Dude, you deserve a medal or something!... Today Dust: An Elysian Tail surpassed one million units sold ...
Dude, you deserve a medal or something!... Today Dust: An Elysian Tail surpassed one million units sold ...
I really like this art style. The animation makes the character look injured, though, as if he's favoring one of his sides or limbs.
Looks nice!
Arms are still work in progress? They look both pretty stiff compared to all the jiggling around. Are those bits hand animated or physics?
Very nice movement of the shield on his back and the axe on his belt.
Hah! Loving the hair!
i like this, for some reason the shield/stick looks real like it could break if a sword it or if it was used to much..i get that sense out of it
I hope this isn't placeholder texture work or shading because it is nice. Like a figure carved out of wood. Besides enhancing the shaders and textures, he seems pretty close to complete design-wise. And though it may sound strange for an abstract wooden man, his movement, combined with his gear, actually seems visceral. His nonfeet actually seem to grab the ground. The sense of weight could be further improved, but I am interested in the exploring what kind of world such character would inhabit.
And your website mentions giants. Show us some giants. Giants are awesome.
Holy feedback batman!
.....
We are spending the majority of our time building out the world first, before populating it with creatures to inhabit it, so sadly pictures of the giants will have to wait until another day
Proxy Blade Zero has been approved and is out right now on Xbox 360!
It's available right here:
http://marketplace.xbox.com/Product/Proxy-Blade-Zero/66acd000-77fe-1000-9115-d80258550e29
At last, I'm finally done with it. That was a long ride.
Oh wow, this is your game? I thought the demo was slick, and I love how this boss looks.
Somehow storing all of my game logic in a coroutine instead of Update() gave my whole game like a 500% performance boost. I can't explain it.
Haven't posted progress in a bit, but here's a render of what our enemy spawn points will look like. Really digging it and i hope it translate well into the final game. Once the particles stop flowing, the enemies will kinda spurt out of the darkness and head on towards trying to kill you.
Proxy Blade Zero has been approved and is out right now on Xbox 360!
It's available right here:
http://marketplace.xbox.com/Product/Proxy-Blade-Zero/66acd000-77fe-1000-9115-d80258550e29
At last, I'm finally done with it. That was a long ride.
That looks great! Is there some kind of explosion of light once that happens?
Question indiedevGAF, I pretty much have the basic mechanics(fly, bang, shoot, die, spawn etc..) in my game but, want to put a more personal touch on the art. What do you think about the Drawing pads like the wacom?
Any art software recommendations that go along well with these? Suggestions?
Visually right now, I am in the atari phase.
function startup()
-- generate all the materials for shading
genMaterials()
-- basic scene settings
loon.display.setClearColor(0.1, 0.1, 0.5, 1.0)
loon.physics.setGravity(0, -10, 0)
-- start with physics simulation paused
loon.physics.pause()
-- make a ground cube
ground = loon.scene.addCube({x = flx, y = floorlevel, z = -20}, materials.ground, {x = 10, y = 2, z = 10})
loon.physics.addBoxColliderDynamic(ground, 0);
-- position camera above and looking slightly down
campos = {x = 0, y = 5, z = 0}
camrot = {x = 25, y = 0, z = 0}
loon.scene.updateCamera(campos, camrot)
--load fonts
fOxy16 = loon.fonts.loadTTF("fonts/OxygenMono-Regular.ttf", 16)
--create the stack of physics cubes
spawnBuilding(4, 4, 8)
end
function spawnBuilding(xnum, znum, ynum)
local x = 0 - (xnum / 2)
local y = floorlevel + 2.5
local z = -20
for n = 0, ynum do
for i = 1, xnum do
for j = 1, znum do
p_id = Physcube:new(x + (i * 1), y + (n * 1), z + (j * 1), materials.building)
cubes[p_id.id] = p_id;
end
end
end
end
Haven't posted progress in a bit, but here's a render of what our enemy spawn points will look like. Really digging it and i hope it translate well into the final game. Once the particles stop flowing, the enemies will kinda spurt out of the darkness and head on towards trying to kill you.
Hit the arrow to the right of "Rec" and change the recording framerate to 16 or 33 FPS.Curious if you used gifcam as well. All of my attempts to create gifs (even smaller than that) run like crap. Help?
I don't think so. I'm simplifying here, but the change amounted to:Is the coroutine being run five times less frequently than update...?
void Update()
{
if (Phase == Phase.Command)
{
// Game logic
}
}
void Start()
{
StartCoroutine(GameLogic());
}
void GameLogic()
{
while (Phase == Phase.Command)
{
// Game logic
yield return null;
}
}
Voted Good luck mate, I look forward to it!Yes. I've put the game on Greenlight for that: http://steamcommunity.com/sharedfiles/filedetails/?id=182016804
man... i'm going to have to watch dragonball one of these days just to get the references on this board fusions might have to wait until i've finished integrating the collision/physics engine. it already does a mean flappy bird clone though!
Curious if you used gifcam as well. All of my attempts to create gifs (even smaller than that) run like crap. Help?
I don't think so. I'm simplifying here, but the change amounted to:
BEFORE:
Code:void Update() { if (Phase == Phase.Command) { // Game logic } }
AFTER:
Code:void Start() { StartCoroutine(GameLogic()); } void GameLogic() { while (Phase == Phase.Command) { // Game logic yield return null; } }
This feels like kind of a noob question, but I've been thinking about it lately...
Right now my 3-D characters just do an animation blend from their walk/run animation to their idle animation, which looks a little janky...their feet slide. So I wanted to make a quick "stopping" animation where they just plant their feet and transition nicely into an idle...
...but of course, this animation can be triggered at any frame in the run cycle. If the character happens to have their left foot up when the transition happens, it looks fine. If the character has their right foot up, though, the blending makes it look silly.
Does anyone know best practices on this? Should I check what frame the run cycle is on, and try to jump to that frame in the slow-down animation? I dunno.
Speaking of which, I thought to share with you guys a couple of gifs, since I'm still messing around with parallax scrolling, trying to find the right speed for each layer in order to come up with a decent sense of depth.
I've done some deeper investigating and it seems the big difference is due to me turning off VSync without realizing it. Still, the Coroutines are a lot cleaner and help to alleviate God-object syndrome, so I'm keeping them. I did bork my netcode in the process, but there's just one hickup to correct.Well, that looks like it'd do the same thing. If anything it should be, (not noticeably), slower as there must be some state saving/reloading for coroutines to work.
Maybe something was lost in the simplification?
I'd add a counter to each, and see how many times elach "Game logic" update is run per minute.. You've not left the game logic update in the Update function have you...?
Looks really good man! loving the feel of it already. Wanna see more! Are you guys in the industry?
I checked out your site, sweet stuff. Here's a bunch of wierd stuff;
My name is also Andy P. Spooky. (his nick is Android? Spookyier; mine is sometimes Phandroid.)
Derek on your team has basically exactly the same favourite games as me.
Your inspirations for you game are almost exactly the same as my project! (your subsequent game even sounds similar!)
You looked into doing isometric (but we are still sticking with it!)(hope this isnt a mistake now!)
Are you sure your not working with me or I'm working on your game? Am I one of you?
This feels like kind of a noob question, but I've been thinking about it lately...
Right now my 3-D characters just do an animation blend from their walk/run animation to their idle animation, which looks a little janky...their feet slide. So I wanted to make a quick "stopping" animation where they just plant their feet and transition nicely into an idle...
...but of course, this animation can be triggered at any frame in the run cycle. If the character happens to have their left foot up when the transition happens, it looks fine. If the character has their right foot up, though, the blending makes it look silly.
Does anyone know best practices on this? Should I check what frame the run cycle is on, and try to jump to that frame in the slow-down animation? I dunno.
If anyone's around, I'm trying out a live stream for Shwip!
http://www.twitch.tv/jamhammer/
Just a test for now.
Popped in for a quick look. The game itself looks very smooth (tons of particle effects!) but the stream kept pausing every couple of seconds, which made it a bit hard to follow. Still, very nice job from what I saw
Resolution not 1080p, preorder cancelled!Look
It's mission 2 guys
That background image is literally 24960 x 15360Resolution not 1080p, preorder cancelled!
Resolution not 1080p, preorder cancelled!
Resolution not 1080p, preorder cancelled!
Hey guys, gonna do a bit of fishing here.
Hmm, possible bullshot. Shady business, Feep.
I've done some deeper investigating and it seems the big difference is due to me turning off VSync without realizing it. Still, the Coroutines are a lot cleaner and help to alleviate God-object syndrome, so I'm keeping them. I did bork my netcode in the process, but there's just one hickup to correct.
The mountains are moving too quickly. They look like tiny hills right now. You almost don't want them to move at all. In fact, at this point, it would look better if they didn't move.
Suppose the tents and arches and other stuff in the primary plane is ten meters away, but the mountain is a kilometer away. The mountain should be moving at 10m/1km (0.01) the speed of the primary plane.
Haha, the coincidences do stack up, maybe we are working on the same game and dont realize it yet
We are Ex industry devs yeah. Spent time in both games and film, threw it all in to work on our own idea and see how things turn out!
Do you have any links to the game you are working on? I'm always interested in seeing other indie titles.
I've been working on cyberpunk jam this week. I've been getting way too into this one and probably won't finish it completely by the deadline, but at least I've gotten something interesting to work on out of it!
It's a metroidvania set in a futuristic Heian era Kyoto... which hangs upside down from the sky. You play an onmyouji hacker/magician. I swear all of this makes sense in context.
.
I didn't really think about this frustration until this morning when I overheard/saw a bunch of my co-workers showing some people the game they're making in Unity. These are guys who aren't really programmer-programmers by trade; they're both test engineers for my company's proprietary software product. I know it shouldn't get to me because they're using an already-built engine as where I'm developing my own from scratch (by choice), but dammit, it bums me out.
Hey guys, gonna do a bit of fishing here.
There's a character who wasn't originally intended to be shown in the upcoming video, but I decided I'd like to show him. He has a few lines. There is no one cast for him yet.
He really has a miniscule amount of dialogue in the video. Just a few lines. I was curious if anyone here who knows how to do VO would be interested in doing me a solid -- There's be no presumption other than that you'd appear in the video. If it worked out, you could potentially have the role in the final game and be properly credited at that time. His dialogue in the video is so small that it shouldn't take you long to record.
Criteria:
- Adult male
- UK or aussie accent preferred
- It's a bonus if you're familiar with how NPCs are handled in Dark Souls, the NPC interactions in my game are modeled after the ones in that game
If you have experience or otherwise are confident in your abiilty to do something like this, hit me up and I'll tell you more about the character. PM me here or email me.