Dead Prince
Banned
I was thinking about unity for the PlayStation family just to mess with but the effort to apply just takes time since I need to register a company. I'll just play with unity with PSM lol
I have a question for Unity users. How are you guys displaying text to screen?
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The options available in Unity are ginormous with the asset store. I've spent all morning looking, but I feel even more confused.
It's pretty simple and doesnt take too much out of your time.I was thinking about unity for the PlayStation family just to mess with but the effort to apply just takes time since I need to register a company. I'll just play with unity with PSM lol
I have a question for Unity users. How are you guys displaying text to screen?
I'm trying to build a fun bubbly dialogue system ala Paper Mario or Animal crossing. I want to be able to shrink or enlarge text (to show whispering or yelling). I'd also like to color keywords in a text to give the player hints. Bonus points if the text can wobble (like in Paper Mario if an NPC is scared).
Anyone know of a good jumping off point to create such a system? The options available in Unity are ginormous with the asset store. I've spent all morning looking, but I feel even more confused.
Hi all! My name's Chris, and I'm one of the leads at Buffalo Game Space, a nonprofit organization based in WNY that aims to help connect programmers, artists, musicians and designers and help them make games. We've been up and running for about two years now, and we've actually outgrown our current facilities (a warehouse we've used for bi-weekly meetups, talks, arcade nights, good stuff), so we've turned to Kickstarter to get things rolling for our next phase. We're looking at getting a bigger space, dev kits, and audio and mo-cap facilities, hosting and recording more talks from members and other events. In terms of rewards, we're giving away game packs, asset packs, prints, custom pixel art, and all sorts of other cool stuff.
If this strikes your fancy, you can check it out here: https://www.kickstarter.com/projects/1986200402/buffalo-game-space
And I'm more than happy to answer any questions about the project; just hit me up here or on the Twitters!
BGS on Facebook | Twitter | Google+ | Meetup
Wow, thanks for the quick replies guys. I'm glad I asked!
TextFx seems to have exactly what I need so I'll definitely look that up. I'll keep the other options on the table in case I have need of them.
Thanks again!
Since there's been some tree talk in here lately, feel like I might as well share and get some feedback.
Spent some time today going from this:
To this:
It's still a work in progress, but I'm reasonably happy with it so far. I think the bottom blends pretty well, but the top could definitely use some work in terms of brightness and shading to make it contrast more. Outline/shape/height proportions need some jiggering too, but that'll come a bit later as I see how it fits in with everything else.
Anyone have any suggestions? I don't have a great artistic eye, especially when it comes to palettes and such. Not too concerned about the trunk cause I haven't touched it yet, but advice for that'd be great as well.
Also, note on going from puffy cloud tree to leafy tree: booooring. Patience was wearing thin by the bottom right section, if you can't tell.
Also, note on going from puffy cloud tree to leafy tree: booooring. Patience was wearing thin by the bottom right section, if you can't tell.
Well, this seems amazing. I wish my city had something like these. We need more spaces dedicated to game development.
Unity GUI is *very* similar to recent builds of nGUI. The nGUI developer may have only worked for Unity for a little bit, but Unity's new GUI is like they took nGUI and streamlined it by building it into the system. And it does support multicolor text, text in 3D space, and all.I use NGUI for UI, and it's pretty useful now. Maybe hold off on buying anything, as stated earlier, Unity GUI is inbound soon. I got the beta, but have had no time to try it out. The videos looked pretty good though.
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Looks fine. Project looks good, you show a lot of attractive gameplay, lots of information and details and the funding target seems reasonable.Hey, I've shown my new game here a couple times, it's now got an active Kickstarter, does anybody have any suggestions for how we can improve the Kickstarter? https://www.kickstarter.com/projects/pixelworm/e-m-i-l-y
That looks really good! I think you did an amazing job. I'd suggest poking a couple of holes in the leafage near the top. Something like this, except not accidentally fudging up the scaling in PS or saving it as a JPG:
Also, to combat the tedium of drawing something like this, I usually have a TV show, movie, podcast or Twitch stream going on in my second monitor. It helps out much the same way as doodling in a lecture.
Effort like that makes for good art!
For plants, the common convention for lighter colors is to make them a little more yellow and shades blue-er.
But your tree has nice colors already.
What the hell are you doing, Google?
What use could this possibly be?
Nice work pehesse, it's really coming together.
Some feedback I could possibly give . A few times in your animations I noticed the ref in the background competes with the main players, maybe darkening the background a bit more could help? Could even be because they both use a common colour tone.
Dear IndieGAF, I come bearing .gifs!
Bad jokes aside, the new moves work faultlessly in the game (yay!) and add plenty of strategic options (double yay!) so I figured it was time to add some more flavor, and I've begun doing the referee... and it already mostly works as intended (triple yay!)
So here are a few excerpts of the current look:
An example of the new uppercut in action, and the referee commenting on the action
The new dash/avoid move (I didn't realize how sorely it was missed until it was in)
The other new dash escape move
...and a nice demonstration that all those new moves don't make Honey invincible
Still plenty of things to fix with everything grapple related, but I'll soon move on to the audience in the background to see how much it adds to the general feel!
I always loved referees in fighting games!
And the quality of the last animation is really impressive!
Just a curiosity... how do you name your gifs! XD
Ahaha, that's something gfycat does on its own, another of its perks I might say :-D I love those crazy names :-D
http://gfycat.com/
Have a sweet poster from my key art
On a side note, this just happened:
Got approved for Wii U development.
Shitting pants mode is now engaged.
I love that your first thought was to take a screenshot of the incoming call.
When you get the call from Nintendo, it's like DREAMS ARE MADE REAL
Thanks, bro. I appreciate the good words. I'm just a little tardigrade swimming in that big sea. Aimlessly confused, at the moment but incredibly stoked.Believe in yourself and get motivated, fired up. You're in the big leagues now, you have a chance to get out there.
It's pretty great. One of the things we're hoping to do is come up with a rough outline of how we've gone about putting our group together as a model others can follow in their cities. Really, it just boils down to asking around and meeting regularly. We started with one meeting at a coffee shop with four people; now we've got, on average, about fifteen to twenty people at our general meetings discussing their projects and giving talks about what they're working on.
We actually just had a couple members finish up and release a game on the Google Play Store called "Alien Evac", y'all should check it out. It's a fun little puzzle game, kinda like a top-down lemmings, complete with a level editor.
Thanks, bro. I appreciate the good words. I'm just a little tardigrade swimming in that big sea. Aimlessly confused, at the moment but incredibly stoked.
Also, your poster is now printed, just need to get another frame for it and boom - on my wall of framed game art, old Nintendo Power mags and cart boxes! Huzzah!
Now if Joe throws up some big art of Gunworld I'll be giggling all weekend at my additions.
Also realised my last beta (0.73) has gotten over 30k downloads! which is awesome. The growth SPEE has had is awesome, and really inspires me to not quit! I'm definitely on track to getting the next beta(0.74) out before november.
Saw your thread on TIGForums, game looks like it'll be a lot of fun
And thanks. There is a bit of a yellow/blue shift going on there, but I didn't make it super pronounced. I've actually noticed when I'm drawing something out I tend to shy away from going too strong in any direction, as if I couldn't just immediately undo a recolor. Definitely something I'm trying to work on.
I did do a bit of an edit, with some more holes up top and brighter/yellower highlights, plus a quick copy-paste-mirror-blend to add some height and improve the general shape of things.
On a side note, this just happened:
Got approved for Wii U development.
Shitting pants mode is now engaged.
Yeah, that and single-pixel fretting are definitely issues. It's easy to get wrapped up at the pixel level and lose the big picture. Like, I've been looking at a lot of sprite work from games like Chrono Trigger at 1000% zoom as a reference, and I've totally caught myself going, "That isn't right!" or "That's not even that good!". But of course it is, and it looks fantastic at the intended zoom. Taking a 15-20 minute break from something I'm working on generally helps with resetting my perspective.One major pitfall of working on pixel art is constantly viewing your art up close and not stopping to pull back and view the art at the zoom level you intend for it to be viewed at.
I usually work at 800%-1000% zoom and colors seem different as night and day at that level. Jump back to 100%?
Whoa.
You might want to try Graphics Gale since uniformly changing a single color is so much easier!
More Mega Man Scrolling!
I might speed the scroll up a bit. As a player, I think I would get tired of it taking that long, especially if it's used frequently.
Have a sweet poster from my key art
I might speed the scroll up a bit. As a player, I think I would get tired of it taking that long, especially if it's used frequently.
I might speed the scroll up a bit. As a player, I think I would get tired of it taking that long, especially if it's used frequently.
Unity GUI is *very* similar to recent builds of nGUI. The nGUI developer may have only worked for Unity for a little bit, but Unity's new GUI is like they took nGUI and streamlined it by building it into the system. And it does support multicolor text, text in 3D space, and all.
Dear IndieGAF, I come bearing .gifs!
Bad jokes aside, the new moves work faultlessly in the game (yay!) and add plenty of strategic options (double yay!) so I figured it was time to add some more flavor, and I've begun doing the referee... and it already mostly works as intended (triple yay!)
So here are a few excerpts of the current look:
An example of the new uppercut in action, and the referee commenting on the action
The new dash/avoid move (I didn't realize how sorely it was missed until it was in)
The other new dash escape move
...and a nice demonstration that all those new moves don't make Honey invincible
Still plenty of things to fix with everything grapple related, but I'll soon move on to the audience in the background to see how much it adds to the general feel!
Have a sweet poster from my key art
Just gets better! I do agree with the ref mixing in with the chars. I'm sure you'll fix it!
Dear IndieGAF, I come bearing .gifs!
(...)
...and a nice demonstration that all those new moves don't make Honey invincible
Still plenty of things to fix with everything grapple related, but I'll soon move on to the audience in the background to see how much it adds to the general feel!
Those kinetic lines work GREAT. Fantastic effect, really.