|
207
|
Developer / Playtesting / Re: GIBSON HYPERDRIVE
|
on: April 13, 2015, 10:40:07 PM
|
|
I know it's hard as fuck at the moment and it's got some test sky particles, but it feels pretty good to me, and people liked this build at Bit Bash. It's come a long way. Originally this was my testbed project for relearning Unity3D after years of writing my own engines or using even more crazily disabled middleware for stuff like Space Barrnacle. I need to get this guy out. Needs some things obviously, but yes. Just wanted to give people a chance to play around with it.
V. Super Hexagon inspired, obviously, but all the core mechanics and instadeath come from messhof's 2009 prototype. I added the world rotation (taken from my game Rotrix) in 2010 at TIGJam: Winnipeg, and have been poking at it ever since. You can see that version in the last shot in this Indie Game: The Movie clip:
Anyway, have fun getting killed. It's hard. My record is over 200 seconds on this test level..
|
|
|
|
|
210
|
Developer / Art / Re: 3D thread
|
on: January 06, 2015, 05:36:20 AM
|
 Let it be my first post as an hello to this forum  love the colors and didn't even notice it was in voxel-style until I looked at it for a moment. welcome to tigs, manbaby!
|
|
|
|
|
213
|
Developer / Art / Re: 3D game art tricks
|
on: December 25, 2014, 03:20:27 PM
|
|
here's something for this thread.
Adaptive frameless rendering, presented at SIGGraph 2005.
wonder if there's any news on this technique in modern engines
|
|
|
|
|
214
|
Community / DevLogs / Re: Project Rain World
|
on: December 24, 2014, 12:49:36 AM
|
As for audio stuff, I recently integrated this free port of CSharpSynth into a couple projects, and it's been great. It can play back midi files with full control over synths, precise callbacks on note hits, muting/soloing/mixing tracks etc. comes with example analog synths and FM synthesis. Also useful for playing synced silent midi event tracks alongside rendered audio... http://forum.unity3d.com/threads/unitysynth-full-xplatform-midi-synth.130104/works on every unity platform (standalone mac/pc/web/iOS/Android), free, and open source. don't know what your plans are, but it could be useful for implementing dynamic soundtrack stuff.
|
|
|
|
|
215
|
Community / DevLogs / Re: Project Rain World
|
on: December 22, 2014, 07:49:13 PM
|
the video initially had another audio track, but i wasnt happy with it. after all the video updates we've done, i dont have many "trailer suitable" rain world tunes laying around! didnt have time to do another before posting, so i switched it to a little wolfgang amadeus! i agree with gimmy though, i thought it was nice  sorry, but I'm sticking to my guns. Mozart's Eine Kleine Nachtmusik is the of classical music 
|
|
|
|
|
216
|
Community / DevLogs / Re: Project Rain World
|
on: December 22, 2014, 05:49:50 PM
|
Amazing how the music fit the game, and generally I'm against over use of classical musique theme, but its like the right contrast  especially when rain intensifies, perfectly capture the grace of the visual and how it feel like a choreography when there is none I'll disagree here. The game is looking great, but that Mozart track is so overused it masks the brilliance of the actual game engine with a super generic, stereotypical feel. I'd recommend using something a bit off the beaten path like , or in the future.
|
|
|
|
|
217
|
Developer / Design / Re: So what are you working on?
|
on: December 11, 2014, 02:14:16 PM
|
Been working on a platformer for a few months. It uses touch input quite effectively, works pretty good. That's a really interesting way of handling touch input for a game like that. Cool Game looks fun besides
This is a control scheme that Squareball first hit upon in 2008 on the iPhone. It works really well, since the control is so analogous to scrolling, which is a natural fit on touchscreens.
|
|
|
|
|
219
|
Developer / Design / Re: First person action party-based rpgs
|
on: November 18, 2014, 11:43:27 PM
|
|
You could do something like OG Ghost Recon, where you control one character at a time and the rest move around with AI agency, but you could swap between them and maybe have some meta control over them from a map view.
Honestly, it'd be kind of cool to have a multi-character / multiclass FPS where flicking through the scrollwheel switched your character perspective instead of switching guns, thought it might get a little disorienting. But I'm imagining a flow like -- move, perform whatever attack or action you want, switch to next character while the first performs his action and recharges stamina, repeat.
|
|
|
|
|