@ashodin. the "a" looks weird. in the character description box it looks like it was cut off a bit. look at "around" and "as". maybe it's just me.
Not sure what you're seeing, everything looks fine to me! Here's a static high rez shot:
@ashodin. the "a" looks weird. in the character description box it looks like it was cut off a bit. look at "around" and "as". maybe it's just me.
Damn, walking animations are tough. This is definitely not finished, but I think I'm on the right track. Any tips would be welcome.
One thing I can tell you is that your animation needs more bounce. You should also draw the frames that hit major transitions then draw the rest.Damn, walking animations are tough. This is definitely not finished, but I think I'm on the right track. Any tips would be welcome.
Ah. Nvm. I'm using a different monitor and its normal nowNot sure what you're seeing, everything looks fine to me! Here's a static high rez shot:
That's absolutely gorgeous to me.made a new outdoor overlay.
Keep in mind that my grains/noise type textures are animated and moving. they don't sit there statically.
I understand that some people may prefer a cleaner look, but in this case, it contributes to my vision and along with the sound design it contributes to the overall presentation of creepy isolation and sci fi. There's more tweaking and more work to be done, but after a lot of testing with these and other images on my 42 inch TV I'm starting to feel pretty good about how the game will look when played this way, after being a bit uncertain (this game's origins were as a low res flash game where I worked on it in that capacity for a year -- moving to high res and TVs is a relatively recent development and everything's in a transitional phase).
I'll just leave this here...
What game is this? Love the visual style and effect. And I vote for 1 as well, just cleaner and less busy than the other doors
Working on the stage 3 mutant sprite redesign for the new version of the game.
Mutants are dead people (so they could also be thought of as zombies, although I'm attempting to make them appear more as bulging, discolored mutations than typical gory, brain eating zombies), but as time goes they become progressively less human in their appearance and behavior. Stage 3 mutants are actually the least threatening of the classifications, less threatening than 1s and 2s as well as less threatening than 4s or 5s -- In gameplay terms, stage 3s are common "trash" enemies.
Stage 1 and 2 mutants represent relatively recent host deaths (not sure if host is the right word -- but humans/sometimes aliens who die here become mutants). They have much more energy, resemble their previous living self to a much greater degree (they'll still have clothes and hair and stuff), and are generally more aggressive and cunning. A stage 3 is old enough to where the edge is gone, they don't look so human anymore and are relatively aimless. Stage 4 and 5 represent advanced mutations where it has become something else, something more monstrous. A stage 4, in gameplay terms, would generally be a "tough regular enemy" (such as a bruiser) and a stage 5 would most appropriately be considered a boss/miniboss.
Stage 1s and 2s are relatively rare in the game, because recent deaths on this desolate, historied world are rare in the grand scope of its history. In gameplay terms these are always unique cases and unique encounters.
I'll just leave this here...
Here're the two keynotes that were in english yesterday at Tecnópolis, Argentina:
Lee Petty (Lead Artist from Double Fine) talks about the method they used to rapidly iterate art design for their Amnesia Fortnight two-week-long game jams: http://www.youtube.com/watch?v=fKajxyJ57RM
Tim Schafer (from Double Fine) talks about how things went for him (the video starts a few minutes into the talk, though): http://www.youtube.com/watch?v=KGXjx5zhdo0
For people with Wii-U accounts, check out the thread about developer chat. There are only a few people who hang out for now, but maybe it will grow.
Regarding my own game/engine stuff, I think I have updated and cleaned up everything I wanted to, and got everything running again. I guess the next big goal is getting fonts to render again which probably means fixing the downsampling experiment I was doing to actually work.
Hardcore worth it, Unity's native UI stuff is literally the worst part of the entire engine.NGUI is 60% off, or $38 today on the Unity Asset Store: https://www.assetstore.unity3d.com/#/content/2413
Does anybody have impressions of it, did you find it worth it? I'm deciding whether to get it or not.
Get onto Twitter later today to chat with PikPok User Experience Expert, Hadley! He'll be tweeting from 10:00 AM NZDT/2:00 PM PT. Have a question, but not able to get there later today? Hop on Twitter and ask it now!
PikPok on Twitter: http://bit.ly/pikpoktweet
Inside PikPok Usability: http://bit.ly/PPusability
http://i.imgur.com/9M82Uv6.png[IMG]
Promo Art Complete[/QUOTE]
That's mighty tasty, but do you think maybe there should be some words strewn throughout?
Edit: made it into an actual poster, and here's a screenshot from the Idiomancer artThat's mighty tasty, but do you think maybe there should be some words strewn throughout?
Hardcore worth it, Unity's native UI stuff is literally the worst part of the entire engine.
Edit: made it into an actual poster, and here's a screenshot from the Idiomancer art
Actually, what I was referring to was the words that they fight with. It just looks like two regular fighters right now, not wordsmiths.
Ah. It seems there is a misunderstanding with how characters interact in the world. They apply magic words to their armor and weapons to enhance them. As such, most people are fighting with words attached to their gear.
In the game, your class has the unique ability to turn any word into a word that enhances your attacks. This ability allows the player to make any word they know of and still deal damage instead of having to make "fight" or "attack" or "slice".
You can't see it in the art, but they have words on their armor and weapons.
For people with Wii-U accounts, check out the thread about developer chat. There are only a few people who hang out for now, but maybe it will grow.
The female looks very male, and it might be because you reused the exact same nose and mouth from the male version. Female facial structure differs significantly. (The image IS low-res so it's kind of hard to tell though)Colors be workin
Just gotta hook up all the functionality
She's supposed to be mannishThe female looks very male, and it might be because you reused the exact same nose and mouth from the male version. Female facial structure differs significantly. (The image IS low-res so it's kind of hard to tell though)
Unless you, like, wanted that. (tiptoes through minefield)
+1 NGUI recommendationNGUI is 60% off, or $38 today on the Unity Asset Store: https://www.assetstore.unity3d.com/#/content/2413
Does anybody have impressions of it, did you find it worth it? I'm deciding whether to get it or not.
Really getting fed up with Unity Pro's NavMesh stuff. It seems super powerful, but it has notable shortcomings and straight up bugs that I encounter more and more of as time goes on.
At the moment, if you change the cost of an OffMeshLink in realtime, the NavMeshAgent will automatically repath *even if you have Auto Repath turned off*, which is incredibly annoying. I can't get into the code to change it, and the feature is so obscure that I doubt it'll be fixed anytime soon.
Unity Pro should really come with a "you can call these people at Unity for help" thing. Or do they charge extra for that? Ugh. Wasted ten hours of my life.
Damn, walking animations are tough. This is definitely not finished, but I think I'm on the right track. Any tips would be welcome.
Really getting fed up with Unity Pro's NavMesh stuff. It seems super powerful, but it has notable shortcomings and straight up bugs that I encounter more and more of as time goes on.
At the moment, if you change the cost of an OffMeshLink in realtime, the NavMeshAgent will automatically repath *even if you have Auto Repath turned off*, which is incredibly annoying. I can't get into the code to change it, and the feature is so obscure that I doubt it'll be fixed anytime soon.
Unity Pro should really come with a "you can call these people at Unity for help" thing. Or do they charge extra for that? Ugh. Wasted ten hours of my life.
I ended up just implementing a completely different solution...a little hacky, but it seems to work. I didn't feel like waiting till morning. = DTry posting in the unity forums. I got a response in hours, that really helped me out. They are great compared to a lot of companies.
I ended up just implementing a completely different solution...a little hacky, but it seems to work. I didn't feel like waiting till morning. = D
This is the sort of stuff that I would always run into with the UDK. Almost invariably I would try to do some weird thing that like only 3 people on the internet have tried, and you then discover that some building mesh combine system, or navmesh system, or what-have-you has hardcoded quirks and you can't really get at them to fix them yourself.Really getting fed up with Unity Pro's NavMesh stuff. It seems super powerful, but it has notable shortcomings and straight up bugs that I encounter more and more of as time goes on.
At the moment, if you change the cost of an OffMeshLink in realtime, the NavMeshAgent will automatically repath *even if you have Auto Repath turned off*, which is incredibly annoying. I can't get into the code to change it, and the feature is so obscure that I doubt it'll be fixed anytime soon.
Unity Pro should really come with a "you can call these people at Unity for help" thing. Or do they charge extra for that? Ugh. Wasted ten hours of my life.
Looks really cool! Does weather influence the gameplay at all?
This is the sort of stuff that I would always run into with the UDK. Almost invariably I would try to do some weird thing that like only 3 people on the internet have tried, and you then discover that some building mesh combine system, or navmesh system, or what-have-you has hardcoded quirks and you can't really get at them to fix them yourself.
It's one of the advantages to having your own engine, or having an expensive engine where you can get at the source code I suppose.
This will be a big thing to test on 4g touches and iPhone 4S' in the next few weeks as I am using more filters then I wanted.