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1075975 Posts in 44155 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 08:07:15 PM
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1  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: April 08, 2014, 09:13:19 PM
Well... last video before release!

https://www.youtube.com/watch?v=Tqj3cb3M5GY

Hope you like it!
2  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: April 04, 2014, 05:41:54 AM
Yup no problem. I also have an indiedb.com page too.

http://www.indiedb.com/games/instantion

And yeah it's alot like The Swapper, without the swapping. What's crazy is I actually had it swapping between clones in the very first GITHUB build. But I removed it after a a couple weeks.

I kinda wish I was more transparent now with the development posting on sites like this and indiedb. Next game I'll be sharing alot more of the development with everyone Smiley

3  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: April 03, 2014, 04:19:40 PM
Well I've passed Apple cert (first try) Instantion will be out April 10th 2014.


Super pumped! First game ever.
Here's another teaser trailer:
https://www.youtube.com/watch?v=fjR509kl7vQ
4  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: March 26, 2014, 09:09:25 PM
Looks nice, I think the fairly minimalist art will help players clearly see the puzzle elements. The kind of game that might benefit a lot from a level editor (although I appreciate that's a lot of work).

Totally agree. In hindsight a level editor would've helped with iteration too. If I took the time to develop an easier way to edit levels. I would've been done the game a lot sooner or maybe more clever. Lessons learned. Next game I'm going to focus more on tools to help development, rather than using Unity's UI.
5  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: March 25, 2014, 10:06:56 PM


So my project is finally done. It's off to Apple, now I wait. Haven't been keeping up with the forums. But thought I'd update this. Not sure if it's actually DONE, since it isn't for sale yet but...Lots of things have changed, features cut, named changed, company started, website created... Its been quit a challenge. Here are some final screens:









Game Pitch
Instantion is a 2D puzzle platformer featuring unique clone gameplay.

Control multiple clones simultaneously while solving mind-bending puzzles. Instantion combines dungeon-style puzzle design and trajectory 'sling-shot' aiming with elements like gravity effects, teleportation devices and clone modification. Progress through 50 levels with over 120 puzzles, pushing blocks, hitting switches, finding keys, avoiding lasers and much more! Solve each level with as little clones possible, in the shortest time to get the best grade!

Extra difficulties are included for even more challenge!

Website
Lots more screens/promo stuff is here:
http://finjitzu.com/instantion-info

So yeah any feedback let me know. Or any ideas that I can add, feel free to critique! If anyone wants to take a look at my press kit that includes videos detailed descriptions and all that, send me a pm! Looking to get some feedback before contacting press sites.

Thanks,
Travis
6  Feedback / DevLogs / Re: Instance - 2D puzzle platformer on: September 03, 2013, 08:24:17 AM
Thanks, yeah everyone I showed the game to last week the first thing they said was they digged the art. This is only going to be a puzzle game, with basic platforming elements. Levels are timed, instances are tracked. So the first challenge is solving the puzzle. Then getting through in the least amount of time using the least amount of instances. I'll also have an expert mode that will remove some of the elements of the level to make it harder. The closest thing I have to enemies are these proximity turrets that shoot at you. Next week I'll post some more details (gotta make time) and probably have a new trailer near the end of the month.
7  Feedback / DevLogs / Instantion - 2D puzzle platformer on: August 26, 2013, 06:14:37 AM
Hey eveyone I've been working on this game for almost a year now. It was originally for the GITHUB game jam. The first release is going to be for IOS and Android, then maybe a Ouya followed by a PC port.



So Instance is a game where you can shoot these seeds (you have a total of 3 available) which spawn different "instances" to help solve puzzles.

Here's the teaser trailer:
http://youtu.be/qv4nMgS_3yU

More info and a full trailer coming soon. There's a lot to detail about it. But I'm off to Unite tomorrow, so if anyone else is going drop me a line!
8  Feedback / DevLogs / Re: Hoverbikes Are Rad on: October 25, 2012, 03:43:30 PM
Thanks for the kind words!

All the levels should be unlocked, make sure you check all the difficulties: Hard, Harder, Hardest and 8Bit. The first level is the easiest level in the game. They get tougher fast!

Yes that last part of QUHB is tricky. I wanted the player to learn that they can jump then change gravity to get extra distance. Double jump then just as you're descending press Y. I think it has a pretty good flow, A,A...Y A,A...Y Also watch closely in the trailer there are some hints to get past some of the harder parts Smiley

I'd like to add a controls menu so you could map the controls to whatever you like, but never had time aka never thought it was worth it. With the stand-alone versions you can change the controller mapping before launching the game in the Unity menu (where you choose your graphics quality).

As far as level construction, I used a lot of object pools and trigger volumes for the walls, warnings and enemies. But some levels like the Tunnel, and Mario levels are all laid out before hand. Using object pools doubled my framerate on my tablet. I actually saved the old scene so I'll post a before and after video of the QUHB level. One with object pools and one without.

For the physics it's a fairly simple script. I found a hovering script on the Unity forums that worked really well. I modified it slightly to get what I want.

Here's the code:
Code:
if(gDN){
for (i = 0; i < thrusters.length ; i++) {
wdThruster = transform.TransformPoint(thrusters[i]);
if (Physics.Raycast(wdThruster, -Vector3.up, hit)) {
if(hit.distance > hoverHeight + 5){
rigidbody.AddForceAtPosition(Vector3.up * (4 * gravity), wdThruster);
}else{
discrep = hoverHeight - hit.distance;
upVel = rigidbody.GetRelativePointVelocity(wdThruster).y;
rigidbody.AddForceAtPosition(Vector3.up * (thrustForce * discrep - upVel * damping), wdThruster);
}
}
}
}else if(gUP){
for (i = 0; i < thrusters.length ; i++) {
wdThruster = transform.TransformPoint(thrusters[i]);

if (Physics.Raycast(wdThruster, Vector3.up, hit)) {
if(hit.distance > hoverHeight + 5){
rigidbody.AddForceAtPosition(Vector3.up * (4 * gravity), wdThruster);
}else{
discrep = hoverHeight - hit.distance;
upVel = rigidbody.GetRelativePointVelocity(wdThruster).y;
rigidbody.AddForceAtPosition(-Vector3.up * (thrustForce * discrep + upVel * damping), wdThruster);
}
}
}
}

The gUP gDN tells it which way it should be hovering, which is toggled with the y button.

Again thanks alot!
9  Feedback / DevLogs / Hoverbikes Are Rad on: October 24, 2012, 06:40:23 PM
Hey everyone! This is my first post on TIG Forums. Been working on a game now for about 6 months. I think I'm ready for everyone to try it out!
 
I really miss the old Battletoads games and remember how difficult that hoverbike level was. I was also playing a lot of Trails HD. So I thought I’ll make a game that’s like Trails HD but with the hoverbikes from Battletoads. So that’s what I did, but it was too easy. I remember these games being super hard. So I put in a gravity mechanic that lets the player ride on the roof and some other things...

So I’m finally done after about 6 months of free time, learning Unity, Blender and GIMP I made a game!

Here’s the trailer:
http://www.youtube.com/watch?v=bZbc2DelA9Y

Webplayer: (50mb)
https://dl.dropbox.com/u/77761952/HBAR/WebPlayer.html
PC: (80mb zipped)
http://www.mediafire.com/?5vi6xwxvot569h3
Mac: (70mb zipped)
http://www.mediafire.com/download.php?fjvbgshs66c1co9

Controls:
You can see the controls in the main menu. I highly recommend using a controller. I doubt some of these levels are even playable with a keyboard and mouse, but it is supported.

***Remember you can SLOW DOWN if you need to!***

There are 9 levels:
QUHB & QUAD:

Inspired by one of my favorite games this generation QUBE. Basically dodge the red walls they kill you.

Zero & Zero 2

I was going for a Fzero kinda vibe here and failed miserably. Now that I think about it Zero 2 should’ve been Zero GX. Again, dodge the red walls...

Tubes & Castle


Yup had to try a Mario level. I wanted to do some slower levels. No walls this time just lots of baddies. Note that you can go through the plant stems.

Escape & Warzone

Again, sick of just dodging walls. I made a couple levels where a bunch of enemies are shooting at you. DO NOT STOP MOVING!!!

Tunnel

The reason why I made this game. A remake from NES Battletoads. It’s a lot easier than you remember. No changing gravity, no speeding up or slowing down.

Right now all the levels are unlocked for everyone to try. Consider yourself lucky Tongue

Feedback:
Controls: I’ve gotten used to them but I’m bias. Please critique the controls and give recommendations on how you would fix them.
Difficulty: I want to see how many people can finish the tracks. Some are really hard, I’m not the best player but I have finished all of them. I also want to see finish time/crash ratios on the leaderboards so I can tweak the medal criteria. Please forward this to your hardcore friends.
Framerate: Levels Escape and Warzone get lower farmerates on some older machines. I think I’ve narrowed it down to my background. I’m looping three terrains, over and over. Any suggestions?
MAC version: Does it even work? I have no idea...
Artwork: Yes I know, I’m learning. Download the stand-alone versions and set to ultra for the best eye candy.

Some caveats:
You might get stuck in an invisible wall, I’ve tried fixing it. Decreasing the time-step, increasing collider size and the do-not-go-through-things script from the UnityWiki. If anyone has any recommendations please let me know.

Music and sound isn’t final. Tracks just loop, every bike sounds the same.

And that's that...
I wanted to create something easy enough for a beginner but still learn some of the ropes of game development. Now that this is done I'm going to start something new and more challenging. Also next project is going to be original so I can hopefully sell and make some money off of it!
10  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: September 03, 2012, 10:40:53 PM
Hey everyone!

My name is Travis, just turned 29 and have been playing videogames since I was a kid. Last year at pax I got a GameDev magazine in the swag bag. Inside that mag was a tutorial for Unity. Since then I've been trying my best to learn this stuff as a hobby. You know for the first 6 months or so I had so many ideas that I wanted to do, but it would turn out to be too daunting. So I decided to do something a little easier and less ambitious. Little did I know, even with a very basic idea, it's still a ton of work! I'm just about to release my first stab at something kinda cool.

This is more of a test bed for me learning than creating something really special.

Here's a youtube video of one of the levels, hopefully some of you will recognize it Smiley
http://www.youtube.com/watch?v=7jGJa-NtrJ4

Another track:
http://www.youtube.com/watch?v=gNi0PXbifaA

I'll probably be making a WIP thread and put a webplayer out and download hopefully in a few weeks. I've got 5 tracks done, need to make a few more, I've been trying to get some music too.

I also did a quick Minesweeper clone one day, which you can play here:
https://dl.dropbox.com/u/77761952/MineSweeper/WebPlayer.html

Anyways take care!
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