A bit more progress. I'm not sure how much more there will be.
Not going to lie, that looks a bit impenetrable, but quite interesting too. I'm assuming it will be considerably easier to parse when it's moving. :)
A bit more progress. I'm not sure how much more there will be.
Congrats jahasaja! :) Awesome to see your hard work getting some notice.I got my first thread on Era: https://www.resetera.com/threads/driven-out-2d-16bit-beautifully-animated-side-scroller.114499/
Feels like a great honor :-)
I got my first thread on Era: https://www.resetera.com/threads/driven-out-2d-16bit-beautifully-animated-side-scroller.114499/
Feels like a great honor :-)
You can wait a bit, I am already working on the next update. I am not changing anything major just yet. Only some tweaking on the Goat and bear fight.Congratulations! I still have to make some time to play the updated demo. I don't suppose you have patch notes about what's new in it?
I got my first thread on Era: https://www.resetera.com/threads/driven-out-2d-16bit-beautifully-animated-side-scroller.114499/
Feels like a great honor :-)
Thanks! Yeah that was really fun!Congrats jahasaja! :) Awesome to see your hard work getting some notice.
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Congratulations! I have to find some time to make a try, but be sure I wiil gladly play this! :)
You can wait a bit, I am already working on the next update. I am not changing anything major just yet. Only some tweaking on the Goat and bear fight.
I should actually explain how the game works, but for now I will at least say you can zoom in.Not going to lie, that looks a bit impenetrable, but quite interesting too. I'm assuming it will be considerably easier to parse when it's moving. :)
Can you be more specific on what you can or want to do? For example, level design, story writing, etc.?Are there some ways I can contribute to a game dev group when I'm not program savvy and I just hate coding and find it boring? I had a group last year and I organized the team, drew out some concepts for a level and found some free sprites to use, but I mostly felt like my contribution was minimal. All of the people ended up leaving the group when we barely just got a placeholder character made with a simple jump animation and a platform.
I really want to get this made and finished and so I cna be a step closer to my long term goals. I just feel confused now on how to go about it. I would do everything myself, but my art skills are limited and I don't think I have a way to draw digitally or scan in stuff anyway, coding bores the shit out of me and even when people suggest stuff that supposedly doesn't use code like Ren'py or Game Maker that still feels like coding to me and then I start to lose interest, and I tried for a while to compose my own music, but nothing sounds right to me. The instruments always sound off in a way I can't quite articulate.
I just know I have to get something made so I can go to the next level.
I am very adept at story writing. I was looking tinto doing that as a career in the industry until I found out that almost no studios hire writers like that, but I'm also interested in level design too. I had lots of fun making stuff in LittleBigPlanet and would've done the same with Mario Maker and Dreams if I had the chance to play them.Can you be more specific on what you can or want to do? For example, level design, story writing, etc.?
The thing I personally like about minecraft is that the same ingredients can be used to make different things depending on how they are placed. If you went with a grid-like system would your game have enough recipes to utilize this or would it mostly just be used as an unlock method?Working on my Farming RPG, but really in doubt if I should build a crafting system that checks if you have a recipe "Unlocked", or a grid-like Minecraft system where if you know the recipe, you can make the stuff.
The thing I personally like about Minecraft is that the same ingredients can be used to make different things depending on how they are placed. If you went with a grid-like system would your game have enough recipes to utilize this or would it mostly just be used as an unlock method?
This might not seem like an achievement to most, but it's taken me so long to work out the Blender > UE4 animation pipeline... and that's just a simple hinge. No idea what fun awaits when I try biped skeletons...
Yup. It's ridiculous. Had a bunch of different issues here and there, but I think I'm getting the hang of it now.The most ridiculous thing I remember running into was an animation coming in at a weird scale for no apparent reason, and the workaround was renaming the skeleton in Blender to anything but the default name of "Armature". I don't know if that's fixed by now, but I always rename the skeleton these days.
It could definitely be cool but what would be best for experienced players? Will it be fun to craft the 10th torch that way or tedious? Would players starting a new save game miss out on unlocking recipes and have a worse experience without that progression?My idea (Long term, course, I'm still learning) is for the game to have items you can only craft on a "station" (Like cooking) and others you could craft on the field, like a torch. Wouldnt it be cool if the game "taught" you recipes in the form of item placements in the grid (Like Minecraft) but an experienced player could skip that and just make the item since they know how the system works?
My fear is that this only complicates things unnecessarily.
Incredible atmosphere, you really nailed it.Hello all!
The full prototype will be released in a few days / late May. It will be available on itch io, for free.
Can't wait you be able to play it, hope some good feedbacks.
I will keep you in touch.
Thanks! Believe me when I say it means A LOT to us.
I haven't posted in a while, but time to break that! So I've been in the process of finalizing a lot of stuff, like art, making some character sprites look better, adding some polish where I can (like screen shakes, giving the viewport a bit of a makeover etc) and sorting out the Steamworks process so I can finally get this labor of love out to you all for free! Still hoping to get this out around August and I'm pretty confident that I'll be able to meet that goal.
Thank you! That means a lot, :D
I do love POM.Just integrating Parallax Occlusion Mapping into my Unity úber shader:
I do love POM.
How are performances on Unity? (working with UE4)
720p Image said:
1080p Image said:
Thanks!I had a few time to play with the Steam demo.
I'm a really bad player, and I was not able to kill more than 4 warriors (died when you are "circled"). :shameonme:
Visually, it's really pleasing, great work.
I'm needing some advice, as I have done a silly and am not sure how to progress from here.
To cut a long story short: I didn't think about the issues regarding scaling between resolutions (i.e 720p is not half of 1080p) and now I have got myself into a sticky situation where I have to make a choice:
At the moment, I'm inclined to go for option one, mostly because my "target" resolution (i.e, the one I'm designing for, 1080p) would be one that couldn't have PP Scaling and whilst the end result is not awful, it definitely doesn't look as "clean" as I would like.
- Maintain the "pixel perfect" visual fidelity on all resolutions, but have the actual visible play area represented by the camera differ between certain resolutions
- Make the visible play area consistent across different resolutions, but do not maintain "pixel perfect" scaling.
I've taken some screenshots of my "Option one" solution, so you guys can see the difference in visible play area. Do you think this is an acceptable difference, or is it too jarring? Being able to see "more" of the level will make the game easier in some situations, but I don't know if it would cause that much of an issue. (Ignore the slight "clipping" in the background, that;s a simple fix by extending the tilemap for those bits)
(I'm not too bothered about people using resolutions that aren't 16:9 aspect ratio. I'll probably just add borders + letterboxing for them at a later date)
Thanks for your help!
I haven't posted in a while, but time to break that! So I've been in the process of finalizing a lot of stuff, like art, making some character sprites look better, adding some polish where I can (like screen shakes, giving the viewport a bit of a makeover etc) and sorting out the Steamworks process so I can finally get this labor of love out to you all for free! Still hoping to get this out around August and I'm pretty confident that I'll be able to meet that goal.
Loads more where that came from fam :D