Tomorrow morning y'all.
It's gonna be awesome.
Cook Serve Delicious coming to Sony platforms?
Tomorrow morning y'all.
It's gonna be awesome.
can gamemaker export to sony platforms? I saw that hyper light drifter is going to sony consoles. are they rebuilding it?
We're doing it to maximize compatibility for most pcs. Since our game is pretty simple, we want most people to be able to play it , and especially on laptops. We actually just realized we could break them up, and I'm currently creating a nicer sprite sheet today. Going to make the spawn bigger and longer, and just have the two sheet just play one after another.
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
As ever, I'm figuring out ways to getting what I think are interesting results using pretty simple methods. For example, I made what looks like a bit of a light bloom effect just by partially erasing the borders around the rock layers. Beyond that, I'm just spawning layers of graphics and moving them.
(For reference, here's this area from the original version of the game, pre-Kickstarter: http://www.ghostsonggame.com/miscd/shipgif.gif)
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
This is looking really good. I love the art style. I'd love to see your game use this 2d light system:
https://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art
In no way do I think what you have is lacking... I just would love to see something like your game use the killer lamp lighting.
Does anyone know if there are any games in dev using it yet or is its still in closed dev?
Man, I'd say you raised the bar for how an HD 2D game can look, but I think that'd be an understatement. I'm still in the super early stages on my engine, and seeing your screen cap makes me think "Fuck, how can I possibly match that?"I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
As ever, I'm figuring out ways to getting what I think are interesting results using pretty simple methods. For example, I made what looks like a bit of a light bloom effect just by partially erasing the borders around the rock layers. Beyond that, I'm just spawning layers of graphics and moving them.
(For reference, here's this area from the original version of the game, pre-Kickstarter: http://www.ghostsonggame.com/miscd/shipgif.gif)
thanks this is just one of many things I'm going to be keeping an eye on and make note to learn about once I'm on the next game. I can't really spend time trying to learn all new tools and methods and stuff right now, I'm knee deep in it and gotta stick to what I know.
well looks like that is happening. funny that I just asked that today.
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
As ever, I'm figuring out ways to getting what I think are interesting results using pretty simple methods. For example, I made what looks like a bit of a light bloom effect just by partially erasing the borders around the rock layers. Beyond that, I'm just spawning layers of graphics and moving them.
(For reference, here's this area from the original version of the game, pre-Kickstarter: http://www.ghostsonggame.com/miscd/shipgif.gif)
Overall it looks great! The bloom bit especially. I do see a lot of repetition in the noise though. Is that just from the capture?
Great work.
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
I'm sure that's what he wants - the grainy look to the game.
Water said:Upgrade to modern Mono
Polished official solution for serializing and saving/loading full and partial gamestates
Shouldn't need a ton of work from Unity, or any changes in Unity's guts, but I think it would be immensely valuable. The idea would be to establish a sane standard and guidelines for the users to lay out and label their data suitably, and helping even beginners to do it. Plugin/middleware/asset makers would then also make their wares directly compatible with the standard Unity way. I recognize game saving and loading is fundamentally not one-size-fits-all, but they'd easily cover 90% of the use cases out there, and many of the remaining games that need custom stuff would find it easier to adapt to an existing system than to reinvent everything from scratch. It's important to be able to save either the full state (as in suspend/resume, or for debug purposes) or a limited amount of state for a normal savegame in the same project.
De-emphasize scenes
Begin a transition to where "scenes" are just one way of many to group, load and unload parts of the game world - essentially, big prefabs. Make dynamic, generated or piecemeal-loaded worlds equal citizens. I think simply having nested prefabs would let one get pretty far to this direction. This obviously goes hand in hand with the serialization and structuring of game state data. In the short term, as long as they stick to the scene-based system, I'd like to see its usability improved. Let me designate a default scene to open when the Unity project opens. (Which reminds me: give me a .unityproject file that opens the project instead of having to dig into Assets/Scenes and guess at an appropriate .scene file.) Give me hooks to run global code at game launch regardless of scene, or at the load/unload of every scene, without having to sprinkle stupid empty script objects around.
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
As ever, I'm figuring out ways to getting what I think are interesting results using pretty simple methods. For example, I made what looks like a bit of a light bloom effect just by partially erasing the borders around the rock layers. Beyond that, I'm just spawning layers of graphics and moving them.
(For reference, here's this area from the original version of the game, pre-Kickstarter: http://www.ghostsonggame.com/miscd/shipgif.gif)
Dude so much this, in the beginning I wasn't sure how to save, so I saved as a project only to find that once I re-opened I would have to go through all of the prefabs that I had prior not to mention other assets. Saving scene was what I needed to do, and like you stated there is more functionality that is needed in there like selectively choosing which state to start from. That would mean a lot to me. Great post!
Man, I'd say you raised the bar for how an HD 2D game can look, but I think that'd be an understatement. I'm still in the super early stages on my engine, and seeing your screen cap makes me think "Fuck, how can I possibly match that?"
I mean I'm not looking to make a Metroidvania style game or anything, but still.
I pledged on your Kickstarter campaign. Can't wait for the game to be released!
Overall it looks great! The bloom bit especially. I do see a lot of repetition in the noise though. Is that just from the capture?
Great work.
Managing to get some work done despite Dark Souls, Jobbs?
Can I buy this now?
I agree that there's a lot of repetition in the static. Are you just flipping back and forth between two presets? Or maybe you're using a something like perlin noise, but are reseeding the RNG constantly, so it gives you the same values? It would look a lot nicer if the static was more random. Please address this because it really sticks out on an otherwise pleasant aesthetic.
That's it, then. People will start to notice patterns if there is a lot of repetition in a short amount of time. Not everyone will notice at first but it will become apparent eventually and some will be distracted by it. The more unique states are added, the less apparent it will become. The most organic solution would be to generate new static every frame.there's 3 states it animates between. it could be made repetitious by the low framerate of the gif.
Well, I can't compete with Jobbs, but here is a gif from my sci-fi roguelike.
After about two years of part time work, it's finally starting to resemble a game. Built from scratch in XNA.
Lots of game engine news today. I hope Unity drop their subscription price a bit.
I can't believe Unreal Engine went open source. I would have never predicted that.Yeah, between Unity, Unreal and Crytek it's been super interesting. Unity remains the most interesting in my eyes just due to the range of things you can do, so I'm also hoping for more aggressive pricing.
Yeah, between Unity, Unreal and Crytek it's been super interesting. Unity remains the most interesting in my eyes just due to the range of things you can do, so I'm also hoping for more aggressive pricing.
Apologies is this is old news but I received an email tonight that Sony and Yoyo games have announced that you can now use Gamemakerr Studio to design and publish for free on the Playstation Network. As long as you are an licensed Playstation Developer you can begin creating games for the ps3,ps4, and Vita. This news was announced today at the conference in San Fran I believe.
Yeah, between Unity, Unreal and Crytek it's been super interesting. Unity remains the most interesting in my eyes just due to the range of things you can do, so I'm also hoping for more aggressive pricing.
I've rearranged, remixed, or redone this particular area so many times, did some more work on it and I think it's close.
As ever, I'm figuring out ways to getting what I think are interesting results using pretty simple methods. For example, I made what looks like a bit of a light bloom effect just by partially erasing the borders around the rock layers. Beyond that, I'm just spawning layers of graphics and moving them.
(For reference, here's this area from the original version of the game, pre-Kickstarter: http://www.ghostsonggame.com/miscd/shipgif.gif)
Getting extremely frustrated and stressed about development right now. Trying to add special effects, sound effects and tweaking the flow/feel of the combat is giving me headaches. And the damn camera is toying with me. Pfff... I need a break.
Haha, thanks man. It's just a polygon hack to simulate shadows, nothing terribly impressive. Your stuff, however, just blows me away every time. Can't wait to throw money at you.nice work, and you surpass me in techncial abilities...
I know that feeling. When I get burnt out, I swap to a smaller project. I'm working on a mobile project on the side, really simple, but still fun to put together. Usually, half-way through putting together a new method or class for the smaller project, an idea will pop into my head, and I'll rush back to my main project.Getting extremely frustrated and stressed about development right now. Trying to add special effects, sound effects and tweaking the flow/feel of the combat is giving me headaches. And the damn camera is toying with me. Pfff... I need a break.
That's like me, except collision detection is the bane of my existence at the moment. After a few days of trials and tribulations, a lot of code changes, a ton of reading, and a boatload of patience, I finally have at least the core aspects working right. When the character moves left or right and comes to a wall, they stop. When they jump, they come back down to the ground or change direction if they hit their head. And if they jump towards a wall (or are against one when they jump), they don't clip into the edges at all and can land on top.Getting extremely frustrated and stressed about development right now. Trying to add special effects, sound effects and tweaking the flow/feel of the combat is giving me headaches. And the damn camera is toying with me. Pfff... I need a break.
That's like me, except collision detection is the bane of my existence at the moment. After a few days of trials and tribulations, a lot of code changes, a ton of reading, and a boatload of patience, I finally have at least the core aspects working right. When the character moves left or right and comes to a wall, they stop. When they jump, they come back down to the ground or change direction if they hit their head. And if they jump towards a wall (or are against one when they jump), they don't clip into the edges at all and can land on top.
Now what's killing me is applying gravity so that when they walk off of a ledge or wall, they automatically go into a falling state. I've been trying a bunch of things, including a Sonic Retro Physics Guide approach where sensors on the bottom test for open space underneath the character. I just haven't gotten it quite right yet. I think it's a timing issue -- when I do this test -- but I haven't found the proper priority yet.
Still, this is the closest I've gotten to having it working 100% in all of my prior attempts. I could make a game where gravity isn't involved with what I have, but a Mega Man style platformer is my target.
That was what I intended to try next. Right now my collision detection routine is broken into two discrete checks; check the x axis first, then the y axis second. I want to implement sloped terrain at some point, and this was how that "Guide to Implementing 2D Platformers" suggested doing the checks to allow for it.just build in a collision check that always looks for a collision underneath the player. if no collision is found then put them into a falling state. it should be able to be implemented the same way that your wall checks are set up.
The jump state is a singular state. I've thought about breaking it into two separate states. The states are used almost exclusively for changing the sprite and setting/maintaining any values needed during the state's duration (i.e. maintaining x speed while the button is still held). Having a secondary state for falling might be a good idea though. I was just trying to keep it simple and then expand upon pieces once they were working.is your jump state set up as a single state or do you have it so that jumping up is one state and coming down is another? if they are two separate states then anytime the collision underneath returns false simply put the player into the coming down state.
Anyone know some good maya/3d max tutorial sites?
So much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
Previous
New
BIG boostSo much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
Depends on your needs. You can use a random number generator to pick a random word from a dictionary or create a random string of characters (a sequence of random letters). If you want to make randomly generated sentences, you should study up on abstract data structures and also linguistics. Good grammar combined with meaningful nouns/verbs is tough stuff.My question is more about an app than a game. I've had this idea for a random type of text generator for over a year but I'm not sure how to create it.
Would anyone know the best method of creating such an app for someone who doesn't know code?
I've got a few ideas where this could be amusing and I'd really like to see I realized. Any help would awesome. Thanks.