twoscoop
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« Reply #20 on: July 08, 2014, 09:41:20 AM » |
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I am really digging this art style, and the animation is very smooth. Great work so far!
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collider
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« Reply #21 on: July 08, 2014, 10:26:30 AM » |
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Update 8 So the question rises, should we continue developing it in Flash (and cut down on polish and content) or is there alternative for us (we are looking to monetize)?
I'm sure you've considered Unity, but if not, definitely give it a shot. The free version will do everything you need (and more), and you can get up and running very quickly. There are metric crap-tons of training videos (imperial crap-tons if you live in the US or England). I *think* Unity script is similar to AS3, but most folks use C# (super easy to learn if you know any C languages). The 2D tools seem pretty good, and there are a ton of 3rd party assets (controllers, level editors etc...) you can free and paid from the built in store. There are a bunch of ways of getting your flash assets into Unity. I know this is sounding like an advertisement, but I spent a bunch of time looking at different setups and I'm finally going the Unity route. I'm working on a platformer that is not dissimilar to yours (in terms of mechanics, not look). You have a good possibility of running into the same limitations in Stencyl or Game Maker (although I've seen some great games made with both... actually some great flash games as well - offspring fling, cannabalt... way to torpedo my own recommendation). The tipping point for me was being able to to easily port to different systems, (add some touch controls and get that baby on iPad!) and using a 3D environment if I choose. I'm sure others here can chime in about different ways to monetize. Anyway, my .02¢
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mihiic
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« Reply #22 on: July 09, 2014, 11:28:53 AM » |
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Thank you everyone for suggestions. We decided to cut on the particles (and some content we intended to do unfortunately) and continue the game in the AS3. We will seek sponsor through FGL. For our next game, we will, however, try Unity, since FGL also supports it, but I still have to investigate what kind of sales it gets. We are going sponsor route for the next game too, becase we are still not confident enough in our skills, but we'll make them sharp eventually. @twoscoop Thank you, smooth animation is awesome animation! :D Update 9Since everyone LOVES escort missions in games, we decided to base the whole game around it! Should be fun. WHY WOULD YOU DO THAT!?
Because we can. Cheers
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« Last Edit: July 16, 2014, 05:28:47 AM by Mihic »
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mihiic
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« Reply #23 on: July 12, 2014, 02:56:54 AM » |
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Update 10So we started adding skills to the game. There will be total of 491400 possible skill combinations/ways to play the game. :D So this are the kids/minions in their natural behavior, they are stupid. They trip over, they get stuck in the ground. Oh, fuck those guys. And here are ones guided by the mighty Leadership skill. Kids get smarter so they trip less, they use their leaf on the head to descent slowly, on are successful in making roll fall. Unlike dumb, no leaded ones. Until next update
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mihiic
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« Reply #24 on: July 16, 2014, 05:35:45 AM » |
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Update 11We are making very nice progress. Here is one of the skills we've been working on lately. Upcoming update will hopefully come with the gameplay video, and it'll show the skills in their full glory. (4/15 of them are completed so far, and 4/15 weapons, and 8/? enemies). Since layout got a little bit wider, enjoy a nicer gif.
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Savick
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« Reply #25 on: July 16, 2014, 07:40:50 AM » |
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I like how you added a glow around the little guy. It was a bit much to have a solid black character on a solid black platform with a dark background to me.
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mihiic
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« Reply #26 on: July 17, 2014, 06:39:49 AM » |
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Update 12So we have a new video of our game! Everything is still WIP but you can generally see in which direction are we bringing the game. In the future, we'll try to have better video quality, sounds, and possibly voice over. Cheers
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Fervir
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« Reply #27 on: July 17, 2014, 10:26:55 AM » |
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This game looks like it will be fun. I like the feeling of action that you have going on.
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Citsua
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« Reply #28 on: July 17, 2014, 11:45:26 AM » |
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Those kids tripping and then learning to use the leaf as a parachute is the cutest thing ever
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tieTYT
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« Reply #29 on: July 17, 2014, 12:19:39 PM » |
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I like the art style, but in the dark blue background your dark character is pretty difficult to see. I think you should give him an outline or something.
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mihiic
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« Reply #30 on: July 18, 2014, 06:23:12 AM » |
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We started feeling like making this game in Flash started to waste our potential. We decided to make a full game and go with Unity. Meet, Brain Rampage!
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collider
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« Reply #31 on: July 21, 2014, 03:19:26 PM » |
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We decided to make a full game and go with Unity. Probably a good choice Might be a bit of a learning curve, but luckily there are a ton of tuts out there. Good luck, looking forward to watching your progress on this.
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mihiic
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« Reply #32 on: July 27, 2014, 01:49:15 PM » |
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Update 1 (13? ) Game is almost completely caught up to its predecessor, with some major things added too! Mainly randomly generated world (with floating islands!), but this feature is still very much WIP. And now for something more interesting! Here is the timelapse video of Andre creating attack animation for one of our many enemies in the game. If you like this kind of content, we'll try to make more, with more complex creatures, along with design and all animations.
And also, here is the HD screenshot of the game happily running in Unity! Until next time!
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absolute8
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« Reply #33 on: August 01, 2014, 01:27:33 PM » |
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mihiic
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« Reply #34 on: August 02, 2014, 01:32:45 PM » |
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Come to the dark side! (And use Unity Free grey skin. yay. ) Update 14Hello! Things are going smoothly! We have lots of things implemented, and we are over the point of the Flash game, so to celebrate we're throwing a party with hookers. Hookers because we need game-testers! And hookers are like cheap woman... Some terrible programmers humor. Ok, onto the awesome stuff! This is how our current level generation looks, it will probably change a lot, but we want floating islands! There will probably be more variations to those, but this is general idea And, these adorable shits are back again! Even more awesome then before! And also, we found pretty accurate gif representing us and our workflow, and we decided to have it customized! The meaning is, that we're both megalomaniacs and one of us always try to keep it cool and on track, but one just wanders and eventually pulls another one in. Now, this is great and terrible at the same time, we would have much more done, if we didn't spend 3 hours on making sliding off of ladders feel REALLY good. And tiny parts like that! But, that is what will make this game great eventually, and we're looking forward to the future. Keep an eye on this, more GIFs coming soon
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mihiic
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« Reply #35 on: August 05, 2014, 11:13:34 AM » |
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Update 15While I'm trying to make minion AI feel really good, artist got a little bored of doing silly GIFs of us as a running hamsters, and decided that it's time to decorate level a little! This is just a sneak peak of the new art assets coming up in the gameplay video that we'll hopefully make this week. Cheers!
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mihiic
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« Reply #36 on: August 06, 2014, 12:41:15 AM » |
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Question for Unity gurus, how would you optimize lots (and lots) of static objects in the game (mainly tiles and grass on them, and decorations that will come up eventually)? Edit: activated Unity Pro trial, it appears that performance killer is ray-casting. Update 16After scraping the minion AI 3 times, I finally came to the point where I'm mostly happy with how it turned out! Few more tweaks and I can call minion AI complete. Here is the most amusing part of it. More crowded back animations are coming up too!
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« Last Edit: August 06, 2014, 01:54:49 AM by Mihic »
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mihiic
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« Reply #37 on: August 14, 2014, 07:24:37 AM » |
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