color palette!
That sure looks nice! I think you should consider moving the laser's effect to the background, though, since it currently doesn't let you see the enemies that are underneath it. At best, the player misses out on the death particles, and at worst, an enemy that can actually survive that laser (ie: an indestructible object or a boss) might crash into the player without her knowing.
I made some progress with the menu screens for a game that'll be up for public display in early August. It's actually a really short game I made during a local Game Jam that I've mentioned in the past, and I've been asked by someone to polish it so that it can be displayed at that exposition.
Also, you were from Argentina right? is it a local event? here we only have some anime events a year but I think there aren't that many game devs in the city, so we don't have public showings over here, would love that thought.