I'm incredibly excited about the new trailer we made! Enjoy: http://stolencouchgames.com/castawayparadise/news/trailer-shows-awesome-customization/
Sooo prettyyy
Sooo prettyyy
I'm incredibly excited about the new trailer we made! Enjoy: http://stolencouchgames.com/castawayparadise/news/trailer-shows-awesome-customization/
Sooo prettyyy
Now that is pretty. Looks great!I'm incredibly excited about the new trailer we made! Enjoy: http://stolencouchgames.com/castawayparadise/news/trailer-shows-awesome-customization/
Sooo prettyyy
sometimes you have to take it in!
What the hell. I ripped a 30 second video with my mighty unregistered fraps to quickly show a friend how the dialogue looks, and I figure there's no harm in showing it here.
I really am home stretch on the *actual* video (and it won't be made with unregistered fraps). In it we'll see more enemies, moves, areas, characters, it'll probably be over 10 minutes long.
for now, here's how dialogue works feel free to make fun of the placeholder VO by myself.
unlisted youtube link: https://www.youtube.com/watch?v=cQ5kUI6nftQ
So, I've been held back from working on any of my game ideas due to me being unable to come up with an art style that I like and can recreate consistently throughout the game, but I think I've cracked it.
I tested out a really simple orthographic hand-drawn style, which I loved (img 1), but while I could've gotten past the one or two problems with that format (overlapping and the like) if Unity ever does make it to the 3DS I'd have no hope of porting the game with 3D support.
So, I tested it with a very simple 3D model, but it ended up looking terrible (img 2), although it's to be expected since the image was meant as a texture for a flat plane, so I took to redrawing the building at a higher resolution, and in different parts, and ended up with img 3, which looks good in both orthographic and perspective views, and works perfectly.
There's still a few problems, such as the actual textures and workflow (I drew the separate parts on the textures from the same 45 degree view), so I'll need to try a few alternate methods (drawing the textures flat, or using Blender's texture projection feature) to see if it's easier/faster, but other than possibly the colouring used (I'd like to try a waterpaint style, maybe) this will probably be the style I use for whatever game I work on in the future.
sometimes you have to take it in!
What the hell. I ripped a 30 second video with my mighty unregistered fraps to quickly show a friend how the dialogue looks, and I figure there's no harm in showing it here.
I really am home stretch on the *actual* video (and it won't be made with unregistered fraps). In it we'll see more enemies, moves, areas, characters, it'll probably be over 10 minutes long.
for now, here's how dialogue works feel free to make fun of the placeholder VO by myself.
unlisted youtube link: https://www.youtube.com/watch?v=cQ5kUI6nftQ
I'm incredibly excited about the new trailer we made! Enjoy: http://stolencouchgames.com/castawayparadise/news/trailer-shows-awesome-customization/
Snow and palm trees? Weird island.
I can't believe you were going to make this a free browser game. Look at what it is becoming.
sometimes you have to take it in!
What the hell. I ripped a 30 second video with my mighty unregistered fraps to quickly show a friend how the dialogue looks, and I figure there's no harm in showing it here.
I really am home stretch on the *actual* video (and it won't be made with unregistered fraps). In it we'll see more enemies, moves, areas, characters, it'll probably be over 10 minutes long.
for now, here's how dialogue works feel free to make fun of the placeholder VO by myself.
unlisted youtube link: https://www.youtube.com/watch?v=cQ5kUI6nftQ
I can't believe you were going to make this a free browser game. Look at what it is becoming.
Where did you record? That "placeholder" VO sounds great. I honestly thought it was a professional. I would probably keep it for the final game, to be honest.
for now, here's how dialogue works feel free to make fun of the placeholder VO by myself.
unlisted youtube link: https://www.youtube.com/watch?v=cQ5kUI6nftQ
Placeholder VO nothin'. You nailed it. This is great.
Cool thing would be if the solids do transform in the game to show new skillBecause I am making an abstract strategy game, I think the design of my units should strike a balance between simplicity and distinguishability. Here are my first attempts, designed in code rather than a modeling suite. All are partial cumulations of the platonic solids.
Yeah! This feature is definitely on my list! I think it can be put to goodAnd then do a 'degauss' feature!
Let's join the screenshot saturday!
Have been working last couple of weeks on a few things and mainly on the interface and logo design.
And last week I had to make a small teaser trailer for the game, wished I could have spend some more time on it. Want to make a proper trailer in the summer.
https://www.youtube.com/watch?v=2SC26B0upQU
Lovely trailer but please try to put more colors/details on the charactersI'm incredibly excited about the new trailer we made! Enjoy: http://stolencouchgames.com/castawayparadise/news/trailer-shows-awesome-customization/
Sooo prettyyy
YesHey guys, is it ok to post about a Unity Asset I've developed while making my game that is now available on the Asset Store? I've decided to make it universal so anyone who wants a jump start in creating a combo system for any game can use this.
Cool!
So, these two days we've had a bunch of private showings for Dudebro II around PAX. Bringing along a playable build was decided at the very last minute, just a few days earlier, but it was rewarded by lots of invaluable feedback. Heartfelt thanks to everyone involved.
I've sent personal invites to a few GAFfers to try out the game, and I'd like to thank them, even those unable to participate, for their enthusiasm and kind words. I would have liked to get in touch with many more, but unfortunately it wasn't feasible. Hopefully next time we'll be able to do so
Thanks manSounds awesome, wish I could be there Glad it's showing well for you!
So, these two days we've had a bunch of private showings for Dudebro II around PAX. Bringing along a playable build was decided at the very last minute, just a few days earlier, but it was rewarded by lots of invaluable feedback. Heartfelt thanks to everyone involved.
I've sent personal invites to a few GAFfers to try out the game, and I'd like to thank them, even those unable to participate, for their enthusiasm and kind words. I would have liked to get in touch with many more, but unfortunately it wasn't feasible. Hopefully next time we'll be able to do so
Decided to through up a video today for Screenshot Saturday. I only woke up two hours ago, so I'll hopefully get a lot more done today.
https://www.youtube.com/watch?v=lQMY7d89MOY
It showcases some of the thirteen enemy types I've got so far.
Thanksaye, sorry I couldn't make it to PAX, if I was there I woulda come checked ya out.
I like how this is coming along. I'm seeing nicer colors and contrast than I recall from earlier versions. I dig the player animations, nice run cycle, and I like how the sword seems to be pretty consistent when you do different animations, like ledge grabbing. Did you use spine or spriter or something like that?
Decided to through up a video today for Screenshot Saturday. I only woke up two hours ago, so I'll hopefully get a lot more done today.
It showcases some of the thirteen enemy types I've got so far.
Pretty awesome looking game
I've implemented the weirdest thing. You can now rope-swing basketballs into this hoop in Super Something Squad.
Nice area light reflection mappinghey guys, here's something our very own Sonic Ether is currently working on and yes - it is, in fact, made with Unity
Needs a Deus Ex sting if you sink the ball
hey guys, here's something our very own Sonic Ether is currently working on and yes - it is, in fact, made with Unity
Looks rad man. They should show this to people who say, "Yeah, I thought it looked like it was made in Unity". I've put together so many gnarly things in Unity that look so weird. It's like a shader playground where all the boring cross-platform guff is done for you!
hey guys, here's something our very own Sonic Ether is currently working on and yes - it is, in fact, made with Unity
Here's a video to better showcase Honey's latest progress, rather than a small GIF!
https://www.youtube.com/watch?v=rELnkPXAhdE&feature=youtu.be
(and a small preview of one of the latest moves showcased inside)
All that earlier talk about amateur art has me kind of worried of where I'm heading with this?
The tree at the end that kept on crawling made me laugh, awesome .
Fantastic work! What game is this for?
Cool!
GAC (Great Animation Combos) System is a tool to help add a combo system to your Unity3D 2D/3D games. Here is the Asset Store Link for a slew of information, docs and videos. Any gaffers interested can PM me for a 50% code on the Sellfy website, just for fellow gaffers.
Here is a simple Demo also that I created in just a few minutes with the system.
That looks sweet, sir. Well done!Decided to through up a video today for Screenshot Saturday. I only woke up two hours ago, so I'll hopefully get a lot more done today.
https://www.youtube.com/watch?v=lQMY7d89MOY
It showcases some of the thirteen enemy types I've got so far.
Your art looks good. Don't worry. Flashes and hitsparks and stuff will at a lot of oomph, but the base art is on key. Though I have to ask, is the YT video running slower than it should (did recording slow down the game)? Because I think it should be sped up slightly otherwise.
hey guys, here's something our very own Sonic Ether is currently working on and yes - it is, in fact, made with Unity