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Trying to make my maps look a little bit nicer. Although I think it also looks better in motion.
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# ? Feb 21, 2015 05:43 |
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# ? Jun 5, 2024 18:30 |
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Looks like Sandtrap from Halo 3.
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# ? Feb 21, 2015 05:47 |
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That particular map (DustBowl) is sort of inspired by a map from Interstate '76 that was just a big crater. Can't find a video of it unfortunately. In other news, I told the AI that they could make this sweet jump: Nition fucked around with this message at 06:20 on Feb 21, 2015 |
# ? Feb 21, 2015 06:18 |
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SharpenedSpoonv2 posted:Shindragon and I finished up a game for the JamGame - Dog Watch! A game where you try to suppress your instinct to bark at everything by playing keyboard twister and holding down keys. It was fun, and I love the art and the mechanics. I was far too uncoordinated to play this well, but it did inspire me to make my own similar mechanic... which I am not very good at either.
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# ? Feb 21, 2015 08:37 |
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Sorta orthographic views of my Scraps multiplayer maps right now. TestMapMP is huge but a bit behind the times in coherence and quality. It really only exists because there's a big map with all sorts of terrain for testing vehicles on, and I thought there might as well be a playable version in Multiplayer. Nition fucked around with this message at 10:38 on Feb 21, 2015 |
# ? Feb 21, 2015 10:34 |
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If I were you. I'd consider zooming the camera a lot tighter in on the car. It seriously looks like an RC car at this distance, especially with the oversized wheels. If they are RC cars then good job.
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# ? Feb 21, 2015 11:24 |
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Yo, meant to show off my game in this thread, not the game dev megathread. Pretty confusing. https://play.google.com/store/apps/details?id=com.pizzamakesgames.down Only on Android for now, coming to iOS once Apple's done approving it. Tell me what you think!
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# ? Feb 21, 2015 11:31 |
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Screenshot saturday! Here is an elevator call button thing:
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# ? Feb 21, 2015 11:36 |
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Congrats on releasing Hot Tin Roof, Shalinor! I gotta wait for my next paycheck to pick it up since now I'm broke but I watched 3 or 4 let's plays and I gotta say it looks great. I think my two favorite things are the environments - great stylizing on those, I think construction sites are my favorites - and the lighting and overall feel of the game is great. That's just the highlights though, writing's great, music too, it overall looks like a fun and charming experience. The two things I've seen people complain about were reloading the gun - which I understand you can somehow skip or accelerate - and the lack of dialogue. Yeah, I guess a noir-y game could greatly benefit from dialogue, but working on a dialogue-heavy game, too, we're now in the process of cutting out a lot of lines just so we can fit into a minimum budget so I get why you didn't put in any. Overall, looks great and I can't wait to play it. And it's not a 4x FTL roguelike rpg! 'Grats again. Mr Underhill fucked around with this message at 12:03 on Feb 21, 2015 |
# ? Feb 21, 2015 11:45 |
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Man, I just spent the entire week trying to get animations from blender working in UE4. Apparently there are some bugs with the fbx files, but no one seems to know if it's in blender or Unreal. The workaround seems to be to export to the old fbx 6.1 ascii format, then run that through the autodesk fbx converter tool, and import that into Unreal.
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# ? Feb 21, 2015 13:24 |
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Lucid Dream posted:Screenshot saturday! Here is an elevator call button thing: i am distressed, by the application of a shirt. please remove said travesty immediately.
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# ? Feb 21, 2015 16:15 |
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Programmer Humor posted:Man, I just spent the entire week trying to get animations from blender working in UE4. Apparently there are some bugs with the fbx files, but no one seems to know if it's in blender or Unreal. The workaround seems to be to export to the old fbx 6.1 ascii format, then run that through the autodesk fbx converter tool, and import that into Unreal. Yea its pretty disappointing. Epic even gave the blender folks some money to help improve the FBX export and it kind of looks like the Blender guys just took the money and ran. Every time someone brings them a blender scene that doesn't export correctly to Unreal the blender guys blame Epic and close the ticket.
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# ? Feb 21, 2015 16:25 |
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a medical mystery posted:i am distressed, by the application of a shirt. please remove said travesty immediately. A sweater and jorts are much more appropriate for a spaceman. Lucid Dream fucked around with this message at 16:27 on Feb 21, 2015 |
# ? Feb 21, 2015 16:25 |
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Mr Underhill posted:The two things I've seen people complain about were reloading the gun - which I understand you can somehow skip or accelerate - and the lack of dialogue. Yeah, I guess a noir-y game could greatly benefit from dialogue, but working on a dialogue-heavy game, too, we're now in the process of cutting out a lot of lines just so we can fit into a minimum budget so I get why you didn't put in any. and yup - I'm adding a more obvious tutorial for the hold-button-to-fast-reload thing a bit later in the game as we speak. We didn't tell users that at the beginning because user tests showed if we did that - that's all they ever did. They never figured out how the revolver actually WORKS, which is an issue, heh. There's an NPC that tells you about it, but if you don't read that dialog line, whelp. The other... yup, budget, not really anything to be done about that.
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# ? Feb 21, 2015 18:48 |
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Lucid Dream posted:A sweater and jorts are much more appropriate for a spaceman. I was gonna say, those Daisy Dukes are a suitable replacement for underpants.
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# ? Feb 21, 2015 19:17 |
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shs posted:I was far too uncoordinated to play this well, but it did inspire me to make my own similar mechanic... which I am not very good at either. Oh, awesome! That looks like a really good way to implement that mechanic in a non-gimmicky game. Glad we could inspire you!
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# ? Feb 21, 2015 19:23 |
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Added missiles and some explode-y stuff. I also doubled the size of the ship components. http://i.imgur.com/8298nAi.gifv The player is getting hit there, I just have God mode on, and there's nothing to indicate hits yet. Next up is the (homing) missile launchers on the big ship weapon component, then on to the hangar component, that launches enemy fighters at you.
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# ? Feb 21, 2015 20:29 |
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KiddieGrinder posted:If I were you. I'd consider zooming the camera a lot tighter in on the car. It seriously looks like an RC car at this distance, especially with the oversized wheels. You're right but that's at max zoom out - the player can zoom the camera in and out a bit.
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# ? Feb 21, 2015 21:41 |
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Oh ok then that's cool. edit: In cockpit view?
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# ? Feb 21, 2015 22:00 |
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There's no in-cockpit view at the moment although it would be possible, since vehicles already require some reasonable amount of visibility from the cockpit. Main reason it isn't in is that it would be a disadvantage in a fight vs. a third-person view. For instance you might have a turret weapon you can aim behind you, but you couldn't really use it in cockpit view. Could be fun to have anyway though.
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# ? Feb 21, 2015 22:10 |
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Shalinor posted:Thanks! If you knew this was an issue why didn't you redesign the mechanic though? Instead of making the revolver easier to use, you force people to use it in a way that is unenjoyable so they they can later not enjoy their use of it when it is required. I'm confused this is the conclusion that was come to. Honestly, I think you could have done a Metroid style thing where there's a key/button to change the current bullet type you are firing. If you want to stop rapid fire shooting (which since there's no combat there's little problem with just spamming bullets) then you could have kept a reloading pause after 4 shots, no matter the type fired, because there is NO REASON to over complicate your primary means of interaction/exploration. Small cool down, then you can fire another 4 shots however fast you want. If you made this an option, I'd take it in a heartbeat as it would improve my experience of the game so far immensely. In the end what does having a player need to manually reload add to the game play?
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# ? Feb 21, 2015 22:43 |
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Tried Scraps in Unity 5. Good to see the physics working perfectly without any changes needed. https://www.youtube.com/watch?v=gUujEe3uqns Edit: Flipping Intensifies? Nition fucked around with this message at 02:09 on Feb 22, 2015 |
# ? Feb 22, 2015 01:28 |
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Nition posted:Tried Scraps in Unity 5. Good to see the physics working perfectly without any changes needed. Is it already out? My programmer says he's waiting for it like the second coming. Says it'll solve a LOT of our problems.
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# ? Feb 22, 2015 01:53 |
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Mr Underhill posted:Is it already out? My programmer says he's waiting for it like the second coming. Says it'll solve a LOT of our problems. There's a beta.
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# ? Feb 22, 2015 01:53 |
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There's a Release Candidate now. If you have a Unity 5 licence you can download it.
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# ? Feb 22, 2015 02:00 |
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Nition posted:Tried Scraps in Unity 5. Good to see the physics working perfectly without any changes needed. Aww yeah http://youtubedoubler.com/eDNC
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# ? Feb 22, 2015 02:02 |
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How come no-one has made a Halo clone for the PC? I mean with the tons of vehicle variety, the map editor, the shitton of unique weapons, the whole 9 yards?
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# ? Feb 22, 2015 02:12 |
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Probably because that's a fuckload of work?? e: also there already is a great version of Halo on the PC
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# ? Feb 22, 2015 04:07 |
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Nition posted:There's a Release Candidate now. If you have a Unity 5 licence you can download it. Even a Unity dev admitted they don't really do RC properly and its still pretty beta. I think they just want to rush a release announcement for GDC.
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# ? Feb 22, 2015 05:13 |
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JossiRossi posted:Honestly, I think you could have done a Metroid style thing where there's a key/button to change the current bullet type you are firing. The reason we have revolver + quickload is because the player chooses a combo loadout for an area/puzzle, and can then quickly reload and try again. They change on a per-puzzle or per-task basis. Without the quick reload mechanic, retrying puzzles repeatedly becomes a slog.
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# ? Feb 22, 2015 05:49 |
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Shalinor posted:That'd be a different game. It wouldn't let you quick fire ammo combos, and it wouldn't focus the player on ammo choice. You're describing a mechanic best suited to run and gun, where the player waves the gun at everything - and that is very much the opposite of what Hot Tin Roof is. Theming matters, as well. HTR is still a run and gun. Instead of enemies though you are shooting obstacles. Either to remove them or to move the player. My experience in the underground was one where all I wanted to do was move faster, instead every time and obstacle is presented I needed to open my gun do a bunch of clicking then get back to the level do what I needed to do until the next moment where I then needed to open the gun. "Run and gun" should have been a goal to strive for instead of a "run and stop and sort bullets and gun". And to say that being able to swap bullets would not allow for combos is simply untrue. Players would be able to fire, tap a key however many times, fire again and then succeed. In fact this would give the player more consistent control over what bullet is fired. Because you might set up a combo, but if you mess up you need to reset your pattern by shooting a few extra times to get into place. Which you might remember wrong because there's no immediate way to discern what your bullet combo is without opening a menu, which is clunky. And I don't know why you are saying that the player is not supposed to wave their gun everywhere when your exploration is entirely shoot all over the place based. In some places you need to shoot platforms you can't even see to progress. In terms of theme I really don't see what the gun mechanic is actually supposed to add. Maybe at one point it was intended to be, I recall the idea of russian roulette and a kind of intimidation gauge, but from the 3 hours I played I wasn't getting that.
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# ? Feb 22, 2015 06:18 |
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Just got an iPhone 6 Plus and good thing because it turns out Bungle is hella tiny on it! Time for a winter update
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# ? Feb 22, 2015 06:44 |
Hey I have a bug report: Default settings, windowed, I can't read the last option when asking Johnny da Horn Playah to play something. I also had a point in the Ossified Egg where just after I entered a room, my gun pointed in the opposite direction of my mouse, which was weird.
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# ? Feb 22, 2015 07:13 |
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Zereth posted:Hey I have a bug report:
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# ? Feb 22, 2015 07:17 |
Shalinor posted:Yup, the Johnny one is known / it'll probably be in the next patch. The other is... weird. Is that the one where you enter a room (via an up/down teleport) and are aiming with the mouse before you've moved left/right again? Or did you get into the state a different way? I've had a couple rats in the Dump also have the left edge of dialogue options poke off the left edge of the screen, but that's not as bad as Johnny which is largley off-screen period.
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# ? Feb 22, 2015 07:49 |
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I found a bug/sequence break. You can use knockback ammo to propel yourself through doors on the background or foreground. Shoot down as you move towards them and you just pop right through. Even works with doors that I don't think you ever go through like this door next to the chief's office that I can't elsewise enter. It just ends up putting me into the town fortunately. Ends up being a nice shortcut. Doing it on foreground doors is way trickier and I can't manage it reliably but for background doors it's really easy and reliable. It doesn't work at all for left/right doors.
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# ? Feb 22, 2015 08:48 |
I must be missing something, where's the smoke shop the Chief tells me to go to? Zereth fucked around with this message at 10:13 on Feb 22, 2015 |
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# ? Feb 22, 2015 10:11 |
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A few observations.
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# ? Feb 22, 2015 15:05 |
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While we're here, some issues I noticed:
However I have to second that the revolver mechanic is just aggravating. I realize you're going for a slow methodical type of game, but the reload mechanic is not inherently fun. It's a gimmick, it's cute the first few times, but since you have to use it throughout the whole game it gets old and just completely halts the flow of the game. Yes having a specific combination might come in useful, but before that you've already spent tons of time just reloading and swapping bullet types to care (and it takes 10 clicks just to do a full load), and there's no indicator of the order the bullets anyways (until you memorize it by trial and error). Even if you wanna stick with it, there's plenty of ways to improve it:
SupSuper fucked around with this message at 16:45 on Feb 22, 2015 |
# ? Feb 22, 2015 16:31 |
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# ? Jun 5, 2024 18:30 |
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Spek posted:Doing it on foreground doors is way trickier and I can't manage it reliably but for background doors it's really easy and reliable. It doesn't work at all for left/right doors. There's actually a sequence break that I DID design that lets you short-cut straight to knockbacks, too, so this + that is a hell of a synergy. PM me. I'd really like to put your name in the credits for that. Nice find. SupSuper posted:However I have to second that the revolver mechanic is just aggravating. SupSuper posted:While we're here, some issues I noticed: Shalinor fucked around with this message at 18:00 on Feb 22, 2015 |
# ? Feb 22, 2015 17:48 |