What happens if I spell out S E X Y on that grid? :O
First try at Game Maker Studio:
I even added XBOX 360 controller support
First try at Game Maker Studio:
I even added XBOX 360 controller support
First try at Game Maker Studio:
I even added XBOX 360 controller support
Thanks! I actually didn't know the projector component. It seems to be working great for blob shadows as well as adding a "glow" to the floor beneath objects like the yellow orbs - just tested it. I'm building my levels with Rotorz Tile System (great tileset editor plug-in), so that should help performance-wise.Cool!
You can still add a shadow by using a projector. Beware! This causes any object that's hit by the projector to be drawn again with the projected texture on it. So, if your object fills the screen you'll get a whole screen's worth of overdraw. That's why Chopper Mike levels were split into tiles. Worse case: four tiles were overdrawn.
Second, write your own snazzy shaders. Check vamflax.com and scroll down to "Gem Materials". Custom Cg shaders kick ass!!
For music.. try Garageband auto-mode. With a bit of fiddling it can make some decent stuff!
Good luck!!
Nice.
Judging from this image, you're halfway to being Noogy.
Oh wow I must have missed that. Awesome to see the first steps.
Thanks! I actually didn't know the projector component. It seems to be working great for blob shadows as well as adding a "glow" to the floor beneath objects like the yellow orbs - just tested it. I'm building my levels with Rotorz Tile System (great tileset editor plug-in), so that should help performance-wise.
Do you have any shader resources (tutorials, cool free shaders, ...)? I really like the art style you're going for in SCS. Not too far from my direction, but way better looking.
And Garageband ist OSX only, right? Any Windows alternatives to recommend?
Oh. It's from an article about how the game came about.
http://www.gamasutra.com/view/feature/180520/postmortem_humble_hearts_dust_.php
Good read.
It's the use of RPG maker that's killing my drive though. I feel like no one is going to take a "lol RPG maker" project seriously. Has anyone here faced a similar situation?
Mountain range as a reeeeally faraway background asset; 180 polys:
I suck at sculpting things, but I think this turned out acceptable.
Sculpting really nice rock objects is like the pinnacle of what I strive to be. The day I'm able to produce a nice looking rock is the day I know I've really made it in my career.
I posted about the artistic influences/style decisions on my site
Featuring some of my old animation as a way of showing that pixel art is a choice, and not an act of laziness.
Also my wife is working on the "cover" art. -
She posted this update today. All water color, about 2 feet tall.
I am super stoked, personally.
Hey guys! Me, JulianImp and Bel_Air_Jeff have been working on a game and here is our first post about it!
It is tentatively titled Slide, and is a sidescroller with elements of action, puzzle-solving and exploration.
Here is some concept art that represents what the game will hopefully end up looking like. They are both rooms from the opening stage.
Here is a sample of the music by our super-talented composer Jeff! http://www.youtube.com/watch?v=JTjvCCZQQCM&feature=youtu.be
And here is a very early gameplay test...
One key element not shown there is that the robot can quickly swivel to other side of the pipe. This is a huge key to getting around and exploring the world.
Follow our development blog here! (Of course we'll also be posting on gaf!)
ALSO, we are currently looking for a little extra help! We are looking for someone with experience with C# and Unity, as well as someone with experience with 3D animation. Send me a PM if you're interested. I'm coming to GAF with this first because it would be great to keep the game fully GAF-developed.
None of us were really inspired by the theme of this year's GGJ, but here's a little peek of our game's theme:
If I can get a nice rack, then I'll know I really made it in life. ;PFirst, I saw it as "produce a nice looking rack"
Holy shit I love it; I know nothing about the gameplay and I already love it. The colors remind me so much of Blood Dragon, I love the vibe.Hey guys! Me, JulianImp and Bel_Air_Jeff have been working on a game and here is our first post about it!
It is tentatively titled Slide, and is a sidescroller with elements of action, puzzle-solving and exploration.
Here is some concept art that represents what the game will hopefully end up looking like. They are both rooms from the opening stage.
Here is a sample of the music by our super-talented composer Jeff! http://www.youtube.com/watch?v=JTjvCCZQQCM&feature=youtu.be
And here is a very early gameplay test...
One key element not shown there is that the robot can quickly swivel to other side of the pipe. This is a huge key to getting around and exploring the world.
Follow our development blog here! (Of course we'll also be posting on gaf!)
ALSO, we are currently looking for a little extra help! We are looking for someone with experience with C# and Unity, as well as someone with experience with 3D animation. Send me a PM if you're interested. I'm coming to GAF with this first because it would be great to keep the game fully GAF-developed.
MUST... FIGHT... urge to... assist on project; already doing... too much... work.as well as someone with experience with 3D animation
Good luck! I bet you could port your old game to Unity quickly and it might be a good way to become familiar with the engine.Hi guys!
It's my first time posting on neogaf (although I've been lurking for a while).
Two years ago I decided to turn my dream of being a game designer into reality. Starting from absolute scratch (I had very limited programming knowledge, having built a couple of websites using nothing but html/css) I ended up choosing a game engine to build my game for iOS.
I chose iTorque2D, which has now been abandoned.
So, a couple of months ago, I finally finished the game. It's a very simple, match-3 puzzle game, with a dynamic edge to it.
Unfortunately, after all this time, I can't actually "finish" the game, and publish it, because of changes caused by iOS7. Basically, the sound implementation in iTorque2D doesn't work at all in iOS7. After a very frustrating month or so, I did manage to contact a very nice, very helpful american developer who had in turn been helped by another developer to find a workaround to this sound problem.
The workaround, well... worked. Unfortunately doesn't work properly, and the game ends up going mute in the middle of any level and then crashes. The workaround involves using the Avfoundation framework, but it seems to have a huge limitation on the number of sounds it can play without stop working.
I couldn't find any solution for this problem, nor could the guys that helped me, and this is way beyond my skill level.
And so, after two years of effort and work, I ended up with a finished game, that doesn't work, and will probably never see the light of day.
But I won't give up. I've decided to switch to Unity, and start other game projects, in the hopes that one day I can call myself a game designer...
MUST... FIGHT... urge to... assist on project; already doing... too much... work.
Do you at least have some cool media of it to share? The first paying game project that we did is completely lost since it was on an obscure web-based engine that is updated on their end at their discretion; their updates ended up breaking our game, but we captured some sweet footage from the time it did work at least and it's nice to have.Thanks ActionRemix... But after staring at the game for two years, If I can't solve the problem with the current engine, I don't think I could stomach having to port it to Unity. I would rather just let it die, and serve as my shaky first step into game making.
Hella yesHaha, well animation isn't a huge priority til later on for us and it will mostly be very simple since all the characters will be non-humanoid robots. So keep us in mind if you ever find some extra time on your plate.
Love thisOur project isn't far enough along yet for screenshots. Its mostly a bunch of gameplay, shader, style tests etc. But I've done a decent amount of documentation and early concept work.
Here's and overall atmosphere test.
The art style might be quite light harded, but I think with atmosphere and music I'm hoping it will be quite sombre.
There's a GameMaker jam going on right now with about 25 hours left in it (of 72). This is what I've made so far:
Love this
How much of a time commitment is there for shading like this versus regular texturing?
I posted about the artistic influences/style decisions on my site
Featuring some of my old animation as a way of showing that pixel art is a choice, and not an act of laziness.
Also my wife is working on the "cover" art. -
She posted this update today. All water color, about 2 feet tall.
I am super stoked, personally.
Nice.
Judging from this image, you're halfway to being Noogy.
Seeing the noogy picture from above, I just took a screenshot of my current playground to look back at when I finish this. It'll be nice to see how different it looks when I finish my first game.
float thisStrength = slowStrength -= playerSlowResistance; // Deduct resistance from strength of the effect.
float slowChance = Random.Range(0f, 101f); // Value to beat to apply Slow.
if (thisStrength > slowChance && !player.GetComponent<PlayersStats>().SpeedIsChanged)
{
player.GetComponent<PlayersStats>().SlowPlayer(slowDuration, slowPercentage);
//// Set players new (slowed) movement speed.
//player.GetComponent<PlayersStats>().PlayerCurrentMaxMovementSpeed = (player.GetComponent<PlayersStats>().PlayerMaxMovementSpeed * slowPercentage);
//player.GetComponent<PlayersStats>().SpeedIsChanged = true; // let PlayersStats.cs know that the speed is changed.
//player.GetComponent<PlayersStats>().AlteredSpeedLength = (Time.time % 60) + slowDuration; // The time when speed will return to normal.
}
public void SlowPlayer(float duration, float slowPercentage)
{
Debug.Log("Blah");
speedIsChanged = true;
alteredSpeedLength = Time.time + duration;
playerCurrentMaxMovementSpeed *= slowPercentage;
}
Seriously, I recommend everyone do this. Take screenshots of your work so you can look back and see how your project has grown. I regret that I didn't take more screens during development, as it's always fun to reminisce the various stages of development, good and bad.