Jacksinthe
Banned
Our Beta is hitting soon for those interested:
http://absinthegames.com/infinite-cosmos-entering-closed-beta/
Android-only for now.
http://absinthegames.com/infinite-cosmos-entering-closed-beta/
Android-only for now.
Whoa whoa whoa... Nsfw buddy. Seriously though, looks fantastic. Tons of character, great style.Team shopkeepers assembled:
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Thanks! We're a team of 3 people for Hollow Knight: myself, william the coder and rohan, who's another artist we're hoping can join the project if the kickstarter is successful.
i've done the art and animation that's in the trailers so far, but i should note even william is a pretty great animator as well! it means he can implement a lot of stuff without having to come to me for additional assets. i just tidy things up a bit afterwards.
it also helps that he understands timing really well, so he gives everything a very nice feel.
Haha that looks hilarious!Team shopkeepers assembled:
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I really like the look and the colours and the UI looks really beautiful, though I think the movement looks a bit jerky and sudden. And as Blizzard said, the name could be a bit of an issue in terms of visibility.Bit of a #screenshotsaturday for our game Shattered. Short description: It's a twin stick shooter with lots of weapons and puzzle solving (puzzle solving not shown!)
Let me know what you think!
That concept sounds amazing, i think you should go for it even if someone else is doing it. Doing something original might be riskier, but i feel youll gain more respect in the long run.Curious if anyone knows if a game combining mario galaxy physics and planets with counterstrike style multiplayer shooting? It's something I am messing with as a prototype , I have no idea how it will turn out but the idea might be just crazy enough to work
I have decided that rather than make a game I think could be popular or following the latest ios trends I am just going to build a game for myself. Since I am primarily a fps player that's the area I want to focus on.
I have learnt a lot of the last few years through the help of some amazing assets and starter kits, and I have explored tons of different genres, but I tend to find I just don't find them fun enough. From turn based to tower defense to small ios mini games i always get burn out and realise these are not typically the game a I have fun with in real life.
So lesson to everyone , make a game you want to play and don't follow the trends
I don't consider my time wasted in anyway as this is just a hobby to me and I have learnt so much from trying all these different genres. Here's hoping my next one will go beyond my prototype stage![]()
Does anyone here to graphic work or know anyone that might? I'm looking for someone to redo my game's assets on the Wii U's store to help better represent what the game is like. Talking about my game, http://www.nintendo.com/games/detail/M2nD8pUolC4l5ktUCawdaZ3C1p5dJEHe on the Wii U.
Here are some examples of what I need re-designed. (a lot of them are of similar sizes at different widths/heights)
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As you can see, they are horrible. Cause I had no idea what I was doing when making these game assets for the eShop store, since I never did this before haha.
I'd like to find someone to make unique/better asset images that better represent what the game is. A Tower Defense game set in space. Wouldn't need to use the same game art/etc. Anything that just gets the point across or so.
Dayum that Hallow Knight looks cool.
Anyways, got a dev blog up talking about some of the characters in my game.
http://www.dualwieldsoftware.com/blog/2014/12/14/character-introductions-marcus-and-james
Bro finally finished some more character portraits, and damn I really like them.
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Dayum that Hallow Knight looks cool.
Anyways, got a dev blog up talking about some of the characters in my game.
http://www.dualwieldsoftware.com/blog/2014/12/14/character-introductions-marcus-and-james
Bro finally finished some more character portraits, and damn I really like them.
I could have helped but im busy right now
Still I can give you some tips.
Do you want to still use that font type or are you inclined to change it? I think much of the problem about the logo is the boring font you have used. Watching your game done by crayons is like a kid drawing a space adventure, something that the logo doesn't represent very well.
I would find a cool sace type font, but still simple enough, and instead of just using the font, I would draw it all by hand and with crayons, with some type of perspective maybe, and then scan it. Could look pretty cool.
Same with the fighters, try drawing a fighter with crayons like a kid would, instead of using the assets, and then scan it. Something like a kid trying to copy the fighter on the star fox 64 cover art mixing it with some star wars because he things its cool. Of course everything very simple, and using yellow only like the one in your logo.
The planet below I think needs to stay if it represents ZaciSa, even in the horizontal banner.
Would have tried making you something like that If I had more time, sorrybut I hope at least I can help you with the tips.
Team shopkeepers assembled:
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Yup. I still don't know how Joe really manages it, but the whole game looks more or less like it's stained glass.Love the art style here. Interesting enough - when I looked at your pixel art, those characters also look like they are made out of stained glass - that intentionally?
Thanks for the read!They look really great, and I love how well they correspond to the pixel art style. Great write up on your blog too!
Rigidbodies were horribly broken in 4.3. They were fixed to work in 4.5.x so code them like you are supposed to and all will be good. You'll have to go back and change any velocities to reflect the updates.Unity can be such an infuriating pain sometimes.
Upgrading a 4.3.4 project to 4.6 for the UI, and apparently, between 4.3.4 and 4.5, enormous changes took place in the physics implementation, because with exactly the same project and exactly the same code, things that gently drifted across the screen with rigidbody.AddForce suddenly flash past always too fast to see... and the internet isn't giving me anything concrete to fix it.
Also, MAKE SURE YOU INSTALL NEW VERSIONS OF UNITY IN NEW FOLDERS AND NEVER DIRECTLY OPEN YOUR PROJECT IN NEW UNITY UNLESS IT IS A COPY. That is all.
Some kind of official acknowledgment and information about how to adjust your values to get the same result in one go without tons of experimentation would be nice =pRigidbodies were horribly broken in 4.3. They were fixed to work in 4.5.x so code them like you are supposed to and all will be good. You'll have to go back and change any velocities to reflect the updates.
You can write a custom script that searches for all pertinent values and reduces by a % during play mode then write a separate editor script that extends inspector functionality and allows saving during play mode (I do this for transforms). Would be faster to edit them by hand since you'd have to name all of themSome kind of official acknowledgment and information about how to adjust your values to get the same result in one go without tons of experimentation would be nice =p
I'll bite if I can hop on it after Christmas. I can try getting it done earlier but its up to you.I've probably mentioned this already but if anyone would like to take the reigns on the new Indie game thread (as we're only a few hundred away from needing one), go for it, as a lot of the OP probably needs revising or a new type of layout or OP altogether. Just let me know.![]()
I'll bite if I can hop on it after Christmas. I can try getting it done earlier but its up to you.
This isn't my first rodeoBONUS TIP: Aside from keeping multiple installs of Unity - KEEP ALL THE INSTALLERS FOR EACH VERSION in case your HDD goes south.
bonus tip 2: Never update ANYTHING mid production unless absolutely necessary. You can get away with chop, audio programs but not IDEs. Stick with what you have.
This isn't my first rodeo
I'm just trying to quickly brush up an old published game to fix some of the horrifying problems old GUI caused with the various android resolutions.
Also, the Unity download page offers older installers up (down?) until 3.4
That should be fine, yeah!
I feel your pain![]()
Also, the Unity download page offers older installers up (down?) until 3.4
It doesn't help that I'm basically updating my colleague's old code and not my own
Not that I would still be able to read my old code after almost a year...
Yikes. Reading your own code is hard enough hahahaha! But someone else's has to be rough![]()
Bit of a #screenshotsaturday for our game Shattered. Short description: It's a twin stick shooter with lots of weapons and puzzle solving (puzzle solving not shown!)
Teleporters are stupid fun. Especially when projectiles go through them!
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Weapon Combos: Detonate Bombs + AoE
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This is an awesome in-game level select we did for our first live demo.
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This is me stress testing the Splitter weapon. Maintains 60fps, as long as it's in release (and not debug)
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Let me know what you think!
I wrote "I must not rewrite everything" in big red letters on my whiteboard.
I would say Unreal Engine 4 is pretty notable and pretty cheap.For the new thread:
OK, devs. I have a pretty solid grasp of what everyone here uses for their preferred platform and will be listing them ahead of not-as-popular tools.
For the record, the starting lineup (no particular order) looks like:
Stencyl
Unity
GameMaker
Construct2
RPG Maker
Any other notables on top?
How did you get greenlit before making a game? Do you mean greenlight out of the concepts section? (I'm sort of unfamiliar with how it works)Awesome, just got Greenlit!
Now, time to not leave my computer for half a year while I make a game.
How did you get greenlit before making a game? Do you mean greenlight out of the concepts section? (I'm sort of unfamiliar with how it works)
I would say Unreal Engine 4 is pretty notable and pretty cheap.
Just FYI, there's an (awesome) game on Steam already called "Shatter", and 3 other games that are "Shattered [something]", so you may end up with a bit of name conflict if you're selling there.
Hey, thanks
I only went into submission last night - really cutting it fine. I don't think I'll get through in time.
Congrats!Awesome, just got Greenlit!
Now, time to not leave my computer for half a year while I make a game.
Congrats!
We're still quite some ways off from being Greenlit (next time we'll definitely think a bit more about reaching virality with the game), but I also think we probably should've built the community longer and gone there with a more complete game. Right now a lot of the game is still heavily under development, but I'm not sure we communicated that so well.
Anyways, if there are people haven't voted yet, feel free to do it so here: http://steamcommunity.com/sharedfiles/filedetails/?id=341125897 and comment/favorite/share/follow if you want to![]()
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