They shall test your compliance for compliance. Grats!aw yiss lotcheck
I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
I'm doing that for my first project. It's basically something I like, something I'm aware has niche appeal, and something that possibly mixes in ideas I've had since I was a child.More of a design question. Are you making a game because you think it's entertaining for people, or making a game you want to play for yourself - or both? After scaling down my project more and more, I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
More of a design question. Are you making a game because you think it's entertaining for people, or making a game you want to play for yourself - or both? After scaling down my project more and more, I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
After scaling down my project more and more, I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
1. color wise does this work well enough for the purpose of the display? I know many games use bright green to yellow to red transitions for damage, but not a fan of how those colors look in the ui.
For my indie stuff I make a game I like - the core anyway, then I let it evolve based on feedback and potentially by injecting a couple of current trends and sensible design decisions.More of a design question. Are you making a game because you think it's entertaining for people, or making a game you want to play for yourself - or both? After scaling down my project more and more, I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
More of a design question. Are you making a game because you think it's entertaining for people, or making a game you want to play for yourself - or both? After scaling down my project more and more, I realized I am now working on a game I want to play for myself and I am not sure if that's the right way.
You're putting your Construct game onto WiiU, aye? How are you going about doing that?I didn't get setup in time to get a video into the Nintendo Direct I think
You're putting your Construct game onto WiiU, aye? How are you going about doing that?
Avoiding stats is one of the core tenets of the game I'm working on, but I know some people love them. Crunching numbers is fun in some games, like Borderlands. I don't think it'd be helpful to your game.
For the HUD, I'd go from white at good health to bright red for heavy damage, and then invisible or muted for destroyed. I'm afraid if you just go from opaque to translucent then it will be hard to tell how close to destroyed a given part is.
Thanks for the feedback (KJ869 and ConvenientBox too). I ended up going w white full health, orange mid damage, to red close to destruction and black for parts that are destroyed. I think it looks pretty good. I tried green to red but I just don't like green I guess heh.
Today I'd like to officially join the club and introduce our work-in-progress game, Poi. Quick TL;DR is that we are PolyKid, a 2-person indie studio in San Francisco, CA.
We just launched our Teaser Website Here and would love to get some early feedback.
I know it doesn't say much (yet), but we're building an adventure platformer.
Holy shit. Your game is beautiful.
Reminds me of a blend of Ni No Kuni and Journey.
All of my buttons. You are pushing them!
Holy shit. Your game is beautiful.
Reminds me of a blend of Ni No Kuni and Journey.
This is instantly what I thought of, and that's a huge compliment.
Well done Mighty. Good luck to both of you with the development.
barring disaster, I feel pretty comfortable saying that I'll start sending steam keys for the ghost song beta build out to people this monday, november 10th.
it may still be a little crashy due to the threading error we were discussing before, but whatevers. people know what they're getting. I don't want to put this off further for engine fixes that could take who knows how long to be implemented.
Are you going to use Early Access or this is some closed beta?
barring disaster, I feel pretty comfortable saying that I'll start sending steam keys for the ghost song beta build out to people this monday, november 10th.
I think that's a great teaser website, though looking at a little longer the character twitching, the shadows bother me a bit and in the desert scene it looks like the character is floating.We just launched our Teaser Website Here and would love to get some early feedback.
I know it doesn't say much (yet), but we're building an adventure platformer.
Thanks for the feedback (KJ869 and ConvenientBox too). I ended up going w white full health, orange mid damage, to red close to destruction and black for parts that are destroyed. I think it looks pretty good. I tried green to red but I just don't like green I guess heh.
I used green, yellow red colors for parts but I know green and red can be bad for some people so I am doing some shape change too maybe add something else on top or something getting broken, it means more work but makes sure more people will be able to enjoy my game.
Colour picture illustrating how a 256 colour palette appears to 'colour-blind' observers. Within each block, the first column shows the original palette, the second and third columns show the simulated appearence for protanopes and deuteranopes.
I think he's fine.
I think that's a great teaser website, though looking at a little longer the character twitching, the shadows bother me a bit and in the desert scene it looks like the character is floating.
I really love the vibes your screenshots give me and there definitely aren't enough platformers on PC so I can't wait to see what the game will be like. If I'd have to give you feedback then I'd say I'm not a huge fan of how the trees look in that shot because of the leaves looking floaty and clipping, but that might be just me.
Hey all,
Wow, there are some excellent looking indie games in here!
Today I'd like to officially join the club and introduce our work-in-progress game, Poi. Quick TL;DR is that we are PolyKid, a 2-person indie studio in San Francisco, CA.
We just launched our Teaser Website Here and would love to get some early feedback.
I know it doesn't say much (yet), but we're building an adventure platformer.
Oh good, feels good to be able to give decent feedback so thank youYou have a keen eye, and I appreciate the honesty and conciseness of your feedback. As soon as I took that video, I went back and adjusted the shadow distance & resolution to remove the terrible flickering. I also adjusted the bias to remove the gap where it joined at his feet. Oh, and the model was actually floating by 0.5f units, so I fixed that too. =)
And I 100% agree regarding the tree model; right now it's simply a placeholder asset I grabbed to test out with our foliage spawning system. We must share the same game-dev eye!
Oh good, feels good to be able to give decent feedback, especially after a not-so great day so thank you
We've been prototyping the Greenlight icon and would love some feedback on which one you would pick out of these two ideas. They're placeholder graphics, but the idea is what we wanted to test out:
We really appreciate any feedback; there's not that much time to really redo once we do either of these two and according to a lot of people the logo is extremely important in terms of driving traffic.
The one on the left wins for me (by a large margin). The right one, too much going on. I do like the fireball. How about putting the fireball behind the character in the other graphic?
Interesting, what are those test combos? any hue/sat settings you can share so I can do such tests on other parts of the game? Thx
Hey all,
Wow, there are some excellent looking indie games in here!
Today I'd like to officially join the club and introduce our work-in-progress game, Poi. Quick TL;DR is that we are PolyKid, a 2-person indie studio in San Francisco, CA.
We just launched our Teaser Website Here and would love to get some early feedback.
I know it doesn't say much (yet), but we're building an adventure platformer.