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Manslaughter posted:More bloom makes a prettier game right?
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# ? Jan 21, 2014 04:10 |
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# ? May 26, 2024 01:37 |
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Playing around with some environment sprites. I haven't a huge variety of tiles to use, yet. But it should get across the general idea, I hope. I think they look pretty neat. Could probably add a few more "layers" to the rock sprites so it doesn't look like a single-file row/column of them.
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# ? Jan 21, 2014 04:27 |
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Shalinor posted:That... is actually really pretty. I guess more bloom IS the answer. Game of the Year 2014.
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# ? Jan 21, 2014 06:43 |
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Thank you for suggestions everyone! I'm still a bit confused about how we can version control the assets in the project. Bitbucket is only code oriented? How do people manage the actual asset files? I have only worked with Perforce before, this is my first time setting up a VCS.
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# ? Jan 21, 2014 07:10 |
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poemdexter posted:
Final boss: God
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# ? Jan 21, 2014 07:21 |
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Mido posted:Final boss: God Easy, just piss in his mouth.
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# ? Jan 21, 2014 07:37 |
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This is my favourite dude.
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# ? Jan 21, 2014 07:41 |
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The Radix posted:
One thing I love about the style of the gifs you've been posting is how they all look like they could be straight out of a classic shooter like Quake, without being an obvious rip-off of anything specific. Props to your artist on nailing the low-poly early graphics card aesthetic.
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# ? Jan 21, 2014 08:14 |
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Shalinor posted:This is me, but with regular Git. You should really play with branches. They're not hard[1] and very useful. [1] especially since the Git developers seem to be improving the commandline user experience somewhat in the newer versions
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# ? Jan 21, 2014 09:42 |
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StickFigs posted:This is neat, what engine are you using? I can't really code or anything, so I'm making it in Stencyl, which is built off of Flixel I think?
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# ? Jan 21, 2014 11:05 |
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paberu posted:Thank you for suggestions everyone! Git handles everything, including binary files.
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# ? Jan 21, 2014 14:15 |
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poemdexter posted:Git handles everything, including binary files. Bitbucket only handles code repository from what I understand, how do people setup their VCS to include assets/data for the project? I do want to have version control on the assets too. Is there a way to have bitbucket and dropbox/amazon s3 for the assets all working nicely with GIT? I'm used to having everything in one repository under Perforce. Cheers, I have never dealt with this before.
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# ? Jan 21, 2014 14:51 |
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You absolutely can commit binary files to a Mercurial or GitHub repo, but as mentioned earlier on it may not scale very well if you have a lot of assets. As for Bitbucket, I suspect they're mostly just saying "Dude, we don't want to be your personal fileserver." Keep things reasonably under control and I doubt they'll care.
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# ? Jan 21, 2014 15:58 |
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Yeah there's no real restriction on file size for Bitbucket but they just don't want you to be uploading gigs and gigs of music and textures and poo poo. It's up to your own discretion...to a point I imagine but since my projects are relatively small I just push everything up there.
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# ? Jan 21, 2014 16:12 |
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Yodzilla posted:Yeah there's no real restriction on file size for Bitbucket but they just don't want you to be uploading gigs and gigs of music and textures and poo poo. It's up to your own discretion...to a point I imagine but since my projects are relatively small I just push everything up there. https://confluence.atlassian.com/pages/viewpage.action?pageId=273877699 Here's what they officially have to say on the matter, and links to some decent discussions around alternatives.
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# ? Jan 21, 2014 16:25 |
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The Radix posted:
The Cheshire Cat posted:One thing I love about the style of the gifs you've been posting is how they all look like they could be straight out of a classic shooter like Quake, without being an obvious rip-off of anything specific. Props to your artist on nailing the low-poly early graphics card aesthetic. Yeah, it could totally be Quake, Unreal, System Shock or Deus Ex. Really amazing And you said you were making it so you could use like, Bioshock powers? And design your own FPS levels? Man that's brilliant. I've always thought games needed to do more to be accessible to their users. I mean, most games aren't even "mod friendly", but even if they are you still have to know how to make games to mod them. Rare are games like Portal 2 which let children design their own levels, and I think that's a huge wasted opportunity. Things like Little Big World or Minecraft have SO much infinite creativity just because the average joe is allowed to make things, even if he has to do it the hard way. I've been wanting to just remake games like Megaman or Mario and release them with really stupid easy level editors, I bet that poo poo would take off. But an FPS kit would be even better, your work is amazing. Did you ever play Timesplitters? I loved those games just because you could build your own levels from cookie cutter pieces and then flip a few settings with a simple GUI and have your own custom designed level. It was rad. They had a "everything and the kitchen sink" mentality to their guns that seems like what you're doing, too. aerique posted:You should really play with branches. They're not hard[1] and very useful. It makes sense because other source control systems branching is usually a pain and a thing to avoid. But with git branching is totally awesome. I branch constantly. Why not? Its trivially easy to merge. And then you get really awesome git log --graph --all --pretty trees that bend back and forth on themselves Zaphod42 fucked around with this message at 17:02 on Jan 21, 2014 |
# ? Jan 21, 2014 17:00 |
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I'm actually writing up a "beginner's guide to IT in (indie) game dev" blog post this week. I'm planning on going through source control (starting with dropbox, moving up to git / perforce, etc), release processes (debug v release, internal v external, feature branches, etc), VPNs, and more. If there's anything in particular you're curious about, give a shout. I'm more than happy to include all sorts of various stuffs.
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# ? Jan 21, 2014 19:39 |
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Thanks! I've passed on the compliments about the art to the artists. Nailing the graphical style was something we put a lot of consideration into early on but the animation and monster design in particular have turned out awesome, way beyond my expectations.Zaphod42 posted:But an FPS kit would be even better, your work is amazing. Did you ever play Timesplitters? I loved those games just because you could build your own levels from cookie cutter pieces and then flip a few settings with a simple GUI and have your own custom designed level. It was rad. They had a "everything and the kitchen sink" mentality to their guns that seems like what you're doing, too. I played a little bit of one of the Timesplitters and they've definitely been an influence on the multiplayer design (shamefully via research more than play time though). And you're spot-on; my goal is has been to give people a toolkit for creating one type of game easily and well, using an interface people are already familiar with (the Infiniminer/Minecraft paradigm), without complicating it with some sort of scripting layer as you'd need to do with one of the authoring tools designed to allow you to supposedly create any type of game. Sorry if I implied plasmid powers are planned: they were earlier on, but since they'd need to work differently to every other planned weapon set, or at least necessitate dual-wielding, they were dropped. With the exception of those and the Reedeemer and Shock Rifle from Unreal (dropped for similar reasons) there's a weapon inspired by just about every iconic gun I could think of, though. diamond dog fucked around with this message at 23:36 on Jan 21, 2014 |
# ? Jan 21, 2014 23:33 |
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Thanks to suggestions in the IRC channel I went ahead and grabbed a tweening library (TweenLite for AS3) and made the speech bubble appear/disappear with a jaunty little bounce. There was SO LITTLE EFFORT by me to make this happen. This is so, so sweet. I'm going to tween, like, EVERYTHING in my game now
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# ? Jan 21, 2014 23:44 |
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devilmouse posted:I'm actually writing up a "beginner's guide to IT in (indie) game dev" blog post this week. I'm planning on going through source control (starting with dropbox, moving up to git / perforce, etc), release processes (debug v release, internal v external, feature branches, etc), VPNs, and more. If there's anything in particular you're curious about, give a shout. I'm more than happy to include all sorts of various stuffs. All of it. Right now the tiny team I'm with is using dropbox for everything and little formal rules for it's organization.
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# ? Jan 22, 2014 00:06 |
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Yodzilla posted:Yeah there's no real restriction on file size for Bitbucket but they just don't want you to be uploading gigs and gigs of music and textures and poo poo. It's up to your own discretion...to a point I imagine but since my projects are relatively small I just push everything up there. This is the problem for us, we need to have something that will scale for an art heavy project. I'd like not to have to switch repositories mid way because we were using up too much bandwidth.
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# ? Jan 22, 2014 01:00 |
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paberu posted:This is the problem for us, we need to have something that will scale for an art heavy project. git repos are just files. You could use any decent cloud storage service to host them.
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# ? Jan 22, 2014 01:05 |
Before & After:
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# ? Jan 22, 2014 01:12 |
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Yodzilla posted:Yeah there's no real restriction on file size for Bitbucket but they just don't want you to be uploading gigs and gigs of music and textures and poo poo. It's up to your own discretion...to a point I imagine but since my projects are relatively small I just push everything up there. I push everything up to bit bucket from my unity project except the usual ignores (meta files, assemblies, etc) and since I have unedited reference big rear end textures and height maps and such my project is quite big. I've been thinking about getting a paid account though. Except for "not abusing a free service" (my only reason for getting paid account) is there a reason to use something besides mercurial for textures and such? It seems to work pretty well. FuzzySlippers fucked around with this message at 02:13 on Jan 22, 2014 |
# ? Jan 22, 2014 02:07 |
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The Radix posted:Sorry if I implied plasmid powers are planned: they were earlier on, but since they'd need to work differently to every other planned weapon set, or at least necessitate dual-wielding, they were dropped. With the exception of those and the Reedeemer and Shock Rifle from Unreal (dropped for similar reasons) there's a weapon inspired by just about every iconic gun I could think of, though. Will there be modding so someone could add these back in and other features later on?
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# ? Jan 22, 2014 02:51 |
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The Radix posted:Sorry if I implied plasmid powers are planned: they were earlier on, but since they'd need to work differently to every other planned weapon set, or at least necessitate dual-wielding, they were dropped. With the exception of those and the Reedeemer and Shock Rifle from Unreal (dropped for similar reasons) there's a weapon inspired by just about every iconic gun I could think of, though. I can definitely see the problem with the Redeemer (needing a completely different control system and UI), but what's the problem with the Shock Rifle? You just need to have varying damage types for different weapons (which I could see being useful in a number of contexts) and then make the orb projectile react to taking shock damage by exploding.
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# ? Jan 22, 2014 03:00 |
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the moose posted:Will there be modding so someone could add these back in and other features later on? Not planned, but all of them are in a "future stuff" list. The plan is to keep adding new theme packs for as longs as people are playing the game (each pack contains a large number of building blocks, a weapon set, character models, enemies/traps/special elements, music and skyboxes inspired by a particular game or series, and are meant to be combined with other packs so you could make a Goldeneye installation infested with demonspawn housing a teleporter that takes you to a space station). TooMuchAbstraction posted:I can definitely see the problem with the Redeemer (needing a completely different control system and UI), but what's the problem with the Shock Rifle? You just need to have varying damage types for different weapons (which I could see being useful in a number of contexts) and then make the orb projectile react to taking shock damage by exploding. Yep, damage types are useful. They're mainly used for death effects in this game along with a couple of stunning/slowing/vision-impairing weapons. The main issue is interface again, not wanting to add a secondary fire button just for one gun when it's not needed anywhere else so far. (I know people like secondary fire but there's 32 guns and counting on the weapons list so I promise it's not really needed and would've lead to redundant weapons or a shorter list). However the combo is the part about that weapon that people like and I have a way to do something similar in mind for a different gun.
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# ? Jan 22, 2014 03:30 |
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Ah, I hadn't realized you weren't doing secondary fire modes at all. I always liked them in UT but it's really easy to get lazy about them ("it's identical to the primary fire except the projectiles are less accurate/are affected by gravity/are bigger and slower/etc.") so I can understand not having them by default. If you have room in the control scheme though, it'd be nice to have some weapons have alt-fire modes.
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# ? Jan 22, 2014 03:44 |
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A couple do where it was possible to piggyback it onto reloading, say in the case of a remote bomb weapon where you can lay up to four mines then hit reload to detonate them all and get four more, and a melee weapon (specifically one based on the Sandman from TF2) where the reload key doesn't do anything else anyway. On PC there'd be no reason not to let you bind that to right mouse, I guess.
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# ? Jan 22, 2014 04:05 |
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Making more urban dungeon crawling tunes. Check 'em out!
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# ? Jan 22, 2014 06:57 |
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devilmouse posted:I'm actually writing up a "beginner's guide to IT in (indie) game dev" blog post this week. I'm planning on going through source control (starting with dropbox, moving up to git / perforce, etc), release processes (debug v release, internal v external, feature branches, etc), VPNs, and more. If there's anything in particular you're curious about, give a shout. I'm more than happy to include all sorts of various stuffs. I would read the heck out of this, looking forward to seeing it!
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# ? Jan 22, 2014 10:45 |
a little bit of work tonight between bug fixes: simple idle animations. I'm eager to add more, it'll be cool to have a range of them they can do. Coldrice fucked around with this message at 11:05 on Jan 22, 2014 |
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# ? Jan 22, 2014 10:59 |
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Coldrice posted:a little bit of work tonight between bug fixes:
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# ? Jan 22, 2014 15:55 |
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Shalinor posted:You need to do a 10 minute dubstep dance trailer of your little dudes doing nothing but randomly head bobbing like that. I was gonna say that they need to sometimes randomly get a pair of headphones for their idle animations. Or a glowstick to twirl.
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# ? Jan 22, 2014 17:03 |
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DeathBySpoon posted:Making more urban dungeon crawling tunes. Check 'em out! The First track: I like how chill this is. You did a great job with the percussion to keep things moving and interesting. The arp in the left seemed to over take the one in the right. I didn't really notice the one in the right until I paid close attention. The overall mix could maybe be a bit wider. I like it though! Second Track: This one is really nifty. I really like the subtle things you did with the percussion like the sleigh bells. Very well done!
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# ? Jan 22, 2014 18:34 |
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Shalinor posted:You need to do a 10 minute dubstep dance trailer of your little dudes doing nothing but randomly head bobbing like that. I spent way too long on this.
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# ? Jan 22, 2014 19:21 |
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You're gonna make the freak gasoline fight accident next, right?
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# ? Jan 22, 2014 19:24 |
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xzzy posted:You're gonna make the freak gasoline fight accident next, right? No.
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# ? Jan 22, 2014 19:39 |
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Changed up the cards to have only their backgrounds in their colour.
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# ? Jan 22, 2014 19:58 |
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# ? May 26, 2024 01:37 |
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What am I doing.
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# ? Jan 22, 2014 20:24 |