Left stick/dpad move, L to jump, touch screen to interact and shoot fireballs.so, this is only playable on the wii pad? what are the controls like?
Left stick/dpad move, L to jump, touch screen to interact and shoot fireballs.so, this is only playable on the wii pad? what are the controls like?
EVADE EVADE E-Ouch!
Cross posting from the screenshot saturday thread, just because!
If you really want to add animation to the background only thing I can think of is dripping water and/or mist
Eight hours, first hour spent storyboardingI checked out the trailer, nice work! How long did it take to put it together?
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What kind of game is this? It looks really interesting.
I've been doing a lot of thinking about voiceover and dialogue and wanted to run an idea by everyone here. First some background... We have planned to have voiceovers for all the aliens, similar to modern games like mass effect or classics like starcontrol (3do version). One thing I've always been on the fence about is aliens speaking english w misc world accents. You see it in mass effect, starcontrol, other scifi games and movies. I've always gotten over it and do enjoy voiceovers as opposed to just reading text. I'm thinking of doing something a bit different...
How about having all the aliens make odd sounds like pops/clicks, growls, tones, telepathy, or whatever audio would fit the alien that is very non human and have a single digital-ish voice translate. So you hear there alien strange sounds followed shortly by the translator translating whatever they say? It seems like this could work very well and also from a dev standpoint may be a good bit less work.
Eight hours, first hour spent storyboarding
I feel like that would necessarily feel somewhat artificial, and thus rob much of the emotion from the dialogue. Is that what you're going for?
I guess I'm having a hard time imagining what it would be like, but the only emotive robots I've liked who still sound digitized are the ones who are supposed to feel rather emotionless, such as GlaDOS from Portal. I don't think having a few dozen aliens all sound like GlaDOS would be appreciable.
But if it's less digitized, more real sounding, that begs the question to me of why it can't also affect accents and inflections. You can pick different voices for Siri on your iPhone, different voices for your GPS, and even different voice packs for Call of Duty with today's technology, so I don't buy that voice tech in the future will be stuck to one artificial sounding voice.
not bad! did you do the voice work?
We've had a problem where a part of our game, the deckbuilder, works just fine in the editor, but doesn't work in the compiled build at all and apparently our only hope is to redo it almost completely or update the engine (which breaks quite a few things), but it'd be nice to get some feedback on what you guys think about our current deckbuilder.
So at the top right you have your current built deck and the cost of each card. You can hover over the deck to check each card or remove them by clicking. Below that you can see the size of your deck and the maximum size of it and the amount of cards you have for all the different mana costs aka the cost balance of your deck. Left to it you can choose which type of cards you're browsing; minions or spells and on the far left you get to browse those cards and pick which ones you want. We also currently support 3 save slots for different deck builds.
Yeah, all great points. Especially the cards we are probably going to redo almost from scratch since they get even more muddled in the actual gameplay and visually just aren't inviting enough.That looks pretty good from a usability point of view (very Hearthstone-like). Visually, I would say the UI elements like the buttons and sliders could probably use a secondary color... maybe a border or something? I'm not sure, I'm hardly an artist so maybe someone else can give a more detailed/useful suggestion, but I think it looks a little bland with just the one shade for everything. Also, the casting cost numbers above the names of the cards in your deck are a bit hard to make out in white on cyan, shouldn't they be darker like the buttons' text?
VeeLow animation. The background is a bit static on this one. Not sure it it needs something added or not?
love it.... very nice animations. I love the retro 2d fighter feel but with modern high rez art.
Haha, I actually know exactly what you're talking about, but nope:
Early piece of concept art for FFVII, although I guess it really isn't very close now that I've put the two side by side, and it just makes me feel bad about my complete lack of architectural creativity when I look at it.
Also, I've gotten Ultima twice now, so maybe I should get around to playing some of them.
FFVII? Wow, what a radical change from the final product.
Short or Tall?
Thanks :-D I'm having a lot of fun with that retro 2D aesthetic, actually - when the lifebars fill up during the match intro, I used a sound that sound like it's coming straight out of Megaman :-D
As for your question about speeches: I think it'd work using your idea of random sounds/screeches, and I'm not even sure there'd be a need for a translation at the end. The alternative would be something like KOTOR with a few random recorded alien phrases that still allow for different intonations/inflexions? After a while you can tell that they're the same phrases, but it still sounds interesting enough to not become boring after hearing the same sound clip over and over. Or you can try to create a fake synth language, but that's going to be a whole other level of audio work, and I'm not sure the pay off would be worth the trouble.
Overall, your game reminds me a lot of Ascendancy (didnt I mention that already?) and I just checked a video of it since I thought there might have been voice clips in there, but there actually weren't (and no alien animations, either). And it still works just as well! So in doubt, no voice over still works :-D
How about having all the aliens make odd sounds like pops/clicks, growls, tones, telepathy, or whatever audio would fit the alien that is very non human and have a single digital-ish voice translate. So you hear there alien strange sounds followed shortly by the translator translating whatever they say? It seems like this could work very well and also from a dev standpoint may be a good bit less work.
And here it is!
What you see off to the left is the maze not built yet while I was getting the block flying to work!
And here it is!
What you see off to the left is the maze not built yet while I was getting the block flying to work!
Thanks for the input. I'll play around w the ideas pretty soon and decide what works best for StarDiver and our tiny team/budget. I do recall Ascendancy but I didn't play it back in the day -- suprising considering how much I loved the space games like Masters of Orion, Starflight, Starcontrol, etc. In looking at the google images, Ascendancy, I do recall loading it at some point but never got far enough into it to recall. The images of it reminded me of playing Alien Legacy and Outpost.
I actually think that would work pretty well if you overlap the 'translated voice' over the 'original speech' shortly after it starts (rather than after its finished - not sure which approach you mean from what you said). It's how the UN or EU works with translators in the real world.
Thanks for the input everyone. I had chose the short girl before but this ups my confidence.
Hey there,
My new indie game released last week is called Rainbow Hero. It's an old-school kind of puzzle game as far as mechanics with some painterly stylized graphics and a fairy tale style audio.
Youtube trailer
Game website
Development blog
Development was a bit long (over 4 years) but it was mostly done after hours (otherwise I'm a full time programmer on The Witcher 3). I'm super happy to finally get the game out. Let me know what you think. Any feedback is welcome.
Cheers!
Maciej
how'd you program that in construct anyway? some kind of math thing? the rotation, I mean. can you walk and jump and stuff while rotated (does your gravity rotate too) or are you just stuck there?
Rotation? I just made it so that it adds a certain amount of angle every tick until it reaches the desired angle to stop at. Then I make the event turn off, which is turned on again when you double click.
I'll just repost this because we are currently in process of trying to think of ways to improve and rework the environment. After the UI it was easily the biggest complain we got from the graphical side (though we are still going to rework almost everything, but I was surprised at how positive people were about our graphics), but it's a bit tricky as we don't want to make it too detailed and step away from a style that is easy to create content for and that we can still easily keep our level generation working. I'm not an expert of the matter, but apparently there is a great way to mix the textures on the ground with texture offsets and whatnot, but I'll get the artists to research that a bit more.We are probably not gonna keep the grid completely visible and we'll try to mask the repetitive nature of the grid environment a lot more, but I'd love to hear your thoughts on how it looks at the moment.
is this instead of the moon rover? i love it!Ah. Using the pin behavior, I can pin the scrolr to the block so he stays regardless of what the block does.
Ah. Using the pin behavior, I can pin the scrolr to the block so he stays regardless of what the block does.
Ah. Using the pin behavior, I can pin the scrolr to the block so he stays regardless of what the block does.
Very cool graphics. Are you planning to release on other stores/platforms than your own website/PC?
I created an invisible fixed spot that the camera gets attached to, then tell it to move down every screen height when you hit an invisible "gate".Huh, interesting. Also, how exactly do you limit scrolling to 'zones' like you showed some pages back? Magicam doesn't have that feature yet, so I presume you did it yourself.
The animations look great. Seems like it's reached the standard of a proper anime fighter. How big is your team?
Hello,
I'd like to introduce myself. I'm the lead programmer and combat designer for our 2D fighting game, Fearless Night. I've had an account here for a few months, but haven't found the chance to post in this thread.
Hello,
I'd like to introduce myself. I'm the lead programmer and combat designer for our 2D fighting game, Fearless Night. I've had an account here for a few months, but haven't found the chance to post in this thread.
Thought I'd start off by showing the stage we've been working hard on. If anyone is curious about the process of creating a stage for the game I've thought about putting together a dev blog.
Long time no post.
This summer has been crazy busy with contract work but things are finally starting to slow down so I had some time to work on a new basemesh for one of our own projects. Banged out a quick animation to test out some rig changes.
Hey there,
My new indie game released last week is called Rainbow Hero. It's an old-school kind of puzzle game as far as mechanics with some painterly stylized graphics and a fairy tale style audio.
Thought I'd start off by showing the stage we've been working hard on.
https://www.youtube.com/watch?v=lhY27ujBHzk
Would you believe we have one animator? It's actually just him and me at the moment.
Oh, I can believe that :-D I wish him the best of luck, but it's looking pretty good already - very Skullgirls oriented, as Ito said above :-D I take it you're using Unity? How are the character animations handled? Is it rotoscoped 3D modeling, or traditional 2D animation?
The hit effect position detection/placement is already looking sharp, it's one of the things giving me the most trouble lately... I'm not sure I could apply what you did to C2, but just in case, I'd be curious to know how you handle those as well :-D
Hello,
I'd like to introduce myself. I'm the lead programmer and combat designer for our 2D fighting game, Fearless Night. I've had an account here for a few months, but haven't found the chance to post in this thread.
Thought I'd start off by showing the stage we've been working hard on. If anyone is curious about the process of creating a stage for the game I've thought about putting together a dev blog.
Hey guys,
My friend has been helping me out with some concept art. I will share some more soon, but this is what she doodled so far. We were discussing hair styles. We were thinking about something like the top right mixed with either the top left or bottom left.