Hey guys, for any interested, I've updated my Unity3d combo system to version 1.4 bringing with it Playmaker support, multiplayer support and Synchro-Activators (eg pushing A and B button simultaneously). Check it out! http://bit.ly/1nP9b0Q
I can confirm this to be true. = D
Woot!You're my main inspiration for this. I think, if GAF wants (and my teammates agree), they'll all be getting Shutshimi copies if I can get through Greenlight with their help
hey guys ... I've been playing around with PBR stuff a little bit more ... here's what I managed to come up with ... let me know what you think - all feedback is welcome
v0.10 of my 11 year old son's Spacial Invadeners™ game is up ....
v0.10 of my 11 year old son's Spacial Invadeners game is up on http://vamflax.com/. It's PC only for today, but will upload a Mac version too. It's super early, but it's a game!!
I think that looks pretty great. The one thing I think it's lacking is development info. It does a great job of selling your game and its concept, perfect for kickstarter, but it doesn't feel like a dev log. Maybe expand on what you're currently working on?Hi Guys. I've been updating the first page of our dev log as a couple people mentioned that they wrote off our game because the first page on the log was old and very early dev stuff. I've pulled the newest project pics/info/etc into the first page to help address this. As we inch closer to doing a kickstarter and greenlight, we want to refine how we present the project.
Could I please get some feedback for the dev log (just first post page1). Too much/little info in any section? Anything glaring or missing? How do you guys handle deb log/blog updates? It seems like a full-time job to keep stuff current :/
Thanks in advance!
http://forums.tigsource.com/index.php?topic=37040.msg965056#msg965056
Hey guys, we're currently running a code giveaway on our Facebook page, but it's been hard getting it to spread outside of Australia.
I'd be ultra grateful if you guys could enter and share the giveaway post, since we could really use the international exposure. You could win yourself a copy of the game as well!
Thanks!
Link to enter giveaway
Facebook page: https://www.facebook.com/hazuminogame
I noticed the links to your indieDB page are screwy — Looks like they have one too many quotation marks around em. Looking good otherwise!Hi Guys. I've been updating the first page of our dev log as a couple people mentioned that they wrote off our game because the first page on the log was old and very early dev stuff. I've pulled the newest project pics/info/etc into the first page to help address this. As we inch closer to doing a kickstarter and greenlight, we want to refine how we present the project.
Could I please get some feedback for the dev log (just first post page1). Too much/little info in any section? Anything glaring or missing? How do you guys handle deb log/blog updates? It seems like a full-time job to keep stuff current :/
Thanks in advance!
http://forums.tigsource.com/index.php?topic=37040.msg965056#msg965056
Great looking game. Happily re-tweeted, hope it goes well for you.Hey guys, we're currently running a code giveaway on our Facebook page, but it's been hard getting it to spread outside of Australia.
I'd be ultra grateful if you guys could enter and share the giveaway post, since we could really use the international exposure...
Wait! Your 11 year old son released a game before I even did?
This is really, really cool! Congrats to the both of you! Give your son a thumbs up from me.
Just saw that on twitter, very nice work. Absolutely love that art style.
I tweeted your link with both of my twitter accounts.
https://twitter.com/VizionEck/status/467497875568463872
https://twitter.com/MikeArmbrust/status/467499434310246400
Hopefully that helps.
Great looking game. Happily re-tweeted, hope it goes well for you.
Hey guys! Apologies in advance for a long, picture-heavy post.
So yeah. I hope you guys liked this little dev log of sorts. I'm hoping to do more work on it today. With any luck I'll have something new to post later on tonight.
Another screenshot from "Spirit Huntress", this time I made a .webm video.
Added ice caves, red forests and sand roads to my generated 3D map which are then the more difficult areas:
Hi gamedevs!
Another screenshot from "Spirit Huntress", this time I made a .webm video.
I was testing some new assets. There's a lot left to do (shadow, dust when she lands on the floor, adjust the lighting, etc).
Here's the animated .webm:
http://a.pomf.se/kxywib.webm
(open it in a new tab to enlarge it, the embeded video is really shrunken)...
Since the conversion screwed the quality (the game runs @ 60 FPS 1920x1080) I'll also post a static picture to show the actual image quality.
I hope you like it.
And happy game making to you all~
Edit.- The embeded .webm appears :S
I haven't posted for a while since I've been working on internal systems and AI in the past few weeks and now working on wormholes around the universe for fast travel
Working on some sprite stuff:
I love this one. what game are these sprites for?
Frankly, filtering is perhaps one of the core issues when it comes to retroI can see how filters could be important for a retro engine. Even some "bad" filters can give you some pretty cool visual effects. They may be a headache sometimes (specially if you're trying to create something generic), but a well used filter can be a powerful tool. ...
How are you finding NGUI? Is data binding to an UI still a nightmare?
(As in, just telling it what variables to use to display things, instead of updating every UI element yourself in a script)
*looks at date* Oh. It's finally inData binding seems alright to me.
https://www.youtube.com/watch?v=4ufvpR6HHp4&noredirect=1
I was thinking it was some sort of space game, but then I saw the "Mystic River" in the corner. I'm intrigued. What are you making?
I want to make a game too.
I have the concept, the tools and some ideas(even had some assets done) but I can't, for the life of me, have the drive to continue and finish even just one game.
And every scifi game MUST have a race of sentient Shrooms:
Been working on polish recently. Redid all of the trees. I think they look better.
We are looking to ship in June. Soooooo much left to do!
Ornyon: