I'd definitely prefer option two. That is a significant difference in view size and players would notice. I imagine some players will have strong opinions about which size is better.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!
Weltall Zero Might be time for you to jump back in I slowed down the goat :-). And now it is on Steam
I developed a PS4 and PC VR game if you have any specific questions. I don't remember any specific resources that I found really helpful.
A VN with a mostly black cast is a really cool idea. I can't think of many VN (or, hell, videogames) that do that.
Installed it, but as before, no promises when I'll have a bit of free time to give it a try.
Yeah, haha! It's definitely something that I personally as a black man have wanted to see for ages. Maybe we won't get it in the AAA space, but that's what indie games are for, right?
Aside from the cast though, I think as a VN I'm doing something new with the emphasis on episodic storytelling (everything is split into episodes, so episode 1, 2, 3 etc) instead of a long form narrative so it's a lot easier for those that aren't into VNs to dip in and out of the story. Each episode is standalone and does its own thing, so it'll be interesting to see how most people receive that.
Hi b&g,
just a brainy question.
if I wanted to use a sprite that is a tribute to Assassins Creed (i mean in 2D with different body shape and height) in my game, do you think we could be copyright issues?
Ok for reference this is the sprite. By the way any Ubisoft man here? :)
As You write this is "A one-shot background NPC". Obviously this is not the game hero :)
Yeah I released Twisty Puzzle Simulator. I have a couple bigger games in development so I used that project as a VR trial run.Interested? VERY interested.
The next stage is taking the prototype to VR. We already thought about level design for VR and classical gamepaly, but I will certainly look for info, especialy PSVR (how does it run, spec limitations, etc...)
Can you name your project if I would like to know how you managed specific part? Edit : twisty puzzle?
Thanks! :)
Same here, The BOUNDS is the first try of the studio. Building some XP.Yeah I released Twisty Puzzle Simulator. I have a couple bigger games in development so I used that project as a VR trial run.
That's my primary fear. We've seen by testing oculus rift that VRAM is increased when in VR (everything is baked, but on the highest settings we must be 4.5Go of VRAM when VR)PSVR is pretty great but you really need to always think about performance. Hitting a rock solid 60 fps in VR is a lot harder than hitting 60 fps in 2D. TPS runs at 1.4x the native resolution of PSVR on base PS4s for example. This is because the rendered image is warped and distorted before being displayed on the headset. Rendering in 3D also increases draw calls and/or uses more GPU power depending on your rendering technique. I used the "single pass stereo" setting in Unity since I had a lot of dynamic objects yet relatively simple geometry.
Yep... I was thinking about splitting the levels in two to ease the engine and purge memory, etc...In regards to performance, it's also really important to never let the framerate drop. In Twisty Puzzle Simulator gameplay videos you can see that I always fade to black during scene transitions. This feels good in VR but primarily it is used to hide Unity lagging when initializing a new scene. VR framebuffers can use a lot of memory too. Unity has a weird glitch/feature where the amount of memory used for VR rendering doubles for just one frame during scene initialization. I had to make all my scene transitions additive to avoid this. Additionally I multithreaded all game logic so Unity could focus on rendering.
Making big scenes in Unity
https://streamable.com/zba43
Curiously, there doesn't seem to be any major performance drawback to having mammoth scenes in Unity (or multiple scenes loaded together if that's how you want to organize it) as it only spends rendering time on things that are currently on camera. There are certainly some memory considerations, of course, but it's pretty freeing compared to the engine I was using previously
This is my oldest scene and one some of you may have seen glimpses of, but it's the best example and visually an area that I'm pretty proud of. There's a creepy forest below it, too, also contained in the same scene, not pictured
Making big scenes in Unity
https://streamable.com/zba43
Curiously, there doesn't seem to be any major performance drawback to having mammoth scenes in Unity (or multiple scenes loaded together if that's how you want to organize it) as it only spends rendering time on things that are currently on camera. There are certainly some memory considerations, of course, but it's pretty freeing compared to the engine I was using previously
This is my oldest scene and one some of you may have seen glimpses of, but it's the best example and visually an area that I'm pretty proud of. There's a creepy forest below it, too, also contained in the same scene, not pictured
Your 3D effect is looking wonderful!
I think I remember seeing this scene before since the crashed ship looks familiar.
Man this is looking awesome. I remember this project from it's early stages on the Construct forums back in the day
This looks so beautiful. It reminds me so strongly of Crateria in Super Metroid at the beginning, before you start delving into the planet's depths, or Hollow Knight's Dirtmouth. All metroidvanias should have a safe, large, open air starting area you keep returning to, to better sell how deep down you are later in the game.
TLDR, modern game dev tools like Unity are a miracle. It's unbelievable that a scrub like me is able to accomplish the types of things that I'm accomplishing. I'm so grateful for its existence.
You may not remember this but I did some contract animation work for you on this 4 or 5 years ago, and I gotta say that the way you've revamped the animation since then is seriously paying off. So excited to play this game when it's complete.Making big scenes in Unity
https://streamable.com/zba43
Curiously, there doesn't seem to be any major performance drawback to having mammoth scenes in Unity (or multiple scenes loaded together if that's how you want to organize it) as it only spends rendering time on things that are currently on camera. There are certainly some memory considerations, of course, but it's pretty freeing compared to the engine I was using previously
This is my oldest scene and one some of you may have seen glimpses of, but it's the best example and visually an area that I'm pretty proud of. There's a creepy forest below it, too, also contained in the same scene, not pictured
I updated that trailer that I threw in this thread a few months ago, a few new things but mostly just polishing up the art, would appreciate any new feedback anyone might have. Nitpick hard, please. I'd much rather hear about anything now rather than later --
Thanks. Re: the screen shake, that was definitely one the the things I was looking at towards the end. I'm looking for the best balance of toning it down/alternating the effects that use it/implementing alternative methods of adding impact without shake. And the MP font thing is exactly the sort of thing I'm looking for. The UI's been redone, sort of, but probably needs another pass.Your game is almost unbearably beautiful, I don't ever tire of seeing it. Between this and ArkHeiral's Chained Echoes, this thread has two truly world-class sprite art devs, damn. You should be extremelly proud of yourself.
If you've been reading my posts in this thread you know I focus on the negative by default so I don't even need to be encouraged, hahah. I went in with the intention to pick even the smallest of nits, but everything looks so amazing and lovely that the only two things I can think of are really minor:
- Screen shake is too strong for my tastes, but this is par for the course; screen shake is almost always too high for my tastest in most games. Is there's an option to dial it down? If so, perfect.
- The font for what I assume to be MP (the numbers below the HP) is a bit jarring in its simplicity, compared to everything else in the game, especially the HP font which is golden, beautifully shaded and antialiased, while the MP font has simpler shading and no antialias.
I'm almost sad that I can't help with more helpful criticism, but really, the game is stunning and rock-solidly consistent; I can't find even the smalles of flaws. Amazing work.
Thanks. Re: the screen shake, that was definitely one the the things I was looking at towards the end. I'm looking for the best balance of toning it down/alternating the effects that use it/implementing alternative methods of adding impact without shake. And the MP font thing is exactly the sort of thing I'm looking for. The UI's been redone, sort of, but probably needs another pass.
So after trying and failing miserably to learn Unity about 2.5-3 years ago, I decided about a month ago to pick up Unreal Engine, and had a lot of anxiety of it going into it, because I did not really find the Unity experience then very intuitive. My fears were alleviated quickly with UE4, and now getting my idea up and going with UE4, World Machine, and Quixel Megascans has been crazy for as little time as I have spent on it. Not 100% sold on Quixel yet though and know there are plenty of other scan libraries out there. Just wanted to join in on the conversation and share my beginnings
YeahSo did anyone get what seems to be an email sent by mistake from Sony with a long list of developers on cc? 🙃
So did anyone get what seems to be an email sent by mistake from Sony with a long list of developers on cc? 🙃
I updated that trailer that I threw in this thread a few months ago, a few new things but mostly just polishing up the art, would appreciate any new feedback anyone might have. Nitpick hard, please. I'd much rather hear about anything now rather than later --
I updated that trailer that I threw in this thread a few months ago, a few new things but mostly just polishing up the art, would appreciate any new feedback anyone might have. Nitpick hard, please. I'd much rather hear about anything now rather than later --
I've been working on the meta game for Transmission recently. It's still a bit scrappy but I think I'm starting to go in the right direction with it
Thanks for catching that. Those guys are actually supposed to be running an idle animation until after the drop and then drawing their bows when the arm gets raised.That's really impressive. For a nitpick I'd say the static, 4 of a kind, archers stand out as a bit odd here since everyone else in the scene is very active.