Just lemme know ^^Aw thanks man. Hey maybe I can use your voice over skillz.
Just lemme know ^^Aw thanks man. Hey maybe I can use your voice over skillz.
I'm now a licensed Nintendo Wii U developer as of today.
I'm really quite excited actually. Once I order my dev kit, I plan to port over my HTML5 prototype Tower Defense game ( http://games.gregthegamer.com/towerdefense/ ). I already have a theme for it's look/style that I've been working on a little. (think a retro looking, in terms of simple pixel themes, space tower defense game)
I don't think development, code-wise, will take me too long to port it into the Nintendo Web Framework. I estimate 1 to 2 months in my off-time to make it a complete game (outside of music/sounds, so just looks and functionality). Just depends on how much time I put into it. Really, the main game itself is essentially done. I really only have to skin it and add menus/leaderboards/etc. I plan to recode it as well, not that there is much to recode of course.
My only really unsure-ness comes from getting music/sounds. I've bookedmarked different artists that have posted in here or have made threads that make sound effects/music, so I'll prob look into them or ask for help here if anyone has any ideas. But that will be at least a month before I consider that.
Anyways, I really look forward to all this. Got a lot of reading to do to read up on this library and practices with the Wii U. Should be fun!
I got same email. Took them about 3 or so weeks to call me. Was quick 5 minute call. Check out this post here: http://www.neogaf.com/forum/showpost.php?p=79115013&postcount=412 About my convo with them.
And they are offering 2 dev kits. A cheaper one for just HTML5 (Nintendo Web Framework) programming to get started, and the other, the main one, for main development, including Unity and main programming (as well as HTML5 too).
I know I can't mention price. Not even sure if I can say the following, but this info kinda already on the web anyways, so.. (and nothing really against their NDA anyways) But they are offering a program to get a dev kit (either of them) for free and pay for it later on. You can even return it within X days (< 200) for free and not pay anything if you decide Wii U development not for you. Else, you get an extra X days (< 200) to pay off. So basically you get it for free for a long while before you have to pay anything.
Impact is a JavaScript Game Engine that allows you to develop stunning HTML5 Games for desktop and mobile browsers.
We are using Impact on a desktop/tablet browser game but it's still early days, so no impressions to give quite yet. I should be able to give an update in a week or 2. Also interested in hearing anyone else's experience with it.Hey guys, I have a question about a specific game engine. My friend is starting up development for a game and is considering the Impact Engine. Do any of you know much about it? I'm kinda just curious to hear some first hand impressions.
Here is the main site: http://impactjs.com/
Someone explain to me why games made with Unity require Unity to run. Some of my programmer-savvy friends absolutely hate the engine due to this.
Oooooooo circlesssss
Yeah I was really into Clickteam products a few years ago. Pretty powerful stuff, and I always preferred it over GameMaker.My first Screenshot Saturday gif! ...and first real showing of my game
Any other MMF2 users here?
Oooooooo circlesssss
My first Screenshot Saturday gif! ...and first real showing of my game
Any other MMF2 users here?
Hi Joe! Congrats on graduating! Math is a pretty important in nearly all of game design, not just for video games (physical games too!), so I imagine your choice of major will be usefulHi. I've always been interested in Game Development and I'm wondering sort of how I should get started. I thought "Who better to ask than the Indie Developors on GAF?"
So a little background. I just graduated college with a Bachelor's in Math but a minor in computer science. I really fell in love with programming, even thought I know that I am still, at best, a pretty poor programmer. I can make things that work, for the most part, but certainly not something that's "optimized" or "ideal." Most of my experience is with Java, but I also know a fair amount of C.
The big game idea that's been buzzing around my head lately would be sort of close to the classic Zelda games. Top down view, 2d, pixelated, exploring dungeons and such. I realize that getting a game from "idea in my head" to finished product that people actually play (and god forbid, pay for) is nearly impossible, and it's very unlikely I'd actually do it. But I know I'll have better odds if I actually ask for help and get started, so this is step 1.
What would be the best way to sort of get started? I've heard a lot about Unity recently when reading about indie game development. Would that be something worth looking into as a tool for making my game? Or would I be better off polishing my Java or C skills? Thanks for the help, guys.
Ok, so a little update here.
We are lauching our first trailer next week and with it comes the opening up for pre-orders. The count-down is up on the website and nothing stops this train!
I am currently editing the thing and keeping in line with the low-res pixel aspect of the game, the trailer will be completely made in 256x192. Unfortunately Adobe Premiere doesn't like to render all this to x2 or x4 it's size without blurring everything so I am trying some tricks to have a final video at 720p but with all the original assets resized without any stupid bilinear filters.
This also means that I am building more GIFs that will be used as "screenshots" for the game. Here is one from the main street.
You can enter any one of those doors or stop and call for a taxi. At the end of each side of the street the scenery ends and you "enter" the next street.
The idea is to always have traffic circling around to give it a sense of motion of a living city withouth complicating the game too much. if I have time I will also try to ad people walking randomly on the sidewalks like the cars.
The problem is the extra people cannot look like the main characters like Detective Case or it will be too confusing for the player to see and click, for example, on the hobo asking for money. But I don't a bunch of dark grey crow like the cars.
Any design ideas to get this right would be great
Hi Joe! Congrats on graduating! Math is a pretty important in nearly all of game design, not just for video games (physical games too!), so I imagine your choice of major will be useful
I think, if you want to think of things in the long term (and you have time to spare), brushing up on Java and C would be what I recommend. Practicing your programming is great, because not only will you be more confident in code that you write on your own, you will also be able to read code from (most) other developers and have a better sense of causality/consequence with programming. The latter will be very helpful when you're working with someone else's code, whether it's to customize it for your own needs or to test/debug. Additionally, most procedural languages have very similar grammar, so learning and practicing Java and C can help you transition to other procedural langauges more easily (this is not a guarantee that mastery will be smooth).
On the other hand, games are pretty complicated and require significant investment, not only from a programming perspective. If you don't mind getting right into it and using tools or engines that make some choices for you, it's much faster to just use code and media that's available instead of doing a game from the ground up. Game development tutorials are all over the internet if you want to do a game step by step and play around with the result after that. The TIGSource forums have a lot of tutorials in case there are any particular engines, tools or frameworks you want to try:
http://forums.tigsource.com/index.php?board=16.0
As of now I've used Unity3D for the past 3 global game jams and I'm doing a tutorial for a 2D game in Unity3D (which I found from the forum I linked). My experiences with Unity3D have been very positive so far, although the games I've worked on are single player with no online component, so I don't know how well Unity3D handles online connectivity or multiplayer.
My first Screenshot Saturday gif! ...and first real showing of my game
Any other MMF2 users here?
Multimedia Fusion 2. It's not just specifically for making (2D) games, but also applications in general.Great stuff. What is MMF2?
A quick question on Unity, its free until i want to publish right? No features will be locked from me.
Some features are locked, such as dynamic real-time shadows, a profiler to see CPU and GPU usage, image post-processing effects and some others.
There's a 30-day trial of the full version though, that you can activate at any time.
Aw man. That's a really charming art style you got there! The cars work great without being (too much) distracting at all. No plans for parallax backgrounds though?
You could have people on the street in a monotone-ish style. Not greyscale, but close to a single colour. It should give the player a better idea of who can't be interact with. And people who can be interact with will stand out much better due to their wider array of colours. But I'm sure this was one of your initial ideas anyway... heh.
Do you have After Effects? You can import Premiere sequences (projects, even) into an After Effects composition. Set its quality to draft and then render the composition at 'draft quality'. This will remove any sampling for scaled footage! Otherwise, no idea how to do it in Premiere.
Looking forward to seeing more!
Confirming here, looks circular.Oooooooo circlesssss
mgsaturday:
Added support for flexible renderscripts to our Canto engine.
Added a deferred lighting setup for fits & giggles.
So moody.
Miranda is, in fact, a real nameConfirming here, looks circular.
(looks nice, name clearly stolen from Mass Effect, scandal etc.)
GIFCam! It's the new hotness.I'm not sure if it's been asked earlier in thread, but how are you guys making these GIFs?
GIFCam! It's the new hotness.
There is an indie rpg game that has taken like 20 years to make. It looks kind of like OG Might and Magic. Does any one remember the name?
Do you mean UnReal World? Finnish game set in Iron Age Finland and first released in 1992 but it's still getting updates.
http://en.wikipedia.org/wiki/UnReal_World
http://www.unrealworld.fi/
Any way to get 60FPS out of it?
You should mess with the color encoding as well. I usually don't, but if you want 30 FPS, it helps a lot.none that I know, but adding more frames per second makes the gif file to ballon too much! my initial gif was at 30 FPS and it was 55 megs for a couple of seconds, so I had to reduce the screen size of it and turn it to 10 FPS to get something that everyone can see