Awww yeah, loving my rig and loving dynamic joints, they're a lot of fun to work with (or I'm a terribly dull person who gets a kick out of the smallest things).
Awww yeah, loving my rig and loving dynamic joints, they're a lot of fun to work with (or I'm a terribly dull person who gets a kick out of the smallest things).
I love that scarf. Looks great. BTW, are you going to use Mecanim when putting this in Unity?
The same times infinity. I've had at least three false starts on developing my own game, it seems like something different trips me up every time. Whether it's finding myself in a corner from a class structure standpoint, having trouble communicating between things cleanly, or simply biting off more than I can chew, I've yet to reach any sort of finish line. It's really disheartening to say the least. I'm clinging to 2014 being *the year* when I'll finally plop my ass down, focus and actually finish something.Also, super jelly at how nice everyone's work is here! keep it up, I love it!
Awww yeah, loving my rig and loving dynamic joints, they're a lot of fun to work with (or I'm a terribly dull person who gets a kick out of the smallest things).
I'm keeping everything as extremely low-poly as possible so I can support as many past iOS devices as I can (I have an ipod 4 still and I know how annoying it is when all the newest games only play on 5th gen devices); the assets pictured here total 680 tris. The lighting is baked into the actual diffuse maps rather than being included as a separate overlay map, so this results in needing more texture space since there can't be much UV overlapping, but these assets will be repeated so much that I feel it's worth the cost.
Didn't plan on it; haven't touched Mecanim at all yet, it seems like something that would be more useful for a more robust game on stronger hardware than what I've been designing for iOS. I would certainly look forward to using it on a different project though, as the results seem fantastic.BTW, are you going to use Mecanim when putting this in Unity?
I LOVE that feeling, it motivates me more than anything else. Can't wait to see what you're up to!We've started thinking of our next game. I'm INCREDIBLY excited to announce it and to get started on it, but sadly it's still in the early stages of brainstorming. I think it will appeal to a LOT of people, and I'm going to try my hardest to learn whatever I need to learn in order to achieve our vision. That means unity, blender, and maybe some code.
pictures
I feel like showing off my first environment assets for my game now. . .
The back angle makes him/her look more
^Nice; I just now noticed from your last video that the chopper spotlight is a shadow-casting light as well.
Idle animation, now with 180 more degrees, just because:
The back angle makes him/her look morelike Protomandramatic.
^Maybe it's just an artifact of the GIF, but it looks off to me that the attack button and the glowing letters are different tones of green. I like the button's tone more because I think it fits the game's aesthetic and palette more. Also, the type and color used for "VICTORIOUS" make it hard to read.
Kuler from Adobe. Free online tool for lots of inspiration. Its primarily a tool to help web design color schemes but it can lend itself to elements for interface cohesion.Thanks for the feedback, it's a stylistic choice to be sure, but if it becomes enough of an issue I'll look into making it easier to read. Hmm the difference in greens. Will look into that.
Kuler from Adobe. Free online tool for lots of inspiration. Its primarily a tool to help web design color schemes but it can lend itself to elements for interface cohesion.
Ashodin: That's looking slick! It took me a little bit until I realized the pop-up text said "Victorious", though. I think the diagonal slashes on some of the letters could be impairing readability (mostly the "O"s... perhaps because diagonal slashes are often used for zeroes?).
So, I'll be attending the Argentine GGJ tomorrow after work. It's my first GGJ ever, and my second game jam, so I'm really looking forward to doing stuff and meeting new people from the local game dev scene.
Kuler from Adobe. Free online tool for lots of inspiration. Its primarily a tool to help web design color schemes but it can lend itself to elements for interface cohesion.
The font has a nice style to it; I think the only thing that makes it difficult to read is the slashes through the O's like JulianImp mentioned. Perhaps you can just eliminate those slashes from the font itself (but still use it in the main title logo, it looks cool there). It's nice to maintain consistency with the font style of headers throughout the game, perhaps even have 2 variations of the same font style; one that is easy to read and used throughout the game for important headings that don't fall within the body text, and then another that is reserved almost exclusively for your title logo or promotional material that is much more embellished.Yeah I'm most likely going to change them, I'll just need to find a good font to replace.
Kuler from Adobe. Free online tool for lots of inspiration. Its primarily a tool to help web design color schemes but it can lend itself to elements for interface cohesion.
I use these sometimes for when I'm doing painting, or UI stuff.
A bit more indepth than kuler, but great for getting solid colour palletes.
http://colourco.de/ - really good for UI, (the grey schemes). Quite simple to use.
http://colorschemedesigner.com/ - good for paintings and full pallettes.
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Group of buildings, for mid-distance use in the background; 215 polys:
Group of buildings, for mid-distance use in the background; 215 polys:
I use these sometimes for when I'm doing painting, or UI stuff.
A bit more indepth than kuler, but great for getting solid colour palletes.
http://colourco.de/ - really good for UI, (the grey schemes). Quite simple to use.
http://colorschemedesigner.com/ - good for paintings and full pallettes.
Hey guys, I wanted to show you what I've been working on for the last 4 months:
The player takes direct control of a ball and leads it through levels filled with traps, puzzles, enemies and glorious treasures. Okay, mostly traps and enemies that will kill the ball over and over again and only few treasures... but don't tell him that. The better you play, the more points you get to unlock new levels. Each level can be replayed in Time Mode which also rewards unlock points. I'm planning to do 30 levels, most of them introducing new gameplay elements (or new ways to use old ones) to keep things fresh. They include floor traps, projectile turrets, laser beams, moving enemies (Pacman-style), buffs (like invisibility or bullet time), teleporters, keys & doors, buttons, speed fields and many more.
Gameplay Video: http://www.youtube.com/watch?v=ePJGJxSugWM
The graphics are very basic, but I think I'll keep that style (just doing some improvements here and there). I'd like to hear what you think of them and am open for suggestions/tips. Sadly I'm quite limited in terms of visual effects with Unity Free. There is no sound/music yet - what are your resources here? Anything else besides http://www.freesound.org/ ? Maybe I'll just let the game take place in space - no sound problems there.
For those of you who want to try it, I've put together a current prototype of the game with 5 levels (no time mode and score system yet): Prototype Download Link
I'm hoping for some feedback, thanks in advance!
So I guess this is where indie devs introduce themselves and their games?
Anyway, I'm Tom Happ and I'm working on a game called Axiom Verge.
Here's the webpage: http://www.axiomverge.com/
And the facebook: https://www.facebook.com/AxiomVerge
I'm working on making a Kickstarter pitch, and I recently cooked up these GIFs as I build the trailer:
Thanks!
Tom
So I guess this is where indie devs introduce themselves and their games?
Anyway, I'm Tom Happ and I'm working on a game called Axiom Verge.
Here's the webpage: http://www.axiomverge.com/
And the facebook: https://www.facebook.com/AxiomVerge
I'm working on making a Kickstarter pitch, and I recently cooked up these GIFs as I build the trailer:
Thanks!
Tom
That looks gorgeous. I wish I had half the skill at pixel art as you or your artist has.
I'll definitely back it when the time comes!
YOU LOSE
Another Metroidvania? Seriously, straight to my veins.
You should check out the latest Penny Arcade; maybe make a GIF of the word "Saga":
http://www.penny-arcade.com/comic/2014/01/24
Well, I'm getting better.. I think. Still needs a lot of work.