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a cyberpunk goose posted:where do cool people get free sound effects to mash together in 2017? Sonisss gdc audio bundle 2015, 2016, 2017 I have several minutes of water through pipes, nails on glass, bees, etc
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# ? Jul 23, 2017 00:32 |
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# ? May 13, 2024 06:49 |
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leper khan posted:Sonisss gdc audio bundle 2015, 2016, 2017 I couldn't remember this, thank you.
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# ? Jul 23, 2017 00:50 |
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a cyberpunk goose posted:where do cool people get free sound effects to mash together in 2017? I haven't gone through the library yet but we found this today: http://www.sonniss.com/gameaudiogdc2016/ The mirror direct download links still work. e: beaten.
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# ? Jul 23, 2017 01:10 |
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I've had a couple days of actual productivity, luckily. Game AI is in, things can go places and do things and lose the player Adding a mechanic to the little groups whi-- Meant to flip sprites via x_scale * -1, but instead flipped them by x_scale * -x so they exploded. BETTER. Also added Volume control, bystanders, disabled seeing-through-walls, and other boring junk. The amount of artwork I'd like to do for this game might be unrealistic, going to rely on repeated tilesets probably. Music Game is set in the early/mid 80s, and I was listening to a lot of music from the era for ideas/inspiration, and the songs are supposed to sound like those things but eventually just turn into parody/close-enough-without-copyright-issue songs. I don't know if I like that or not. Managed to fiddle with a couple songs I wrote last week and wrote a few new ones. Lounge type song Uhhh.. Enjoyable Separation? Moody brits love A Minor
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# ? Jul 23, 2017 02:48 |
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I don't remember what day it is anymore since the start of the jam, but I have progressed? More objects seems like a sort of progress.
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# ? Jul 23, 2017 04:24 |
If you need motivation sounds like the guy that's been doing 100 Games in 5 Years just finished!
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# ? Jul 23, 2017 07:05 |
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Mo_Steel posted:I don't remember what day it is anymore since the start of the jam, but I have progressed? Isn't this basically just the Defold tutorial with a few extras added? I'm sure you'll change out more of the graphics as you go, of course, but I'm curious as to where it's headed. Make your bullets bigger. Also, differentiate between your bullets and the enemies'.
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# ? Jul 23, 2017 07:33 |
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I always forget how much time animation rigging takes
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# ? Jul 23, 2017 11:11 |
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Tube posted:Isn't this basically just the Defold tutorial with a few extras added? I'm sure you'll change out more of the graphics as you go, of course, but I'm curious as to where it's headed. The Defold Side Scroller template was the starting point this was based on and a few of the assets (background / planets and score counter at this point) remain as placeholders while I rig up the mechanics that aren't clearly visible yet. I was originally going to go with a concept like Gunstar Heroes or Kirby where you get different weapons in this case by eating the projectiles, but I've opted to change that to just absorbing projectiles and then firing them back. It's a bit hard to tell in the gif because I haven't set up an "absorbing" animation for the player or a display for the number of projectiles absorbed. though if you watch the player model near the end of the gif you can see it reduce in size as it empties out of bullets. I think I may end up making all enemy projectiles a shade of red and all player projectiles a shade of blue; I still want to add a couple different types like lasers / rockets as well. I feel like it doesn't fit the theme very well though, as the only thing "bootleg" about it is the absorption mechanic letting you steal projectiles.
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# ? Jul 23, 2017 14:32 |
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I got the core gameplay into the game. All the levels are playable. Feels good.
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# ? Jul 23, 2017 17:08 |
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Musical_Daredevil posted:Vehicle physics is hard. I used UE4's built in vehicle physics for my Demo Derby game a couple years ago. It's very very touchy and not very well documented. I kind of cheated. I made the base car that comes with the demo project invisible, then I put my car body model over top of that and disabled its coalition and physics.
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# ? Jul 23, 2017 17:22 |
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These gifs turned out a little slow an choppy, but this is starting to feel like a proper Batman game.
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# ? Jul 23, 2017 18:45 |
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https://www.youtube.com/watch?v=3_EED-IIBLw
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# ? Jul 23, 2017 19:19 |
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Lowen SoDium posted:I used UE4's built in vehicle physics for my Demo Derby game a couple years ago. It's very very touchy and not very well documented. I kind of cheated. I made the base car that comes with the demo project invisible, then I put my car body model over top of that and disabled its coalition and physics. Yeah, it's ridiculous how extremely precisely you need to follow the directions in order to get it to work. They have more documentation, but I think it's the engine itself which needs fixing. Our problems were happening at the mesh level, and after a day and a half of tweaking the model we finally got it working.
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# ? Jul 23, 2017 19:31 |
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This looks great! I want to try that batman bat-slinging.
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# ? Jul 23, 2017 19:44 |
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that jump sfx 👌👌👌
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# ? Jul 23, 2017 19:53 |
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behind schedule, pray for mojo
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# ? Jul 23, 2017 21:27 |
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a cyberpunk goose posted:behind schedule, pray for mojo I'm following the truest schedule: Yep, everything's going fine.
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# ? Jul 24, 2017 00:46 |
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Mo_Steel posted:I'm following the truest schedule: This is pretty much me too. I have some sketches, and I think I've decided on a concept and an engine. So I should have just enough time to panic.
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# ? Jul 24, 2017 02:37 |
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The artwork for the stuff is done for the most part with me and my partner's attempt at a thing for this jam. I'm just working with the lovely programmer art to make the game mechanics work. Here's a little bit of progress (was typing too fast for the framerate of the recording): http://i.imgur.com/4XXOw7B.gifv
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# ? Jul 24, 2017 03:48 |
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Day time has no meaning on the open water slowing down is for losers http://i.imgur.com/7KyktqV.gifv I was envisioning swashbuckling acts of sailing mastery to escape the enemy in a roughly fair fight. But now I'm leaning to superior enemy, with crafty sailing to avoid being spotted, and bribes and trump cards when caught
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# ? Jul 24, 2017 03:56 |
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wrong thread sorry
OJ MIST 2 THE DICK fucked around with this message at 04:59 on Jul 24, 2017 |
# ? Jul 24, 2017 04:55 |
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exploded mummy posted:wrong thread sorry For a moment in time my mind was blown.
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# ? Jul 24, 2017 05:01 |
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got the ball in, and it feels like a major accomplishment. https://www.youtube.com/watch?v=pwRJkR8A5dU
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# ? Jul 24, 2017 09:39 |
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Everything is looking so good. I can't wait to see it all finished.
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# ? Jul 24, 2017 12:26 |
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You just made me realize that Rocket League is basically 3D Pong with teams.
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# ? Jul 24, 2017 15:05 |
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Now I got a zombie in my basketball game. Click on this youtube link, it's worth it. https://www.youtube.com/watch?v=0tTAAsmKztI
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# ? Jul 24, 2017 17:17 |
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Heaps more stuff! I got a Super shotgun in. Item pickups work, too and I have the start of a sound controller set up. Hopefully I get the health and BG stuff done soon so I can code this guy:
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# ? Jul 24, 2017 18:18 |
Could you make this guy chocolate colored so it can be the cocoa demon?
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# ? Jul 24, 2017 23:19 |
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ich bin es, mozarto https://twitter.com/bonerman_inc/status/889638834815762432 edit: added some suitably russian folk(?) music to my tetris game as well https://twitter.com/bonerman_inc/status/889657218068619264 KRILLIN IN THE NAME fucked around with this message at 02:25 on Jul 25, 2017 |
# ? Jul 25, 2017 01:13 |
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That's awesome.
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# ? Jul 25, 2017 03:06 |
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Chernabog posted:You just made me realize that Rocket League is basically 3D Pong with teams. 3D Pong with teams and sweet boost effects https://www.youtube.com/watch?v=BvN_0XTGu0A also doin' donuts (reversing while boosting only slows the car down): Dieting Hippo fucked around with this message at 06:13 on Jul 25, 2017 |
# ? Jul 25, 2017 05:58 |
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Love Stole the Day posted:The artwork for the stuff is done for the most part with me and my partner's attempt at a thing for this jam. I'm just working with the lovely programmer art to make the game mechanics work. To go with that a "saving the galaxy without getting prosecuted" updated ISU logo.
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# ? Jul 25, 2017 06:44 |
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well i'm seriously out of time with how my week is gonna break down but i have enough to at least ship something worth judging
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# ? Jul 25, 2017 06:48 |
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Where I'll be going for crimes against pixels.
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# ? Jul 25, 2017 08:24 |
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SystemLogoff posted:
Aw buddy
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# ? Jul 25, 2017 16:11 |
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https://youtu.be/kWZqJ8B-P6A Edit: https://www.youtube.com/watch?v=SwCWdb4ktTI TomR fucked around with this message at 18:02 on Jul 25, 2017 |
# ? Jul 25, 2017 17:27 |
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Still haven't started work on most of my games past their title screens, no big deal https://twitter.com/GayAnimeDad/status/889910172318957569
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# ? Jul 25, 2017 19:13 |
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I've decided that, at least while under gamejam time constraints, it's best to focus on avoiding being spotted by enemies, rather than out-sailing them. With that I've made the AIs a little faster than the player, but to give some variation in sight-range, I added day night cycles... https://www.youtube.com/watch?v=GGYk10This8 ...so a crafty captain can use the cover of dark to elude the blockades. Also, the world is populated with a number of hooch-providing ports, and hooch-buying ports. I also came to a belated realization that I'm making a bootleg of Sid Meier's Pirates I think I've settled on a final list of things to work on:
Things on the bubble:
If anyone's morbidly curious, I've put up a real rough demo at https://rozisdead.itch.io/awful-runners
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# ? Jul 25, 2017 19:41 |
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# ? May 13, 2024 06:49 |
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So, as the sound designer for Team PUNCH FIGHT, I have spent the last two or so weeks knee-deep in the learning process for UE4's blueprints. One recent challenge I had was that, when a bunch of boxes collided with one another, they would make their collision noises all at once and it was really terrible! In fact, they made so many collision noises at once that they had a nasty tendency of forcing my music tracks to restart, and I didn't want that. Unfortunately, UE4 is a bit different audio-wise compared to what I'm used to, so I found it a bit puzzling when I seemingly wasn't able to manipulate 3D sounds after they'd been played. After racking my brain for a few hours, I came up with this nugget in order to force collision sounds that were already playing to stop: Given what coding experience I have in Game Maker (yes I know), I was 95% certain that attempting to call a sound that hadn't yet been defined would crash the game, but instead it worked exactly as intended. Wow!
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# ? Jul 26, 2017 00:22 |