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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 12:00:17 AM

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1  Community / DevLogs / Interlingual Typing Game on: September 10, 2016, 06:26:04 PM


Website: www.digitalrag.net/irish-typing-game
Download: Version 1 Windows / macOS




Irish Typing Game is a bilingual typing game. It can work with any language, but for the moment it works best with Irish (hence the working title).



The premise is simple. A word comes up in your native language, and you type it out in your target language.

It works with user-made vocab libraries, so you can tailor it to help you with whatever coursework you're currently studying.





If you're not familiar enough with the vocab in a given library, you can have the target language display alongside your native language.



The game is already available for download and everything mentioned above works, but there are quite a few more features I want to add. Declined forms for nouns and conjugated forms for verbs along with some other little touches.

2  Community / DevLogs / Re: The Book of Invasions - Adventure JRPG on: May 09, 2016, 11:30:47 AM
I would have liked to spend more time polishing my animations over the last week, but I’ve had to spend all my time finding the most elegant way to get my battle system communicating with Unity’s Mecanim system. I’m not a fan of this event-driven state-machine stuff. I can tell it what to do, sure, but it’s impossible to read information back from it. It’s like giving general directions to a mute, and then trying to anticipate their exact movements.

On top of that, if I want each skill in my battle system to have a unique animation (I do), then Unity insists that I have a billion different states in the animator’s state-machine. I don’t like that, so instead, I have each skill instantiating a new override controller to the active character, before it overwrites the last animation clip assigned to the “skill” state.

The main point, at least, is that I have something that helps me visualise what's happening behind the scenes now.



3  Community / DevLogs / Re: Redux: Excessively Weaponised Robot [Video] on: April 30, 2016, 07:20:15 AM
Ah, so you came on here in the end!

Question: will one of the robot's modular upgrades give him the capacity to experience love?

Serious question: can you cycle through the shoulder cannon's targets after they've been dismounted? Something like that could be pretty cool, tactically speaking.
4  Community / DevLogs / Re: ...KILL COMMANDO [FPS, C64-like, 3D, ultraviolence] on: April 30, 2016, 07:12:12 AM
I decided comment after the boxart gave me a laugh, but having seen the footage...

Dual-wielding uzi-ninjas are everything that's right about this genre.
5  Community / DevLogs / Re: [J-RPG] Light Fairytale on: April 28, 2016, 01:08:03 PM
Liking the blue. Also liking how neat and quick the transition is. Looking really good.
6  Community / DevLogs / Re: Super Footbrawl - A Physic based Soccer Game on: April 27, 2016, 11:46:07 PM
I don't know what on earth is going on here, but I need to play it.
7  Community / DevLogs / Re: Blade of Victory - A turn based RPG on: April 27, 2016, 11:43:33 PM
I'm having trouble describing the graphics... It reminds me of C64, but with more fidelity. Either way, it looks really cool. Will be watching this.
8  Community / DevLogs / Re: [J-RPG] Light Fairytale on: April 26, 2016, 07:44:58 PM
Bookmarked! You've got something interesting here.

I wonder might the interface look more suitable if you went for more muted colours, though. It wants to pull my eyes away from the beautiful artwork above it.
9  Community / DevLogs / Re: Blaero on: April 26, 2016, 06:59:15 PM
Love the art style. Are there plans for environment hazards and the like?
10  Community / DevLogs / Re: Sons of Sol: Crow's Nest on: April 26, 2016, 05:59:26 PM
Ah, sounds like it'll contrast nicely with the real-time dog-fights (is that what spaceship fights are called?). If you get the right mix, it might be one of those games you play instead of sleeping for the night.

I'd love to, but fate has found me living in Cork lately, strangely enough.
11  Community / DevLogs / Re: Sons of Sol: Crow's Nest on: April 25, 2016, 02:39:49 PM

Ah, I remember this from some Unity gathering in Dublin. Highlight of the event. Love the idea.

(As a matter of curiosity, what can you do in the bar?)
12  Community / DevLogs / Re: The Book of Invasions - Adventure RPG on: April 25, 2016, 01:34:41 PM
So I've revamped the art direction. I want something more bold and stylised than what I was originally going for. Pretty much just a dump of the latest environment I've been working on, while I'm switching my current scripts over to C#.





13  Community / DevLogs / Re: The Book of Invasions - Adventure RPG on: April 06, 2016, 01:52:46 PM
Hey, thanks for the feedback. I'll change it up now. I had a feeling other people mightn't find it as readable, so it's good to get confirmation.
14  Community / DevLogs / The Book of Invasions - Adventure JRPG on: April 05, 2016, 01:15:37 PM
The Book of Invasions is a turn-based JRPG with adventure elements. It's set in Bronze Age Mythological Ireland, and features a complex battle system designed around combos and deck construction, not unlike Magic the Gathering.

  • Character progression is level-less; new skills wont outdate your old skills
  • 18 lead characters
  • Over 200 unique skills
  • Based on one of the oldest Celtic Myths
  • No grinding!









And sure, here's a sad song from the soundtrack.

Thank you for reading my Devlog. I love you.
15  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: April 05, 2016, 12:21:57 PM
Good morning, everyone,

I scrape coins from between couch cushions for a living. I'm also making a game in Unity (at least when I've got time off from doing the former).

Your pal,
Brian
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