ALL THE MONEYTomorrow's the shoot. Talent's on set. #nervous
ALL THE MONEYTomorrow's the shoot. Talent's on set. #nervous
That's what I meant. Sure, the theater's border will be your iPad's physicalI seem to have gotten an oblique perspective to work and i does help quite a bit, but i still feel like the pespective feels a bit ackward, so i need to put a lot of thought into how i want to approach such a design. I am thinking that the iPad (primary platform) could be physically used as the border into the play itself (The open square the audience looks through to see the show), but i would have to experiment on this.
Nah, you won't lose any control. The oblique angle the player makes with theI sadly cannot use the cloth physics in unity since they are not supported on the mobile platforms, so the best solution right now seems to be static 2D images that i overlay. Head tracking could be kinda cool, i am just worried that it could make flaws stand out too much and i would loose a ton of camera control. An optional head tracking mode could be pretty cool though.
Do you guys know if the word "Achievement" in the same context as XBox Live Achievements is registered? Can I use it in my games?
Looking good. Got any videos?
Daaaaamn, nice drawings!
Man, I am crazy jealous at your progress... Mostly because it's probably playable and has working collision detection. When I got side-tracked (or gave up) on my project a few months ago, I was in collision hell.
I don't know if it's dictionary correct, but my association with "procrastination" is not doing what you should be doing, and doing something less important instead.
In my case it would be playing League of Legends endless hours. Having time for relaxation is important, and absolutely finishing school or real job work is important. It's if I start doing things like "Well I could work on the game, but instead I'll just sit around and watch a TV show" that it really becomes procrastination to me.
Oh shit it's jelly get in the car!
Should be for the price c_c
MMF2 has built in collisions it's just a case of working around it with your own stuff, however it doesn't mean I get away free with it, I am having slope problems where Nakiti bounces around or shakes that I still need to sort out.
Just curious but how much were you looking at for the art assets? I'm probably going to end up going the chopper mike route but still I wonder what it would be purchase some pretty.
Whoa. That's quite the budget... which to me means there is one, lol. At least a lot of those purchases aren't one use deal (licenses and hardware). I think what I've got now looks pretty decent, so like I said I may just take razu's path and try to do it all myself.Outside of the fantastic drawings I have recieved over the year I make everything else myself, such as the sprite, level tiles and enemies, that is all me.
A very quick summery of what I have spent on:
£600 mac
£120 apple store license (2nd year now)
£350 MMF2 pro
£70 iOS exporter
£500 art (7 pieces)
£160 older art (4 pieces)
£575 music (8 tracks, 7 @ 1minute, 1 @ 2minutes)
+ bunch of things I am forgetting.
Not including my new iphone 5 I bought 90% for testing on, 10% for actually having one , an ipad 3 which was a personal gift to myself and my old ipods
You could only spend half that and have just as good of a game but I really want good first impressions.
Ah the ol' Arc System Works method. Yeah I thought about taking that route, but it's too much work. I'm just going to use my model with no paint over. Gonna try to get a 2D effect as best I can, but its still really early so who knows what itll end up looking like.I did think about making music in garageband but I am really no good with computer when it comes to music.
Nakiti herself is based on a 3D model I made at university years ago, I just posed her, rendered the frames from the right angle at a set res and sprited over the top, it really helped to get some poses looking correct without being made up and she has a lot of animation, biggest sprite I have ever made from scratch ever.
If you have a dream of making a game don't let anything hold you back, it's only money, money I would have otherwise spent on unplayed steam games and 360 titles which collect dust on my shelves.
Back in 2009 I nearly sold my 360 and games to fund this game but I was at uni and lacked the time.
Ah the ol' Arc System Works method. Yeah I thought about taking that route, but it's too much work. I'm just going to use my model with no paint over. Gonna try to get a 2D effect as best I can, but its still really early so who knows what itll end up looking like.
I think time is my biggest concern moreso than money. I mean money is tight too, but I'm just not sure I have the hours and days and months of this in me. The worst part is when you see something like what you're working on about to come out or maybe an old release but you just discovered it and it looks better than you ever dreamed you're project would look.
I don't know what that means, but the shoot went really well!ALL THE MONEY
You have an animation?...
...
Whoa. That's quite the budget... which to me means there is one, lol. At least a lot of those purchases aren't one use deal (licenses and hardware). I think what I've got now looks pretty decent, so like I said I may just take razu's path and try to do it all myself.
@razu: I showed your game my girlfriend. By looking at the video currently on
your page, she loved it for the first 10 seconds. She said the video becomes
boring, same level over again, too many stops, repeats, tries within the video
distracting here. Likewise with showing 10^30 different vehicles, options,
etc. To put it down, she just want to see some cool levels and how they play
out in a fun way. After watching the video she told me she wouldn't buy it by
the video.I hope that's enough motivation for the day! xD
Indeed. I told here the game isn't ready, yet. To no avail. xD At times she... That's cool man. That video is a placeholder for when I make the trailer. It's not supposed to sell the game, it's more of a current status video! The trailer will be fast cuts of all the cool bits put together! I'm putting off making the trailer because: 1. The game isn't out, 2. I've not finished putting the cool bits in yet! ...
Indeed. I told here the game isn't ready, yet. To no avail. xD At times she
(they?) lack imagination. She is still curious about how my cubes will turn
into something. Not saying she won't trust me. Btw; she asked for other items
to be collected.
The problem in game development is that it only fits together right at the end
of the development process. Hard to tell those who don't know anything about.
xDOther items!!! *flips desk*!!
Razu, are you going to do IAPs for other chopper types or designs?
Outside of the fantastic drawings I have recieved over the year I make everything else myself, such as the sprite, level tiles and enemies, that is all me.
A very quick summery of what I have spent on:
£600 mac
£120 apple store license (2nd year now)
£350 MMF2 pro
£70 iOS exporter
£500 art (7 pieces)
£160 older art (4 pieces)
£575 music (8 tracks, 7 @ 1minute, 1 @ 2minutes)
+ bunch of things I am forgetting.
Not including my new iphone 5 I bought 90% for testing on, 10% for actually having one , an ipad 3 which was a personal gift to myself and my old ipods
You could only spend half that and have just as good of a game but I really want good first impressions.
Right. Downloading Unity now and I am going to sit down and actually TRY and make something. I have had an idea on my mind for ages but I am too lazy/rubbish to actually make it.
I already know there is a fundamental part of the game that I need to get sorted really early and I am wondering if anyone has some advice before I jump in. If I can make progress past this part, then I might actually keep going.
I need to be able to have a fixed path on the screen, a large circle is a basic start, and I need to be able to constrain my player to that path but still be able to make them move backwards and forwards along it. Kinda like a train-track on the outside and the player follows the tracks but always pointing to the middle.
If anyone can point me in the right direction for how I might do this in Unity, I would be very grateful.
We have invested €80.000+++ last year on Stolen Couch Games. We released 2 games. We've not made any profit YET.This is very interesting, to see how much money small indies invest.
Let me see, how much me and my friend have already invested:
€200-2 Windows Phone dev licenses
€300 - Windows Phone (that I would never buy if not for this)
€250 - XBox (that I would never buy if not for this)
€20 - Font package
We still have to buy the iOS and Android dev licenses and mono licenses.
We have invested 80.000+++ last year on Stolen Couch Games. We released 2 games. We've not made any profit YET.
Our games got downloaded almost 600.000 times in 2012.
It's a game I've posted about a while ago, and so far I only have five levels done out of a planned 16 to 25, depending on whether I end up with four or five worlds and if I make worlds contain four or five levels each.
If you're interested in checking it out, I've got a web-based demo (it requires Unity Web Player, though). You can play it here.
Like Tempest?
Yeah, that would be the motion. Just some way of restricting movement to a path of some kind.
Tomorrow's the shoot. Talent's on set. #nervous
This is from the 25th october 2011:
Somewhere I have an even older barebones version running in flash, really buggy lol
I love seeing other developer's debug screenshots. I'll share one of my own. This is what Dust:AET looks like to me.
I love seeing other developer's debug screenshots. I'll share one of my own. This is what Dust:AET looks like to me.
Here's mine... With unity you don't have to print all over the screen. This is the scene and game running at the same time. Click on something in the Scene and see the numbers in realtime on the right, or pause it and look at lots of things... In case I've not been clear so far.. Unity is WICKED!!
Wow. This is really good. Do you realize that you found a way to make a real platformer (kind of Sonic-like) for touch devices?
However, I see a problem here. The art. Slap some 16-bit platformer-style graphics on that game and you've got a hit.
Dropkick that ghul bitch
Back to the thread, that new UFO chopper sure looks good, and Diablohead's project seems awesome. Here's to hoping all your investments pays off, because the game sre looks like it'd be worth it!
I've become a path!
ROFLYep, it's even the working title of my game right now. Look for "The Path of Razu" sometime around winter 2014!
Yep, it's even the working title of my game right now. Look for "The Path of Razu" sometime around winter 2014!
Hey all, I just finished putting together the Dungeon Hearts Soundtrack and I wanted to share it with my fellow indies! Download it here.
You'll notice that there are several different musical styles present, which is because each time you beat the game, you unlock a new soundtrack in a different style, and you can switch between them at will. This is roughly half the music in the game, since each artist is selling their own specific soundtrack. Let me know what you think!