The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do http://store.steampowered.com/app/351150
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# ? Apr 26, 2015 20:29 |
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# ? May 14, 2024 16:32 |
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Manslaughter posted:The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do Congrats!
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# ? Apr 26, 2015 21:09 |
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D_W posted:The game I've been doing the soundtrack for not only got through Greenlight but is coming out on Steam tomorrow! http://store.steampowered.com/app/358070/ For some reason the first thing I thought of when I clicked this link is Xexyz and I'm okay with that.
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# ? Apr 26, 2015 21:25 |
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Manslaughter posted:The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do ... and yeah, it now officially doesn't matter if the code's bad. It's out, and seemingly doing well enough.
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# ? Apr 26, 2015 23:27 |
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Hooray for interactivity.
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# ? Apr 27, 2015 01:36 |
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The WTF nature of the code just makes Dragon even more impressive really. The White Dragon, if you managed to do this with that coding ability, work on your programming knowledge a bit more and you'll be unstoppable. Maybe you already have even, it's been a while since I saw that wall of XNA. Releasing a game on Steam is a huge achievement, well done.
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# ? Apr 27, 2015 01:37 |
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WaterIsPoison posted:
Nice Intellivision game. I don't mean that in a bad way, I loved that drat system.
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# ? Apr 27, 2015 01:58 |
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I like the grass, it's simple but works well.
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# ? Apr 27, 2015 02:19 |
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Can anyone recommend a textbook/online sources for general level design skills? I've been going through the tried and true method of make something crappy, then improve it incrementally, but I'm finding that most of the time I know that something looks assy, but not why.
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# ? Apr 27, 2015 03:55 |
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ZealousQuakeFan posted:Nice to finally make a bit of progress. Trails on projectiles probably a bad idea though... The trails are a bit much in the current form. I'd suggest doing something to make them more obvious they are not part of the hit box, like making them different colored, transparent or smaller. Right now it looks like a long bullet because there is no visual difference (besides size) between the bullet and the trail. E: With that many bullets I think you might want no trails at all, and maybe do something like Luftrausers with a single obvious symbol for the bullet. Besides that looks awesome we need more Abuse clones.
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# ? Apr 27, 2015 04:54 |
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Omi no Kami posted:Can anyone recommend a textbook/online sources for general level design skills? I've been going through the tried and true method of make something crappy, then improve it incrementally, but I'm finding that most of the time I know that something looks assy, but not why. Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos. https://www.youtube.com/watch?v=jVL4st0blGU Level design video: https://www.youtube.com/watch?v=ZH2wGpEZVgE Another level design video (even if you don't think this applies to you watch it anyway): http://www.youtube.com/watch?v=EFU4tjMndi4 Balancing you're game: http://www.youtube.com/watch?v=EitZRLt2G3w Advice on starting off: http://www.youtube.com/watch?v=z06QR-tz1_o Honestly I can go on all day with them, but I'll stop there because I assume that's enough to swallow for now. If you're curious for more go to their page and all their purple/green videos are on different types of game design or game theory. I would explore their page if you haven't already especially the earlier videos because there is a lot of good stuff there. Also look up whatever game that's close to the one you're making (or look up a game developer you admire) and chances are there will be one or two interviews where you can hear how they came up with the game and what they were trying to say. Let me know if any of this helps or if I was on the wrong track. Nude fucked around with this message at 05:19 on Apr 27, 2015 |
# ? Apr 27, 2015 05:13 |
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Shalinor posted:IndieHaven loved it, too: http://indiehaven.com/dragon-a-game-about-a-dragon-review/ These are some very nice words about your game The White Dragon! Need to motivate myself to get more work done on mine!
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# ? Apr 27, 2015 05:35 |
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These are great, thank you!! This is a new series for me, so I'ma archive binge and see if learning happens. I've gotten a lot of mileage on my outdoor scenes by playing through sleeping dogs and yakuza, as they have outdoor scenes extremely close to what I'm aiming for, but interiors are a pretty big challenge as a) neither game does them particularly well, and b) a lot of the third-person games that do do them well have a different camera and control system by necessity. When I'm finally ready to do a deep vertical slice, I'll probably end up creating a list of every design mandate I like from both systems, then comb through them and see what needs to be pruned/changed to create a single consistent design and control aesthetic between both environments. I think camera is going to be one of the big challenges: when you're indoors and need to interact with your environment you really want an adventure game setup, like walking dead/life is strange, where the camera is super-close. For the outdoors you want a much more distant camera, and while it's acceptable to change camera modes, I would really like to try and build a unified system. I actually remember Bully doing that pretty well, but I pulled some screenshots and found that while they keep the same camera system indoors, their interior spaces are really wonkily proportioned:
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# ? Apr 27, 2015 05:44 |
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After spending the past week trying to make my own animation rig, I offer the following advice to people that work with someone that builds rigs for them: - Go to your rigger - Hold them tight - Never let go
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# ? Apr 27, 2015 07:55 |
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Stick100 posted:The trails are a bit much in the current form. I'd suggest doing something to make them more obvious they are not part of the hit box, like making them different colored, transparent or smaller. Right now it looks like a long bullet because there is no visual difference (besides size) between the bullet and the trail. I think you're right I should keep them very clear. I was hoping I could use the trails to signify explosive projectiles but oh well.
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# ? Apr 27, 2015 10:39 |
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So I made a game for a game jam http://fhnuzoag.itch.io/wizard-sports Plays not entirely unlike Freedom Force, except with a ball and also Men of War style active control. It would be lovely if people would playtest and tell me whether it's too hard or easy or if the tutorial is too hard to understand. Devlog at https://www.idlethumbs.net/forums/topic/10046-releasedevlog-wizard-sports/
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# ? Apr 27, 2015 12:50 |
https://www.youtube.com/watch?v=unYdHipJLfc My art feels inadequate forever.
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# ? Apr 27, 2015 13:53 |
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Manslaughter posted:https://www.youtube.com/watch?v=unYdHipJLfc What is the gameplay I wonder. It all looks like pixel-arted cutscenes to me
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# ? Apr 27, 2015 14:13 |
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Looks good but I wouldn't do the blurry font. EDIT: Durr, didn't get the context. That's what I get for only getting 3 hours of sleep last night Police Automaton fucked around with this message at 16:54 on Apr 27, 2015 |
# ? Apr 27, 2015 14:35 |
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retro sexual posted:What is the gameplay I wonder. It all looks like pixel-arted cutscenes to me Last time I checked in on it (like last summer) it was an RTS were you play as either the rioters trying to smash poo poo up or the police trying to cordon off and suppress the riot. And something else about special characters and everyone having different reactions to events and flocking ai and stuff. But their last blogpost was in September when they had to recode it, oh dear.
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# ? Apr 27, 2015 16:14 |
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Manslaughter posted:https://www.youtube.com/watch?v=unYdHipJLfc Your whitehouse looks like a jpg that was rescaled and has a lot of weird inconsistencies. The blurry text / pixel filter look makes it hard to read all of your titling (although your actual title screen looks good). Some of your moving scenes are a bit muddy but it doesn't matter because they're cutscenes. I wouldn't worry about the art so much until you start using it in gameplay - then you might find issues with overly noisy backgrounds / etc causing characters to get lost / read poorly. Looked like a cool hype trailer though!
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# ? Apr 27, 2015 19:04 |
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Sigma-X posted:Your whitehouse looks like a jpg that was rescaled and has a lot of weird inconsistencies. The blurry text / pixel filter look makes it hard to read all of your titling (although your actual title screen looks good). I don't think that's his game, he was just posting it because he liked it. I think Riot's pixel art looks like poo poo though so heyooo.
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# ? Apr 27, 2015 19:08 |
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Count Uvula posted:I don't think that's his game, he was just posting it because he liked it. I think Riot's pixel art looks like poo poo though so heyooo. I think their characters look generic and that's completely fine because it's an easy style to take wide, but yeah there's a bunch of issues there.
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# ? Apr 27, 2015 19:09 |
Yeah it's not my game, just something someone twitted to me over the tweeter.
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# ? Apr 27, 2015 19:44 |
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Yodzilla posted:Nice Intellivision game. I don't mean that in a bad way, I loved that drat system. Thanks! This is still very much in the prototype phase right now and I'm just using some assets I had on hand. Still not sure what art style I want to aim for however, but definitely something on the more minimal side. Most tactical wargames are just too drat busy visually.
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# ? Apr 27, 2015 19:57 |
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Manslaughter posted:Yeah it's not my game, just something someone twitted to me over the tweeter. post your arts then
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# ? Apr 27, 2015 20:19 |
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Fangz posted:So I made a game for a game jam Oh also I uploaded a video: https://www.youtube.com/watch?v=5E9HrK86nmY
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# ? Apr 27, 2015 21:15 |
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Fangz posted:Oh also I uploaded a video: ...Video's neat and all, but is anyone else seeing a new YouTube player UI design? Like, radically different transparent-type dealie?
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# ? Apr 27, 2015 21:29 |
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Not me, but youtube often tests stuff on a limited number of accounts before rolling it out to everyone.
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# ? Apr 27, 2015 21:33 |
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Nude posted:Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos. My issue with EC is that that have too many false claims through ignorance, which tells me that they're not actually putting enough research into what they're writing. They also cite James as their expert source, but given what I was able to dig up on his credentials (https://docs.google.com/spreadsheets/d/1o1ZBtS8ZKImDzRUONiV3UAGbIqulgXBQ0W15Do8D61Q/edit#gid=0) (EDIT: I didn't make this spread sheet.) he's just a person who talks about making games rather than actually making them. I'm not saying EC and James are full of poo poo, I'm just saying that given the lack of ethos and a checkered past in terms of accuracy, I would take what they say with a grain of salt. SweetBro fucked around with this message at 01:31 on Apr 28, 2015 |
# ? Apr 28, 2015 00:12 |
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I'm finding some useful stuff with EC, but I really wish these were essays, not videos: I find that he has trouble getting to the point, and I don't want to watch five minutes of cutesy media for two minutes of content.
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# ? Apr 28, 2015 00:52 |
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SweetBro posted:They also cite James as their expert source, but given what I was able to dig up on his credentials (https://docs.google.com/spreadsheets/d/1o1ZBtS8ZKImDzRUONiV3UAGbIqulgXBQ0W15Do8D61Q/edit#gid=0) I don't know if anyone else is really up on it, but I've recently started following the Megasphere guy and I'm pretty pumped about what he's doing. Probably the best implementation of that pixel normal mapping technique I've seen yet. Beautiful. He's a UI/UX designer by trade, I think, and it really shows in how satisfying his animations are.
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# ? Apr 28, 2015 01:01 |
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Nude posted:Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos. Just wanted to say thanks for the links. That video series is really helpful.
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# ? Apr 28, 2015 01:29 |
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SweetBro posted:I'm not saying EC and James are full of poo poo, I'm just saying that given the lack of ethos and a checkered past in terms of accuracy, I would take what they say with a grain of salt. I view their videos more as a new perspective on a game or theory. I too don't think you should follow their developer advice to the letter. Omi no Kami posted:I'm finding some useful stuff with EC, but I really wish these were essays, not videos: I find that he has trouble getting to the point, and I don't want to watch five minutes of cutesy media for two minutes of content. Here are some game design articles and stuff I have found. Linky, Super Meat Boy. I have more somewhere, I'll have to get back to you next week or something when I don't have a lot of work. ghouldaddy07 posted:Just wanted to say thanks for the links. That video series is really helpful. No problem! Glad it's useful. Completely off topic, but here are things that I found over the years that I just want to post. Roguelike Radio It's a podcast on Roguelikes but honestly a lot of their episodes have insightful information (like the one I linked). They're an hour long, so I understand if that's a little unreasonable. But they have interviewed the creators of Dwarf Fortress, FTL, Spelunky, and the original Rogue game. So it's worth listening to just for those. Ratchet and Clank developer commentary! Psychonauts, the whole dev team cries as they see their game break. http://www.youtube.com/watch?v=lsDc1YVxHA0 Crpgaddict Blog one guy, playing 'computer rpgs' from the beginning (like the first one), and playing them from start to finish. What's cool is his analysis a worthy read. Also does anyone know how good the Double Fine's documentary is? I assume it has a lot of insight on what goes on in developing a game. Nude fucked around with this message at 04:19 on Apr 28, 2015 |
# ? Apr 28, 2015 03:58 |
Sigma-X posted:post your arts then ok trigger warning huge gifs and trees are wip http://gfycat.com/SorrowfulNaturalCaterpillar#?format=gif http://gfycat.com/SnappyEnviousHorsechestnutleafminer#?format=gif It's kinda sad that even gfycat destroys some of the more the subtle things It looks better in game
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# ? Apr 28, 2015 04:04 |
I really like the look you have going on.
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# ? Apr 28, 2015 04:30 |
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That pixel / quilty effect you have looks like poo poo, especially as your menu boxes drift past it, out of sync with the grid it creates. The effect on your Z and your non-tree pixel arts look cool though.
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# ? Apr 28, 2015 04:41 |
I like the quilty look It could use some tweaking and the UI boxes are.. yeah.. not great with it yet, but I kinda like the quilty look.
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# ? Apr 28, 2015 04:46 |
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Ooh, thanks for the articles Nude! I'm going to enjoy these
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# ? Apr 28, 2015 05:01 |
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# ? May 14, 2024 16:32 |
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Manslaughter posted:The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do I've been lurking game dev threads for a couple years now and I always saw this avatar and posts about the game. Seeing this is incredibly encouraging to me. Good job! (to the white dragon, that is... ) bomblol fucked around with this message at 05:12 on Apr 28, 2015 |
# ? Apr 28, 2015 05:01 |