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Community / GAMMA / Re: C4Ke: Released.
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on: February 17, 2010, 07:02:57 PM
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I've already said it, but its worth saying twice, I love this, and it makes me want to have more friends :B
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43
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Community / DevLogs / Re: Phantasmal
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on: February 16, 2010, 10:31:23 PM
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cool game could you release a demo? btw Do you use unity pro or unity indie?
I'll totally release a demo once I've finished enough of the game, partly because of the scale it's going to take me a while and I dont want to release the game and have everyone be like 'but I played the demo ages ago, I'm over this thing now', partly because I want the demo to show off what the game can do and maybe give people between 1/5 or 1/3 of the full thing. I quite like the idea of selling pre-orders and releasing the latest builds to supporters, so I might look into that a little further along the line  oh, I'll probably release realtime non-interactive demos along the way though, but that's more to show off graphics and animations, and at the moment they suck lol. as for unity, I'm uning vanilla free unity, I can't afford to spend much on development (I could only just afford unity indie when I bought it but it was worth it). Don't make it *too* epic or it won't get finished!
too epic? there's no such thing! =p lol, but I totally agree, I can't afford to spend forever on this project, I'm trying to overestimate my abilities by only a little  edit: just figured I'd dupe the level a few times and see what it was like, it was like AWESOME!  also as you can see by the mess on the floor, enemies can die now  edit2: aaaand another (I cant help myself  ): 
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44
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Community / DevLogs / Re: Phantasmal
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on: February 16, 2010, 03:41:57 PM
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well biggest (but least interesting) updates today are a new logo and website for the game.  but also exceptionally significant is that after asking around I found a script to export objects from a unity scene to a .obj file so I can use unity as my level editor, and take all the platforms and stuff and make a sheet from it and build level meshes from that in my 3D app (which is blender btw). this is really good news (for me anyway) as it's fast and easy to make a fun level in unity but its a pain to make a fun level from scratch in blender (I get scale wrong all the time) but this solves that problem :D it also means I could build the whole game from primatives before I make any of the environments!  just tested the obj exporter and baked a nice little AO map of the level in blender  edit: oh yeah, also I recently upped the FOV, I feel a wide view makes for a more 'epic' feel, and it makes it easier to see platforms and stuff if the camera isnt looking right at them too. 
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45
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Community / DevLogs / Re: Grand Feather
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on: February 16, 2010, 12:03:44 PM
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Can anybody else spot it?
is it the big tunneling turd guy flipping horizontally for a frame? is there a prize? ^___^
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47
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Community / DevLogs / Re: Phantasmal
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on: February 14, 2010, 10:45:06 AM
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Holy balls your site is slow for some reason, it took half an hour for the screen shots to load.  yeah, it's been iffy for a week or so now, for the time being I'll upload pics to imageshack instead  speaking of which...  I know it's ugly but it's just a sketch ^_^;
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48
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Community / DevLogs / Re: First Flight - Sidescrolling Dodge 'em Up
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on: February 14, 2010, 06:32:28 AM
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goodness seren, when you gonna learn to code for yourself =p
I'd offer but I am trying my best to work on only one game at a time right now, and besides even if I did say I'd do it I'd forget and not do it (like that other time ^_^)
but yeah, learn to codes yourself :B
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49
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Community / DevLogs / Re: Phantasmal
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on: February 14, 2010, 06:23:02 AM
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put in some floaty platforms to test the camera and platforming (and because floaty platforms are awesome):  you can see a video of my jumping about on them today I'm working on enemy behaviour, at the moment its just 'if it's noticed the player, follow her' but that on it's own with these rough (and very badly animated) enimies is the funniest looking thing I've ever done:  I'll maybe record a video just because they look so stupid chasing after me (and right now they really are stupid, yay for having an intimate knowledge of their thinking!)
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50
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Community / DevLogs / Re: Phantasmal
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on: February 11, 2010, 04:29:20 AM
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Warning: this topic has not been posted in for at least 120 days. Unless you're sure you want to reply, please consider starting a new topic. Ok, after a break of faaar too long (I last touched this project properly before starting work on BOXGAME omg  ) work has resumed! or to be more precise, it has kind of started over. I'm recycling bits that are good, but the game underneath everything before just wasnt fun, but the new rebuild seems to be pretty entertaining. the biggest step was in deciding to give Hyades a weapon:  also, I'll be re-attacking the art style of the game, since my 3D 'skillz' levelled up a few times, and I can work much faster using art programs other than mspaint (I know it's less indie but meh, I'm living with my parents now so my indie points went up anyway). oh, and I got bored and made a detail model of the weapon (you can accuse me of losing focus, but I'm forcing to work on just one game right now, thats more focus than I can usually manage  )  Today I'm actually working on a combo system that can easily have different attacks dropped into parts of the combo tree, but it's kinda hard to show that in screens lol. anyhoo, progress! also the images in older posts moved since my gallery crashed, I've updated the posts so you can see them again but of course quotes show the broken links, but you arent missing anything 
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51
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Community / GAMMA / Re: SUBMISSIONS CLOSED
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on: February 02, 2010, 02:02:13 AM
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i'd imagine the barrier to increasing the number of winners is the prizes of GDC tickets. Personally, I wouldn't mind too much if my game got to go to GDC and I didn't
yeah, even if my game makes it in there's no way I can afford the travel anyway.
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Community / GAMMA / Re: GAMMA IV
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on: February 01, 2010, 12:09:14 PM
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yeah, in the very likely event my game isn't selected I'm still happy with what I managed to do, and I think between us all we should have some pretty awesome new gameplay somewhere :D
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53
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Community / GAMMA / Re: GAMMA IV
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on: January 31, 2010, 02:02:46 PM
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Once we have submitted can we keep uploading newer builds till the deadline?
a very good question, I don't think it's likely though, but I would definitely take the chance to add more levels if that's the case.
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Community / GAMMA / Re: ZagiZigi
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on: January 31, 2010, 11:56:52 AM
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and it's been submitted!  it's not got quite everything I wanted to have (5 levels instead of 9 D:) but I'm happy with everything that's in there and I'm glad I didn't rush to add everything at the cost of quality. when it comes web release time I can add all that other stuff then 
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Community / GAMMA / Re: ZagiZigi
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on: January 28, 2010, 05:20:36 AM
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I hope that character ragdolls when she inevitably hits the walls.
no ragdolls sorry, I just don't have the time and I've never done it before, plus its the type of game where you die a lot, anything that extends the time between death and respawn will eventually become frustrating  anyhoo, here's a fresh screen: 
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59
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Community / GAMMA / ZagiZigi [beta release]
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on: January 27, 2010, 07:02:27 AM
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- - - - - - - - - - - - - - - - Heres the post with the download link- - - - - - - - - - - - - - - - so on Saturday I realised this thing was open to folks beyond Montreal, so I figured I'd see what I could do in the time left :D   It's unity, almost code complete (I think, it may have some surprises for me yet) and I have it to the point where I can almost hand it over as a finished game, so everything I put in from here is all bonus really. I'm doing my best to make it polished before the deadline. also the name is very likely to change, but might not depending on how long it will take me to make a title logo for it (wow I'm cutting things fine here) anyhoo, I'll try and post more here, but for up-to-the minute progress I normally drop posts on my tumblr
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