after you!
Pretty cool. But the screen gets cluttered pretty fast with all the icons
on it. What I don't like is the color scheme for all the items. Don't know,
it looks way too passive for me. Some vibrant accents could make the action
look more dynamic/thrilling and may serve for a better discriminability of
some icons -- which at the same time may reduce the visual perception of
clutter to some degree.
after you!
What's the game about?
Btw: Welcome over here!
One question, not just to you Jobbs, but to most developers here, are you thinking about internationalization when you make your game? I don't mean that you have five languages for your game on launch day, just if you think ahead and make the game easy to translate?
Well, from my experience, it's better to make English version first, release it and then based on response translate it into other languages. I made localization for Steel Storm right from the start and not only it slowed down the development, but also created bunch of technical issues we had to deal with.
Plus, I didn't design the system, and left that task to the former programmer. We ended up with pretty rigid system :/ (meaning it's really hard to add new strings to the game without overhauling old strings)
If you absolutely sure you want (and have resources) to do localization in the future, design localization system to be flexible, and then later you can always do the translations. I like how idSoftware did it in idTech 4 and up - it's a text file with strings, referenced by the number or an identifier. The order of doesn't matter at all, so it's pretty flexible and yet simple.
One thing for sure - you will still get more sales for English version. Pretty much anyone who play video games knows some English
That's cool, but also physically impossible - objects fall at the same speed, independent of their respective mass and weight. Only things like wind resistance would cause a disparity between fall speeds, but as the creature is a ball it wouldn't be an issue.after you!
Talking about localization systems, does anybody know if there's a way to add unicode text and font support to Unity so it's possible to load and display stuff in languages such as japanese?
One question, not just to you Jobbs, but to most developers here, are you thinking about internationalization when you make your game? I don't mean that you have five languages for your game on launch day, just if you think ahead and make the game easy to translate?
Son, this is vidja gamezAfter a rather rubbish day at work I get the urge to improve my programming ability and live the big indie dream. I can make stuff in Gamemaker of medium complexity but I need to accelerate my learning - anyone have any suggestions for intermediate tutorials? Most I see are either beginner or advanced.
That's cool, but also physically impossible - objects fall at the same speed, independent of their respective mass and weight. Only things like wind resistance would cause a disparity between fall speeds, but as the creature is a ball it wouldn't be an issue.
Though by "game logic" most people would probably expect the PC to fall faster and overtake. I cannot wait to play this once you're done.
After a rather rubbish day at work I get the urge to improve my programming ability and live the big indie dream. I can make stuff in Gamemaker of medium complexity but I need to accelerate my learning - anyone have any suggestions for intermediate tutorials? Most I see are either beginner or advanced.
That's cool, but also physically impossible - objects fall at the same speed, independent of their respective mass and weight. Only things like wind resistance would cause a disparity between fall speeds, but as the creature is a ball it wouldn't be an issue.
Though by "game logic" most people would probably expect the PC to fall faster and overtake. I cannot wait to play this once you're done.
Always nice seeing more gifs from this game. Just posted a few of these on a group in facebook, hope you don't mind.
One question, not just to you Jobbs, but to most developers here, are you thinking about internationalization when you make your game? I don't mean that you have five languages for your game on launch day, just if you think ahead and make the game easy to translate?
After a rather rubbish day at work I get the urge to improve my programming ability and live the big indie dream. I can make stuff in Gamemaker of medium complexity but I need to accelerate my learning - anyone have any suggestions for intermediate tutorials? Most I see are either beginner or advanced.
That's cool, but also physically impossible - objects fall at the same speed, independent of their respective mass and weight. Only things like wind resistance would cause a disparity between fall speeds, but as the creature is a ball it wouldn't be an issue.
Though by "game logic" most people would probably expect the PC to fall faster and overtake. I cannot wait to play this once you're done.
One question, not just to you Jobbs, but to most developers here, are you thinking about internationalization when you make your game? I don't mean that you have five languages for your game on launch day, just if you think ahead and make the game easy to translate?
In the past I was on a project where the team intentionally came up with easy to understand symbols for navigating the UI in the place of text. Naturally that's not going to work with every type of game, but it's worth trying to do if it fits.
Might as well drop the cash for a GTX 680. You can write it off! Maybe.What would be the best video card to emulate PS4 on PC ?
I am making a game in Unity3D and would like to be on the safe side as far as running on PS4 goes
Counting Unity3D overhead in (so maybe should be a bit more beefy than PS4 one)
Might as well drop the cash for a GTX 680. You can write it off! Maybe.
Edit: Jobbs, let me know if you need help casting your game. I got the hook up in Los Angeles, yo.
I do not know to what this refersDamn boy whaaaaat
I do not know to what this refers
I'm a professional voice actor in Los Angeles. >.>Ronald Jenkees got you the voice over hook up? Or other hook ups?
Ahh ok, thought you guys were near towards the end of developing the game.Nothing's final yet, these screens were just to showcase the behavior more than anything else, we're doubtful this final game mode will even feature too many enemies at once. We're going for a relaxing vibe, not so much the twitch fest that was geometry wars.
I still need to go in an polish all the enemies up, we have a few that animate so we might go that direction also. Thanks for the feedback!
It is possible that the main character may overtakes the turtle like in the... what if ...
Edit: Jobbs, let me know if you need help casting your game. I got the hook up in Los Angeles, yo.
Ahh ok, thought you guys were near towards the end of developing the game.
So what's the current state of the game; alpha, beta, gamma, delta?
DARRKKKNNNEESSSSSSSSSHoly shit, you're Nocturne. I hate your ults.
Assuming the thing gets funded, it'll be a while before we actually have to record all the VO. That's a late in the process thing for me, I'd think. I don't have a super specific plan yet, but I've seen some good talent online and I know a person or two who may also be a good fit. I was also considering doing one of the supporting roles myself to save on money/time if I could manage an acceptable performance. I'm determined to get the VO done and on point, even if it means I have to be really scrappy/cheap/creative to do so. For some of the smaller roles I could probably cast friends/family/whatever and just do so many takes that I get what I need. There are a couple roles that require some range and thus require people who can really act. Those'll be the most challenging to cast.
DARRKKKNNNEESSSSSSSSS
I have a lot of friends who would probably do it extremely cheap or free, and still pretty well. And I'd be willing to contribute to a GAF project, of course, for free. = D Just let me know!
I'd love to donate my design skills for any gaffer also
Hey guys. I bring two items of business today.
First:
The Ghost Song Kickstarter will go live on Monday, August 5th. If you're interested in the project, you can help me by just passing the word on, and by retweeting this.
Ghost Song began as a flash game, but I no longer want to release it as a flash game. I want to rebuild it in unity and redo all the art in high res - with more and better art and everything more awesomer. That's what the KS is for. I need to bring on a dedicated programmer.
If that was too self promotiony then I'm really really really sorry. But I feel like I've had a months-long arc here in this thread and as such it may be okay.
Second:
The many doors of Ghost Song. Because -- What's a game without lots of cool doors?
Popped in to say I just retweeted. And are those damage numbers I see? <3 Damage numbers.
Will be backing you (yes, my first ever backing) on Monday.
After a rather rubbish day at work I get the urge to improve my programming ability and live the big indie dream. I can make stuff in Gamemaker of medium complexity but I need to accelerate my learning - anyone have any suggestions for intermediate tutorials? Most I see are either beginner or advanced.
That's cool, but also physically impossible - objects fall at the same speed, independent of their respective mass and weight. Only things like wind resistance would cause a disparity between fall speeds, but as the creature is a ball it wouldn't be an issue.
Though by "game logic" most people would probably expect the PC to fall faster and overtake. I cannot wait to play this once you're done.
for (i = 0; i < soldiers.Count; i++)
if (soldiers[i].following == -1)
for (j = 0; j < soldiers.Count; j++)
if (soldiers[j].following == -1 && i != j)
if (soldiers[i].getDestination() == soldiers[j].getDestination())
if (Utility.getDistance3D(soldiers[i].transform.position, soldiers[j].transform.position) < 2)
if (soldiers[i].pathDistance > 0 || soldiers[j].pathDistance > 0)
if (soldiers[i].pathDistance < soldiers[j].pathDistance)
{
soldiers[j].following = findTrailer(i);
if (Utility.getDistance3D(soldiers[soldiers[j].following].transform.position, soldiers[soldiers[j].following].getDestination()) < 0.5f)
soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position -
0.5f * Utility.makeUnitVector3D(soldiers[soldiers[j].following].actualOrientation));
else
soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position);
}
else
{
soldiers[i].following = findTrailer(j);
if (Utility.getDistance3D(soldiers[soldiers[i].following].transform.position, soldiers[soldiers[i].following].getDestination()) < 0.5f)
soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position -
0.5f * Utility.makeUnitVector3D(soldiers[soldiers[i].following].actualOrientation));
else
soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position);
}
1) I don't think you'll hit problems with Unity3D on PS4What would be the best video card to emulate PS4 on PC ?
I am making a game in Unity3D and would like to be on the safe side as far as running on PS4 goes
Counting Unity3D overhead in (so maybe should be a bit more beefy than PS4 one)
You are a generation behind Feep. Shamefullllll. Go back to making video games.Might as well drop the cash for a GTX 680. You can write it off! Maybe.
I don't run a hyper-comprehensive build-your-own PC thread, BRO1) I don't think you'll hit problems with Unity3D on PS4
2) 7870XT / 7870 MYST or 7950 3GB (More wiggle room with VRAM). 7970's are surprisingly cheap now.
3) Or buy nVidia and get a 760 4GB (Again to mess with VRAM, though honestly 2GB should be plenty). GTX 770 if you really want.
You are a generation behind Feep. Shamefullllll. Go back to making video games.
If you're rolling 2-D, you absolutely made the right choice.I originally considered Unity as my first framework, but decided in the end to go with XNA. Both use C# and I thought working with XNA would be a good stepping stone to work with before I move onto Unity.
It's helpful, but a little overrated, IMO. Just be clean with your code. XNA takes care of a lot of messy stuff for you.So before I get to the actual question I have in mind, could I have someone's opinion on this? Despite doing computing at college and taking a web development course at Uni, I've never really had proper training in OOP. When I moved from asp to vb.net it was quite a high step for me, from a skillset POV, but I think I managed to understand most of the concepts and get on with my job. Does anyone think that a lack of a deeper understanding of OOP will hinder my attempt to make games?
No, references are free! Well, free in terms of additional memory space, mind you. C# will go in and garbage collect anything you create and aren't using anymore.Obviously, you load the spritesheet into memory as a Texture2D object. 1st question, each time I refer to an element on that sprite sheet does it take up more memory in addition to the memory used when I loaded the spritesheet into memory? So if I refer to an element on that sprite sheet at say X=0, Y=40 and use it 20 times, would that take up 20 x the memory? I'm guessing it depends on how I use it?
A Dictionary might be useful. You should at least make a helper function that automatically "grabs" the correct element from a simple integer. Something like2nd question, would it make sense to break that spritesheet up into a dictionary object? then I can quickly access each element on that spritesheet? Thinking this would be something that could be implemented from a level builder point of view.
public Rectangle getRect(int tile, int tileWidth, int tileHeight) //Example SpriteSheet is 4x4
{
return new Rectangle((tile % 4) * tileWidth, (tile / 4) * tileHeight, tileWidth, tileHeight);
}
hahaha. Yeah, you say that now. Wait until a few months (or even weeks) after you walk away from the code to work on another part, and have to go back for some reason or another.Real A.I. codez:
Code:for (i = 0; i < soldiers.Count; i++) if (soldiers[i].following == -1) for (j = 0; j < soldiers.Count; j++) if (soldiers[j].following == -1 && i != j) if (soldiers[i].getDestination() == soldiers[j].getDestination()) if (Utility.getDistance3D(soldiers[i].transform.position, soldiers[j].transform.position) < 2) if (soldiers[i].pathDistance > 0 || soldiers[j].pathDistance > 0) if (soldiers[i].pathDistance < soldiers[j].pathDistance) { soldiers[j].following = findTrailer(i); if (Utility.getDistance3D(soldiers[soldiers[j].following].transform.position, soldiers[soldiers[j].following].getDestination()) < 0.5f) soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position - 0.5f * Utility.makeUnitVector3D(soldiers[soldiers[j].following].actualOrientation)); else soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position); } else { soldiers[i].following = findTrailer(j); if (Utility.getDistance3D(soldiers[soldiers[i].following].transform.position, soldiers[soldiers[i].following].getDestination()) < 0.5f) soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position - 0.5f * Utility.makeUnitVector3D(soldiers[soldiers[i].following].actualOrientation)); else soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position); }
Fuck comments
I like New Awareness to death! Totally awesome. Can you send me a hifi (raw)
Isn't the code supposed to be the comment? xD... Fuck comments
Man, you better start coding. Most of the things will unfold as you go.I have a question ...
I've been ...
I originally ...
So before ...
Now, ...
There has ...
Could someone ...
I like New Awareness to death! Totally awesome. Can you send me a hifi (raw)
version?
What kind of design do you do?
Real A.I. codez:
Code:for (i = 0; i < soldiers.Count; i++) if (soldiers[i].following == -1) for (j = 0; j < soldiers.Count; j++) if (soldiers[j].following == -1 && i != j) if (soldiers[i].getDestination() == soldiers[j].getDestination()) if (Utility.getDistance3D(soldiers[i].transform.position, soldiers[j].transform.position) < 2) if (soldiers[i].pathDistance > 0 || soldiers[j].pathDistance > 0) if (soldiers[i].pathDistance < soldiers[j].pathDistance) { soldiers[j].following = findTrailer(i); if (Utility.getDistance3D(soldiers[soldiers[j].following].transform.position, soldiers[soldiers[j].following].getDestination()) < 0.5f) soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position - 0.5f * Utility.makeUnitVector3D(soldiers[soldiers[j].following].actualOrientation)); else soldiers[j].setDestination(soldiers[soldiers[j].following].transform.position); } else { soldiers[i].following = findTrailer(j); if (Utility.getDistance3D(soldiers[soldiers[i].following].transform.position, soldiers[soldiers[i].following].getDestination()) < 0.5f) soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position - 0.5f * Utility.makeUnitVector3D(soldiers[soldiers[i].following].actualOrientation)); else soldiers[i].setDestination(soldiers[soldiers[i].following].transform.position); }
Fuck comments
... No or few comments, variables named j, jj, k, l, etc. My code was horrifying.
As someone who now spends a lot of his life maintaining or extending old code, I respectfully recommend you reconsider your variable names, code, and/or lack of comments, but I suspect either this is test code or you don't want to. If you're the only programmer, you're only hurting yourself at any rate.