Nice. Exciting!
Hoping to be in this situation in the near future myself!
So, I'm pretty clueless how Nintendo handles indie stuff. How does one get involved?
I filled out the form here: https://wiiu-developers.nintendo.com/
I then got called, got sent a loaner devkit, and paid it off when the period expired. It was really painless.
I filled out the form here: https://wiiu-developers.nintendo.com/
I then got called, got sent a loaner devkit, and paid it off when the period expired. It was really painless.
Oh you.... y-you paid it off already?
>.>
Yes but only because I'm in the fortunate position of having a decent day job, certainly not because I've released a game yet. XDOh you.... y-you paid it off already?
>.>
Yes but only because I'm in the fortunate position of having a decent day job, certainly not because I've released a game yet. XD
Very cool! I gotta try Game Maker some time.
Congrats! I'll check out the game now.
[edit]
I enjoyed it! It was pretty simplistic, but it made it easy to get into. Gameplay was pretty standard, but the main thing I liked was the unique atmosphere of each level. Great work on that!
If you plan to work on it more in the future, I've got a few suggestions:
-Should make the in-game HUD look nicer. Just plain text floating there makes it look unfinished.
-You've got some potential for a story. Doesn't need to be anything mindblowing, but some context for why you're collecting hearts could make it more enjoyable.
I left a review on iTunes for you, hope it helps!
Yes, the game was indeed inspired on Lemmings a game that I loved. Always wanted to develop a game inspired on it, but I didn't want to do a rip off, that would make no sense for me. We made 2 changes that completely changed the gameplay:Wow, 350k is sweet! Goes to show the power of getting featured.
Anyways, played Snails. Here are my thoughts:
-Seems to be heavily inspired by Lemmings but with the twist of having snails that can walk on walls. This made it easy to grasp the core of the game, but it was different enough that it doesn't feel like a ripoff.
This is were I think the game fails: it's too challenging for the mobile market. It's a much more hard game then Lemmings was, because it's much more a puzzle game then Lemmings. I don't think is even possible for someone besides the developers to get all the gold medals or even pass some of the levels. In the free version we tried to soft things up and made simpler levels, introduced the "Hint" button and published youtube videos with all the gold medals solutions.-The levels I played were pretty challenging, even at the beginning. I enjoyed the challenge though.
Well, the art was an issue. We are just two guys both of us professional programmers. We didn't had someone to do the art for us, so I did all those drawings. It's just regular simple art, and was the best I could do. The game I'm currently working on will have the same type of art, but the target audience is different. This time around I'm targeting the super-casual gamer.-The game has a Flash-game kind of look to it, which isn't overly appealing. Still, I thought there was a good amount of polish in the presentation, especially with all the nice GUI animations. Also small detail, but I liked watching the snails go around corners haha
Thanks, I hope it's good!I left a review for you as well.
Saw this on TIG earlier, looks great! Hope your Kickstarter does well
Thanks we're using game maker studio for our game.Nice work, man. What are you using to make the game?
I actually found it useful. I run in similar things while my UI gets moreI have published a devcast! It's totally unedited. What you see is what I did.
In this video I implement the state machine for showing and hiding my pause menu system. This is C# code, in Unity.
You probably want to watch in 1080p so you can read the code.
Hope someone finds this useful! If you do, please tweet a link/share somewhere. Would really help, thanks!
Cool stuff, dude!......
Wow, I had a really horrible mistake in my game engine because I was using the same iterator in two different places and did not realize there was a conflict.
Specifically, I protect the iterator with a mutex using SFML's sf::Mutex system. Super safe, right? The stupid mistake I made was not noticing (or forgetting) that sf::Mutex is recursive with no error cases. If the same thread locks a mutex a second time, there is apparently no error and execution continues.
Unfortunately, it appears there is no interface to check whether an sf::Mutex is already locked, so I cannot even add recursion protection on my own without a potentially complex solution like subclassing sf::Mutex and trying to somehow add detection there.
Of course, the overall situation is that I had a design problem, but if I had a way to do recursion-protected mutexes I could have detected it earlier. The result was a very confusing situation where some, but not all, game resources were loading, and I never noticed it until I started stepping through the loading code and seeing very odd jumps happening.
They appear pretty similar from a cursory examination. I only took notice of Spine when support for it was added to GameMaker a few months ago, and I don't know that much about Spriter. A Google search brings up this Reddit thread in which one of the Spine devs posts a few thoughts, so maybe that will help!
Yeah, I am very slowly making my own 2D game engine, and SFML and SDL are two semi-common C/C++ multiplatform (Windows/Mac/Linux) game libraries I am aware of. SDL is probably higher-profile and may be better (some people switch to it?), but I seem to recall disliking certain aspects so I ended up porting everything from SDL to SFML instead.Are you developing your own engine? What technologies are you using?
Edit: just checked SFML, which I never had heard of. Seems to be something similar to SDL.
enum
{
VALUE_A = 0,
VALUE_B = 1,
NUM_VALUES,
VALUE_DEFAULT = VALUE_A
};
I actually found it useful. I run in similar things while my UI gets more
functional.
For added peace of mind, I just tested this with clang (Xcode) and it works fine.C++ coding question! This seems really trivial, and yet I failed to even find any stackoverflow questions asking about it, so that I could verify whether this is standard-compliant:
Code:enum { VALUE_A = 0, VALUE_B = 1, NUM_VALUES, VALUE_DEFAULT = VALUE_A };
Specifically, does the standard say you can immediately use earlier enum values later in the very same enum definition? MSVC++ seems fine with it, but that is of course no indication of whether it's universal.
*edit* This page includes an example of exactly this behavior, but as a side note and does not seem to explicitly call attention to it: http://en.cppreference.com/w/cpp/language/enum
*edit again* Actually, two different C++ standard drafts ALSO give that behavior in examples but do not seem to specify it, so I'm just going to say that it's standard behavior. =P
Yeah, I am very slowly making my own 2D game engine, and SFML and SDL are two semi-common C/C++ multiplatform (Windows/Mac/Linux) game libraries I am aware of. SDL is probably higher-profile and may be better (some people switch to it?), but I seem to recall disliking certain aspects so I ended up porting everything from SDL to SFML instead.
Regarding my earlier posts, I fortunately appear to have only had one recursive mutex conflict that anything was hitting, so fixing it was relatively minor.
I finally have a cleaner and easier to maintain approach for adding sprite animations into the engine, and I am working on adding palette-swapped unit sprites now.
C++ coding question! This seems really trivial, and yet I failed to even find any stackoverflow questions asking about it, so that I could verify whether this is standard-compliant:
Code:enum { VALUE_A = 0, VALUE_B = 1, NUM_VALUES, VALUE_DEFAULT = VALUE_A };
Specifically, does the standard say you can immediately use earlier enum values later in the very same enum definition? MSVC++ seems fine with it, but that is of course no indication of whether it's universal.
*edit* This page includes an example of exactly this behavior, but as a side note and does not seem to explicitly call attention to it: http://en.cppreference.com/w/cpp/language/enum
*edit again* Actually, two different C++ standard drafts ALSO give that behavior in examples but do not seem to specify it, so I'm just going to say that it's standard behavior. =P
Yeah, I am very slowly making my own 2D game engine, and SFML and SDL are two semi-common C/C++ multiplatform (Windows/Mac/Linux) game libraries I am aware of. SDL is probably higher-profile and may be better (some people switch to it?), but I seem to recall disliking certain aspects so I ended up porting everything from SDL to SFML instead.
Regarding my earlier posts, I fortunately appear to have only had one recursive mutex conflict that anything was hitting, so fixing it was relatively minor.
I finally have a cleaner and easier to maintain approach for adding sprite animations into the engine, and I am working on adding palette-swapped unit sprites now.
C++ coding question! This seems really trivial, and yet I failed to even find any stackoverflow questions asking about it, so that I could verify whether this is standard-compliant:
Code:enum { VALUE_A = 0, VALUE_B = 1, NUM_VALUES, VALUE_DEFAULT = VALUE_A };
Specifically, does the standard say you can immediately use earlier enum values later in the very same enum definition? MSVC++ seems fine with it, but that is of course no indication of whether it's universal.
*edit* This page includes an example of exactly this behavior, but as a side note and does not seem to explicitly call attention to it: http://en.cppreference.com/w/cpp/language/enum
*edit again* Actually, two different C++ standard drafts ALSO give that behavior in examples but do not seem to specify it, so I'm just going to say that it's standard behavior. =P
Some further progress...
A window's client area can now handle quite some cool backgrounds! Why not
some retro ones?
UI development, RSA / NG
At least for me, what you just said describes Unity perfectly.
Thx a lot! Will get a lot cooler with some 3d stuff rendered in theVery nice effect
I both love and hate tweaking stuff like flocking algorithms. It can take hours to get it right.
I'm finally joining your tanks, indie games GAF.
We've been working on a game we're calling Kitten Rocket for about 6 weeks now. This is my first time ever making a game that isn't a simple Flash game, so it's been a big learning experience so far. But everything is really coming together and I'm quite happy about it.
I think about 2 more weeks and it'll be more or less finished and ready to be released on the iOS, Play and Windows Phone app stores.
It's built in Unity and it's just an endless level style game. I'm keeping it simple so I can try to focus on polish and just making it fun to play with, like a toy. It's more of a score attack game, really.
Here are some screen shots:
*snip*
I finally figured out that weird thing going on with the clouds a few days ago, so when the next build gets tested, that should be gone. I hope. haha.
I don't really expect this to light the world on fire or anything. Really, I'm just hoping to make my (tiny) budget back within 4-6 months, haha. I'm treating it as a learning experience as much as anything else. I'm not doing the code, but I've done all the graphics and art. My hope is to release this, then do a substantial update to it and add a bunch of features and such. Then release a second game in 2015. Before the end of 2015, I'm hoping to have enough experience and enough of a portfolio to start making games of Nintendo and Sony's consoles.
that's my long term plan, at least.
Some further progress...
A window's client area can now handle quite some cool backgrounds! Why not
some retro ones?
UI development, RSA / NG
This looks very cool, what's your final vision like?
Thx a lot! Will get a lot cooler with some 3d stuff rendered in the
background. :+
Upon tinkering around with the windows I got an idea to use them for visually
evaluating different image processing filters solely on parts of the screen/
image of interest. Should come in handy for the video/crt stuff^^
Thanks! When it's done, there will be flocks of enemies and single enemies that will react to the player and the player's music in different ways.
The player can aim in any direction and his weapon will shoot and hit enemies according to the music he is listening. I've spent a lot of time researching and making a music analyzer for unity and now It's time to see if I can actually use it in a game.
I'm currently working on a design for a simple inventory with a simple shop, turns out it is not simple to design it:
Will have to work with mouse and gamepad. It is still a work in progress, critique welcome.