legacyzero
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So much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
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Dat FX chip goodness!
So much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
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If they were penetrating and their state before the check was moving downward, set the y speed to 0
It's harder than Unity for an individual or small team.Since UDK is now financially a more viable option for indie devs(than before), I'd like to ask how it compares with Unity in terms of ease of use when it comes to the coding/scripting, game design and documentation.
Also, does anyone know a way of adding g-buffers(deferred rendering) in Unity?
Get some basic networking in, and you won't have any problem finding opponents.I nearly have a chicken and egg problem. I need to find friends who like Advance Wars style turn-based gameplay. The problem is I need to playtest to help determine if the gameplay ideas I have are fun, but in order to do that I either need to already add AI, or play against myself, or find someone to help run it.
It's a funny feeling to think "This may suck" "well how will I know" "I have to test" "but how can I test" "I have to implement it" "but I don't want to implement it if it's going to suck" "well how will I know"...*repeat*
Currently I don't have things ready for playtesting or multiplayer, but the problem will show up eventually!
Aight, mind expanding on in what way? I guess there's source code modding and stuff like that involved?It's harder than Unity for an individual or small team.
So much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
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There's a nice visual scripting language in UE4, but if you want to do something a little more low-level, you have to go all the way down to C++. In Unity, you get to choose from C# 3.5, a JavaScript derivative, and a Python derivative.Aight, mind expanding on in what way? I guess there's source code modding and stuff like that involved?
When things finally click, it's totally worth it. You're doing a fantastic job with MalebolgiaGetting 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.
My man!So much amazing work being done in here. Thought i would share a bit of a artstyle overhaul for my game
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Since UDK is now financially a more viable option for indie devs(than before), I'd like to ask how it compares with Unity in terms of ease of use when it comes to the coding/scripting, game design and documentation.
Also, does anyone know a way of adding g-buffers(deferred rendering) in Unity?
I am going for a similar style, but I am going even more low poly! Restricting my models to combinations of polyhedrons w/ regular faces. Yes, I am crazy.I guess everyone is going in this direction artistically because I am doing something similar with my models. Tobal 2 is an influence for me.
When things finally click, it's totally worth it. You're doing a fantastic job with Malebolgia
wrong thread
Such is life.
They don't offer any sort of free trial, do they?Unreal Engine 4 is absolutely amazing to work with, I am so glad I didn't buy the unity pro license for my game like I originally planned to. Definitely moving to UE4 for my projects.
Hey man, what's up?Jocchan... I feel like it's been ages since I've seen you on GAF. Must not be looking in the right places.
It's going pretty wellHow goes Dudebro?!
No, but it's only $20/month, a far cry from Unity's one-time charge of $1,500. And my understanding is that if you cancel after one month you get to keep UE4 and just lose access to updates.They don't offer any sort of free trial, do they?
No, but it's only $20/month, a far cry from Unity's one-time charge of $1,500. And my understanding is that if you cancel after one month you get to keep UE4 and just lose access to updates.
Dat FX chip goodness!
Also, does anyone know a way of adding g-buffers(deferred rendering) in Unity?
Any of you guys know anyone with Xbox Creators Club accounts anymore? We're trying to push Shutshimi through the approval process right now but it's not what it used to be.
I'd help but my sub ran out 6-8 months ago. I don't know if anybody I still talk to has an active sub, but I'll check for you.
Really, though, the best way to push a game through approval was always the omnipresent-but-never-officially-recognized "reciprocal reviews". It always came down to "if you review mine, I'll review yours".
The best thing to do is to review a ton of games and hope that you can get the 8 or so passes that you need. There will be a few jerks that take your review and run with it, but that was always there too.
I think our programmer has started reviewing games in hopes other will reciprocate. Is that something he should message them about? I'm kind of in the dark on the whole process, but I can pass it along to him.
Very nice stuff. Are you going to update the ship models to match the landscape?
I vote Sausage Simulator.
So the video is done, and we're almost ready to launch the Kickstarter. Should I bump the original thread, or do you think it's worth making another thread for (presuming someone would make it for me)?
probably this has been asked before but still struggling a little bit around this area, sound effects, how do you usually handle that?
I use simple tools like my microphone and audacity , labchirp, Bfxr , but still can't figure out how to make my sounds better, like explosions, that something you can't just fake or create out of nothing, or gun sounds, any ideas of ways to do that? or point out to good sound cds? I know about many sound fx sites too, but wondering how you create those sify sound for example
That's what it looks like, if you just want to download the current verison and play with it, you can pay and cancel. Then later if you hear about an update you really like, you can subscribe again and get the new stuff.About U4, can I pay the $20 fee ( is there a grand total fee as well?) and cancel my renewal?
That's what it looks like, if you just want to download the current verison and play with it, you can pay and cancel. Then later if you hear about an update you really like, you can subscribe again and get the new stuff.
It doesn't sound like there's any other fee unless you sell what you make.
Cool. I though there was a $100 whatever fee along with the $20 fee. I'm tempted to purchase it for the hell of it :x
However, if you are working with a team, I -think- (someone correct me if I am wrong) that each member of the team also has to have the $20 subscription for that particular engine version. As in, a two person team would be $40, three people would be $60, etc. and then you could all cancel your subscriptions.
But if you're just interested on your own, I agree $20 does sound like fun to be able to poke around at everything. I've probably wished I could change tiny details about the editor (like adding keyboard shortcuts) many times...and now I guess I can, haha.
Also, make sure all of your games include the Wilhelm scream, for authenticity.
Hey guys, I'm getting ready to launch a Kickstarter for my game soon, hoping you guys could give me some feedback. Mainly looking for feedback on the video(s):
https://www.kickstarter.com/projects/lofi/311062933?token=be8ae6e2
Things I know I still need to fix:
-The volume at one point in the video
-Change "Ludo Land" logo to "Ludo Land presents"
-Cut down on gif size on the kickstarter page
-Update "repeats" on the kickstarter page to match the new content
-Update the budget pie chart
Also, make sure all of your games include the Wilhelm scream, for authenticity.
You can check out http://freesound.org/, as they have a lot of stuff.
Honestly, though, the best sound effects come from sound effect CDs, but even then you've got to have some decent editing skills to get them to sound just right. Sound Forge is great for editing, and Audition is great for layering multiple effects.
I've used Audacity before in the past, and while it was great for free, it still isn't as nice as a paid option (duh!). Don't worry about not being perfect at sound design -- I only got "decent" after spending probably hundreds of hours editing sounds. It's probably the worst part of game dev -- and it's definitely one of the most thankless. It also helps a lot if you have an ear for it, but that's one thing that can't really be acquired easily.
Can I see the video!?!?!?!?!?!?!???!12345567