Pretty sure it's Unity -> GameMaker:Studio -> Construct2 -> others. I might have GM:S and C2 backwards, but I'm biased because I myself use GM:S.
A lot of your text feels
crammed in. I find it hard
to read.
Bigger dialogs and more attention to line breaks would help!
How about switching off 'health regen to max at respawn' when you hit a checkpoint, and then having a trigger further in that turns it back on (when you would judge it fair for it to start happening again), if your levels are linear?Is there anything I could do to discourage this, without hiding the checkpoints? It wouldn't normally be a huge problem, but due to the level design it will probably almost always be possible to find somewhere to jump off within a few seconds of hitting a checkpoint, so even if you've got 90% health it would still be worth doing to get to 100%!
Maybe checkpoints only restore HP up to the value that the player had when hitting that checkpoint, and getting up to full HP requires health packs. So jumping off a cliff can help, but wouldn't put the player in a better position than he was in when originally arriving at the checkpoint.
As far as the art style, I think it looks fine, but it's really hard for me to care about block people. I think Thomas Was Alone was the only game that succeeded in doing so, unless you count Super Meat Boy.
Billsmugs:
First, about the gameplay question. I think that you would want to discourage people impending their progress by jumping back a bit (and dying, regaining hp if I understood it correctly) by actually impending their progress if they jump back/down/suicide. What I mean with it is that under no circumstances would I, a player playing a platform game, would want to be a place that has been put behind me if there is nothing there. Give them an insta-restart button if they want to master the level, but initially, I would say that simply placing checkpoints in a way that would simply set you back is discouragement enough. Just think back to all good platformers to see what that means. One or max 2 checkpoints in a big 2d game, and not more than a few in a 3d one.
About graphics... No, I would not buy it on that premise alone. I would have to see a gameplay demo, I would need something to draw me in. It looks like it is missing several passes that make them "stylistic". It is just barebones at this point - to me, anyway.
How about placing some non-crucial elements that visually enhances the game without needing resources to create detailed distractions? Think about some spots (literally, just spots), bolts, lines on the wall, (even colored one), some color variation. If you go the super simplistic route, I would need a few more effects, but if you add some non-detail detail (like stuff I just mentioned), then I would be okay with the lack of textures and so on. (Btw, I am planning to go the same route, textureless 3d action/platform/puzzle incoming, or at least a prototype by spring )
How about switching off 'health regen to max at respawn' when you hit a checkpoint, and then having a trigger further in that turns it back on (when you would judge it fair for it to start happening again), if your levels are linear?
Is there anything I could do to discourage this, without hiding the checkpoints? It wouldn't normally be a huge problem, but due to the level design it will probably almost always be possible to find somewhere to jump off within a few seconds of hitting a checkpoint, so even if you've got 90% health it would still be worth doing to get to 100%!
I don't really like the idea of giving a limited number of lives, although one idea that has occurred to me while typing this is to give a set number of lives for the first playthrough, then unlimited for later attempts to find hidden collectables. Does that seem like a reasonable idea? Or should I rethink my level designs? Or just ignore the problem and let people jump off if they want to?
Does this look like something you'd pay money for as a PC game, or do I need to get proper models and textures etc if I want to sell it when it's done? All the amazing art in the games it this thread definitely makes me feel that my rather basic attempt isn't really good enough!
Nice! Reminds me of LTTP. Complete with what looks like the Triforce in the last few frames.Improved my stylized 3d map and added the way selection and transition fx:
Maybe... have each checkpoint allow only a limited number of respawns? So you don't have limited lives per se because your respawns are reset at each checkpoint, but if you screw up too many times in one section, you need to restart... hm, either at the previous checkpoint, or the whole level; whatever seems appropriate for your level design. This is similar to how it works in LittleBigPlanet.
Hmm, honestly the graphic style is a bit off-putting to me, as far as first impressions go. That said, I would definitely still get it if I'm told the level design/gameplay is really great or whatever, so it's not entirely a deal-breaker but... Still, first impressions count for a lot, and I would say most people are generally less tolerant graphics-wise than I am, so I kinda doubt it would get that much interest on something like Steam. The minimalist approach is not necessarily bad, but I think you need something to give it more charm and personality. Interesting shaders could possibly go a long way here. Maybe some cell-shading with really thick lines, or a much higher light/shadow contrast...? I'm not sure, I'm hardly an artist myself, admittedly.
So I'm going over display resolutions for Unity. I am not using the default splash that let's you config display settings and controls before the game launch, I'm just scripting it to my options menu... Should I include every conceivable resolution or just stick with 800x600 or 1024x768 and up? Making sure to hit 16:9, 16:10 and 4:3. The game defaults to native fullscreen but I want to give people options including windowed.
Thoughts?
Aye. I will look into it. Otherwise I can just use an array and do a bit of math based on aspect so I don't have to address every resolution individually.Hmm, is there any way to query available resolutions from the system in Unity? 'Cause that would definitely be the optimal way to do it. Otherwise Durante will smack you.
Screen.resolutions looks like it should work, but I just tried it and it doesn't seem to work in the editor, it just gives 640x480 as the only option (so at least Anustart will be happy!) It might only work if you build the game first?
EDIT: yes looks like it only works in the built game, not in editor: http://answers.unity3d.com/questions/132067/screenresolutions-problem.html
Aye. I will look into it. Otherwise I can just use an array and do a bit of math based on aspect so I don't have to address every resolution individually.
I'm familiar. I was just curious as to how many resolutions I should support Thanks tho
All of them. From 1x1 on up!
Improved my stylized 3d map and added the way selection and transition fx:
I don't know a damn thing about what you're working on, but this gif is seriously pretty; tell us more about it!Improved my stylized 3d map and added the way selection and transition fx:
Roger that, thanks! Makes sense.The problem with Screen.resolutions (assuming the docs are completely accurate) is that it only shows what the fullscreen possibilities are. Maybe my monitor is 1920x1080 but I want to game in 1280x800 windowed, but that wouldn't show up because it's not a valid fullscreen resolution for me.
So I'd tackle this two-fold. For fullscreen, I'd list everything that Screen.resolutions gives. For windowed, I'd only give common resolutions for 16:9 and 16:10 (and 4:3 if you're being generous) that fit within the confines of the current screen resolution.
Actually, that's how I'd tackle it if I were you. Personally, I'm making a 2D game and am just planning on scaling (from native 1920x1080) and letterboxing.
Every mesh and sprite and particle and whatnot in Unity all has a material. You can't assign an object color/texture/sprite without it.
Don't know the exact setup with 2D Toolkit, but a material is a shader and texture(s), so you could replace either just the _MainTex texture (if the material is not a shared one that is also assigned to other objects, since that would replace it for all of them too), or the entire material for that GameObject.
I don't have a ton of experience with tilemaps, but you should be able to just swap out the spriteID number at certain intervals to create animation.
2. About animated tiles. This is always super tricky as sprites in the tile map aren't really sprites at all, they're merged and optimised into a larger mesh. However, this is doable using shaders - use material overrides on the sprite collection (http://2dtoolkit.com/docs/latest/tut...ollection.html) to assign an animating material. Whenever you paint that sprite in, it gets replaced with your sprite. We'll possibly make a sample showing how you can achieve this in the next version of tk2d.
...
Its easier to use sprites that are turned into prefabs, then attach any behaviour you like to the prefab.
I don't know a damn thing about what you're working on, but this gif is seriously pretty; tell us more about it!
Finally being able to play APEXICON on Wii U... amazing
The problem with Screen.resolutions (assuming the docs are completely accurate)
Can't due to NDA issues. He can film the TV screen though.take pics of the controller with the game on it do it
Can't due to NDA issues. He can film the TV screen though.
NDA bounds me!
Yup, I'll PM you the forum link. Good work on the game you two!We can't take pics of the gamepad from the devkit? That I didn't know, and probably just saved me some trouble later on down the road.
Edit: In other news, I'm having some fun now. I'm just coding up possible abilities I might want the player to have and it's a blast just playing around with them and seeing what's fun!
Lower your bills (liabilities). What you wrote can't be any excuse. If youNot that I think my ideas were better, but my original vision was no more, and I lost motivation in continuing that work: I have a day job and multiple bills to pay and without motivation it's hard for me to work on a very long project in a consistent way at night or during the weekend. ...
Perhaps your are way too ambitious with your requirements on graphics for a... What should I do, GAF? Should I reach for graphic designers or should I try to improve my graphic skills and do everything myself?
Thanks for the suggestion, it's really appreciatedLower your bills (liabilities). What you wrote can't be any excuse. If you
want to make games you have to reorder things in favor to it. And if you
can't cut on things, then it is your very decision not to do so.
Perhaps your are way too ambitious with your requirements on graphics for a
small indie game supported by a low budget. Part of the story is that you are
doing a whole bunch yourself. Well, I think you should improve upon your
graphic skills even if you won't reach any superior level any time soon. Many
cool things can already be done while composing simple things together. And on
another hand, acquiring some graphic skills may also help you in explaining
your vision to a possible artist, an artist you may met further down the
road.
ThisI tend to forget that != is probably not that well known outside of coders lol.
Yeah, I also find it annoying when menus are super large. Personal preference.
I'm entering game business, too. Working on my R&D codebase (written in F#) and juggling game ideas, mostly AI based stuff.
My 3-D procedural texturing engine is looking good, here's a 1-liner example - can you count all the alien faces?
http://imgur.com/a/vrFL3
Source code (it's many octaves of a procedural noise-like function "cone" mangled by a "Swiss knife" fractalizer, then fed to pseudo-random color map number 42):
color 42 (swiss 0.8 2.0 2.0 0.2 Fade.downarc 1.2 0.2 1.1 150.0 8 3 (cone 0.5))
I'm entering game business, too. Working on my R&D codebase (written in F#) and juggling game ideas, mostly AI based stuff.
My 3-D procedural texturing engine is looking good, here's a 1-liner example - can you count all the alien faces?
http://imgur.com/a/vrFL3
Source code (it's many octaves of a procedural noise-like function "cone" mangled by a "Swiss knife" fractalizer, then fed to pseudo-random color map number 42):
color 42 (swiss 0.8 2.0 2.0 0.2 Fade.downarc 1.2 0.2 1.1 150.0 8 3 (cone 0.5))
Have you tried selecting "Legacy" as animation type in the import settings/rig tab? I had a similar problem with animations from blend files in Unity and that's how I solved it. It had nothing to do with mecanim, however.Sadly, we all know the Unity docs are... bad and full of rather dangerous errors.
Today's "Why, Unity, why do you do this to me?" is brought to you by: Mecanim.
Load a blend/fbx file with mesh and animation, rig it up to a humanoid, it works in the preview. Drag the animations into the AnimationController and boom, everything goes back to T-pose and is lost until you reimport the damn thing and rerig it... until you add an animation to the controller and... you get the idea.
That's seriously pretty. I like how natural it looks despite the triangular tiles.Improved my stylized 3d map and added the way selection and transition fx:
I Kickstarted that. It's now part of my Metroid Trifecta, which also includes Ghost Song and Axiom Verge.