AcceptableGhost
Member
RoughLevelFlyBy said:
Been working on this game with a friend (he is the artist) for a while. A GIF flythrough of a level.
RoughLevelFlyBy said:
It looks like she has a beard in the portrait.
Otherwise, looks fantastic.
Been working on this game with a friend (he is the artist) for a while. A GIF flythrough of a level.
Just played through it on Windows (until the bug in 2-2) and I think this has a lot of potential. The controls are good which makes it fun to play. That core gameplay mechanic can easily be extended with a lot of additional gameplay ideas like:Talking about demos, I spent a few hours tweaking levels and published a new one for my on-and-off project, Quark Storm. I mostly did it out of a sense of duty, since I had something I felt was showable for a while, and I just had to make a few tweaks to the GUI, the player controls for the smarthphone version and some changes to the levels I had already finished.
(...)
Figured it's time I join in on the pimping -- some really neat projects in this thread!
I'm one half of polycrime, an independent game studio, and for the past year we've been working on a first person puzzle game called Modulate. We recently got Greenlit this past Wednesday (after only 3 days!!!) so we'll be shipping for sure so far on Steam and the Wii U some time late 2014.
I love the feel and idea of these games. But they are often so complex. Please make it easy to playAn updated screenshot of my game , Junkcraft Armada.
More info at http://www.indiedb.com/games/junkcraft-armada
or my development blog at http://mysticrivergames.blogspot.com
PSA: Multimedia Fusion 2 is now available at the Humble Weekly Sale. If you're interested in it, now's the best time to get it.
Has anyone tried Clickteam Fusion 2.5 yet?
That looks great. I like the look of the wire frame elements. I hope they are part of the game.
I have 2.5 Developer and so far I like it, too busy today to sit down and try everything but the built in physics work as expected and really simple to implant.
This is so not the thread for this, and I'm fully aware of that, I just didn't want to create a whole topic in OT when some of you guys might know.
Anyway a friends bday is coming up and they are indie devs just like you guys. I often seen him scribbling level designs and notes in a regular cheap pad since it's all they could afford. Do you guys know of a really great one you can buy online that is good quality to get em? Bonus points if I can personalize it with their name or something.
They also draw some of their environment art concepts and stuff in a sketchbook. I guess they don't have a sketchbook/notepad in one. Anyone know anything?
/random
yeah I know those are good but I'm just not sure. Why is it so hard to pick something out for someoneHonestly, I love using dollar store notepads because I don't care about wasting papers - since they're so cheap. I've had some of those generic black binded blank sketchbooks as they last a big longer and cost a bit more. You can always look at this site :
http://www.moleskine.com/en/
They make nice books, though the prices can vary.
yeah I know those are good but I'm just not sure. Why is it so hard to pick something out for someone
I like the Whitelines notebooks. They're nerdy.This is so not the thread for this, and I'm fully aware of that, I just didn't want to create a whole topic in OT when some of you guys might know.
Anyway a friends bday is coming up and they are indie devs just like you guys. I often seen him scribbling level designs and notes in a regular cheap pad since it's all they could afford. Do you guys know of a really great one you can buy online that is good quality to get em? Bonus points if I can personalize it with their name or something.
They also draw some of their environment art concepts and stuff in a sketchbook. I guess they don't have a sketchbook/notepad in one. Anyone know anything?
/random
Figured it's time I join in on the pimping -- some really neat projects in this thread!
I'm one half of polycrime, an independent game studio, and for the past year we've been working on a first person puzzle game called Modulate. We recently got Greenlit this past Wednesday (after only 3 days!!!) so we'll be shipping for sure so far on Steam and the Wii U some time late 2014.
The main mechanic is the action of frequency switching -- certain objects are tied to one of three (max) channels, while other objects can be pulled with you into different frequencies on your whim. Tons of development remains (hence untextured props and such) so these are screenshots from the introductory areas. Story is being kept under wraps for now, partially for secrecy and partially because it isn't all figured out yet.
We keep a semi-regularly updated blog here and we occasionally tweet here.
Figured it's time I join in on the pimping -- some really neat projects in this thread!
I'm one half of polycrime, an independent game studio, and for the past year we've been working on a first person puzzle game called Modulate. We recently got Greenlit this past Wednesday (after only 3 days!!!) so we'll be shipping for sure so far on Steam and the Wii U some time late 2014.
The main mechanic is the action of frequency switching -- certain objects are tied to one of three (max) channels, while other objects can be pulled with you into different frequencies on your whim. Tons of development remains (hence untextured props and such) so these are screenshots from the introductory areas. Story is being kept under wraps for now, partially for secrecy and partially because it isn't all figured out yet.
We keep a semi-regularly updated blog here and we occasionally tweet here.
Yeah we're going to do an IndieGogo starting soon, plus forums, really build our userbase.
Thanks guys, taking everything into account. If anyone has anything else to add feel free. Sorry for semi derail lol.
you're right about everything. Guess I just wanted something more personal rather than something of supreme quality. Which is why I was wondering if there were any decent quality ones you can personalize with a name or something like that.Honestly, it really depends. Paper medium is simultaneously deeply personal and totally irrelevant. Some books are better than others in some situations, but it also depends on your intent and what medium you mostly use.
I've known amazing artists that used scrap printer paper bound on a clipboard and I've known some that swear by a particular brand. Depends on the medium, use and personal taste.
Moleskines are pretty classic but mostly for the closure strap and the name. If they were sketching more and you wanted something snazzier i'd say a Fabriano artist journal but they weigh a ton and are geared more towards dry medium (graphite, charcoal, pastels) and ink work.
http://www.dickblick.com/products/fa...ckw=10365-5010
The devs of Interplanetary posted a blog post about their experience of the greenlight and what they're at right now:
Inside Interplanetary - How to Greenlight
They also recently posted an update alpha build on the Greenlight for Win and Mac OSX (the Linux build should be coming eventually, apparently). They also wanted to thank everyone here who voted for them and helped with gathering some data for the campaign.
void OnSceneGUI()
{
int controlID = EditorGUIUtility.GetControlID(FocusType.Passive);
Event currentEvent = Event.current;
Debug.Log(" Scene gui running!" + controlID);
//Debug.Log (this.GetInstanceID());
if(tileMapLayer.editCollision == false)
EditTileMap(controlID, currentEvent);
if(tileMapLayer.editCollision == true)
EditTileMapCollisions(controlID, currentEvent);
Debug.Log(EditorGUIUtility.hotControl);
HandleUtility.Repaint();
}
void EditTileMap(int controlID, Event currentEvent)
{
// Event currentEvent = Event.current;
// int controlID = EditorGUIUtility.GetControlID(FocusType.Passive);
// Debug.Log("EditTileMap ran");
if (currentEvent.type == EventType.MouseDown && currentEvent.button==0)
{
EditorGUIUtility.hotControl = controlID;
Debug.Log("Button 0");
Ray mouseRay = HandleUtility.GUIPointToWorldRay(currentEvent.mousePosition);
mousePosition = new Vector2(mouseRay.origin.x, mouseRay.origin.y);
int tileX = (int)mousePosition.x;
int tileY = (int)mousePosition.y;
Vector2 tempMousePos = new Vector2(tileX, tileY);
if(selectedSprite!=null)
{
if(tileMapLayer.tileMap.Count<=0)
tileMapLayer.LoadTileMap();
if (tileMapLayer.tileMap[tileY].nestedList[tileX].hasTile == true)
{
SpriteRenderer tempRend = GameObject.Find("Tile Object "+" "+(tempMousePos.x)+", "+(tempMousePos.y)).GetComponent<SpriteRenderer>();
tempRend.sprite = selectedSprite;
}
if (tileMapLayer.tileMap[tileY].nestedList[tileX].hasTile==false)
{
AddTile(tempMousePos);
}
}
// Debug.Log(mousePosition);
currentEvent.Use();
}
if (currentEvent.type == EventType.MouseDown && currentEvent.button==1)
{
EditorGUIUtility.hotControl = controlID;
Debug.Log("Button 0");
Ray mouseRay = HandleUtility.GUIPointToWorldRay(currentEvent.mousePosition);
mousePosition = new Vector2(mouseRay.origin.x, mouseRay.origin.y);
int tileX = (int)mousePosition.x;
int tileY = (int)mousePosition.y;
Vector2 tempMousePos = new Vector2(tileX, tileY);
if (tileMapLayer.tileMap[tileY].nestedList[tileX].hasTile)
{
tileMapLayer.tileMap[tileY].nestedList[tileX].Reset();
GameObject.DestroyImmediate(GameObject.Find("Tile Object "+" "+(tempMousePos.x)+", "+(tempMousePos.y)));
}
// Debug.Log(tempMousePos);
currentEvent.Use();
}
}
void EditTileMapCollisions(int controlID, Event currentEvent)
{
// Event currentEvent = Event.current;
// int controlID = EditorGUIUtility.GetControlID(FocusType.Passive);
// Debug.Log("EditTileMapCollisions ran");
if (currentEvent.type == EventType.MouseDown && currentEvent.button==0)
{
EditorGUIUtility.hotControl = controlID;
Ray mouseRay = HandleUtility.GUIPointToWorldRay(currentEvent.mousePosition);
mousePosition = new Vector2(mouseRay.origin.x, mouseRay.origin.y);
int tileX = (int)mousePosition.x;
int tileY = (int)mousePosition.y;
Vector2 tempMousePos = new Vector2(tileX, tileY);
Debug.Log(tempMousePos);
if (tileMapLayer.tileMap[tileY].nestedList[tileX].hasTile == true &&
tileMapLayer.tileMap[tileY].nestedList[tileX].IsCollisionTile == false)
{
//if(tileMapLayer.tileMap[tileY].nestedList[tileX].IsCollisionTile == false)
{
tileMapLayer.tileMap[tileY].nestedList[tileX].IsCollisionTile=true;
GameObject.Find("Tile Object "+" "+(tempMousePos.x)+", "+(tempMousePos.y)).AddComponent<BoxCollider2D>();
}
}
currentEvent.Use();
}
if (currentEvent.type == EventType.MouseDown && currentEvent.button==1)
{
EditorGUIUtility.hotControl = controlID;
Ray mouseRay = HandleUtility.GUIPointToWorldRay(currentEvent.mousePosition);
mousePosition = new Vector2(mouseRay.origin.x, mouseRay.origin.y);
int tileX = (int)mousePosition.x;
int tileY = (int)mousePosition.y;
Vector2 tempMousePos = new Vector2(tileX, tileY);
Debug.Log(tempMousePos);
if (tileMapLayer.tileMap[tileY].nestedList[tileX].IsCollisionTile == true)
{
tileMapLayer.tileMap[tileY].nestedList[tileX].IsCollisionTile = false;
Object.DestroyImmediate(GameObject.Find("Tile Object "+" "+(tempMousePos.x)+", "+(tempMousePos.y)).GetComponent<BoxCollider2D>());
GameObject.Find("Tile Object "+" "+(tempMousePos.x)+", "+(tempMousePos.y)).GetComponent<BoxCollider2D>();
}
currentEvent.Use();
}
}
I ran into you guys a couple of times at IndieCade. (I'm half of SuperChop Games) Congrats on the Greenlight! Game looks great.
We're not sure if this will be in the final game, but it looked too badass - so we may keep it. You can detach the whip anytime while you have it out, and use it as a barrier, or to knock bullets off of. After a few seconds, the whip disintegrates and turns into stray "bullets" from which you can knock around with a new whip, or any other gunfire from the ship. Pretty cool stuff!
Recorded a gameplay video last week and finally had the time to upload it, shows a 1vs1 match. Currently remaking the interface and the menu, hope that is done after the weekend Also made a decision in naming the project and the game is called 'Horizon Danger.'
To make it a bit more official I created an indiedb page, you can check out the video over there: Horizon Danger Gameplay vid
Looks like it's coming together quite nicely!Developing the framework for future additions is tough but rewarding once it's done.
Looks like fun! One little thing I'd say, at least in watching the embedded video, is that PLAYER1 and PLAYER2 are harder to read than they should be. There's already a lot of visual noise in the scene, which is fun, but a little extra clarity can go a long way. I think it's a combination of the font choice and having to read the whole word PLAYER before getting to the number. What if it just said P1 like the scoreboard? Or only had the number? Color-coding can also help.
I hate to sound like I'm nitpicking on something so small, and maybe this is something that wouldn't bother most people or is less of an issue when the screen is larger, but it never hurts to think of the little things. It's the little things that people are talking about when they say a game is polished.
Looks like it's coming together quite nicely!
One thing I've noticed though, is that everything seems to be of a similar tone. I feel like you could crank the contrast to make things "pop" and guide the player's focus. The gameplay screen for example... The background is very similar to the board and character art. I think if it were darker, the characters would stand out more, and the player attention would be drawn more towards the board itself. Similar issues with the borders of the UI elements and the mouse cursor. Thicker borders or drop shadows might help as well, but I'm not sure if you want to go that route.