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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:46:43 AM

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21  Developer / Technical / Re: [Poll] Unity VS Unreal for 2d and 3d on: February 12, 2016, 11:52:09 AM
Slate is their multiplatform GUI library which the editor and everything is made with and then there's UMG which is a higher level usage of Slate which would be like their version of scaleform. https://docs.unrealengine.com/latest/INT/Engine/UMG/

Damn that's a lot of tutorial right there, seems like Epic have stepped their tutorial game up since I last checked it (Although looking at Lumberyard's documentation makes anything else be a standout right now).

I actually LIKE the old Unity immediate mode ui framework. It wasn't pretty but man it was easy to use

I remember a couple years back trying to mess with Unity's old framework and just screaming off back to making bullets bounce around with the physics, in hindsight I think it was the lack of a good anchor system that constantly threw me off it (Although the current iteration has a lot to be desired with handling anchors in scripting).
22  Community / Tutorials / Re: Learning Blender One Hour at a Time on: February 12, 2016, 04:16:47 AM
This looks pretty neat and from the start of your first video sounds like what I need - I have a basic understanding of 3dsMax/Blender but nothing past puddle-deep, will check out later tonight.
23  Developer / Technical / Re: [Poll] Unity VS Unreal for 2d and 3d on: February 12, 2016, 01:58:27 AM
Out of curiosity RustyFist/InfiniteStateMachine, how is the UI handled in Unreal 4? I haven't had a chance to look through it's documentation fully and was wondering how the workflow is compared to Unity's new uGUI system which has been growing on me a lot the past few versions.
24  Developer / Playtesting / DREDGER [Global Game Jam 2016 - Top Down Shooter] on: February 11, 2016, 12:35:34 PM

Made for Global Game Jam 2016, DREDGER is a small hard top-down shooter where you have the option of a gun or your magic to fight through the robotic defenders of a hulk being towed to it's destruction, where the standout point is how your magic works - through investing different levels of mana you fire off different kinds of spells, so a little of Alpha, Beta and some Ceta gets you a flash bolt, and so on.

To download you can find it on Itchi.io here for Windows only.

Controls are in one of the tutorial prompts at the start of the game level, and as of now DREDGER is ~15 minutes if you die a couple of times. Which on that note, this wasn't playtested in an awake state, so the game is a bit too challenging and unfair as a heads up. Who, Me?


25  Player / General / Re: What are you listening to at the moment? on: May 25, 2015, 01:52:24 AM
The soundtrack to John Wick myself - good mix of quiet/loud, and the action tracks aren't distracting I find.
26  Developer / Playtesting / Re: Digital Desperado - Speedy Target Shooter on: May 24, 2015, 10:20:48 AM
New Build, added in a lot of what you recommended Quicksand, although no movement/shooting related tweaks yet, mainly UI and some missed bits such as a level list button, text on the countdown, I'll be working on the shooting/movement tomorrow if other bits of work don't fall through.
27  Community / DevLogs / Re: Flotsam: A survival building sim in a flooded world on: May 24, 2015, 05:43:59 AM
As with everyone else, phwoar this looks neat, makes me want to sit and spend the entire day watching Cartoon Network cartoons again.
28  Community / Jams & Events / Re: THE TIGSOURCE GOOGLE HANGOUT on: May 24, 2015, 05:36:26 AM
SO real talk is this still a thing or not ?!?!?

Sorta, at least the link still works? Shrug
29  Player / General / Re: Could you give my students work to do? on: May 24, 2015, 05:26:42 AM
Probably missed sending over one of mine - how did it go in the end? My tutor had a local Museum come down and give us a brief to make a small flash game for which was neat as could be to get feedback during it, always loved the idea of getting something premade to then put a mass of code duct-tape around it.
30  Developer / Playtesting / Re: Mini Quest! a rogue-like inspired by Diablo 2 on: May 23, 2015, 06:39:44 AM
lol crunchy sound effects, haha.

I'm in a weird spot because I have testers telling me that the game is too easy :X, I don't want to have to include a difficulty setting but the game needs more balance clearly.

Thanks a ton for giving the game a try! I just added chests throughout the levels that spawn items and hearts to heal a little bit, hopefully these make the levels feel less empty as well.

EDIT: Which text did you find hard to read, the one in the top left console or the item descriptions and things? or all of them?

Cool, I'll take another look and see if I can't get a bead on the difficulty to help work out what I found with it - as for the text, just in general I find that font style hard to read, moreso with the brown background, maybe add more shadow along the bottom of it or have a consistent shadow to it of some nature, could be it's me alone on this though.

Also before I forget - something my tutors have drilled into my head: add an audio or music/effects toggle somewhere.
31  Community / Townhall / Re: Introducing Join Indies: A new site for promoting your indie games on: May 23, 2015, 04:01:15 AM
Neat, I'll keep a bookmark for it, agreed with xier on the look of it, all going well should have something to put on it soonish.
32  Developer / Playtesting / Re: Digital Desperado - Speedy Target Shooter on: May 23, 2015, 02:14:07 AM
Maybe other people aren't like this, but if I'm going for a good run then I'm not going to sit and wait for things to respawn. Doesn't seem like there's much point to a "no misses" run if waiting causes you to get a terrible time. I'd just restart the level and try to play better (which makes target-respawning pretty pointless to anyone like me).

Fair point, it was originally made for the sandbox level to respawn targets correctly, so we ported it into the game itself as a general catch - not useful for most people but it does help out some, it also allows for level designs with endlessly falling targets and if we need it later on, when targets get into awkward physics situations if need be.

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Understandable. On a related note, I may have a fresh, outsider's view of the game, but that doesn't make my view any more valid than yours. If you have a certain sort of game in mind, with things flying everywhere, don't let me comments keep you from making it the game you want it to be.

Fair enough, but still useful to get some push-back to double-check ideas and designs.
33  Developer / Playtesting / Re: Digital Desperado - Speedy Target Shooter on: May 22, 2015, 02:48:50 PM
1280x720 seems pretty safe to me, since unless someone's got an ancient CRT monitor or something, it'll probably work on any gamer's computer, including laptops. That said, I would think there must be a way to determine the player's current Windows screen resolution and use that (or at least use the ratio from it).

Got it, I'll write it into the script before it starts loading.

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I think just adding the player's time to the list right away will probably be enough to make the colors clear, but a legend shouldn't hurt if you find a good spot for it.

Hmm ok, I'll give it a shot, will probably require another redesign to get it looking right.

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You know, with cutscenes I always try skipping but I didn't even consider doing that with a countdown timer. Weird. I guess it's because I can't think of any other game with a countdown that allows that. In any case, why is the default time so long? If it's to give players a chance to study the level, maybe you could have the camera show off the level without a timer and only start the timer when the player presses a button.

If I remember correctly, when we were showing it to our tutor, we first had it as a ready > countdown > go, where he recommended it to just be a countdown, so we carried that onwards, and never thought to switch back, where the length is to allow you to get settled if the load took longer than expected, I agree that the ready button is the better choice, but earlier on it didn't make as much sense to have it.

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It might be too much, but I imagine that a "Warning, this target is falling!" message with a marker would be nice. If you've ever played Mischief Makers for the N64, what I'm picturing is the "Grab this before it hits you!" ring that pops up when fighting bosses. I'm not sure resetting their positions adds anything to the game. Might as well just let them fall and count them as missed targets.

The problem is still that things seem to go flying really easily and it's not that clear what the range of the explosion force is. It's difficult to judge whether or not a target is going to go flying if you shoot at a certain spot. Personally, I think I'd like the targets to be a little heavier, so they might tip and fall but won't go flying off cliffs so easily.

In terms of level design, it would be nice if it took that "shooting targets while they fall" stuff into account more, with shorter walls/platforms in some areas. If targets are going to be falling often, I don't want to have walls in the way when I go to shoot them before they fall too far.

Ok - we talked about having them fall or reset, and chose to reset as some people may want to have no misses, and so moving them back if they fell would allow them to continue with the current run rather than restart for each one. I'll check weight values (Personally I like how they go flying) and have them be a bit heavier to reduce the jet-fuel powered launching, and agreed on the level design, we had to rush making them due to problems with the editor, so some larger problems were missed.

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I like the ones that let me keep moving without a lot of repetitive actions, so the one where I just climb up the outside of a tower was a bit boring: Jump, walk, turn left, repeat (or something like that). I like areas where I can jump off of something tall and try to shoot a few targets while I fall. I prefer to start up high and make my way down, because shooting up at targets on towers where parts of the structure get in the way isn't as fun to me.

I think I'd like to see different sorts of target placements to mix things up a bit. Maybe wall and ceiling targets that only have their physics activated when pushed by a force? Targets that move along a track like in a shooting gallery?

Got it, thanks again for the feedback/ideas!
34  Developer / Playtesting / Re: Mini Quest! a rogue-like inspired by Diablo 2 on: May 22, 2015, 02:19:10 PM
Gave it a shot, and great job so far, here's what I found:

  • Whilst it fits in, I found the pixel-style text to be a little hard to read at the size you have it at, maybe try having an option to make it smaller
  • A popup when you mouse over stuff would be a good addition in general, like spell details rather than going into a screen for it
  • Good music choice, like it, fits well with the current art style
  • I think a small '+' icon on empty equipment slots where you have an item would be a small bit to add
  • The player is way too weak to start off with, I was dieing pretty fast even with armour/sword on
  • Something to get HP back or a wait button to heal up is something to have
  • Some more tile variation in colour/style (not that you aren't going to add it in later) would help massively, even small shades
  • In general some more animation, felt a little static as-is
  • I wanna have a dagger in my off-hand with a sword in my main hand Shrug
  • You're starting level creatures in general are too hard, I stopped playing after dieing a few times before getting close to the exit
  • Some kind of glossary for your enemies would help greatly with understanding their values, such as snakes poisoning me
  • To start, the only real way I could kill anything is with the fireball, could be an idea to have spells be the focus?
  • Your sound effects are real nice and crunchy Hand Knife Right

Otherwise yeah, good progress so far! Coffee
35  Developer / Playtesting / Re: Digital Desperado - Speedy Target Shooter on: May 22, 2015, 01:14:24 PM
Sic

Thanks, this is exactly what I'm looking for, as for the points:

- We figured defaulting to 800x600 would be a safer option than defaulting to a large 16:9 just in case, highly unlikely but still better than have some of the screen be un-selectable, what would you recommend?

- I'll see what's up with the sound increase, as for the music, that'll be fixed by picking a single theme as you've also mentioned.

- I'll add in the time display into the leaderboard, with displaying the position you'll be in, I've redesigned it a couple times, and figured how it currently works does the job: Purple = beaten, Blue = replaced rank - should I add in a small legend to show so? Or would you design it differently?

- We have had that issue so many times throughout, and still can't get to the bottom of it, something in the raycast/physics detection is wreaking havoc, and will do that at times, I'll ask the guy who worked on it if he has any further ideas now that we're nearing the end of the term.

- Got it, I'll swap Esc into return to menu and make exit the game another button, and a prompt before exit.

- We know - and you can press any button to shorten to 3 seconds, but utterly missed the need for some text saying you can hasten it up

- Ok, I'll look into doing a cross-fade - will get me to use into AudioSource past play/stop...

- Fair Enough, I'll get a vote on a song choice.

- Fair point, I'll make the number a button to open a prompt with a list of the loaded levels you can click to go directly to - earlier we had a folder dialog made, when we were thinking of allowing xml levels from any directory, which turned out to be a horrendously bad usability problem so we axed it, but now my dynamically-populated scalable ScrollRect has finally found a purpose!

- Yeah that damn piece of text is just long enough to go off the edge of the background cube with the full text, I'll see what I can do.

- Oops  Facepalm

- Oops again, this time we never thought of tinkering with it until it was too late to properly check it, will make it larger

- See earlier raycast point.

- Part of the challenge is catching targets before they fall, but we do have them reset to their original position when they fall past a certain distance - which later you saw as spawning in I think, what I could do is add a notification somewhere when they reset, or on the targets left icons along the bottom that one is falling, as for seeing them fall from a distance/certain angle, I think we can change the colour to stand out more, what would you recommend?

So a bit to do but a bunch of smaller points, which is good to hear, glad you enjoyed it!  Grin
Also at some point we're going to add some more levels to it, which level designs did you like the most and would want to see more of?
36  Player / General / Re: Movies on: May 22, 2015, 08:40:26 AM
[sic]

Indeed. This one is definitely one of the best action movies I have ever seen. Its so tight on everything, and so compelling, and holy hell, its been a while since i actually cared over an action scene, since all of them here have some impact on the plot.Lots of visual narrative cues and so efficient use of dialogue all over it. Ther eis so much to love about it.

I felt the same with Mad Max and John Wick (Which inadvertently by being in the UK lead to John Wick/Age of Ultron/Mad Max being a few weeks close of another), both just kept me silent and focused throughout, but damn everything there needs to be more entertainment in general with over-saturated colours - the explosions in Fury Road were just gorgeous.
37  Developer / Playtesting / Digital Desperado - Speedy Target Shooter on: May 22, 2015, 08:18:29 AM
Hello all - before continuing this is a group development project as part of a Uni Degree, the project time-frame being 4 weeks with our dissertations looming, so a lot of ideas were cut (Target Types, Level Editor, Movement Mechanics), leading to an alright game where I'm taking it onwards as it's going to be submitted later this year to BUGS, altogether hence why it's a simple concept, alas without further adieu:


Main Menu


A few versions behind but basically where the game is now sans a shader on the targets

Digital Desperado is a First-Person Speedrunning Shooter Unity game.

The conceit is to race through levels as fast as you can, re-trying to get as fast a time as you can whilst not missing or falling, it is currently fully featured in regards to the necessities: Gameplay, Tutorial, Sandbox to practice in, Controls rebinding, Options, and accreditation for the various songs/sounds used, but lacking some additional mechanics as mentioned, hence regarding feedback, I'm putting it on here to see what is missing, alongside suggestions for mechanics that could be added to it.

Here is the Gamejolt page for it: http://gamejolt.com/games/shooter/digital-desperado/54563/

So, what do you all think of it and what have we missed? Shrug
38  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: May 22, 2015, 07:57:50 AM
Hi all, and in short: just finishing my degree, 20 years old, and trying to make small little Unity games while I learn to make bigger and more interesting ones in the future, already got a few (crappy/alright) ones here: http://gamejolt.com/profile/bighandinsky/326729/ but practice makes perfect!  Gentleman
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