A new game build is out (alpha v5.1)! This time, I've exported everything but the web player executable from Unity 4, so it should run a bit better than before due to the engine's improved GUI rendering code.
There's a minor change in level 1-2, and a more catchy hint text to explain the brake command, but other than that I've mostly fixed menus to make them easier to understand and made all the spheres use the new shader, which is a lot cheaper to render than the old one.
Since I'm releasing the standalone builds, I'd appreciate it if anyone who has played the game could give me his or her device's specs, so I can build a list of compatible systems and settle on the game's minimum requirements. The simple graphics should run on just about anything, but who knows...
If you spot any bugs, framerate drops or laggy input recognition, please let me know so I can fix them on later releases.
Without further ado, here're the new releases:
Web version
PC (32 bits)
PC (64 bits)
Mac OSX (32 bits)
Linux (32 bits)
Linux (64 bits)
Android (OpenGL 1)
Android (OpenGL 2)
By the way, I think you'll need to enable "Unknown Sources" to install the Android version on your smartphones and tablets.
Started my first proper go at pixel art, now i suck at art and i think what i've done so far doesn't look particularly good and looks quite generic, anyone any tips?
Played your game. The feel is getting there. The wall jump happens when I am standing on the ground and next to a wall though. I don't know if that's intentional. Wall jump seems like something that should be tied to whether or not you're in the air.Hey GAF,
I've spent most of today programming a little platformer that feels precise and fun to play. I'm really trying to get the feel right. So to start, I'm heavily basing it on meat boy because i think that game has a level of chaotic precision that makes movement really fun.
I programmed everything myself in xna and didn't really look at any tutorials because I wanted to go in raw and just see what i could come up with. At the moment, i think it feels pretty decent but I'd love if you guys could just run around for a bit and tell me where it feels off.
Here's the link to download it
It works with 360 controllers and the keyboard.
360 controls are left stick and space to run and jump.
keyboard is A and D for left/right and space to jump.
Holding jump makes you jump higher/further.
Any feedback would be great thanks
edit - I left the trail in so you could see the jump arc.
Started my first proper go at pixel art, now i suck at art and i think what i've done so far doesn't look particularly good and looks quite generic, anyone any tips?
Played your game. The feel is getting there. The wall jump happens when I am standing on the ground and next to a wall though. I don't know if that's intentional. Wall jump seems like something that should be tied to whether or not you're in the air.
Sweet game! Have a question about the graphics. What shader are you using to get the purple edge around the track? Or is it an image effect? Did you actually UV the level and add all the purple manually with a texture?
Thanks!
Ashodin, i really quite like the way the character handles, feels very smooth and natural imo. good job.
Indeed I did, and iPad only for now.Congrats! I hope you increased the size of the interactive areas; I had a hard time playing with my mouse. Is it iPad only?
The theme is, "you are the villain".Ludum Dare 25 starts in 20 min.
I am hoping I can make even the most primitive, playable thing. Even if it's awful.
It just occurred to me, I wonder how many games we'll get about shooting school children.The theme is, "you are the villain".
Maybe. I get to go to 1 conference next year, but I'm learning towards a different one.Holy shit, you guys! I just got approved to talk about pixelart animation at GDC 2013, Main Conference. I am freaking out. Any of you gonna be there?
I guess it's a strange, very programming-oriented solution, but it plays to my strengths and managed to get the job done and automate most of it without taking up too much development time (two or three weeks at most). I hope you found this explanation useful despite the quirkyness!
Wrapped up my first iOS game and released it. Man, I LOVE the iPad platform. I really hope the game does well for the simple fact that I just wanna make iPad games forever.
Here it is- https://itunes.apple.com/us/app/cook-serve-delicious!/id582153229?mt=8
A new game build is out (alpha v5.1)! This time, I've exported everything but the web player executable from Unity 4, so it should run a bit better than before due to the engine's improved GUI rendering code.
Coming soon...
Holy shit, you guys! I just got approved to talk about pixelart animation at GDC 2013, Main Conference. I am freaking out. Any of you gonna be there?
#screenshotsaturday (kinda)
Been trying winforms programming + xna to make a little map editor, going well so far. Hopefully in a couple of weeks it'll be supporting a little bit of scripting and object placement.
Gave it a try using the Unity Web Player. Didn't have any issues running it and love the use of particle effects, trail renderer etc. to create an interesting look. How difficult has it been to deploy and test on the various platforms?
hey Ashodin, is your game gonna be on pcs only? I'd think about making the interface a bit smaller, it's giving me a doom vibe and it's kinda distracting.
Otherwise nice!
Holy shit, you guys! I just got approved to talk about pixelart animation at GDC 2013, Main Conference. I am freaking out. Any of you gonna be there?
That text SF2 looks awesome !
Any ideas of a windows version ?
I admit to being terribly envious of your engine and how you are building maps. Very cool.
It's just good old Unity 3D. It handles all the in-game physics (I just apply forces with the explosions, and the engine does the rest), and scene building takes a while to get used to, but is quite powerful and versatile.
If you like what you see, you can't go wrong with trying the free version of the engine out. By the way, I'm making Quark Storm using a free license, so you could replicate anything I've done in your own games. The only pro-only feature I guess I'd eventually need would be plug-in support, if I ever make a game using a third party API (such as Steamworks).
Need a little help (XNA).
I created a little 64x64 pixel tile that I want to copy and paste around as my ground. So the Y position doesn't change but the X increments by 64 obviously as it goes from left to right. What's the best way to draw that tile over and over again? Should I make a loop? Should I make a text document and have the game translate that as the level design?
As far as deploying and testing goes, it was quite simple for desktop builds (PC, Mac, Linux and Web), since Unity works the same on all of them. So far I've tested on PCs, an iMac and the browser build on all those computers, but I've yet to hear back from someone running the Linux build. It's the one operative system I can't test on myself, sadly.
The difference between computers and touch devices is that the latter needed a specialized class to emulate mouse events, but that's all I had to do to port the game to Android (no iOS tests yet because I don't have a Mac to compile on or a proper iDevice to test builds on).
Another thing I worked on in order to maximize compatibility was replacing the old player shader with something a lot simpler which could run just about anywhere. One of the issues I did spot with the new approach is that some devices somehow ignore ShaderLab's "QUAD" command (as in "Combine Previous * Texture QUAD"), so the colors look a lot darker than intended on a few devices. I'm still looking into that, because I can't achieve the same colors simply by manually multiplying all RGB values by four for some reason.
Some old tests I did proved that the game could run fine even on a PC with 1024 MB of RAM and a 64 MB on-board video card with two texture units. That thing was so bad it couldn't even run the Unity editor, but the standalone game worked fine for some reason. That was before I revamped all the graphics, but the new ones should run fine there, even if I'd have to lower the framerate to 30 fps (from 60) to be absolutely sure it won't drop at any time (hmm... now that'd make for a good customizable feature...).
Started my first proper go at pixel art, now i suck at art and i think what i've done so far doesn't look particularly good and looks quite generic, anyone any tips?
I doubt I'll be able to attend but please post slides/video if you can!Holy shit, you guys! I just got approved to talk about pixelart animation at GDC 2013, Main Conference. I am freaking out. Any of you gonna be there?
Well, mine is barely playable - it works just fine if you have the latest Visual Studio Runtime, won't run otherwise. No idea how to solve that issue.
I played it and thought it was good. My buddy couldn't get it to run because it's missing the runtime. Here is some options that could fix that being a requirement:
http://www.rhyous.com/2011/11/01/avoiding-the-msvcr110-dll-or-msvcr110d-dll-is-missing-error/
or
https://blogs.warwick.ac.uk/ahazelden/entry/avoiding_the_visual/
Maybe one of those will help you out.
I've tried the first link, didn't help at all. However, the second one solved all of my problems. Big thanks.I played it and thought it was good. My buddy couldn't get it to run because it's missing the runtime. Here is some options that could fix that being a requirement:
http://www.rhyous.com/2011/11/01/avoiding-the-msvcr110-dll-or-msvcr110d-dll-is-missing-error/
or
https://blogs.warwick.ac.uk/ahazelden/entry/avoiding_the_visual/
Maybe one of those will help you out.
Not one day, do it now.Übermatik;45513117 said:I'm totally gonna make a game one day.
Just you wait and see.