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TIGSource ForumsCommunityDevLogsThe Moon Fields x Combat Junior (Zelda-like x Local Versus) *DEMO*
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Author Topic: The Moon Fields x Combat Junior (Zelda-like x Local Versus) *DEMO*  (Read 10015 times)
xix
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« Reply #20 on: September 14, 2015, 05:26:27 PM »

We're moving this to Unity. We started with this, but realized it was a bit daunting.
[img width="306" height="306"]http://i.imgur.com/Q6xzZgZ.jpg[/img]

So we're doing some practice games in Unity to get the basics down. Also, I've never worked with a programmer.

Step #1 Shmup called Sunburner. Practice collision detection, get accustomed to Unity, learn team workflow.
http://gamejolt.com/games/sunburner/89344 << game


<< vimeo trailer

Step #2 Overhead shooter. In progress. It's called Guulbusters. We're practicing special FX and practicing how we want to integrate voxels and pixels.
[img width="960" height="540"]http://i.imgur.com/XQQlWPn.png[/img]

https://instagram.com/p/7oeqf0AOES/

Ha, god I wish I was better at forums.
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« Reply #21 on: November 05, 2015, 01:28:54 PM »

http://interdimensional.itch.io/guulbusters

Released Guulbusters. The graphic style is pretty close to what we want to do. We will have to practice throwing some normal maps on these guys, but for now it's OK.

We have to figure out a better workflow and SVNing process for our next game. I imagine we have a couple more before we start laying the deep framework for The Moon Fields.

edit: link fixed
« Last Edit: November 09, 2015, 09:34:21 AM by xix » Logged


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« Reply #22 on: November 05, 2015, 05:36:16 PM »

The link http://interdimensional-.itch.io/guulbusters doesn't work for me.  I can find "guulbusters" on itch.io but when I click the link there I also get problems.

I'm seeing "This webpage is not available DNS_PROBE_FINISHED_NXDOMAIN" for Chromium and a plain "Server not found" in FireFox.
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« Reply #23 on: November 05, 2015, 10:14:00 PM »

That's a bummer. Is the link working for other people? I'm getting it to work on my end, but a friend had it not work on his mobile. Super weird.
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« Reply #24 on: November 05, 2015, 10:55:36 PM »

Works for me! Downloading!
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« Reply #25 on: November 06, 2015, 01:56:24 AM »

That rain looks really brilliant!
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« Reply #26 on: November 06, 2015, 05:31:27 AM »

OK, I got guulbusters with Opera but it doesn't work with FireFox or Chromium for me.

See http://stackoverflow.com/questions/7111881/what-are-the-allowed-characters-in-a-sub-domain.

In response to "what are the allowed characters in a sub-domain":

Quote
Letters (except stressed à), Numbers 0-9 and Hyphen.

http://en.wikipedia.org/wiki/Domain_name excerpt: Valid characters that can be used in a domain name are:

a-z
0-9
- but not as a starting or ending character
. as a separator for the textual portions of a domain name

So the trailing hyphen in the subdomain is invalid.  itch.io is letting you get away with it and I guess Opera is nice enough (along with most other browsers that people are using) but it is technically invalid and my two main browser choices aren't working.
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« Reply #27 on: November 06, 2015, 07:39:57 AM »

Thanks Abe. I sent a feedback message to itch. Hopefully I can change the subdomain for interdimensional.

 Blink Blink Blink

Edit: changed itch account address. http://interdimensional.itch.io/guulbusters is where you'll get the art demo. Cheers
« Last Edit: November 09, 2015, 09:43:35 AM by xix » Logged


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« Reply #28 on: November 13, 2015, 09:15:21 PM »



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« Reply #29 on: December 06, 2015, 03:11:57 PM »

Thanks to abetusk we're going straight into The Moon Fields. Sufresh got me a dope journal. I made a post on interdimensional here. A sample image for tigsource:

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« Reply #30 on: December 07, 2015, 08:38:51 PM »

Looking forward to seeing more!  I wonder what I did to make you blame me for diving into Moon Fields...
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« Reply #31 on: December 08, 2015, 01:14:27 PM »

Looking forward to seeing more!  I wonder what I did to make you blame me for diving into Moon Fields...

I wanted to get into Moon Fields right away, but my partner wasn't ready. He saw what you did and he was pretty stoked. I hope dolor is going well!

We're moving into Unity3D, and we wanted to make our voxel/sprite syncing technique public. It's really just clever, so if you're interested please get at it.

http://interdimensional.space/2015/12/syncing-voxels-and-sprites/


Sorry if that's too big. Oops.
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« Reply #32 on: December 08, 2015, 06:04:49 PM »

combining pixel art and voxels, sound interesting. I don't really see this working, but I will be happy to be proven wrong. In the sample image the pixel art characters look really out of place. if you want to go pixel perfect, you will also need to make the shadows pixel perfect imho.
I really do like the voxel stuff you have done so far!

edit: how will you handle motion, in pixel steps?
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« Reply #33 on: December 08, 2015, 07:40:31 PM »

I think it looks good, though I do sort of agree with marcgfx.  It looks like you haven't done the 'cylinder lighting' trick that the video talks about, so maybe that will help integrate the sprites better into the world.  Also, is it just me or do the voxel models look stretched a bit?  Hopefully I'm not piling on but I think the shadows would look better if they were crisper instead of blurred.

Is there any reason you don't want to do away with the sprites completely and go for a fully voxel system?  And what editor do you use to create the voxels in?

By the way, I was hoping to upload some of the assets I created and tweaked back up to OGA but I haven't gotten around to it yet.  Feel free to take a look at the assets directory of dolor.  Most of the assets based of your work are minor tweaks but maybe you'll like some of them (knights, main character with fox shield, waterfall effects, etc.).

Looking good!  Can't wait to see more!
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« Reply #34 on: December 08, 2015, 09:23:18 PM »

Thanks guys!

The way I want to treat motion is to lock still images on the pixel grid, but if things are moving (e.g. while walking, particle FX) I have no problem letting them have smooth motion inbetween the pixel grid. The idea is to highlight clean pixel work.

If you're interested in seeing voxels and sprites work together in action, check out our last game Guulbusters. There are a few things we implemented there to make things look a little more integrated between voxels and sprites. Here's the

. I haven't implemented them here because I'm the graphics dude and thought I didn't care to learn that stuff. (Now I do).

@abetusk, I think you're right that cylinder lighting that Amplitude does for Dungeon of the Endless (or even the guys who did Legend of Dungeon) will help the game look nicer. One of the goals is to figure out if doing a hand drawn normal map looks good or not. My programmer is going to have to help figure that one out, though. I am really just the dork who forces obscure graphic ideas into our pipeline.

Oh, and the reason why we don't go full voxel is because we like our sprite work. One of the things I always liked was the difference in art between backgrounds and animated characters in older cartoons. I think it enhances readability in this *wink wink* mutually understood way. Uniformity between foreground and background happened in modern cartoons and I think they lost some charm. Also, you know, we're making our own version of Zelda, so whatever.
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« Reply #35 on: December 09, 2015, 10:39:55 PM »

Power to the Voxel-Pixel-Blenders!  Coffee

Looks really awesome!
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« Reply #36 on: December 21, 2015, 09:45:14 PM »

took an instagram vid of cool stuff. please enjoy the cool stuff. @abetusk we're playing around with different normal maps. you can kinda see it in the insta. mostly this was a way to integrate my layered spritework in unity. i'm super stoked with how it looks in general, and i think a few more tweaks will make it amazing.
https://www.instagram.com/p/_lKwJvgOC5/?taken-by=pictures.i.steal

still trying to figure out how to get point lighting shadows to sync perfectly. point lighting ignores bias apparently? but i really, really want to get shadows that connect at the feet. hmmm...
« Last Edit: December 21, 2015, 09:51:37 PM by xix » Logged


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« Reply #37 on: December 21, 2015, 11:03:23 PM »

Lookin....    Pretty sick! Personally I liked the pixel art. If you could just voxelize all the pixelart you already did that would be pretty sick. Either way I think you should start each asset in pixel art form as it was lookin'.... UHPRETTYSICK!  Hand Metal Left
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« Reply #38 on: January 01, 2016, 04:05:58 AM »

https://www.instagram.com/p/_-OhAYAOK5/?taken-by=pictures.i.steal

Initially we didn't want to add a shield, but I think this looks cool. Happy New Years etc. etc. etc. Smiley
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« Reply #39 on: January 01, 2016, 11:00:51 AM »

I find it really disturbing that you are actually filming the screen... try screentogif or something else to capture it properly.
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