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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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21  Community / DevLogs / Re: A Place for the Unwilling- [A living city where Majora's Mask meets Sunless Sea] on: January 19, 2016, 05:00:21 AM
I like the art style Smiley
22  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 21, 2015, 12:16:59 AM
I've been fairly busy the last week so havn't had much time to play as many LD games as I'd like but think I need to work my way through the games here Smiley

Not much game to my entry kinda run out of time



http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41490
23  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 11, 2015, 12:21:13 AM
I'll be using Unity, plenty of experience with it and it will mean I won't have to worry about writing low level systems.

What software do people use for art and audio?
24  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 10, 2015, 12:24:05 PM
The most boring part of LD is people complaining about the themes, tbh.
Twist them around and do something with them if you don't like them as they are.

I totally agree. I remember a game called "Surf Camp - Legend of the Surf Ace", the LD theme was "Beneath the Surface".

Wasn't there a game called "Ben Eath The Surf Ace" in that LD?
25  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 10, 2015, 12:00:42 PM
I'm in again Smiley
Theres a couple of themes I remember up voting last time like Growing and Four Elements. I'm sure I care so much about the theme this time.
26  Community / DevLogs / Re: Zems - A Tactical Online Card Game on: November 20, 2015, 05:35:03 AM
Thats some amazing art
27  Community / DevLogs / Re: Before The Devil Knows You're Dead on: October 05, 2015, 11:24:04 PM
Looking good, nice to see it in motion.
28  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: September 14, 2015, 10:58:09 PM
#253   Innovation   3.34
#299   Theme      3.66
#333   Audio      3.00
#423   Fun      3.09
#440   Mood      3.03
#482   Overall      3.11
#494   Graphics   3.03
#587   Humor      2.42

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=41490

Smiley pleased with that, considering I didn't do well in the last LD and I think this was a weaker game.
29  Community / DevLogs / Re: Get Kraken! - Flinging, Sticky platformer on: August 29, 2015, 08:15:15 AM
Dev Update 3





Game

   I've been working a lot on tools since the last update. Since the game is being made in unity I have decidied to mostly use unity editor scripts for things like level editing.
Things I've work on include:

- Level loading / saving now stable.
- Level editing now supports fills.
- Unity Serialisation (assembly reload) now supported by the level.

Apart from tools work I have added a baisc UI framework and support for background level objects.
I added the background objects in a hope to liven up the background a bit, as it seemed a bit too plain and static.

Art

   The only art created this update was placeholder art for the background pieces but I have been exploring art software mainly Krita and Toon Boom.

And that is it for this update.

Thanks
30  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 25, 2015, 05:01:35 AM
This is what we ended up with..

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55514

It was supposed to be a narrative based game, but the narrative part got ditched until the last second.. *sigh*
I was too busy making room models to even care in the end.. So the narrative was pretty much just placeholders.

I'm surprised at all the content that we made though, but an extra hour of polish would have gone a long long way. Some important parts lack proper lighting to lead the player and there are some graphical glitches.

Still amazes me that we managed to pull it off though, we've never worked with 3D level design or lighting before.
I learned more this weekend than I've learned over the last few months.


The mood in this game is amazing.
Love the art.

I never saw an ending got to the lab but couldn't figure out what to do next.

This would probably work quite well in VR
31  Developer / Art / Re: Animation software for hand drawn animations? on: August 24, 2015, 05:46:50 PM
I use Plastic Animation Paper for digital 2D animation. Version 4 is freeware:

http://animationpaper.com/old-pap-free-download/

It's got a limited feature set and doesn't do colours, but it's great for line work and pencil tests. There were plans to do a new version, but this was put on hold after a failed crowdfunding campaign.

If you need a more complete feature set TV Paint or Toon Boom are probably your best bet as that's what most people seem to use, but I personally haven't used those.

Toon Boom looks very interesting, I'll have to check out the trial
32  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 24, 2015, 03:59:07 AM

Cool art, the woots nearly made me crap myself
33  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 24, 2015, 03:42:00 AM
I made an entry.

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12883

I was shooting for a cross of a RogueLike and Snake.
It... didn't end up very good.

SnakeLike - Its good, love the mechanics
34  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 24, 2015, 03:07:33 AM
My entry is here

Its basically Wumpus world but you play the wumpus.

35  Developer / Art / Re: Animation software for hand drawn animations? on: August 24, 2015, 02:18:41 AM
Are you looking for a program where you can do skeletal animation or where you can draw traditionally?


I'm looking to do traditional animation. I have spriter which is great for the skeletal stuff. I've tried Pencil2d but I just don't like the drawing in it, it's great for practicing but id struggle to use it for production.
36  Developer / Art / Animation software for hand drawn animations? on: August 20, 2015, 12:53:26 PM
I'm looking into getting more into 2d animation (hand drawn not pixel) but I'm having a hard time finding a good piece of software that I can use to do it.

I was wondering what others used?
37  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 20, 2015, 12:12:14 PM
Only half of the final round themes had positive ratings Undecided

A World in the Skies    325
You are the Monster    303
Expanding World    260
Can’t Stop Moving    244
Chain Reaction    197
Beyond the Wall    183
Death is Not the End    151
A Map Will Be Useful    109
Alone in the World    97
Abandoned    7
38  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 16, 2015, 04:35:39 AM
I'm in. Last LD was my first and I found it very rewarding, great way to scratch that new game itch when your working on a longer project like I am atm.

A fair few of the themes in round 1 have actually been themes used for previous LDs I think. Can't say any of the themes so far have particually interested me though.

I'll be using unity 5, quick and easy to knock somthing up and I have a fair bit of experience using it now.

As for questions, I'm interested in what people do to prepare for LD? i.e. practice making music, using art packages etc.
39  Community / DevLogs / Re: Get Kraken! - Flinging, Sticky platformer on: August 08, 2015, 04:17:33 AM
Dev Update 2




Here is an update on what I've been up to since the original post.

Theme and Narrative

   I think I'm settled on a steam punk theme, I've been looking at a lot of steam punk art and listening to steam punk music and it just seems to suit the theme. I've been throwing ideas about the narrative around and I have a vague idea of what I'm going to do but I'm not quite ready to talk about it just yet.

Art

   With the theme settled I've been playing around with ideas for art, collecting reference art and doodling ideas. I find doodling helps me play with ideas and perhaps more importantly gives me practice drawing (I'm a programmer). Below is one such doodle.


I updated the tile map to have a copper colour and produced a mock up of a screen.


I also updated the krakens face but that was mainly because I needed to have the face as a seperate object so I could move it around.

Code

   A lot of work has gone into the save game system since the last update. The save game system saves data about each level attempt. This data is then used in the level selection screen to determine which levels have been unlocked and can therefore be played. Stats are also tracked about how the level was played for example how many times the kraken was killed. Not sure what I'm going to use this data for but thought it best to track it for future purposes, perhaps level rank or achievements.

And that is it for this update.

Thanks
40  Developer / Technical / Re: Tile-based fog of war/light effect on: August 06, 2015, 11:53:33 PM
You could do the distance calculation in the shadder. You would have to have properties in the shader for light positions and set them via script.
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