also there is going to be a banging* soundtrack.
*soundtrack quality is not guaranteed.
I guarantee I will bang to it
wait a minute
also there is going to be a banging* soundtrack.
*soundtrack quality is not guaranteed.
yo guys are there any unity 2d tutorials I should check out other than the ones on the unity site?
Good news everyone! Ephemerid has made it through Apple's Kafkaesque approval process and goes on sale on the app store tomorrow!
I linked our launch gameplay trailer the other day, but we also commissioned a really cool video from a dude named Eric Power. He makes awesome stop motion paper videos. His style was the original inspiration for the look of our game and it was totally cool to see him interpret our game in his style.
Unity works perfectly for me.
I have 5 different versions of it installed and none of them have the issues you're describing.
My latest PC geared install is pretty old though. Maybe the newest release has a bug?
MonoDevelop is flaky, not Unity. After switching to Visual Studio I have yet to have a "cannot attach" or "could not move file" since. For the record, you can develop with VS with Unity by changing your environment, however you lose the debugger. I went ahead and invested in UnityVS which is a plug-in for VS2012 to be able to link with Unity and act as a debugger just like MonoDevelop could. It's great and I couldn't recommend it more.
Here is this old video I made messing around with bump maps and shadows and such. I didn't really make any of these assets though since I'm not really an artist. Just some things I played around with a while back.
It is called zamboni in space because of the shading I did
https://www.youtube.com/watch?v=HMIj7tVoi8I
Feels almost weird to finally have my game (ZaciSa's Last Stand, Wii U) to be releasing in 7 days now. Heck, just giving out review codes to websites is weird to me when I used to be on the other side receiving codes. haha
Right there with ya.
How was developing for the Wii U? Our game could possibly be a good fit for a port(we are in unity). If you don't mind me asking, how was the cert process and dev relations? I know a guy who had some horror stories about getting a game out on the DSi. I hope and assume things have improved since then.
make a 2d game -- right now I just want to learn the basics of how to use the engineWhat are you trying to do?
^
So the scarf is a model being rendered at low resolution or is it manipulated pixel art?
Either way that's looking really nice.
make a 2d game -- right now I just want to learn the basics of how to use the engine
I've never done it personally but I know there's a unity 2d tutorial. Here it is.I'm in the same position. These are two that I've done so far - both for shooters:
http://pixelnest.io/tutorials/2d-game-unity/ (using sprites)
http://unity3d.com/learn/tutorials/projects/space-shooter (using 3D models)
I found the coding of the second one to be a bit better organised and explained, and it goes a bit further with regard of GUI elements.
I'm really keen on messing around with platforming though, and I'm yet to find a good tutorial for that.
Behold, Slice and Shoot Dawg Time
Ah, I stand corrected -- it is MonoDevelop that has been flaky, Unity seems pretty solid. As for Visual Studio, I much prefer it too. I looked into UnityVS but I requires a non-Express version of Visual Studio.
Thank you, glad to see our forest workingNice! I find a lot of forests in games look a bit too sparse or 'clean' but the pic there has some nice detail and organic sort of 'messiness' to make it believable
This looks rally nice!Our hero's scarf will be physics based,
BOY LOOK AT THE TIME!
Aw shit yes, scarf time
I've never done it personally but I know there's a unity 2d tutorial. Here it is.
Yeah I'm aware of this one, but annoyingly it seems to just be a complete project with commented code, which is a bit overwhelming to jump right into for beginners. It's really helpful to learn by building something incrementally, which is something the two tutorials I linked above do very well.
SCARF BROTHERS!! <3
Our hero's scarf will be physics based,
BOY LOOK AT THE TIME!
Aw shit yes, scarf time
I'm in the same position. These are two that I've done so far - both for shooters:
I'm really keen on messing around with platforming though, and I'm yet to find a good tutorial for that.
Good news everyone! Ephemerid has made it through Apple's Kafkaesque approval process and goes on sale on the app store tomorrow!
I linked our launch gameplay trailer the other day, but we also commissioned a really cool video from a dude named Eric Power. He makes awesome stop motion paper videos. His style was the original inspiration for the look of our game and it was totally cool to see him interpret our game in his style.
Ooh! shiny! The random skype noise towards the end had me checking my PC to make sure I didn't have skype on though XDHere is this old video I made messing around with bump maps and shadows and such. I didn't really make any of these assets though since I'm not really an artist. Just some things I played around with a while back.
It is called zamboni in space because of the shading I did
https://www.youtube.com/watch?v=HMIj7tVoi8I
This looks neat. I love the look of anything that flows behind a character dramatically like that, whether it's scarves, cloaks, hair, a dress or whatever :3
Our hero's scarf will be physics based,
BOY LOOK AT THE TIME!
Aw shit yes, scarf time
^
So the scarf is a model being rendered at low resolution or is it manipulated pixel art?
Either way that's looking really nice.
Behold, Slice and Shoot Dawg Time
I'm curious to see how long it takes people to notice that I increased the difficulty curve once they get past lv 10 in my game (Tower Defense genre). I increase each enemy speed by a certain power percentage that increases every 10 levels while also doing the normal level increase stats. Not only that, but I punish players who decide to try to stick with just one bot defense by increasing speed by 10%. Of course, there are other things like this here and there in the game too.
hehehe
Is there a bot that's good against all enemies? Usually the best way to design around this problem instead of punishing the player without an explanation is to make enemies be more susceptible to different kinds of attacks/towers and less to others, whether from patterning or from armor type or something like that.
Not so much punishing the player, more just trying to increase the difficulty so that money doesn't become way too much unused. The idea behind the later levels to to be extremely challenging. It's tiny changes, but enough to be slightly more noticeable as the game goes on.
Actually the "helper" bot is one of the best items in the game. Slows/Freezes the enemy in place for a certain bit. Trick with it, is that it's weak starting out, but VERY effective fully powered up.
Actually, the only time I punish the player is if they stick with just one bot (which is dumb past level 10 and kinda very hard to keep up anyways) or if the map has multiple bases to defend and they decide to defend only one and let the rest die. (I speed up the bot movements)
I did this essentially as sticking with one bot can make the game easier.
Edit: Didn't see what you bolded.
The game enemies don't really damage the bots themselves, so no bot is really weak to a enemy, just how effective they are is the factor. The default Sentry or Bomber works best by itself early on. Cloud bot works well too if powered up enough.
Wow, nice concept art. I'll need to sit down and do some environment sketches soon myself I guess (not my strong point XD )Some new room concepts for Murder at Mystery Manor.
The Foyer
The Conservatory
A few more here.
And here's some murdering GIFs because.
Killing a dude.
Moving a body.
Wow, nice concept art. I'll need to sit down and do some environment sketches soon myself I guess (not my strong point XD )
One thing bothering me... what's up with the player character?
The people you're killing look normal while the PC looks more cartoonish. I'm assuming there's some placeholder-y at work? :3
Fair enough :3Oh haha, yeah super placeholder-y. My artist just recently started so I don't hit much in the way of art assets at the moment. In about a month I'll have a few new models and stuff, and since I have zero art skills all I have to show is my programmer art haha.
The style will be more cartoon ish though.
One of those days where everything just breaks = (