Our game is another type of music and we have already two composers working with it (same team) but your music is seriously awesome. :O
Thanks for giving the opportunity to fellow gaffers making games.
Are any of you indie developers looking for original music for your games?
I'm a composer and producer and I have a little extra time for the next few weeks and I'd like to start building up my game scoring resume. I'm not looking to get paid just yet. I just need some experience with more serious and dedicated developers (as opposed to people who random message me on youtube asking if they can use my music on some project they'll never finish).
My soundcloud - https://soundcloud.com/steven-mcdonald
A couple of short films I've scored - http://www.youtube.com/watch?v=45vSuL-pWgI
http://www.youtube.com/watch?v=4asiOVjTyJQ
I can probably only realistically take on one project right now, but if you're interested shoot me a PM with some info!
Good luck on all the games! I've seen some really interesting and unique ideas in this thread.
anyone know of some good RPG stat mechanic primers?
i'm trying to figure out a simple stat system where ATK just boosts damage point for point and DEF reduces damage point for point like starcraft but have that work with abilities that scale as you get stronger, and im kind of at a loss right now.
What do you mean?
Something basic like this:
Your abilities have a base damage. Let that be X. They usually have a coefficient as well.
The higher the abilities tier, cost, cooldown, the bigger coeff it should have, the faster, the quicker, cheaper, the less coeff.
So in this system, your final damage will simply look like this:
Base Damage*((1.0*coef)*(1.0+STR/100))
So, assuming that an ability is normal speed and does 5 base damage, 20 strength will make it a 6 damage spell, if it has an 1.0 coef. 100 strength will make it into a 10 damage attack. Obviously, you should determine whether 100 is the value you divide by (you can make it 20, 10, 1000, whatever threshhold you want to work with. But make sure to consider that you will usually want to go above 1.0, if it is a stat-creep-based system).
If it is a slow attack, make the coef 2, that way a 10 base damage heavy strike P) will do 14 damage on 20 str, and 30 dmg on 100 str.
That is a good start. Def should simply take this incoming damage, and reduce it by percentages. Percentage modifiers should look at level differences and skill types, etc.
So we finally got a trailer that shows how our game actually plays.
Ephemerid Gameplay Trailer
As always, any feedback would be awesome.
It looks great. It seems to have a lot of variety in it. Good luck!!So we finally got a trailer that shows how our game actually plays.
Ephemerid Gameplay Trailer
As always, any feedback would be awesome.
Nice stuff, and can you talk a little about the history of the quirky sounding title? "Assault Cactus"? What's that mean?
Good job! Purchased it and will give it a try soon
No offense, but I don't think "this random person off the internet" is going to acceptable, looking at that paper.
I'm definitely not a branding expert, so I can only speak regarding my own perspective. I think Battle Angel Alita (which I love) and AAC are both kind of a mouthful. But overall not much of an impediment. As soon as I saw some gameplay video I knew I would get it, so the title only mattered in the XX seconds it took for me to see footage after seeing the title. I'm probably not the typical indie game consumer though. Also I'm a big fan of area / twin stick shooters, having played a lot of Robotron 64, Waves and Geometry Wars.Nobody seems to mind that there's a property called Battle Angel Alita, so why not Assault Android Cactus
For some reason I pictured in my head that you were working on a Tycoon game where you build rockets.Note: I'm not going to make a game about rockets. The rockets are just
placeholder objects used to verify many of the equations in development for
my physics engine used for some specific games of mine. :+
Congrats!
As someone who's just had his first "interesting" Apple review team experience, I now know what my dev friends have been talking about when they grumble about the process.
Glad to see yours only took 5 days in submission and is now out!
I also saw that your app was featured on the New and Noteworthy page. That's got to be an awesome thing for you. Did you intend to release on a Thursday, and/or did Apple decide to feature you when they approved your game?
Meaning, would you mind sharing some info on how that bit of magic happened? =)
Buy my game and I'll tell you my secrets.
Just kidding. Apparently I'm in the new and noteworthy in the US? First I heard about it was when someone told me this morning. I didn't get into it in my own country so I didn't know. I haven't had any contact with Apple. But if someone from Apple reads this, I'd love to get featured in Australia ;P
I chose to release on Thursday just because that's when most games come out and people focus on them. I think I made a mistake going up against Mikey Hooks though haha, that thing is burning up the charts.
I would have skipped this senior project if I had to go through all this crap....
...
I would have skipped this senior project if I had to go through all this crap.
I wouldn't be surprised at all! xDA smartass teacher might come back, 'the paperwork was the project'
Ohh, check marks...!Breakthrough day!
When I started working on Air Dash Online, I set a few technical goals for myself. Those included the following:
1. Create shaders that follow physically accurate rendering principles in Unity3d. ✔
2. Develop custom Spherical Harmonics ambient lighting suited for dynamic environments ✔
3. Approximate that ambient light based on the sky and sun direction. ✔
4. Create a unique motion effect that would enhance the sense of speed in the game. ...
Nice trick just using the joints, looks good enough for these kind of games!... I was able to work my way through the first 3, but #4 provided to be quite the challenge. Making matters more difficult I lack Unity Pro, so no screen effects or buffer access. I wasn't planning on using Unity's poor motion blur anyways, so it wasn't too bad of a loss.
My first attempt was to use the newly added BakedMesh (at the time) to gather vertex position data on my animated meshes. Using that I could calculate the velocity and deform the trailing vertices. It gave some pretty good results, only problem was the speed. After multi-threading what I could, it was adequate for maybe 2 characters on a fast machine. Decided to shelve it and come back to it later.
Finally this week I had the time to revisit it with the idea of using motion trails. Similar idea to this paper, only based on pre-defined joints instead of finding the actual mesh silhouette. After that was in place, I wrote a gradient shader with the intent of gathering pixels on screen to drive it the trails' colors. Thought getting a single pixel on the screen would be simple command in Unity, but unfortunately it turned into a pretty convoluted process. Here is the final result:
Playing the game with the effect on has made a pretty big difference. Aside from being visually interesting to look at, It serves the practical purpose of giving feedback for attack arcs. Anyways, I'm excited I was able to figure this all out. Really wanted to break away from the stiffness often found with 3D fighters compared to 2D animated sprites. ...
Finally this week I had the time to revisit it with the idea of using motion trails. Similar idea to this paper, only based on pre-defined joints instead of finding the actual mesh silhouette. After that was in place, I wrote a gradient shader with the intent of gathering pixels on screen to drive it the trails' colors. Thought getting a single pixel on the screen would be simple command in Unity, but unfortunately it turned into a pretty convoluted process. Here is the final result:
No offense, but I don't think "this random person off the internet" is going to acceptable, looking at that paper.
I would have skipped this senior project if I had to go through all this crap.
I could sample more points that make up the gradient, but that still only covers the V in the UV coords. Might do some experimenting with the masking texture. Perhaps a little grain in there can break that look up a bit.Nice trick just using the joints, looks good enough for these kind of games!
A lil fuzzy, but way unique! ✔
PS: Good post btw!✔
Nifty effect! Is it hardware resources hungry ? (what fps would you get for 20 characters in the view at once)
Breakthrough day!
When I started working on Air Dash Online, I set a few technical goals for myself. Those included the following:
1. Create shaders that follow physically accurate rendering principles in Unity3d. ✔
2. Develop custom Spherical Harmonics ambient lighting suited for dynamic environments ✔
3. Approximate that ambient light based on the sky and sun direction. ✔
4. Create a unique motion effect that would enhance the sense of speed in the game.
I was able to work my way through the first 3, but #4 provided to be quite the challenge. Making matters more difficult I lack Unity Pro, so no screen effects or buffer access. I wasn't planning on using Unity's poor motion blur anyways, so it wasn't too bad of a loss.
My first attempt was to use the newly added BakedMesh (at the time) to gather vertex position data on my animated meshes. Using that I could calculate the velocity and deform the trailing vertices. It gave some pretty good results, only problem was the speed. After multi-threading what I could, it was adequate for maybe 2 characters on a fast machine. Decided to shelve it and come back to it later.
Finally this week I had the time to revisit it with the idea of using motion trails. Similar idea to this paper, only based on pre-defined joints instead of finding the actual mesh silhouette. After that was in place, I wrote a gradient shader with the intent of gathering pixels on screen to drive it the trails' colors. Thought getting a single pixel on the screen would be simple command in Unity, but unfortunately it turned into a pretty convoluted process. Here is the final result:
Playing the game with the effect on has made a pretty big difference. Aside from being visually interesting to look at, It serves the practical purpose of giving feedback for attack arcs. Anyways, I'm excited I was able to figure this all out. Really wanted to break away from the stiffness often found with 3D fighters compared to 2D animated sprites.
Also before I forget:
Congrats Jobbs on reaching your Kickstarter goal! Keep up the hard work!
A game that'll be out soon for Playstation Mobile (Vita~!)
Breakthrough day!
When I started working on Air Dash Online, I set a few technical goals for myself. Those included the following:
1. Create shaders that follow physically accurate rendering principles in Unity3d. ✔
2. Develop custom Spherical Harmonics ambient lighting suited for dynamic environments ✔
3. Approximate that ambient light based on the sky and sun direction. ✔
4. Create a unique motion effect that would enhance the sense of speed in the game.
I was able to work my way through the first 3, but #4 provided to be quite the challenge. Making matters more difficult I lack Unity Pro, so no screen effects or buffer access. I wasn't planning on using Unity's poor motion blur anyways, so it wasn't too bad of a loss.
My first attempt was to use the newly added BakedMesh (at the time) to gather vertex position data on my animated meshes. Using that I could calculate the velocity and deform the trailing vertices. It gave some pretty good results, only problem was the speed. After multi-threading what I could, it was adequate for maybe 2 characters on a fast machine. Decided to shelve it and come back to it later.
Finally this week I had the time to revisit it with the idea of using motion trails. Similar idea to this paper, only based on pre-defined joints instead of finding the actual mesh silhouette. After that was in place, I wrote a gradient shader with the intent of gathering pixels on screen to drive it the trails' colors. Thought getting a single pixel on the screen would be simple command in Unity, but unfortunately it turned into a pretty convoluted process. Here is the final result:
Playing the game with the effect on has made a pretty big difference. Aside from being visually interesting to look at, It serves the practical purpose of giving feedback for attack arcs. Anyways, I'm excited I was able to figure this all out. Really wanted to break away from the stiffness often found with 3D fighters compared to 2D animated sprites.
Also before I forget:
Congrats Jobbs on reaching your Kickstarter goal! Keep up the hard work!
You might be right and I'll try looking around my town for some people who know how to program video games. My teacher said that we were suppose to learn "networking" and get out there and meet new people to get us ready for the real world. I also asked her if it had to be a professional person for our project, but she said it just has to be someone who knows about the subject.
Looks good, just be careful with the colors for us colorblind people.
Are you rebuilding your game from scratch? Why D:?
Flash can be a remarkably limiting platform. He's moving to Unity, which among other benefits, can compile to almost every modern game-playing device known to man.Are you rebuilding your game from scratch? Why D:?
hey Dynamite how's the sales going?
I'm running a kickstarter campaign and it has met its goal. So I'll be bringing my programmer friend on full time and we'll be rebuilding the game bigger and better, using Unity and the graphics will be redone in much higher res for big screens. In case you didn't know, the existing game is a flash game and it's hard to do what I want to do in a flash game.
I'm curious to see what the art will be like redone, since a large part of the appeal may be the great sprite art. If it's changed, and/or if it switches to a 2.5D Unity approach I would expect it might look different. Jobbs, are you planning to use a 2D toolkit or similar for Unity?That's great and sucks at the same time. You seem to have an almost finished product, I thought it would have been better to release that first then the refreshed version.