anonymous_abc
Member
I will have to remember to use this come election threads.
Well technically its called Tyrant's fist, but its basically a quake power-up. I posted these in the Hollow Knight thread, but I feel bad about constantly dredging it up.
some random observations.
- I wish I could be focused and energetic an productive at all times. so far I haven't figured out how.
So the worst thing for me so far for my first indie game (Jack B. Nimble) has been post launch. After launch I quickly put out a Halloween update with plans to follow up with Thanksgiving and Christmas updates too... this hasn't happened. I just feel so burnt out and have been finding it so damn hard to work on the game since Halloween. Every day I open the editor/tools, but make minutes (if that) of progress.
So as a side note, at work, I shipped Watch_Dogs and Far Cry 4 really close together, so that might be the main source of my "meh" feeling... but my home project was always so disconnected to that AAA stuff it never mattered before.
Not sure what will unblock me...
Hah, I remember showing our game to guy from Nintendo and he was quite excited about it...until we mentioned it was made in Unreal Engine 4. I do hope that it would become available, but I'm not too optimistic as I'm sure the other platforms (with wider reach) still have some work to be done in the engine and I'm not if the ROI for Wii U -tools are there.Lack of Wii U support is still the biggest dealbreaker for me when it comes to considering using UE4, there's no legitimate reason for not supporting it when it also supports freaking mobile. I want my games to be on as many platforms as possible, digital distribution makes more platforms an opportunity rather than a risk.
Couple more aliens getting animations and dialogue sequences. Still works in progress:
oh that looks awesome. how are you animating this, again?
The legitimate reason is that will it most likely cost them more money than it would make them.Lack of Wii U support is still the biggest dealbreaker for me when it comes to considering using UE4, there's no legitimate reason for not supporting it when it also supports freaking mobile. I want my games to be on as many platforms as possible, digital distribution makes more platforms an opportunity rather than a risk.
Unity, thankfully, is actually on the ball in this department.
So the worst thing for me so far for my first indie game (Jack B. Nimble) has been post launch. After launch I quickly put out a Halloween update with plans to follow up with Thanksgiving and Christmas updates too... this hasn't happened. I just feel so burnt out and have been finding it so damn hard to work on the game since Halloween. Every day I open the editor/tools, but make minutes (if that) of progress.
So as a side note, at work, I shipped Watch_Dogs and Far Cry 4 really close together, so that might be the main source of my "meh" feeling... but my home project was always so disconnected to that AAA stuff it never mattered before.
Not sure what will unblock me...
Oh my goodness. We have done something quite similar to this.
the ghost blast can be used for killing, but it can also be used to push yourself around. any way you aim it, you get nudged in the opposite direction.
this is particularly notable in the air:
http://www.gfycat.com/GaseousWelloffCrocodile
which means you can do shit like this:
http://www.gfycat.com/PolishedAshamedDungenesscrab
I have a feeling that if I ever finish a game and get it on Greenlight, I'll sit staring at the screen going THE NUMBERS, MASON, WHAT DO THEY MEEEEAN.
I'M COMING FOR YOU, AMBIGUOUS PURPLE LINES
The graphs and numbers have lost meaning more and more over time. Many, many of the projects in the top 100 are simply the ones that have been there the longest, not the ones that have the most positive or popular reception.it doesn't help that steam gives you these fuckin numbers and graphs but doesn't actually bother to contextualise them in any meaningful way. As far as I'm concerned the entire process of greenlight is magic.
Like, why is the order of those lines, from top to bottom, #100, #20, me, #5, #15, and #10?
Also I have no idea if those other lines are games that are currently in those spots on greenlight, or if they're past examples that aren't relevant anymore, or what.
Even the most promising metric, which is the "48% on the way to the top 100" one, doesn't actually seem like any kind of guaranteed measure to judge if your game is gonna get greenlit, just that you have a better chance of it.
At this point the whole thing is just a weird skinner box experiment as I keep refreshing the page to see all the new shiny numbers.
it doesn't help that steam gives you these fuckin numbers and graphs but doesn't actually bother to contextualise them in any meaningful way. As far as I'm concerned the entire process of greenlight is magic.
Like, why is the order of those lines, from top to bottom, #100, #20, me, #5, #15, and #10?
Also I have no idea if those other lines are games that are currently in those spots on greenlight, or if they're past examples that aren't relevant anymore, or what.
Even the most promising metric, which is the "48% on the way to the top 100" one, doesn't actually seem like any kind of guaranteed measure to judge if your game is gonna get greenlit, just that you have a better chance of it.
At this point the whole thing is just a weird skinner box experiment as I keep refreshing the page to see all the new shiny numbers.
Bianco Hills?Level-entering effect for the game I'm currently working on:
Oh wow, you're just smashing through!
I'M COMING FOR YOU, AMBIGUOUS PURPLE LINES
Hehe yep and behind its bomb-o-omb battlefield from mario 64. I use this level just for testing and obviously wont be part of the e game. Here you can check how one of the actual level looks like http://m.youtube.com/watch?v=YogwhDAHHvc&feature=youtu.be&a=
Hehe really? Yep, I'm currently living in barcelona , I wanna see some content of your game, show it to us!Wow are doiunf also a N64 style platformer, and let me tell you it looks really great right now. The guy in the video said you are a studio based on Spain? We are also from Spain! YAY!
Hehe yep and behind its bomb-o-omb battlefield from mario 64. I use this level just for testing and obviously wont be part of the e game. Here you can check how one of the actual level looks like http://m.youtube.com/watch?v=YogwhDAHHvc&feature=youtu.be&a=
Hehe really? Yep, I'm currently living in barcelona , I wanna see some content of your game, show it to us!
I'M COMING FOR YOU, AMBIGUOUS PURPLE LINES
Really want to spend some time with unity's new gui stuff - it's honestly exactly the kind of thing I want for my game, so I can start making a range of in-world gui elements. Does anyone know what kind of options it has for the zbuffer layering? By default unity throws all its 3D text into the gui layer so it always draws on top of everything else, which makes it a pain because when you move text to the transparency layer instead you get a bunch of z fighting and painter's algorithm bullshit of transparent elements not knowing what order to draw. So if the new GUI has a way of throwing text and graphical interfaces within the game in ways that can be placed on televisions or monitors, that's really the ideal for me.
Reminder to everyone, Ludum Dare 31 starts next weekend!
The first two rounds of themes are available for voting: http://ludumdare.com/compo/
I'm normally picky but I +1'd like 9 of the themes in the second round. A friend of mine said they had to refrain from +1'ing everything from that round.looking forward to it. have a few local friends joining for a group ludum. none of the themes have really grabbed me yet. you?
sexy pics
I'm normally picky but I +1'd like 9 of the themes in the second round. A friend of mine said they had to refrain from +1'ing everything from that round.
I demand a game jam full of kittens.
Jobbs said:very nice work. I love that you're going the extra mile on what could be a simpler portrait. it brings everything to life. shows that it's a project of passion.
I don't know how many of you guys remember old dos space games, star control 2 in particular, but we don't get a lot of games like that anymore. I'd buy star driver.
I made a Mac version of Where Is My Hammer now but I can't guarantee that it works, I was not able to test it myself because my old macbook sucks.
http://tocogames.itch.io/where-is-my-hammer-destroy-everything
If anyone here gives it a try let me know if it works fine.
Here is a new gif:
Today is the last chance to vote on it:
http://jams.gamejolt.io/indiesvspewdiepie/games/where-is-my-hammer/39931
Looking pretty good currently but not sure.
Edit: This page of the thread is totally crashing my browser. And i'm on a desktop. strange.
It might be worth people keeping it to one GIF per post, or linking them if it's one of those crazy 50+ MB GIFs.Yeah me too, maybe we finally reached a critical mass of awesome animated .gif's possible on a single thread page?
If you use Chrome try my NeoGFY extension to deal with all the huge Gfycat GIFs.Edit: This page of the thread is totally crashing my browser. And i'm on a desktop. strange.
If you use Chrome try my NeoGFY extension to deal with all the huge Gfycat GIFs.
I have a question for you guys..What do you use to make 2D games? I'd like to use C++ or something similar (but not Java) and I don't exactly want to write a 2D game engine from scratch.