Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
it's pretty cool maybe you should watch it idk
Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
I think we're off to a decent start with Greenlight with over 500 total votes so far, but it's impossible to say just yet what will happen.
I think its looking gorgeous. I like the DoF.Good looking game and Greenlight, voted.
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In an effort to make what looks good look better, I worked out our planet shaders yesterday. We now have atmospheric scattering and a much better edge glow than before. I wasn't using it before because I couldn't sort out how to get color, specular color, and shininess added to the shader which was really needed for the look/feel we were after. I finally figured it out and pretty happy w the results. Also, we are playing around with some depth of field fx that I'm digging.
new / old shader:
Depth of field and new shaders: Opinions?
youtube
youtube
I think its looking gorgeous. I like the DoF.
Anybody have any tips for writing press? GunWorld should be available to purchase/send keys today (I hope) and I'd like to make a good impression.
I've created a press kit with videos and images, which I'll be sending alongside a short description and a key to download the game. My main conflicting suggestion is what I should title the email. Some people say trying to describe in a word or two in the title is good, others tell me to avoid any sort of buzz words.
I've compiled a list of press that have either shown interest in the game or have covered similar titles, so I have a good place to start. Anybody with good experiences here with advice would be appreciated.
I agree. Goes such a long way of presenting depth and does create a focal point the eyes snap to. I am experimenting with ways to implement this with STRAFE if the game ever comes back on the table but the minimalist style is difficult to work with making it look like proper DoF and not just a "glow" or blurred sprite. Such is my minimalist style I chose tho, some restrictions.Thanks. It is interesting how something like DoF blur tricks the eye and brain into thinking a scene is more realistic and detailed when it is actually lessening the detail everywhere but the focal point. I honestly didn't think I would like it but instantly fell in love w the look and feel of it.
Will be hitting this up tonight. Thanks for linking it up.Hope it's okay to post about it here, but I posted the new r/gamedev Quarterly Showcase thread. If anyone's interested, just come by and post about your game. It's an informal 24 hour thing, no invites required, just post whenever you get a chance
http://www.reddit.com/r/gamedev/comments/2mar5l/the_rgamedev_quarterly_showcase_2_111414/
Thanks, that's a great link, too bad I suck at using reddit and only lurk every now and then, but hopefully posting our game is still ok there.Hope it's okay to post about it here, but I posted the new r/gamedev Quarterly Showcase thread. If anyone's interested, just come by and post about your game. It's an informal 24 hour thing, no invites required, just post whenever you get a chance
http://www.reddit.com/r/gamedev/comments/2mar5l/the_rgamedev_quarterly_showcase_2_111414/
I'm not sure if I have any tips on writing for the press, but I'd be happy to take a look at the presskit and I can share the places I tried to contact if you want to trade.I've created a press kit with videos and images, which I'll be sending alongside a short description and a key to download the game.
Hope it's okay to post about it here, but I posted the new r/gamedev Quarterly Showcase thread. If anyone's interested, just come by and post about your game. It's an informal 24 hour thing, no invites required, just post whenever you get a chance
http://www.reddit.com/r/gamedev/comments/2mar5l/the_rgamedev_quarterly_showcase_2_111414/
It looks pretty fun, love the visuals. When can I expect to play this? =P
Anyway, the only thing I think you should do is make some stuff in that shmup level (enemies explosion, a skybox, stuff like that), otherwise, it looks pretty good.
When's this going to be available?
Good looking game and Greenlight, voted.
------
In an effort to make what looks good look better, I worked out our planet shaders yesterday. We now have atmospheric scattering and a much better edge glow than before. I wasn't using it before because I couldn't sort out how to get color, specular color, and shininess added to the shader which was really needed for the look/feel we were after. I finally figured it out and pretty happy w the results. Also, we are playing around with some depth of field fx that I'm digging.
new / old shader:
Depth of field and new shaders: Opinions?
youtube
youtube
In an effort to make what looks good look better, I worked out our planet shaders yesterday. We now have atmospheric scattering
looks really good!
can anyone explain what scattering is exactly?
I think this is it: http://en.wikipedia.org/wiki/Rayleigh_scattering
Apparently it's the answer to such questions as "Why is the sky blue" and "why is the sun yellow".
I don't know -- I was just guessing it was trying to imitate physical effects of atmospheric planets. Hopefully friken can educate us.in practical terms though, what's the scattering shader stuff he put in actually do in the game?
in practical terms though, what's the scattering shader stuff he put in actually do in the game?
Being on the receiving end of it, path of least resistance:
one gif or screenshot embed that captures what your game is about
Five W's Who/what(use analogues if you are drawing a blank)/when/where/why. Be concise.
List anything truly notable. Don't list that your game has 12 levels, etc. Save that for the presskit.
code included/build linked (up to you, I've seen valid arguments from both)
Edit: Sorry missed that you were looking for a title. I wouldn't over think it. "GunWorld, homage to 8-bit games and 80's action movies, set to launch on blah {time}"
If only Unity had something like Excel built into it. =)
Thanks for the tips. One of my biggest concerns has been whether I should include a code for a download or not. I've had some people tell me it's too presumptuous, while others tell me that press find it bothersome to have to contact me back to get a code. Or rather, the extra step could sometimes mean the difference between them bothering to check it out or not.
During my nearly 3 years as small-time press I've developed my own habits and expectations regarding emails like this, but I like to ask for outside opinions because my habits are mine and not everyone else's.
EDIT: Another question on the matter. Is embedding screenshots and a trailer a good idea? I currently have all of that included in the press kit. When I used to get emails I hated getting attachments from strangers but never was bothered by things embedded in the email itself. What's the popular opinion on this?
So I was joking with some friends and that lead to a quick little idea for a Christmas themed game. Only real problem is getting it submitted in time on iOS but it's coming together rather quickly. It's just a short adventure game so it's mostly about cramming in all the dialog. Of course dialog is the most tedious thing without the right tools.
If you just pixel art'd all that from scratch on a whim, that's super impressive. Best of luck finishing in time!
Unity folks. Do you prefer to store your game config/data stuff in external files and load/parse them? Or do you make use of Unity's ScriptableObject serialization?
ScriptableObject seems to be the quick and easy way of doing things, and you can edit stuff within the Editor, but locking that data within Unity worries me. With external files (XML, Json, YAML, etc), I can edit them in a text editor, copy & paste, (maybe) handle versioning better, etc, but I'd have to deal with parsing and I don't get the nice inspector to do simple edits.
I like it when a game hints to you that there is a room near you but does not show an obvious entrance, like seeing a place behind a wall on the screen but the entrance is actually around the other side.so when the required, 100% critical, non-optional path looks like this:
it's clearly marked so you don't have to probe around cluelessly? there's even an elevator in the room, leading the user's attention only to the elevator, deliberately trolling them. Just because you may have already memorized the game doesn't mean that this isn't very easy to miss if you're a new player.
what the designers wanted was for you to examine map and come up with a plan for where to probe around for a secret. Maybe I should try that tactic.
There are many -- yes, many -- examples of Super Metroid putting critical path behind walls that have no visual clues whatsoever, and require probing to find. This is just how the game works, and indeed, that same probing approach to gameplay is what I'm trying to incorporate.
If you're just referring to one isolated example where a doorway doesn't look enough like a doorway, okay, I'll grant you that. I have hundreds of art assets to draw and maybe sometimes they're not always perfect. I never intended for the doorway to NOT look like a doorway, the fact that it doesn't is a mistake, not a design choice. I'm one man doing a game. Can we move on now?
And I have a landing/teaser website.
Not too much but web design has never been my thing.
I'm trying to fix the width, so you might have to scroll to the right if you're not using a 1920p monitor
www.spirithuntress.com
No idea if this might be considered spam :S
Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
wow man, thats a lot of polish. Ive seen you posting over on the TIGforums. Did you add in cell shading recently? Been a while since I checked it out. AWESOME music in your trailer btw, great trailer in general. Are you going to greenlight soon?
In a practical,game terms, It enhances the edge of a planet to look like an atmosphere. There are two components that are useful in a space game. First is a shader that adds a gradient color to the lit edge of the planet. The other is a outer gradient/glow beyond the edge of the planet. Here is a pic with the effect turned way up:
same planet it turned off:
In StarDiver, it will be used for planets w/ atmosphere and not for moons or other atmosphere-less worlds.
Huh. That's pretty clever. =) I'll have to look into that. Thanks!You got the plus and minuses down. I use ScriptableObjects for quick stuff and eventually turn everything into XML files, but a way you can do both is make a ScriptableObject but add an editor button to it to serialize dump the data to an XML and another one to replace the content from an XML. That way I can fiddle with it in the editor while I'm in Unity and if I want to do a batch change job better suited to excel I can dump the file make the changes and then import it back
I've also had Unity corrupt its own serialized data so I feel better having everything also in an XML file.
Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
Looks pretty cool, simple, but it looks fun.Hello, I made a trailer for my platformer https://www.youtube.com/watch?v=48mHQczoA3c
it's pretty cool maybe you should watch it idk
This is awesome, some of it reminds me of what we did with the Castle of Illusion remake (Though that got neutered a fair bit mid development ><) and I love the mix of 2D and 3D gameplay elements. A lot of people will do a 3D perspective side scroller just for the spectacle you get, but if you sacrifice the precision of 2D gameplay just for visuals it's a terrible design trade off, so using the 3D space in interesting ways like this is great.
Best of luck!
We've been updating Cactus and working towards completion, the most recent update included a 3D overworld that replaced the old debug stage select menu and I'm super proud of it, especially the work Tim did to add full mouse point & click support so it works great for all PC players.
We even have some background visuals pulsing and phasing based on the music
Next up is going to be unlockable bonus elements and the final two stages, it's amazing how much more 'complete' the stage select world makes the game feel and I'm pretty confident in how the game will be finishing up now.
That looks great! What engine are you using?After following all the amazing projects here, I thought I'd share my own. It's called Hollow Knight, a 2D action adventure in a surreal bug-infested world. I've been developing it with two other friends. Our inspiration for the game is Zelda 2, Faxanadu and Metroid.
I know people say there are a tonne of Metroidvania style games out there, but we just really love them! I don't think there can be too many, as long as they're good!
We're pretty early on in development, so this is really the first time we're showing it to anyone. I'm really interested to hear other people's impressions.
I've been providing the art and animation for the game, but I should say that William, our coder, has done an awesome job giving the player really tight control over the character. Combat is still early but is starting to feel really good.
Short Teaser:
https://www.youtube.com/watch?v=euYnen9cBOs
We're expecting to have a longer trailer ready in the next week or so. I'll make sure to post it once it's done!
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A few more details about the game here if anyone's interested: www.teamcherry.com.au
After following all the amazing projects here, I thought I'd share my own. It's called Hollow Knight, a 2D action adventure in a surreal bug-infested world. I've been developing it with two other friends. Our inspiration for the game is Zelda 2, Faxanadu and Metroid.
I know people say there are a tonne of Metroidvania style games out there, but we just really love them! I don't think there can be too many, as long as they're good!
We're pretty early on in development, so this is really the first time we're showing it to anyone. I'm really interested to hear other people's impressions.
I've been providing the art and animation for the game, but I should say that William, our coder, has done an awesome job giving the player really tight control over the character. Combat is still early but is starting to feel really good.
Short Teaser:
https://www.youtube.com/watch?v=euYnen9cBOs
We're expecting to have a longer trailer ready in the next week or so. I'll make sure to post it once it's done!
A few more details about the game here if anyone's interested: www.teamcherry.com.au
That looks great! What engine are you using?
I've been working on finishing up Super Sec Soccer (it comes out this Thursday), little tings in the code and stuff like dust on ball bounces. Also been trying to get it some attention through the press (lots of emailing). And I've just launched the Greenlight page, because you gotta have one of those. Curious to see how that goes.
So if you like the game, please vote and tell your friends and stuff
Thanks Roquentin!
We've been using Stencyl to make the game, and we're really trying to push it to its limits. Its the same engine used for Jobbs's Ghost Song, which I've helped out a bit on (And keen to do more!).
Everything's been coming together pretty smoothly so far, running well and feeling nice and responsive, so fingers crossed it continues.