Maybe I didn't make myself clear -- there are lots of horror games, and that's fine. I just wanted to voice my opinion that excessive chromatic aberration, especially when it doesn't make sense (no bad camera/lens/helmet in the line of sight), is the hellspawn of all foulness and evil.
So do any of you guys ever worry about people using your ideas when you showcase early footage to of a game on different sites? I know it's a silly question, but it's always something my paranoid ass thinks about when I'm about to post ideas that I want to use in my game..
I guess the easy answer is just to not post anything about the game lol
So do any of you guys ever worry about people using your ideas when you showcase early footage to of a game on different sites? I know it's a silly question, but it's always something my paranoid ass thinks about when I'm about to post ideas that I want to use in my game..
I guess the easy answer is just to not post anything about the game lol
So do any of you guys ever worry about people using your ideas when showcasing early footage of a game on different sites? I know it's a silly question, but it's always something my paranoid ass thinks about when I'm about to post ideas that I want to use in my game..
I guess the easy answer is just to not post anything about the game lol
I'm kinda doing that for my next game... It does feel silly though, once you remember how much work goes into a game, and if that many people will really find out about it.
You should read up on Vlambeer and how they dealt with cloning in the past, I think they make a good case for why getting your stuff out in the open as much as possible is the best way to deal with this - Although it will always suck
That said, cloning is a very specific issue for certain types of games in a specific ecosystem, if you're worried about general ideas being stolen and not the act of your whole game being cloned then I think you should just bite the bullet and get the word out there! It's not nearly as big a problem as you might think, part of it being how execution plays a HUGE role in any idea being good.
So do any of you guys ever worry about people using your ideas when showcasing early footage of a game on different sites? I know it's a silly question, but it's always something my paranoid ass thinks about when I'm about to post ideas that I want to use in my game..
I guess the easy answer is just to not post anything about the game lol
https://www.youtube.com/watch?v=rxqHVoZ0fzcAnyone with any cool pop culture lines that don't sound silly? Notably ones that would correlate to "take cover", "open fire", or "go"...
Apologies if this is a really dumb question. But I'm trying to set the height and width of my main camera independently of each other, but I can't exactly figure out how to do that.. I tried messing around with the viewport values but that didn't seem to do the trick. I'm just starting to really learn how to use Unity so I'd love some tips.
So here is an image of my camera right now..
..and this what happens when I adjust the height. It messes up the width too. Is there an easy fix for this or will I have to write a script to achieve what I want? I basically want the camera to surround the black square perfectly.
I think a casual, open, humble approach to this is good. First, I just assume no one's going to think my idea is so brilliant that it must be copied. Second, if I'm getting images from my game out to more people, then more people will know what the original is. If I keep teh game secret then someone copies it, well, that's worse.
You should read up on Vlambeer and how they dealt with cloning in the past, I think they make a good case for why getting your stuff out in the open as much as possible is the best way to deal with this - Although it will always suck
Thank's for the write-up! What's the strategy for the next game?
I agree the flashligjht effect is pretty awesome, I like the colors a lot in the left image, and I like the strange green glow from the flashlight (some kind of lens anomaly?). \
so what is the game?
Saw this on Twitter. Looks great.
Need to get Markiplier playing it
Is that another horror game with chromatic aberration? ;____; There are some really glaring color rings at the bottom, is it a game where you are looking through a visor/helmet/camera?
Perhaps the best sentence in here.... If no one speaks up to point out criticisms, none of us as developers learn anything or hear anything except occasional positive feedback, no?
That's called overheat, right? Yet sounds plausible. Thank for pointing out!Diligently doing minimum weekly devlog updates on TIGSource.
Setting up a website for the game before it's finished, allowing for downloads of development builds.
Making sure those development builds phone home to check for new updates.
Do some research of indie games press to find a couple writers that like the style of game that I'm making and target them.
Reach out to youtubers who covered Umbragram and show them what I'm working on/what I finished.
Give talks at local gamedev meetup groups about tangential stuff that I've done for the game (e.g. I wrote my own language).
So all in all fairly standard stuff. I think the only changes in plan are the devlog/dev builds and getting in touch with youtubers.
Holy fuck, Feep, you've forgotten to mention the release date of the trailer!Trailer done. Probably put 80+ hours into this thing.
For reference, I'm hoping to make someone say "Holy fuck, Feep." I'll quote this post if they do.
Perhaps the best sentence in here.
Personally, I think that games in here are criticized quite less. The reason
might be that no one wants to step on the tooth of others. Part of the reason
is that many developers are quite involved with their work/game such that any
negative yet constructive critic seems like an offense to them.
I also don't like the behavior of people criticizing the view of others instead
of just giving their own critic about the game.
Most people use version control such as GitHub. I just upload source code to SkyDrive. I got 100GB from a promotion.IndieGaf, please tell me about your Backup Solutions.
My Project is growing and i am beginning to get really paranoid...
I am using a dedicated 128GB SSD for my project and i have a spare 500GB HDD from my PS4 (i upgraded it to 1TB).
Most people use version control such as GitHub. I just upload source code to SkyDrive. I got 100GB from a promotion.
FYI to all: I haven't posted much on my game yet, but I will be ready for people to take a dump on it when I unveil it. Will help prepare me for critics and consumersMy sense of the "community" of this thread is that it's here primarily for encouragement of others. Immediate critique, when the creator isn't mentally prepared for it, can be a huge demotivator. I think that if someone posts their finished game, or requests feedback on a particular aspect of the game, then all criticisms are fair. But if it's just a "hey everyone this is what I've been spending a couple months on!" I'm not sure that critique fits the overall tone of the thread.
I was thinking about a ( maybe automated) local Backup solution, my upload speed is very slow.
IndieGaf, please tell me about your Backup Solutions.
My Project is growing and i am beginning to get really paranoid...
I am using a dedicated 128GB SSD for my project and i have a spare 500GB HDD from my PS4 (i upgraded it to 1TB).
You make a game? Hah! Am eagerly waiting for your game to be unveiled toFYI to all: I haven't posted much on my game yet, but I will be ready for people to take a dump on it when I unveil it. Will help prepare me for critics and consumers
IndieGaf, please tell me about your Backup Solutions.
My Project is growing and i am beginning to get really paranoid...
I am using a dedicated 128GB SSD for my project and i have a spare 500GB HDD from my PS4 (i upgraded it to 1TB).
Should be Tuesday morning.Holy fuck, Feep, you've forgotten to mention the release date of the trailer!
Yaaaaaaaaaay !
We did it ! We finished our Kickstarter for Planets³ !
Now the hardest/funniest part begins, thanks for everybody who shared or donated here !
I'm trying to prototype a simple top down shooter in GM Studio and I'm having a problem with the projectiles.
I have an enemy that's moving towards the player in random movements, in order to destroy it, you click on it and a torpedo is launched from the player towards the enemy ship.
The code I'm using is this.
move_towards_point(obj_enemySM.x, obj_enemySM.y, 5);
My problem is, the enemy ship have already moved from that spot so the torpedo just goes towards the coordinates that the ship was at, not where its currently at.
How do I make it hone towards the enemy ship in its current location?
apparently a lot of people have been posting WebM videos lately here on NeoGAF (http://www.neogaf.com/forum/showthread.php?p=107247131) ... so I guess I'll just leave this here then (in glorious 60fps - since it's all the rage right now I've heard )
http://a.pomf.se/suugda.webm
The fuck is that? When the plant in the cornerappeared at 0.17 I totally shat bricks.uuh... witness stand?
In the office.
but, but, but ... but it didn't appear ... it was there all along *dun dun dunnnnn*
You should be able to apply that code in every step to have its direction keep updating. Don't only set that at the creation of the projectile.
@friken, the art is great. What is the gameplay?
in the inspector for the camera there should be a viewport rect with both width and height. height and width can be changed there independently of each other.
My sense of the "community" of this thread is that it's here primarily for encouragement of others. Immediate critique, when the creator isn't mentally prepared for it, can be a huge demotivator. I think that if someone posts their finished game, or requests feedback on a particular aspect of the game, then all criticisms are fair. But if it's just a "hey everyone this is what I've been spending a couple months on!" I'm not sure that critique fits the overall tone of the thread.
^ I guess by now it's the way as you say. But isn't this thread about
development? From my point of view part of all development is giving critic.
Critic is almost always most encouraging -- a driving factor -- yet shouldn't
be applied arbitrarily, indeed. Well, I prefer to get critic about every
picture I post instead of people saying nothing while finding out in the end
that what I thought was good for the player was only my imagination. So
getting critic along the way is the best thing that can happen to me. It
works as a balancer, verifier, etc. It's irreplaceable!
Why isn't tuesday already? I kinda want to watch that trailer and go "Holy fuck, Feep!"Should be Tuesday morning.
^ I guess by now it's the way as you say. But isn't this thread about
development? From my point of view part of all development is giving critic.
Critic is almost always most encouraging -- a driving factor -- yet shouldn't
be applied arbitrarily, indeed.
You are a modern-day hero.well ... yeah, I know it doesn't make much sense, but the good news is - nothing is final at this point in time so I can always change anything I want ... and if we decide to leave the CA in there will definitely be an option to turn it off - I know a lot of people hate it immensely
I am gearing up the Scribblenauts-style backlash campaign as we speak.Trailer done. Probably put 80+ hours into this thing.
For reference, I'm hoping to make someone say "Holy fuck, Feep." I'll quote this post if they do.
You are a modern-day hero.
I like the rhythm and movement on these. Just based on the visuals I feel like the game is going to be responsive and fun to control.Some random gifs!
Haven't posted in a while, been busy working (though I have been lurking a bit, and there's been a lot of great stuff here) , but just wanted to let everyone know that we'll be showing Olympia Rising at PAX East this weekend! We'll be in the Kickstarter Arcade area, room 105. So if you're attending PAX, stop by if you're interesting in playing the latest Olympia Rising build. Hope to see some of you guys there!
Some random gifs!