I'm trying to make one of these now and I'm curious if I'll ever finish it lol. I'm not exactly known for sticking to hobbies I started, but this has been a fun experience so far. I just have to stop thinking about how much there's still to do, be it scenes, puzzles, graphics, animations or sound and music.
At least I've got concept, general idea and story and most of the potential rooms somewhat solidified. It's really difficult to figure out what part to continue every day when home lol.
I'll throw this in here as well :) Maybe some remember how I planned a Point'n'click back a few years ago and promptly gave up on it after having like two animations and one unfinished scene. Well, I'm trying again, with a bit more planning and working on ideas and stuff beforehand and forcing myself to keep at it as best as I can. Also finally bought Visionaire to have more of a reason to continue and to be able to share builds with friends n stuff.
Lifted from the PnC-Thread
Conceptually I'm trying to at least somewhat combine a storydriven PnC with something akin to an Escape Room setting, but that's really just a very rough explanation. I do have some ideas, but I wanna see if everything works out before throwing them out there :D
Yeah, it's from a playable flashback scene (the game will have a few of those). I'm really hoping I'll be able to implement the whole "Escape" theme as well as I've planned, I started pretty standard on the puzzles but I want to implement quite a few out-of-the-box ones that would complement that theme. I'm really motivated still and I hope it stays that way :DI like the main character's design a lot. Is the hatless version a younger version?
Escape the Room point and click sounds great, I'm guessing a bit like the Zero Escape trilogy? Often the problem with point and click games is wandering around trying to figure out in what room to use items to progress, and this alleviates it a lot.
look at this shit
i might just rip all these goddamn slopes out of here and go back to coding half-tiles and one-way floors
It's good to hear that's normal lol. For sure it was a learning experience though. I hadn't really thought about how the setting would influence people's attention so much, but that does make sense.This is the convention experience in a nutshell, hahah. I've gone to two, and in both cases people were skipping the tutorials, even after shortening them to what seemed the bare essentials between them. I've shortened them further, and more importantly, paced them out (it seems obvious, but it pays to continuously rethink tutorials to see if they can be further split into smaller bits that are brought up immediately before they are relevant), but I've also since realized that a convention full of noise and distractions, where people don't know anything about your game, and it's competing with another 50 games for their attention, is not at all the same environment as the quiet home of someone who has paid money for your game and set aside some time to play it.
It obviously always pays off to make your game as accessible as possible, and a convention can be a really good incentive to streamline your "new player experience", but you will probably never be able to make tutorials for a game more complex than Pong that will simultaneously adequately explain its mechanics, and hold people's attention at a convention.
It's good to hear that's normal lol. For sure it was a learning experience though. I hadn't really thought about how the setting would influence people's attention so much, but that does make sense.
Honestly, the people that skipped the tutorial and gave up I'm not worried about. We're aiming for a more casual crowd, and the people I'd like to cater to are the boyfriends/girlfriends/families of the gamers who are trying to enjoy this weird game even though they aren't familiar with a controller too much. Generally I've found that their gamer friends would try their best to get them up to speed, so we're trying to just give the best aid to that as we possibly can.
Hey! Thanks!JRBechard your stuff looks great! I love the 2D art you've made a lot. I'm a little behind on the thread atm, but I'll be sure to catch up soon.
Don't give up! What is happening there is that when your character moves to the left, they become ungrounded for a split second, then the gravity pulls them back to the ground, then on the next frame they move to the left again, etc. This keeps resetting your walk animation cycle.
There are several alternative solutions you can use:
- When your character is on a left slope, "move left" also moves them down; likewise for right. If there are multiple slope inclinations in your game, you need to detect which one they're in and move down accordingly.
- When your character is on a slope, gravity is perpendicular to that slope (this is a bit more complicated to do than the above, but if you also have problems with characters sliding down slopes when idle, this should fix that as well).
- Make your character ungrounded only after X frames have passed since it stopped touching the ground. This also works well to allow players to jump a bit after running off a platform (Wily E. Coyote effect), but getting the amount of frames right may be tricky, it will still make the character follow a somewhat uneven path when they walk down a slope, and you also need to manually unground them immediately when they jump.
I found all my artists via twitter art share threads, I'd recommend you look there.Anyone recommend a good pixel artist?
Looking for something like the HeartGold/SoulSilver cute Character sprites.
I'm going to be realistic: I'm not going to learn pixel art while learning everything else. I can only do so much with school, work, and learning to code.
Does anyone have experience with the Quixel tools like Mixer? Now that it's free with UE4 I was trying it out.
My problem is, I can make some good looking flat planes, but how do I actually texture a model with the maps I export? As far as I can tell there is no way to import a model in Mixer, so how do I texture anything more complex than a box? I know they used to have the quixel suite for painting the materials on the models, but apparently you can't even buy it anymore, so what gives? Do i actually need Substance Painter to make decent use of this or...?
Yeah my first thought was to just use Blender to paint the texture with the materials... I just wish I could skip that setup step. Hopefully the update will come soon.Model painting is not available yet, they said is coming in Mixer 2020 whenever that drops, aside from substance there's ArmorPaint, you could also use blender for a more traditional setup.
I missed screenshot saturday but I'm really happy with how the first level of my 90s shooter game is turning out :D
Hey all. I've always wanted to make my own Megaman styled 2D platformer. I have the programming skills but basically zero art skills, so I decided to try and make some basic characters using simple pixel art. This is a WIP sample I made a while ago.
Still a long way to go, but it's good to start!
TY! Yeah going with 2D art because it's easier for me to produce.I love how varied your characters are. I really like Usuru and Koei. Kinda showing my ass here (i.e. I haven't kept up or caught up with the thread) but are you going with your 2D art for use in your project? I also really like the track you shared a couple days ago
10/10, good boys
It looks really good! I really like the main Usuru model you have but your 2D art looks so good that I don't miss it at all in the context of your project. You're doing great work and I like it a lotTY! Yeah going with 2D art because it's easier for me to produce.
Interesting, thanks! Though I'm not sure if that particular palette can work with my example, there aren't any 2 shades of blue that are close like that...Don't pick your own colors, use an estabilished palette. Specifically, use the Endesga64 palette because frankly it's the absolute best out there :D. Just by using it, it will make anyone's pixel art 5x more beautiful, colorful and vibrant.
Thanks! Idk if you remember me but I know you from Vizioneck and VGC haha.I've never worked on pixel art so I'm not one to give advice but I really like how you did the transformation!
Interesting, thanks! Though I'm not sure if that particular palette can work with my example, there aren't any 2 shades of blue that are close like that...
Thanks! Idk if you remember me but I know you from Vizioneck and VGC haha.
The idea I'm going for is that all 8 bosses and the player start off as basic squares of different colors with simple abilities, but the more you progress the more the bosses get stronger as well, and the bosses can be challenged out of order Megaman style. Here's what the above boss would look like if he's encountered earlier:
Initially I thought I'd give each one 8, but maybe that's too much work, so I may restrict the level structure to Megaman 8 style where you have to beat the first 4 bosses before fighting the next 4, that way each bot would have 4 forms.That is really, really cool! How many possible forms does each boss have? This setup feels like it would work great for a roguelite.
Initially I thought I'd give each one 8, but maybe that's too much work, so I may restrict the level structure to Megaman 8 style where you have to beat the first 4 bosses before fighting the next 4, that way each bot would have 4 forms.
32 actually in the second option.That's still 64 boss forms, wow! My mind reels at the amount of design and sprite work, but it would make the game so very replayable. Hats off!
What program are you using to edit sprites? I use and love Aseprite, pretty much the only one of my tools that does exactly what I want all the time while being very lightweight. If you know Starbound, they apparently made all their sprites with it. Aseprite is just 15$ on Steam, and probably the best 15$ I've ever spent in development. It also has an older version for free on their website.
32 actually in the second option.
I use an app on my iPad called Pixaki. It's very overpriced, and lacks a lot of features, but it's worth being able to work on stuff anywhere I am and with the Apple Pencil.
I made the mistake of buying a gaming laptop when I started Uni and it weighs a ton, so I pretty much never take it out of my dorm.
The app I'm using is specifically for sprites, and allows exporting sprite sheets and stuff. I wish it had more features like Aseprite though.Yeah, my mistake, I fixed it immediately but not before you quoted it hahah.
Doing pixel art on a tablet must be pretty nice, especially to avoid repetitive motion injuries from all the clicking. I considered it for a while but I only have an Android one and it seemed like a lot of back and forth to get them into the game later.
Hey all. I've always wanted to make my own Megaman styled 2D platformer. I have the programming skills but basically zero art skills, so I decided to try and make some basic characters using simple pixel art. This is a WIP sample I made a while ago.
Still a long way to go, but it's good to start!
Hey all, there are some really cool projects in this thread. I used to make some small Java and XNA projects a few years ago (with a fairly basic knowledge of C#, C++, etc.) but sadly have been out of the loop for a long time. I'm really feeling the itch to try and workshop some projects I've had in mind for a while, and I honestly have no clue where to start, or even what platform to develop with. They would all be 2D, for the most part, including a platformer, an action game, and a side-scrolling co-op beat-em-up (with plane-shifting, similar to Guardian Heroes or Fatal Fury). Research seems to point me to Unity being ideal for this, though it seems Game Maker is pretty capable these days as well (I used it briefly years ago and had a decent time with it). Any recommendations for essentially a beginner?
Hi!
My top recommendation for anyone starting would be to join a game jam. Maybe call some friends to join in. (or make it alone, that's cool too)
Also, choose an engine: Godot, Unity or UE4 are the top picks with loads of documentation.
Don't rule out an engine because you are not familiar with the language it uses. They are really similar, really.
All in all, I'd pick Unity because you can find almost any game logic just by searching: "the thing you want to do" + "Unity" :))
But seriously, join a game jam. :)
Go to Itch.io to find the ones happening now.
This is awesome advice, thank you. I really enjoy what I've seen of itch.io as well, so I will check it out.