Great work as always
A quick question, how did you do the second animation? I mean everything looks like moving, did you re-draw each frame with little variations in "steady" parts or what?
I agree. And, as always, your work is amazing.I'm not an authority on greeting cards so I'll just say I like the design and the smaller font as they are, actually (breathing space and all that) but yeah, definitely go for a print shop rather than a home test run :-D Costs a few cents at best since you're only doing a very limited quantity, and you can actually test out quality paper and ink, which count as much as the design itself!
EDIT: Woops, uh, top of the page. Quick, scrambling for something new to show. This will have to do. Only small and simple stuff today though I'm afraid, but still: ducking kick, and glide pose. The coming stuff should be longer and more intricate/exciting to see.
Well, here's some (potentially) not great news for us Unity users.
John Riccitiello is the new CEO of Unity Technologies.
If you didn't already know, he was once the CEO of EA, and was largely the one that started them down their current, non-user-friendly path.
I'm not sure how I feel about this, but I'm leaning more towards not liking it.
It will be interesting if there will be any changes to the ID@Xbox dealeverything will go subscription. but i'm sure they'll drop the bomb right before Unity 5 is released.
Roger that. I'll print out some test cards and see what looks best before sending off for a bunch. Thanks!
An introduction. Met someone here in Chicago as I overheard a conversation. We got on the subject of game dev and he is a lurker here and is familiar with this thread and follows a few peeps here. He knows about my work and we got on the subject of networking, he knows a few people I am going to be meeting with and can possibly lend a hand in spreading some news. He seemed to dig on our other project which we haven't shown but I casually threw his way. So I need something other than a napkin for future introductions.those look like nice prints form the pic. What are they for? tradeshow?
Great work as always
A quick question, how did you do the second animation? I mean everything looks like moving, did you re-draw each frame with little variations in "steady" parts or what?
I agree. And, as always, your work is amazing.
I am throwing an indie mixer during GDC Next in Los Angeles at Club Nokia and we have several slots open for indie devs that will be in town to showcase their games at the mixer to the press, other devs, and GDC Next attendees. I've set up a partnership with GameTrailers to livestream the entire event in case anyone can't attend and would like to know what happened during the event.
Website for submissions: http://indiegameslive.com/
Feel free to DM if you have any direct questions. I thought I'd at least throw it out there to any indie devs in this thread looking for free promotion during GDC Next.
I'll tell you what you're doing: GOODNESSToday I've rejected another job as a lawyer. I'm not sure about what I'm doing anymore.
Anyway started working on the forest level rooms. Here's a WIP
Still have to put more background layers, make the parallax effect, add bushes, randomize the effect of the wind on those leaves, put some weather special effects like rain/fog, falling leaves, foregrond... but slowly getting there.
Edit: Woops that floating arm at the end of the gif
http://store.steampowered.com/app/301970/
Hey guys! We just released Screencheat onto Steam for realsies yesterday! Check it out.
http://store.steampowered.com/app/301970/
This was a bit of a crazy project for us, having started at Global Game Jam 2014, then going into full dev from about March til now (7 months, phwoah). We've had our ups and downs, but I'm incredibly proud of the team (of technically only 2.5 people) and what we've achieved! Having a game on Steam is also surreal as hell lol. But yay, we did it!
Today I've rejected another job as a lawyer. I'm not sure about what I'm doing anymore.
Anyway started working on the forest level rooms. Here's a WIP
Still have to put more background layers, make the parallax effect, add bushes, randomize the effect of the wind on those leaves, put some weather special effects like rain/fog, falling leaves, foregrond... but slowly getting there.
Edit: Woops that floating arm at the end of the gif
Stayed up super late last night to finish this slow-mo trailer, check it out!
https://www.youtube.com/watch?v=6DVpG5SZQE0&
Tonight we submit Shwip to IGF!!!!
Today I've rejected another job as a lawyer. I'm not sure about what I'm doing anymore.
Anyway started working on the forest level rooms. Here's a WIP
Still have to put more background layers, make the parallax effect, add bushes, randomize the effect of the wind on those leaves, put some weather special effects like rain/fog, falling leaves, foregrond... but slowly getting there.
Edit: Woops that floating arm at the end of the gif
Today I've rejected another job as a lawyer. I'm not sure about what I'm doing anymore.
Anyway started working on the forest level rooms. Here's a WIP
Still have to put more background layers, make the parallax effect, add bushes, randomize the effect of the wind on those leaves, put some weather special effects like rain/fog, falling leaves, foregrond... but slowly getting there.
Edit: Woops that floating arm at the end of the gif
I don't know if this is helpful feedback or not, but at first glance I thought this was a twerking animation or something.
So I ditched that idea entirely and decided to go with pre-planned break away. At first I thought I'd hate having pre-planned but in action it makes the most sense and can be tightly controlled to be relevant to what ship system will no longer function if getting 'blown off'. Here is the first example of loosing part of the krex. Loosing this will take out two systems, the smasher weapon (needs both wings on the nose to generate a forward pulse) and the turning thruster for that side.
I don't know if this is helpful feedback or not, but at first glance I thought this was a twerking animation or something. Nice job otherwise on all your animations!
I assume you've already thought this through, but in case you haven't I thought I'd mention it anyway.
If losing specific parts of the ship loses specific player capabilities, you obviously add some new strategic elements in terms of focussing fire, but you also contribute to creating "slippery slope" combat, where the person losing starts losing even faster and there are points of no return where the player has lost and there is literally nothing they can do to prevent that and they just have to watch themself lose.
That's not necessarily a bad thing, and I'm not even sure your game has PvP (I'm assuming it does based on your citing of Star Control 2 as an inspiration), but that type of "double penalty" combat (you lose not only combat resources (life) but also combat capabilities) skews PvP 'hardcore' very quickly.
Again, I'm sure you've thought this through, but on the offchance you didn't I thought it was worth mentioning.
Balancing for both pvp and pvc combat will be a big task I suspect.
Yeah, that was the alternative. =PI don't see twerking but I do see breaking wind. Nice animation
I will admit I thought it was not her clothes moving but rather her butt
yeah just did it again haha, if you look indirectly at it, it looks like it's her ass shaking
Yeah; on the upside, AI will never ever complain about how you gimped its favourite build or overnerfed its favorite class, so you can be as harsh against it as you need to be for game health in PvE.
In PvP, it might be a good idea to think about how you want fights to play out at a very high conceptual level - it will give you good rule of thumb balance guidelines, and thinking about it sooner rather than later might save yourself some headaches in the long run. It also gives you some metrics to work against in playtesting, rather than rely purely on observational data and feedback.
Some basics worth loosely locking down in your own head would probably be:
How 'hardcore' do I want PvP to be? (and by this I mean "competitively viable" rather than "for fun"). Things like randomness are loathed by hardcore PvP players and greatly enjoyed as a normaliser by the 'its just for fun' crowd.
How should combat play out? Should it be like a knife fight, where both players circle each other waiting for an opportunity to strike, with the end results being very quick and very decisive once it begins? Should it be like a war of attrition, with each player taking chunks out of each other until last man standing occurs? Should it be like jousting, where each player closes in, attacks, then retreats, repeating until someone dies? Should it be like dogfighting, as players chase each other and try to manoeuvre themselves into an optimal position and their enemy into a weaker one? Should it be all of these, and the type of fight is based on the class / ship the player has chosen?
My apologies if this comes across as preachy or as dictating design guidelines rather than as food for thought - I always feel weird giving unsolicited feedback in this thread
Hey guys, we released a couple more of our playable characters artwork of our game Holobunnies, so I'm sharing the love <3 How do you like them?
Hey fellow Montrealer!
They are all great, but Roméo the bard looks absolutely fantastic.
Hey guys, we released a couple more of our playable characters artwork of our game Holobunnies, so I'm sharing the love <3 How do you like them?
Roméo the bard
My fav too. nice art. I looked at your twitter feed too. The pixel art is great too. I hope the kickstart takes off for you. Count me in as a backer.
Today I've rejected another job as a lawyer. I'm not sure about what I'm doing anymore.
Anyway started working on the forest level rooms. Here's a WIP
Still have to put more background layers, make the parallax effect, add bushes, randomize the effect of the wind on those leaves, put some weather special effects like rain/fog, falling leaves, foregrond... but slowly getting there.
Edit: Woops that floating arm at the end of the gif
Welp it's entered! Pretty huge step for us. It's our first entry into anything public facing. Hope Shwip represents all the hard work we put into it And good luck to everyone here to entered!
I don't know if this is helpful feedback or not, but at first glance I thought this was a twerking animation or something. Nice job otherwise on all your animations!
I will admit I thought it was not her clothes moving but rather her butt
yeah just did it again haha, if you look indirectly at it, it looks like it's her ass shaking
I don't see twerking but I do see breaking wind. Nice animation
My apologies if this comes across as preachy or as dictating design guidelines rather than as food for thought - I always feel weird giving unsolicited feedback in this thread
Danielle the witch
Congrats. Played this in the indie megabooth at PAX Prime with 3 friends. Lots of fun!
We have a handful of spots still open
Thanks! It's actually a bit of a cheat, since it's a 4-frame animation where 2 of the frames are mainly copy-pasted. Sequential frames are different/entirely redrawn to have the vibrating effect, (so frames 1 and 2), and frames 3 and 4 are copies from 1 and 2 with the right modifications for the skirt to flap around. I find this sort of stuff actually way harder to do than wildly moving animation, since the slightest movement can throw the whole thing off balance. But that's a big time saver as well, since I only really have to do two frames... all in all I keep this to a minimum as I don't really like doing it, but every character has one or two like this, generally for idle stances where wide movements don't really fit :-D
those look like nice prints form the pic. What are they for? tradeshow?
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I've started working on the damage system for the game and am pretty happy with the results so far. Here is what I've done so far:
impact flash (or other fx per weapon)
damage decals (part of the ship so each ship will be able to have damage that looks correct for it's type)
damage area venting particles (part of ship so different ships can vent different stuff)
todo:
debris particles on impact
crew getting vented
Something that was an unexpected w/ the lighting system I put on the ships is that the decals do not honor the ship's normal... thought that may be a problem until I saw the effect. It has more of an effect that a chunk is missing from the ship which was an unexpected bonus.
Looks really pretty!
By the way, I haven't tried in my game yet, but you mean that you are you are drawing a decal on top of your ship sprite when it got impacted and is affecting the normal map in a way that the effect it looks like a missing part? looks sweet I will check if it works like that in my game too so far I am only venting crew and drawing smoke but haven't tried decals on it yet.
One thing that will be hard to balance is time spent against creation of the single player story/game w the melee mode pvp game. I know there will be fans for both and likely quite a few in each camp that could care less we are making a game for the other.
I'm of the mind that posting here is akin to asking for feedback anyway, so there's no such thing as unsolicited feedback! ...uh, is there?