I've never been into fighting games, but this looks incredibly polished - nice work!
Been playing around with new background types too, coming along nicely!
As a side note, a rule of thumb is people like seeing big numbers for damage, and bigger numbers offer a little more granularity for effects, but assuming you don't want to just run a multiplier on everything and simplify your life...
You have 2 variables you can modify for DoT; damage and time and the overall DoT effect is a combination of the two. (sorry if this sounds obvious to state, but when you hit design issues, it often helps to break things down into first principles and restate assumptions when looking for a solution)
- Looking at the damage variable, you can have granularity 'behind the scenes', and only apply a damage tick when damage exceeds a whole number; if regular burning is 1dps for 10 seconds (10d total), a 50% damage reduction would be 0.5dps - but as you are only applying ints and not floats, the player observable result would just be less frequent ticks (in this case 1 damage every 2 seconds) for a total of 5 damage over 10 seconds.
- Looking at the time variable (as Timeaisis suggested above) you apply the percentage reduction to the T component instead; as seconds are ints rather than floats already, and you only apply damage to each tick, you have the advantage of being already working with small ints already rounded off
You also have the option of secondary effects beyond DoT - Pokemons "Burn" affect is a DoT, but distnguishes itself from a poison DoT by also reducing the physical attack damage of a Burnt pokemon.
I've never been into fighting games, but this looks incredibly polished - nice work!
Posted earlier about the Tinertia Greenlight, and we've just been Greenlit after about six days on Greenlight! This just reinforces that I have no idea how the Greenlight process works because I expected it take longer, but I'm pretty damn excited now. Thanks everyone who voted!
Thanks to all of you, I can't properly express how glad and grateful I am :-D
I'll need to show the other main aspect of the game soon, as it's not "just" a fighting game - it's not even a "fighting game", I'd say, since it's a lot closer to a beat'em all, but that's a distinction I hope to make clearer when I can show more details about how it works specifically :-D
It's a single player narrative driven game, with equal parts life management visual novel segments, and brawler/beat'em all segments. Since those are a lot more complex to develop and animate, I started with those, but I'll get to showing stuff about the visual novel segments as soon as I can!
Though I can't promise of course that you'll like the game more with that information, of course :-D
Thanks to all of you, I can't properly express how glad and grateful I am :-D
I'll need to show the other main aspect of the game soon, as it's not "just" a fighting game - it's not even a "fighting game", I'd say, since it's a lot closer to a beat'em all, but that's a distinction I hope to make clearer when I can show more details about how it works specifically :-D
It's a single player narrative driven game, with equal parts life management visual novel segments, and brawler/beat'em all segments. Since those are a lot more complex to develop and animate, I started with those, but I'll get to showing stuff about the visual novel segments as soon as I can!
Though I can't promise of course that you'll like the game more with that information, of course :-D
Hahaha, love that gif :-D Thanks!
If all goes according to plan, my first test prototype should be ready next week. If so, then that means I can move on to said visual novel segments right after, since the other matches will be taking huge parts of what's already been done, it's mostly going to be a matter of doing the other character's animations and AIs... so the next big challenge will be the daily life segments, and I hope I'll have something to show about them by the end of next month :-D
To someone who has a smidgen of prior programming experience (a bit of Java and Visual Basic, a very tiny bit of C++ ... and all at least a decade ago), are there any development platforms out there that might be accessible enough for at least some rapid prototyping of game concepts? I'm only really wanting to work in 2D.
Preferably something with some sort of GUI front end, is mac compatible, and has a decent amount of tutorials.
I'm making a simple game as I learn Unity. It feels good to get my hands dirty again
I had considered chronicling my adventures moving from XNA to Unity, but there's not much I can say that hasn't bee said online already. It's interesting, to say the least.
I will say that UnityVS (a Visual Studio plugin for Unity) is a must, since I immediately did not care for Monodevelop. It's still not as great as working in VS with XNA, but at least I'm in a more comfortable environment.
Congrats to Dascu on getting Malebolgia greenlit!
Tell me about it. Monodevelop is horrible and buggy as hell. UnityVS is awesome and for me, a must. Never looking back. Gotta have that debugging in VS, man.
Tell me about it. Monodevelop is horrible and buggy as hell. UnityVS is awesome and for me, a must. Never looking back. Gotta have that debugging in VS, man.
Every time I misclick in Unity and it opens MD, I can alt-tab to VS, find the problem,fix it and then kill MD in task info before it has finished loading... on an i5 with an SSD
I was running into a bug where it would open Monodevelop even though I specified VS in the external tools. Apparently a timeout issue. I simply renamed Monodevelop.exe to something else and it solved the problem. Now I can double click a script and it'll always open in VS.
That's a weird combination of well-animated, hypnotic, and oddly fitting with the music. Thanks for sharing.NSFW animated running naked people
Those things are the worsttttLooks awesome, Feep!
except the layering issues on the unit names and such.... but i'm sure you already are working on that!
Those things are the worstttt
Not working on them ATM because I'm gonna redo that particular graphic (to include how much strength the enemy shields have)
It's definitely been a pain, but I've gotten down most of it. Tons of hacky stuff to make sure depth sorting always works out...Makes sense!
It always did seem like you were doing a lot of layer trickery to get your 2D/3D effects going. Hope it hasn't resulted in too many headaches
Nice work on the shields. HUD looks cool as well. :+Dammit! Our corner on the sweet tech market!
Thanks!Nice work on the shields. HUD looks cool as well. :+
I want to learn to do sprite animations for gameplay. Not sure if you actually call them sprites, I plan to use full resolution drawings ala Vanillaware games.
I want to learn to do sprite animations for gameplay. Not sure if you actually call them sprites, I plan to use full resolution drawings ala Vanillaware games.
I eventually want a game system up and running but I'll start with the basics and post my progress here. I'll be working with this character design:
Hey indiegamedevgaf, this bundle got me curious about axis game factory and I was just wondering what any of you guys thought about it? Can't seem to find much about it anywhere outside of steam reviews or even a showcase of what's been made in it.
I want to learn to do sprite animations for gameplay. Not sure if you actually call them sprites, I plan to use full resolution drawings ala Vanillaware games.
I eventually want a game system up and running but I'll start with the basics and post my progress here. I'll be working with this character design:
First thing to do is a running animation. Thought I would post here before beginning in case anyone has any resources or guidelines they recommend first
here's a look at the scatterburst weapon:
http://gfycat.com/NecessaryCaringAfricanparadiseflycatcher.webm
Each shot bullet has low damage but a high chance to crit. They also have the potential to hit multiple enemies each if they are grouped together.
Dammit! Our corner on the sweet tech market!
Awesome, as usual. How's Unity treating you for 2D? I have zero 2D Unity experience so far, but I'm hoping to get into it soon to mess around with some stuff.
Hell yeah! Time to party!Congrats to Dascu on getting Malebolgia greenlit!
Thank you -- Re. Unity, the Unity build was put on ice and as I've announced in the past, I've been developing using Stencyl since early this year, reason being it's far more efficient for my situation (being that, with Unity, I was reliant upon someone else to code the game's logic in C#, in Stencyl, I am reliant on no one). Long story short, Stencyl became viable sometime last year when it switched to Open FL, away from NME. Everything just started working far better.
Okay, so I've got an early Android build of Nax of the Universe (alpha) avaliable to anyone who wants it. (PC version also avalaible)
Nax of the Universe is a character-action/hack and slash game with RPG elements. It's still early in development but the combat engine is working very nicely.
I lol at your 8 for 10 game. Should have invested money in me. You would have a 10 for 10 GOTF contender on your hands. Instead 2016 secret game is gonna blow the doors off of every thing. That game is bold, beautiful, and more visceral than any other visceral game that has come before it and maybe any other that will come after it.
Can't wait to drink your eventual tears. Hold tight to your blanket baby.