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Ol Uncle Anime posted:Terry Cavanagh is such a sweetheart! He's one of welcoming indie devs around. I have no experience with tweaking visuals in twine (although I'd imagine just moving where the left menu bar appears would go a long way to changing the feel of it) but are you using any sound in the game? It's pretty straightforward to embed mp3s into the html and I don't think a lot of twine games use sound, could be interesting if it fits with the vibe. I haven't played many twine games recently actually, I wonder if they are incorporating sound/video in interesting ways. I should work on a new one at some point.
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# ? Dec 28, 2012 18:05 |
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# ? Jun 3, 2024 09:58 |
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Anyone had success with getting Unity to work in Linux? Having to boot into Windows every time I use it is the biggest hurdle at this point.
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# ? Dec 28, 2012 22:49 |
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Does anyone have any advice on importing skeletal meshes from Blender into Unity? Most of the basic parts imported fine, but some of the small bits refuse to be weighed to the bones properly. Don't know if there's a right way to do this, but what I'm doing isn't working.
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# ? Dec 29, 2012 01:55 |
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Xand_Man posted:Anyone had success with getting Unity to work in Linux? Having to boot into Windows every time I use it is the biggest hurdle at this point. ... regardless, you'd probably want to treat it the same as any other platform. Work mostly in (Mac or Windows or whatever), dump a platform-specific build every week or so. Much like Android or iOS, it just sucks when you're doing something that is troublesome only on your target platform - those few cases aside, it basically "just works" and you can ignore it.
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# ? Dec 29, 2012 02:35 |
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GI_Clutch posted:I haven't worked on anything game related since I put together DYSH for one of the goon game jams earlier this year using GameMaker's HTML5 edition. I purchased the Android export module earlier this year because I've always liked the idea of being able to say, "Hey, try this mobile game I made!" The other day I decided I'd try making another adventure game along the lines of DYSH, only doing it properly as I have more than a week to do so. Personally I'd think a context menu would be the best approach for anything on a touchscreen. It's a lot easier to back out of accidentally touching the wrong thing by going noun -> verb instead of verb -> noun, since the latter involves the verb step before the mistake happens, which is one extra button press that is probably going to end up happening a lot of times (I don't think I've ever played a game on my iPhone where I never had the screen register something way off of where I actually pressed).
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# ? Dec 29, 2012 04:31 |
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For anyone who's interested, Mo_Steel started up a thread for the One Game A Month not-really-a-contest game making thingy. Mo_Steel posted:Not sure how many people are going to take part in One Game A Month, but I've created a thread over in the Games forum for anyone interested in sharing what they're working on once this thing gets rolling.
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# ? Dec 29, 2012 04:36 |
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I can't seem to get text working in Futile. I load the font with:code:
Anyway I'm getting a NullRefrenceException on line 76 of my code (here), but I have traced the issue to the line where I load the font, because it works fine when I comment it out.
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# ? Dec 29, 2012 07:27 |
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Oddx posted:I have no experience with tweaking visuals in twine (although I'd imagine just moving where the left menu bar appears would go a long way to changing the feel of it) but are you using any sound in the game? It's pretty straightforward to embed mp3s into the html and I don't think a lot of twine games use sound, could be interesting if it fits with the vibe. Yeah actually, we've got the same composer who did all the music for Analogue: A Hate Story doing the music. The plan is to make one 15+ minute track looping in the background with some ambient sounds playing over it for certain scenes (like people chatting quietly over the party scene and so forth) I'll see if there's a better place for the bar. Thanks for the suggestion!
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# ? Dec 29, 2012 10:54 |
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mnd posted:If anyone wants someone to help out on sound effects/sound design/soundtrack work for some short term game projects, I'm game (ahem). I still haven't decided on the genre of music for my game Neon. You can watch a video of it by clicking on the 'Game Dev' link under my avatar. If you think your style could fit with the game I'd be interested in hearing a test piece. Maybe make something to fit with the video if you are interested? Incidentally, I'm working towards starting closed alpha in a couple of months and an alpha demo hopefully soon after.
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# ? Dec 29, 2012 12:55 |
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Screenshot Saturday, the best kind of Saturday! Most of the stuff we did this week was concept stuff for menus and behind the scenes junk (which you can read about on our dev blog if you want) but here is a reworked version of the mining suit and a cool sci-fi energy blade thing:
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# ? Dec 29, 2012 13:33 |
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Serenade posted:Does anyone have any advice on importing skeletal meshes from Blender into Unity? When you say some of the small bits refuse to be weighted properly, do you mean they aren't being modified at all, as if they aren't assigned to any vertex groups - or the weighting is just off, giving you slightly strange results? If it's the latter this could be the result of the 'quality' settings on the Skinned Mesh Renderer - i.e. the number of bones that can affect a particular vertex, try pushing that to the maximum and see if you still have the same problem. Bear in mind, if a vertex is weighted to more than 4 bones, Unity will give different results to Blender. I've found in general the Blender importer in Unity is pretty solid, although I am still using Blender 2.49 & Unity 3.5, so there may be bugs in later combinations I haven't encountered.
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# ? Dec 29, 2012 13:34 |
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Screenshot saturday! Although more like mockup saturday. I can't wait to officially announce this one / get started on it. Definitely our biggest project to date.
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# ? Dec 29, 2012 13:51 |
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Suran37 posted:I can't seem to get text working in Futile. I load the font with: The second is the font's element (image) name (mine is buried in a bigger atlas), the last param is the path to the font's txt file. Looks like you have the right stuff, make sure Arial_0.png exists in an atlas that has been loaded before you call LoadFont.
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# ? Dec 29, 2012 15:20 |
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Torch Dexter posted:When you say some of the small bits refuse to be weighted properly, do you mean they aren't being modified at all, as if they aren't assigned to any vertex groups - or the weighting is just off, giving you slightly strange results? Both, for different parts. Some things (like the sole of a boot) end up mutilated even though they just have to follow a single bone. Other things (like the "laces" which are solid meshes) stay near the origin, despite being fully weighed to a single bone. Quality is at max. The max of four bone thing is good to know though, I'll have to redo some of the torso knowing that.
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# ? Dec 29, 2012 16:08 |
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the chaos engine posted:Screenshot saturday! Although more like mockup saturday. I can't wait to officially announce this one / get started on it. Definitely our biggest project to date.
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# ? Dec 29, 2012 17:43 |
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First Screenshot Saturday for a few weeks! (The game is too small to show different things every week )
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# ? Dec 29, 2012 18:07 |
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the chaos engine posted:Screenshot saturday! Although more like mockup saturday. I can't wait to officially announce this one / get started on it. Definitely our biggest project to date. You should keep that.
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# ? Dec 29, 2012 19:13 |
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Orzo posted:FUK U Oh don't worry, we are.
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# ? Dec 29, 2012 19:36 |
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Orzo posted:FUK U
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# ? Dec 29, 2012 19:44 |
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It's not crass it's a totally legit name for a person in some parts of the world. None of them are primarily english speaking, but that's just details.
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# ? Dec 29, 2012 19:48 |
Scornshoot shuturmnblk
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# ? Dec 29, 2012 20:55 |
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The White Dragon posted:I was actually gonna say the opposite, "Well that's a bit of unnecessary crassness in a sea of what's otherwise awesome," but hey, if it flies, it flies. It'll make sense eventually. Dumb as it may sound, "putting naughty words and penis drawings on giant murderous robots" is a part of the world we're building.
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# ? Dec 29, 2012 20:58 |
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"When cyber-chavs ruled the world!"
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# ? Dec 29, 2012 21:56 |
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GetWellGamers posted:"When cyber-chavs ruled the world!" haha nah it's more "gently caress what these big shot scientists say, I'm out here putting these robot parts together for minimum wage and no benefits, it's gonna roll off the assembly line with a cock on it somewhere." Another way to look at it is the way soldiers wrote "born to kill" on their helmets and poo poo like that. Game design
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# ? Dec 29, 2012 22:05 |
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Here's a short video of my game prototype with terrible programmer art. I was trying to slice up a big game idea into small enough workable chunks for a newbie. So my plan for making a small scale turn based space rpg was: 1: make a game prototype where the gameplay is card based with animated results (done) 2: refine the card based gameplay 3: implement ancillary systems (shops, encounter system, etc) 4: abstract out the card gameplay and implement 3D pov interface Dunno if that's a silly way to go about it, but its nice to have something playable quickly. Animated gif wooo. Thanks for the tip earlier in the thread Mug FuzzySlippers fucked around with this message at 06:12 on Dec 30, 2012 |
# ? Dec 30, 2012 01:15 |
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I didn't do much work this week, just did christmas stuff and played with my new computer. I made it so windows in-game can resize smoothly if you need them to, as you can see the window at the top-right do when it overflows.
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# ? Dec 30, 2012 04:11 |
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Made it so I can connect levels in the level editor, video here: https://www.youtube.com/watch?v=bcua5osTXv8 Related blog post here
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# ? Dec 30, 2012 05:12 |
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eeenmachine posted:The second is the font's element (image) name (mine is buried in a bigger atlas), the last param is the path to the font's txt file. Looks like you have the right stuff, make sure Arial_0.png exists in an atlas that has been loaded before you call LoadFont. Apparently there is an issue with BMFont and certain fonts when using Futile. Anyway is there documentation somewhere? I can't find anything about collision detection and any code examples I can find of other things never work since he has seemingly renamed every method in the package at least once. EDIT: At least he responds pretty drat quickly if you post on reddit. Although that might not be a good thing since he gave me a wrong answer. Suran37 fucked around with this message at 07:24 on Dec 30, 2012 |
# ? Dec 30, 2012 06:52 |
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Vankwish posted:I still haven't decided on the genre of music for my game Neon. You can watch a video of it by clicking on the 'Game Dev' link under my avatar. I took a look at the video on the Steam Greenlight page. Looks interesting. I'll admit it didn't immediately hook me, but I'm interested in seeing where it goes. I'll start thinking about a piece of background music to go with that video and maybe making some audio doodles and throw something over the transom to you when I have a thing for you listen to. Sound good?
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# ? Dec 30, 2012 23:21 |
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PDP-1 posted:For anyone who's interested, Mo_Steel started up a thread for the One Game A Month not-really-a-contest game making thingy. PDP-1, thanks for cross-posting this!
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# ? Dec 30, 2012 23:24 |
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abraham linksys posted:My problem is that I can't come up with one idea, let alone twelve in a year A little thing I am working on with a friend we are using all Nicki Minaj placeholder art. It's a minajathon. The key to being creative is stealing ideas and refining them, find a game you like, or even one you only kind of like, take apart its gameplay, Egoraptor style, wok out what you liked about its gameplay, what makes it work, work out what you think you can do to improve those concepts, be it refining them, combining them or even taking a new perspective (I mean that literally). Also to be noted- I'd consider controls to be core to gameplay. Try switching those around as well. But really and above all, make *something* even if it is YAIP. You'll learn far more actually building a game and all the problems you will come across than just thinking about making one.
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# ? Dec 31, 2012 07:18 |
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mnd posted:Hey there! Neon is still only 50% complete. Basically the ground work is done and now it's time to add all the content for the game. Obviously if you aren't into fast spaceship combat it's not going to appeal. I can't promise I'm going to go with any music or sound effects you produce but I'm definitely interested in hearing what you throw together.
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# ? Dec 31, 2012 13:41 |
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I spent the entirety of New Year's day making my drag and drop interface functionally and graphically complete (previously it was just a graphical hack and didn't do anything functional at all). Have a look if you like to look at things. https://www.youtube.com/watch?v=eYEnNl1iT0w It's really hard to manage the information exchange between the windows without leaving loopholes where players can dupe creatures.
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# ? Jan 1, 2013 12:25 |
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So, I'm working on a thing and I spent some time trying to make a mockup, figured I'd post it here to see if anyone had any feedback on it. I'm not that happy with how the UI looks right now, and I only have it positioned at the top so it wouldn't interfere on a Android device where the system home/back keys could get in the way. Also, has anyone ever used Haxe much? I'm messing around with it right now before jumping in to just using Unity since all I'm doing is 2D, but I'm wondering if I'm better off just biting the bullet to avoid any kind of compatibility issues.
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# ? Jan 2, 2013 10:30 |
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TheOrange posted:So, I'm working on a thing and I spent some time trying to make a mockup, figured I'd post it here to see if anyone had any feedback on it. The UI clashes with the rest of the game. I would just simplify it kinda like this or like this because I dig how the game looks but the UI really wrecks the style for me.
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# ? Jan 2, 2013 13:46 |
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the chaos engine posted:The UI clashes with the rest of the game. I would just simplify it kinda like this Wow, thank you, that's so simple and it looks so much better... do you mind at all if I use one of those designs? I'm still trying to find out how I want this game to look, I was a bit afraid I might make something that fell too far into the steampunk category but I'm glad to see someone likes the vector style.
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# ? Jan 2, 2013 13:58 |
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TheOrange posted:Wow, thank you, that's so simple and it looks so much better... do you mind at all if I use one of those designs? I'm still trying to find out how I want this game to look, I was a bit afraid I might make something that fell too far into the steampunk category but I'm glad to see someone likes the vector style. Yeah go for it! Also I wouldn't be too concerned about looking too steampunk. I mean some people might say that, but for the same money some people will say the silhouette style is overused, and again others would say retro pixel art is overused, and on and on. It's a style, it has visual coherence, and it works for the game. If you like it, run with it. gently caress em.
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# ? Jan 2, 2013 14:34 |
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Dunno if this is the right place to say it, or if I'm behind the curve, but I just talked with the E3 organizers today and they're bringing back Kentia Hall! The Gaming Ghetto lives!!
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# ? Jan 4, 2013 08:12 |
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What is that?
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# ? Jan 4, 2013 12:59 |
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# ? Jun 3, 2024 09:58 |
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Mug posted:What is that? Kentia Hall! Also, supposedly where Guitar Hero originally generated its buzz.
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# ? Jan 4, 2013 13:59 |