Swaaaaaaaaaaaaaank. This all in Unity? /stupidquestion
Construct 2.
Thanks! I7ve heard good things about it, How's the collision check-y stuff? Earlier in the thread Game Maker's collision was meh.
Thanks d00d!
Looks good, are theye any plans for online gameplay?
A tactics-style game with pixel art!?
I need this in my veins!!!!!!
http://media.giphy.com/media/ToMjGpvx7mEj6eMXzFu/giphy.gif[IMG]
The first bit is actually cutscene, no player control till the blue guy leaves. Slowly but surely it's taking shape. Well the text is controlled but I just skipped it all lol[/QUOTE]
700 fps? im innnnn.
The Ludum Dare competition ratings finally posted today. I at least improved some categories. Graphics, theme, and innovation went down the tubes this latest jam, even though I think I'm better at pixel art now.
My one relatively high ranking out of 2538 entries was audio at #142. The simple music and voice acting helped, I guess!
Here are my last three Ludum Dare results:
Higher values are better in the (top) rating graph, and lower values are better in the (bottom) ranking graph.
Haha that's okay, Ludum Dare is a game jam event that happens 3 times a year. This was the 30th event that has been organized. Each time it happens, people all over the world compete to make a game from scratch in 48 hours (or with more flexible rules, in 72 hours). It's kind of a fun experiment to do something in such a small time frame.congratulations? to tell you the truth I don't have any idea what is Ludum Dare, I just went to their site after your news, long story short, I still dunno what is it
Do you have any links or screenshots? I've been working on my own Advance Wars inspired game for Wii U, but it sounds like I be vastly outmatched and also beaten to market, since I haven't been making progress recently. Such is life!There's this guy I've been seeing working on an Advance Wars clone thing for Wii U, looks badass.
I gave it a shot.
Once you create your game maybe the shadows will be coded instead of actually drawing them right?
I don't know what the character actually looks like, but this looks like the face of someone rather obese to me. Unless that's an attribute of that character, perhaps you could thin it out a bit. Just my 2 cents.
It's funny you should say that, as another of those close-ups had the exact same issue, so I guess I have a proportion fault with close ups :-D
Problem is, in the first case I could see it immediately and how to fix it, but here I don't, so I'm not sure what to think. It always feel like a cop-out to blame the design, but maybe the wide shape of the mask creates a wrong impression? I'll wait for some more impressions about this and to have fresher eyes on the matter before making any decisions, but thanks for your feedback
Well unless the character has an epicly wide jaw, he has pretty puffy cheeks. The face needs to be thinner lower, near the chin and then widen to accommodate the cheekbones. I definitely agree with your decision to wait for further feedback though, as my posts indicate, i am by no means good at that kind of stuff. I'm actually a fan of the artwork you keep posting, keep it up!
cool animations pehesse!
So! I just had to go back and see, and it turns out you're absolutely right, so thanks a lot Turns out that even though I had sketched the full face to avoid repeating the previous mistake, I did it again anyway somehow. Does it look better like this? I don't trust my eyes anymore :-D
Many thanks :-D
That's a pretty extreme orthographic top-down view, more than I'm looking for but it looks nice.
After taking the valuable critiques from this thread, I've come up with this:
It's still not quite where I want it to be, but honestly it's better than I thought It'd be with my limited skills and experience. I'm glad people keep positing their work in this thread, it gives me something to strive towards. Art is not my love or my focus really, but the more I'm forced to attempt it, the more I can appreciate it.
The left side of the picture (character's right side) looks much improved. The cheek on the right side still looks a bit chubby imho. He's facing us straight on, so his face should be roughly symetrical.
^ You mean Super Battlelands? If so, then yeah! Looks completely AW, so it should be pretty awesome :-D
Here are some new things for Honey: some more animation, as always, and the new match intro cut ins which I'll try working into a neat intro animation. It'll be the third iteration of that particular point, I hope I get it right this time :-D
Great animations Pehesse. Your work is consistently impressive.
^ You mean Super Battlelands? If so, then yeah! Looks completely AW, so it should be pretty awesome :-D
Here are some new things for Honey: some more animation, as always, and the new match intro cut ins which I'll try working into a neat intro animation. It'll be the third iteration of that particular point, I hope I get it right this time :-D
Once more, then, with feeling! (I've updated the above image to avoid spamming the same face in close succession :-D)
Sorry I've noticed a little late the kinda of you really wanted so I went ahead and did this for you , I hope it helps a bit.
I am in love with your game.
The latest revision is much improved! I'm honestly just glad I could actually have some useful input. Your game is looking great, keep it up!
What are your thoughts on RPG Maker as a game dev tool for someone without any experience? Also what's the best/most recent one to get?
Here are some new things for Honey: some more animation, as always, and the new match intro cut ins which I'll try working into a neat intro animation. It'll be the third iteration of that particular point, I hope I get it right this time :-D
the background in this image: (click for larger size webm)
With the game, or with Honey? :-D
Either way, thanks a lot :-D
Testing a hyperspace jump effect:
Very cool effect!
Are you using a shader effect on the viewport to hide the ship, or are you somehow progressively removing it from the scene? Or a different method?
Mine is pretty close I think, although now I'm not entirely sure if making the trunk thicker was warranted. To be honest I've fixated on this far too much already though, time for me to become obsessed with some other dumb thing!
Thanks so much for taking the time to create and post that gif though, the support shown here has been awesome!
As for me, I'm making this kick animation. I've never showed it before, but everytime I make an animation, I draw separate parts for her arms, equipment, and hair, because I want to feature different hairstyles (as a bonus) and I want the weapon you're currently using to be shown in real time, be it sheathed on its vessel, be it on your hand ready to link combo hits!
The animations are still unfinished, and there's a rough looping. I sill have to make the other half of the animation, which would be a transition animation between the kick and 1) the 2nd kick, or 2) the idle/battle stand pose.
Have a nice gamedev day/afternoon/night, indie GAF.
AAww Man, I wish I could make a fighting game one day,
Sorry I was sitting there fantasizing about it,and I made this animation ( I hope it's okay?)
It's just i love seeing powers in fighting games, I am calling this move "Death knuckle" haha, again please don't mind me, it's just my silly fantasy.
Impressive stuff as always! I especially like that you take the time to utilize the strength of your animation technique by separating different parts and allowing for multiple recombinations (hair, weapons, etc).
As for the animation itself, I don't really know how much my take on things would be useful since it's both a different animation and aesthetic style, but I'd suggest exaggerating a bit more to emphathize movement, both from a rhythm and position standpoint. The pause before the thrust of the kick is really good, but I think it'd work even better with the upper body flexing further to the left with a slight delay, to have a recoil effect when the kick actually does go off, and possibly desynchronizing the bust/arm movements from the leg movement (I'd do the arm movement a frame or two later, I think).
Maybe flex the leg on the ground a bit as well to show shifting weight, but with separate parts I don't know how easy that'd be. When the kick ends, you can maybe add another recoil effect, with a lingering final frame a bit to the left of where the kick actually lands. But then again, maybe all of this wouldn't work with what you're aiming for!
Haha, thanks, that's a neat trick :-D That's not something you'd see in the game though, as I go for something a bit more "grounded" (if I can even say that), but I can appreciate a nice super move :-D Maybe if I'm not burned out from fighting games after this one, I'll try making an actual PvP one with flashy super moves and everything... for now, though, I'll stick with making things simple :-D
I was wondering how you did it however - did you edit each individual frame in something like photoshop and animate the fx there, or is it through a different software like after effects (which I absolutely don't know how to use so it always marvels me a bit to see it do stuff) ?
A little lighting will go a long way.
Maybe this will help!
what game is this ?
A shader. You just clip the material based on a point and a normal so the object doesn't really disappear (I'll probably use dummies of the ships for the effect instead of the actual ships).