Thank you, though I was supposed to post another "underground level area *changed and a lot less finished Probably finish it tonight . But thanks, I'll check out that thread
the basic blue seemed to blend a bit too much and in a weird way look a bit much like the player, so I changed him into this more red heavy setup. never mind the kamikaze rift squids..
Ah nice. Gifcam will come in handy. With fraps, did you capture the window or full screen? I don't know if it's a quirk of my video card, but every time I play something lower res than 1080p and go full screen, it still stretches it. I guess I could try lowering desktop resolution to the be the same as the game and capture it full screen that way.
Ah nice. Gifcam will come in handy. With fraps, did you capture the window or full screen? I don't know if it's a quirk of my video card, but every time I play something lower res than 1080p and go full screen, it still stretches it. I guess I could try lowering desktop resolution to the be the same as the game and capture it full screen that way.
the latest video I captured full screen, the previous video I captured in a window. Capturing in the full screen resulted in a 1080p video, the other video was the res of the window. my game is 1600x900 natively.
the latest video I captured full screen, the previous video I captured in a window. Capturing in the full screen resulted in a 1080p video, the other video was the res of the window. my game is 1600x900 natively.
not sure yet, depends on if I figure out a good way to do it. but certainly it won't be as big on screen as that art I showed.
well definitely not this. taking people away from gameplay for superfluous cutscenes runs against everything I personally believe in. XD it's a major pet peeve of mine. (not that it's necessarily bad, it just runs againts what *I* like. for instance, in bethesda games, the slow motion cutscene death of the last enemy drove me nuts and couldn't be disabled fast enough)
the basic blue seemed to blend a bit too much and in a weird way look a bit much like the player, so I changed him into this more red heavy setup. never mind the kamikaze rift squids..
This is a character I haven't talked about publicly so far, but it's one of the most important characters in the game. When you play, you'll be seeing a lot of her. Her name is Gili.
She represents some of the biggest design and creative challenges in the game from my end, and in a sweeping way -- animating, writing, programming, casting. It's a test.
Thank. And yea. Fungal region, surface regions, some man made interiors like labs and a buried ship.. Stuff like that. Also, of course, the bug tunnels. There's a pretty good variety of environments in the game now, but more to come, over time, as I add more and later shift my focus to that aspect of the game.
That said, while everything isn't always green, there is a lot of green in the game, because the game has something of a color motif. Lots of stuff is blue/green/purple. Obviously it's not a strict rule, as we see other colors too. It's just an overall thing.
well definitely not this. taking people away from gameplay for superfluous cutscenes runs against everything I personally believe in. XD it's a major pet peeve of mine. (not that it's necessarily bad, it just runs againts what *I* like. for instance, in bethesda games, the slow motion cutscene death of the last enemy drove me nuts and couldn't be disabled fast enough)
I know it might be yet another random suggestion, but how about you have the player keep an in-game log of all enemies met where they can watch zoomed-in versions of the characters? I also think that the graphics look way too good to only allow players to see them all shrunken-down.
well definitely not this. taking people away from gameplay for superfluous cutscenes runs against everything I personally believe in. XD it's a major pet peeve of mine. (not that it's necessarily bad, it just runs againts what *I* like. for instance, in bethesda games, the slow motion cutscene death of the last enemy drove me nuts and couldn't be disabled fast enough)
I know it might be yet another random suggestion, but how about you have the player keep an in-game log of all enemies met where they can watch zoomed-in versions of the characters? I also think that the graphics look way too good to only allow players to see them all shrunken-down.
Spent good part of today working on my 1st game again (ZaciSa's Last Stand on Wii U). This time adding a new map inspired by another Wii U game, PING 1.5+. My first little crossover with another indie of having a map based upon their game.
That white sphere actually bounces around and even bounces off enemies and damages them a little.
Eventually I plan to get around to fixing some framerate issues (in general with the game). There are times where framerate actually drops to like 10/s later on with a lot of things going on. haha
The fact there's 313 pages in this thread is amazing. I hadn't seen it before. I just asked if GAF could/would ever come together and make a game, and this is a sight to behold.
I guess this post would be a bump. My original intention was to ask if anyone needed an extra programmer/developer with a background in Unity and Game Maker. However, you folks have so many great-looking projects I can't help but hold my tongue, and take the time to look at what's being made and where progress is currently.
This thread has a lot going on with so much variety, I think I can find something that speaks out to me.
Before I make a big mistake, just how illegal is it if all the statues decorating the castle in my game are characters I've appropriated from franchises I don't own and redrawn to be quasi-recognizable? A few I made already:
Eddie Riggs from Brütal Legend, Ratchet from Ratchet & Clank, and Manny Calavera from Grim Fandango
I know sometimes games get away with making references to others all the time during different circumstances. Sometimes it's internal like the Mario references in a couple Zelda games. Sometimes it's companies that are friendly to each other, like Naughty Dog and Insomniac's Jak and Daxter and Ratchet & Clank making references to each other. Guacamelee makes reference to a couple dozen memes, some of which are video game call-outs. Then you have games like Bit Trip Runner 2: Future Legend of Rhythm Alien and Super Meat Boy which outright feature playable characters from other games in them.
Does anyone have some insight on when a reference is okay and not? Is this a case where I should be asking each of the property owners for permission?
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On a completely different note, I wanted to take a moment to brag on my new friend Sadsic. He posted earlier in the thread about making some music, and I'm happy to say he's done an awesome job. So this is one of the tunes I'll be using in my game:
The fact there's 313 pages in this thread is amazing. I hadn't seen it before. I just asked if GAF could/would ever come together and make a game, and this is a sight to behold.
Welcome to the thread This is easily my favorite place on GAF. There's developers of all types, and people occasionally team up or offer services. Definitely pour through these posts to see if anything sticks.
And just because I think it's sorta cool seeing fictional characters holding real-world items, here's an illustration of Fidget I drew for the PS Blog:
Welcome to the thread This is easily my favorite place on GAF. There's developers of all types, and people occasionally team up or offer services. Definitely pour through these posts to see if anything sticks.
And just because I think it's sorta cool seeing fictional characters holding real-world items, here's an illustration of Fidget I drew for the PS Blog:
Welcome to the thread This is easily my favorite place on GAF. There's developers of all types, and people occasionally team up or offer services. Definitely pour through these posts to see if anything sticks.
And just because I think it's sorta cool seeing fictional characters holding real-world items, here's an illustration of Fidget I drew for the PS Blog:
Ohhh I was wondering why the scarf moved like that, then I noticed in one of your previous posts that the wind is moving it (you even drew the "wind direction lines" a la Wind Waker, I love it). Looking great
Do you like gifs, GAF?
Idle animation
Walk animation
Run animation
Jump animation
Climb animation
Wall-jump animation (WIP)
Two attacks (out of 6 you'll be able to perform from the very beginning)
Don't mind the background tho, I'm still working on that level and I need to add more layers, put in the shadows & light effects, etc.
Here's waiting for your gifs to *leak* too, indie gaf.
The animations are very interesting to look at, because so much is going on. I can relate to the process here and how much time and work must have gone into these motions. If I had to make any criticisms it'd be to bend her joints more, especially her knees, when she walks and runs. I love the band thingy that trails behind her.
I love all the other animation, but something is bothering me with these attacks. They seem over-animated with too many frames in the follow-through, making them appear weak and slow.
I'd suggest letting the mind's eye do more of the work for you. You already have some great swoosh effects to help sell the motion, you don't need to have the motion actually animated out.
Put more of your frames on the wind-up and on the recovery of each attack, but make the actual follow-through quick and snappy. This will help the attacks to feel more powerful with more force behind them, like she really means business and isn't just swinging a weapon around to look flashy. You can still have the animation be the same length as it is now by reducing the follow-through frames and increasing the frames on the wind-up and recovery frames (if the timing is for combat balance reasons).
my prototype that was ultimately a predecessor to ghost song, long ago, featured a character with a big friggin scarf. I don't know what it is, but it's an easy trap to fall into when you first start making games. you just want that scarf to fly around. I traded it in for a pancho/cape thingy.
Looks good. Something constructive I can say is that the animation look great, but the idle animation and this image with the standing characters look a bit unnatural. They're very rigid and stiff looking. Some of the joints need to be bent as Jobbs mentioned. The arms and legs especially.
I'm not affiliated with Cakewalk and I've not done much with it, but this synth and the instruments seem pretty neat so far. It has a TON of instruments in a ton of categories, and some of them sound pretty realistic.
Presumably you need Sonar X3 to make proper use of it (which I think it also on sale in its various forms). I copied Dimension Pro into the Steam Sonar X3 directory and it seemed to work fine after a manual registration step.
Thought I'd post some character artwork for Astral Gunners, since we just designed a new character, and I haven't shared the artwork for the other characters yet.
It's been awhile since my last post, but here's the gameplay trailer for anyone that missed it:
Hopefully we can get a demo out here relatively soon. Immediately started making improvements to the game after the feedback from here and other places we've shared this.
Start by going through some of the pre-built tutorials. I am still very much learning how ot use it. Also try and learn gml, the built-in language reference is really useful.
Edit: anyone have any good resources to help learn how to shade in GameMaker?
If anyone requires a writer for their project (large or small projects, it doesn't matter) send me a PM and I can show you examples of my work, etc... and we can discuss it.
Not looking for paid work, just the experience and practise of writing for the medium.
Before I make a big mistake, just how illegal is it if all the statues decorating the castle in my game are characters I've appropriated from franchises I don't own and redrawn to be quasi-recognizable? A few I made already:
Eddie Riggs from Brütal Legend, Ratchet from Ratchet & Clank, and Manny Calavera from Grim Fandango
I know sometimes games get away with making references to others all the time during different circumstances. Sometimes it's internal like the Mario references in a couple Zelda games. Sometimes it's companies that are friendly to each other, like Naughty Dog and Insomniac's Jak and Daxter and Ratchet & Clank making references to each other. Guacamelee makes reference to a couple dozen memes, some of which are video game call-outs. Then you have games like Bit Trip Runner 2: Future Legend of Rhythm Alien and Super Meat Boy which outright feature playable characters from other games in them.
Does anyone have some insight on when a reference is okay and not? Is this a case where I should be asking each of the property owners for permission?
Giving more visibility to this question, as it's something I'd very much like to know as well! I would have thought passing references/nods such as yours would be okay, but it's better to be sure... I intend to slip some reference characters in the audience to some fights, similar to what you do here, but if it proves to be a legal problem, I'll have to reconsider it as well. (I can even ask right here: would anyone here want a character from their work featured in that way, as a general question, and in the case of my idea of appearing in an audience in Honey?)
Though to be honest, seeing how removed yours are, I think they can safely be considered as reference and still work for people with a keen eye... though I hadn't even recognized Manny, even though I'm a big Grim Fandango fan. (now that I know, though, I can see him all right, so no problem here)
And in other news, I'm getting back to the fighting stuff now, so I'll have more 2D animation to show as well, hopefully soon.