So many Wii U dev people here now, you best be making good games!
hopefully in 2014 we'll have lots of great indie games to buy on wii u as the fruits of Nintendo's indie efforts come to bear. I'll buy all of them that are any good.
So many Wii U dev people here now, you best be making good games!
hopefully in 2014 we'll have lots of great indie games to buy on wii u as the fruits of Nintendo's indie efforts come to bear. I'll buy all of them that are any good.
Awww shit a wild PC screenshot appears. Some stuff not final, but I started working on it today!
It isn't visible at this resolution...Feep I can't find it D:
And sweet jesus I will never get far enough in a project to show people ._. .-.
It isn't visible at this resolution...
this should make some of you sticklers happy.
run right:
run left:
Yeah, that's brilliant.
I'm doing the very same with my character (the flip thing is connected with the combat system, so it's quite a big deal in terms of gameplay) but in general I love this kind of attention to detail, even when it's purely visual.
Very well done.
thanks, and got any examples of your character in motion?
More to share:
The "Target 6 and 7" things need to disappear when the enemies die, I have to brighten up the UI, too, but it's STARTING TO LOOK LIKE A GAME YOU GUYS
For the most part, yeah. It's a little complicated...I had to implement an Off-Mesh Link "reservation" system, because you can't have more than one agent on an OML at any given time...but it's good enough for now, I think = DThat looks great. Did you manage to find a solution to the navmesh thing?
For the most part, yeah. It's a little complicated...I had to implement an Off-Mesh Link "reservation" system, because you can't have more than one agent on an OML at any given time...but it's good enough for now, I think = D
this should make some of you sticklers happy.
run right:
run left:
Hehe, you guys are crazy. I had strongly considered doing this for Dust:AET but just didn't have the memory budget. Also, I'm less crazy.
More to share:
The "Target 6 and 7" things need to disappear when the enemies die, I have to brighten up the UI, too, but it's STARTING TO LOOK LIKE A GAME YOU GUYS
(No you won't need to say "Fire" that many times, the AI right now is borked)
How odd. BECAUSE I KNOW EVERYTHING ABOUT YOU, JOBBSThis is looking cool. So what's the deal here, kind of an xcom type deal? jagged alliance? I'm embarrassed to admit I don't know a great deal about your project.
Hi!
I would like to show you a game that is being made by Kraken Empire, a studio formed only by my brother-in-law with a friend/partner. It's called Kromaia
If you like to see more about the game, you can see several videos in the steam page and in his indiegogo page:
http://steamcommunity.com/sharedfiles/filedetails/?id=181741121
http://www.indiegogo.com/projects/kromaia
I hope you like it!!
Hi!
I would like to show you a game that is being made by Kraken Empire, a studio formed only by my brother-in-law with a friend/partner. It's called Kromaia
I can't tell you more about the state of development. At this moment is playable, at least, in various modes. Now they are in the Steam Greenlight and they have started a crowdfounding campaign for the latest stages of the development.
The game is a physics-based open world, where you can move freely. There are 4 or 5 worlds, each one with one colour and in each world you have some objectives but you can explore the entire solar system and do some type of side quests.
There are 4 types of space ships, each one with two different weapons.
If you like to see more about the game, you can see several videos in the steam page and in his indiegogo page:
http://steamcommunity.com/sharedfiles/filedetails/?id=181741121
http://www.indiegogo.com/projects/kromaia
I will leave you a couple of gifs:
I hope you like it!!
How odd. BECAUSE I KNOW EVERYTHING ABOUT YOU, JOBBS
*ahem*
X-COM is the one of the closest analogs, but even that isn't that close, because 1) TCAE is voice-controlled, 2) it's in realtime, and 3) there's an extremely heavy focus on narrative. But the game looks and feels relatively similar in many ways.
I'll be putting out a video in a week or two that'll really give a good sense of what it feels like, even though it'll be quite basic from a strategic perspective.
Hi!
I would like to show you a game that is being made by Kraken Empire, a studio formed only by my brother-in-law with a friend/partner. It's called Kromaia
I can't tell you more about the state of development. At this moment is playable, at least, in various modes. Now they are in the Steam Greenlight and they have started a crowdfounding campaign for the latest stages of the development.
The game is a physics-based open world, where you can move freely. There are 4 or 5 worlds, each one with one colour and in each world you have some objectives but you can explore the entire solar system and do some type of side quests.
There are 4 types of space ships, each one with two different weapons.
If you like to see more about the game, you can see several videos in the steam page and in his indiegogo page:
http://steamcommunity.com/sharedfiles/filedetails/?id=181741121
http://www.indiegogo.com/projects/kromaia
I will leave you a couple of gifs:
I hope you like it!!
This looks great, Someone should probably make a thread.
Thank you all for the support!!
I really appreciate your comments!
I'm asking the moderation to do it. I don't want to screw it up...
Thank you all for the support!!
I really appreciate your comments!
I'm asking the moderation to do it. I don't want to screw it up...
Hi!
I would like to show you a game that is being made by Kraken Empire, a studio formed only by my brother-in-law with a friend/partner. It's called Kromaia
....
I hope you like it!!
I'm still learning quite a bit about pixel art, and solo development in general. It really is wildly different from working with a team. It's occasionally overwhelming but enjoyably challenging.
Thanks! That means a lot coming from you. Your stuff is really awesome.off to a good start. what tools you using to develop?
Thanks! That means a lot coming from you. Your stuff is really awesome.
Currently I'm using Construct 2. I've considered switching to Unity 2D when that launches since I'm still fairly early in the project, but realistically, Construct 2 does everything I need it too and it's faster for me to program in. I'm doing all my art in Photoshop. Not sure if it's the best thing for pixel art but I'm comfortable with it and it makes managing some things easier.
I was getting into Construct 2 shortly before launching the Kickstarter. Seemed very promising; Was just starting to get my head around it. I'd definitely consider making a game using this, as a solo project, at some point in the future. The very amazing The Iconoclasts was made with C2.
I've made my share of pixel art, and for that I don't think it matters that much what program you use. I use photoshop for it as well.
Good luck with the game, I look forward to seeing/learning more.
Thanks! That means a lot coming from you. Your stuff is really awesome.
Currently I'm using Construct 2. I've considered switching to Unity 2D when that launches since I'm still fairly early in the project, but realistically, Construct 2 does everything I need it too and it's faster for me to program in. I'm doing all my art in Photoshop. Not sure if it's the best thing for pixel art but I'm comfortable with it and it makes managing some things easier.
Which camera would be easier to do 2d in in Unity? In orthro you have to fake things to get stuff like background scrolling going. Though in perspective you don't have to worry about much.
Isn't ortho pretty much required for traditional 2D? With perspective you'd be introducing a lot of scaling and such that I think would be pretty hard to manage.
If you're doing a "2.5D" style game I think either could work.
this should make some of you sticklers happy.
run right:
run left:
As long as you keep all sprites on a particular depth, there shouldn't be any issues...the issue becomes depth sorting. I think tk2d has a "Depth" setting for sprites? If not, you'll need to use the actual z component to let Unity know what's drawn in front of what, and that can get tricky...too much separation and perspective becomes an issue, too little and z-fighting becomes an issue.Isn't ortho pretty much required for traditional 2D? With perspective you'd be introducing a lot of scaling and such that I think would be pretty hard to manage.
If you're doing a "2.5D" style game I think either could work.