Disorientator, those off-screen shots are looking quite nice!
Here's something I've been working on recently
submitted my game to lotcheck this morning. It's a weird feeling not having to play it every waking minute of the day
If you use Chrome try my NeoGFY extension to deal with all the huge Gfycat GIFs.
Has anyone here been accepted into id@xbox?
We're going through the motions right now and I have a few questions - pm away!!
Huh, it usually works. I actually wrote it just for this thread after a particularly GIF-heavy page some months ago.First, awesome extension thx! BUT.... doesn't fix the issue w this thread. Still brings chrome to it's knees loads forever and sucks 100% cpu on a single thread.
Really digging the art-style. Especially those "8-bit" FMVs.
Here's something I've been working on recently:
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First, awesome extension thx! BUT.... doesn't fix the issue w this thread. Still brings chrome to it's knees loads forever and sucks 100% cpu on a single thread.
I did confirm that I'm the guilty one who broke the last page :/ I thought I had posted gifs that large before, but maybe something is different with them. I edited my post to just contain the gfycat links. Anyone know what a max size is for a gif before it causes browsers to act all funky? If not a size issue, any idea what else would cause it?
Huh, it usually works. I actually wrote it just for this thread after a particularly GIF-heavy page some months ago.
I'd suggest that maybe we just include links to the really large stuff and everyone install YouTube Me Again! which will add thumbnails that can be expanded into embedded video. Works with Gfycat and YouTube among other sites. It's also available for other browsers.
EDIT: and I just went back earlier in this thread and checked and a page that worked fine before with NeoGFY now stalls for quite some time while loading. I think it might be the new 64-bit version of Chrome still doesn't have all the bugs ironed out.
(friken your post was fine for me on Safari btw)
just troubleshooted for well over 30 min what ended up being a ridiculously hard to spot typo.
don't say welcome to gamedev. I already said it in my head.
I've filled out the paperwork and awaiting their response.
Ahh ok, we were too until today! A manager from MS contacted me today saying we need to have a few things cleared up before we become official developers. This is pretty exciting! We need to go register a business name, but aren't sure 100% with how we should approach it now. Corporation vs partnership - etc. We're in Canada.
Has anyone done this that could spare some tips? Thx!
It may be neat, but I sure don't want any of those burgers after you've fire extinguished them. D:Today I started playing with Unity's particle system. It's pretty neat!
It may be neat, but I sure don't want any of those burgers after you've fire extinguished them. D:
What do you do, GAF? Fun and forget style out in a year or go for the gold star, follow your heart and take 2-3 for something out of the box?
What do you do, GAF? Fun and forget style out in a year or go for the gold star, follow your heart and take 2-3 for something out of the box?
I personally dislike price hikes and would recommend maybe making a sequel or a new game or something instead if price is an issue. I suspect you would make more that way and have less player irritation than making little bits of progress off a dollar change. I don't know for sure.I think I might raise my Wii U eShop game after my next patch. I've added a good bit of content to the game. It launched at $2.99, and had a price cut to $1.99 while trying to make it better. Now that it's much better, esp with upcoming patch, would like to raise it to like $3.99 or so. Would make doing 50% sales more impressive. Esp if the game doesn't really do much right now when not on sale. (issue with game's name and marketing from never doing this before)
Has anyone here experienced raising there game price way after launch?
Wouldn't even be the 1st game to raise my price on eShop, Spin The Bottle: Bumpie's Party, raised there price by like 25% after launch, when they added bunch new things.
I personally dislike price hikes and would recommend maybe making a sequel or a new game or something instead if price is an issue. I suspect you would make more that way and have less player irritation than making little bits of progress off a dollar change. I don't know for sure..
Made the switch over to Unity today from Game Maker Studio. I consider myself on the medium-high to high end of skills with Game Maker, and I was hitting the ceiling of what I felt I could do there. I already did everything in GML, so I figured it was time to learn a real language and start coding in that.
I've started a tutorial series that is teaching me the UI elements and some basic Javascript to work with Unity 2D, but I am looking for suggestions. I love making side scrolling and platformer games, and am curious if anyone else has made the specific jump from GM:S to Unity like I am. I have zero coding experience other than what I learned over the past two years in Game Maker. Any resource or tutorials that would be good for me would be awesome.
Made the switch over to Unity today from Game Maker Studio. I consider myself on the medium-high to high end of skills with Game Maker, and I was hitting the ceiling of what I felt I could do there. I already did everything in GML, so I figured it was time to learn a real language and start coding in that.
I've started a tutorial series that is teaching me the UI elements and some basic Javascript to work with Unity 2D, but I am looking for suggestions. I love making side scrolling and platformer games, and am curious if anyone else has made the specific jump from GM:S to Unity like I am. I have zero coding experience other than what I learned over the past two years in Game Maker. Any resource or tutorials that would be good for me would be awesome.
I'm not super familiar with Unity myself, but I get the general impression that C# is recommended over Javascript as a Unity scripting language. I could not give you very good general reasons for this however, other than C# being a general language that might be useful for other application things too.Made the switch over to Unity today from Game Maker Studio. I consider myself on the medium-high to high end of skills with Game Maker, and I was hitting the ceiling of what I felt I could do there. I already did everything in GML, so I figured it was time to learn a real language and start coding in that.
I've started a tutorial series that is teaching me the UI elements and some basic Javascript to work with Unity 2D, but I am looking for suggestions. I love making side scrolling and platformer games, and am curious if anyone else has made the specific jump from GM:S to Unity like I am. I have zero coding experience other than what I learned over the past two years in Game Maker. Any resource or tutorials that would be good for me would be awesome.
I'm not super familiar with Unity myself, but I get the general impression that C# is recommended over Javascript as a Unity scripting language. I could not give you very good general reasons for this however, other than C# being a general language that might be useful for other application things too.
Some gifs of Blast Rover. If these are too big, let me know and I'll pull them (I was judging by what people posted on the other pages)
Argh, is NGUI really the best there is for UI in Unity? (That's not 4.6+) I think I'm getting to the point where I'm just going to drop mouse support for the UI. That should make things easier.
I think I also want to give GameMaker a shot, just to see if that's less frustrating. =)
So having trying lots of different genres, i thought i would revive an old concept ive been sitting on for about a year.
So, I'm about to launch Malebolgia on Steam Early Access. Thanks for all the help and support in here, indie dev gaf.
Hi I postet here once before a few months ago but prefer reading over posting someone might still remember me though.
Today I finished work on a character for a game a small team and I are developing.
Its going to be a third person adventure using unreal 4 still so much work to do but some levels are greyboxed and a few of the gameplay elements are in.
For now we are certain we can achieve what we want and will focus on getting a nice target trailer and prototype running.
Im more of a art guy and less of a programmer so the only thing I can do atm is create visuals and play with blueprint
Some wips on my artstation page if youre interessted.
amazing. wish I knew how to do this.