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Jack

Member
Oct 25, 2017
167
Congrats, this is easily one of my most anticipated titles, so glad you were able to see it through to the end!

Myself, I'm FINALLY releasing a second game! Never Stop Sneakin' will launch on the Switch on Dec 14th (North America, Europe will follow some time later).

Coincidentally, it took me 46 months to create Dust:AET, and 23 months to create NSS. Half the time. I wish I could say that trend would continue with my third game, but I highly doubt it. This has been a very interesting, experimental game for me, and I accomplished a lot of personal goals. Hope you all enjoy it!

DQYxwBDUQAACxZh.jpg
This looks really good. Will play. Grats, dude.
 

DocSeuss

Member
Oct 25, 2017
1,784
Some quick googling gave me that impression, too. Good to know, though!
A gif I posted showed the photography mechanics. We've got a card game, car driving, interrogations, and some gun stuff too. My hope is that subsequent episodes will have increased gameplay stuff. There's more gameplay in what we have now than Dear Esther or something, though.
 

1-D_FE

Member
Oct 27, 2017
8,253
Does anyone have a handy resource they can link to regarding converting a Unity build into the Steam SDK? I understand there's this:

https://www.youtube.com/watch?v=SoNH-v6aU9Q&index=19&list=WL

But does anyone know of a link that deals explicitly with Unity and the specific things related to that? I feel like the video is maybe missing some things and wanna know if there's a more idiot-proof guide out there.

This is completely unrelated to Steamworks implementation. That's completed and the game is finished and built. I'm just looking for a nice resource that gently walks me through how to take those completed Unity build files and upload it all onto the Steam servers with all the necessary steps.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Does anyone know if you can change the addon execution order in Unity? I know about *script* execution order, but I'm not sure if that could help me here.

Like I mentioned before, I bought a new addon yesterday, and Ctrl+E activates an inspector panel with its primary settings. Unfortunately, another, to me much more important addon, has a very crucial function that I use ALL THE TIME bound to Ctrl+E as well. And now that button press does nothing in that prior addon.

Maybe it'll override the new addon if I reinstall the older one on top of the new one? For some reason, the new addon activated itself automatically once I imported the files, while I had to manually open the old one. Maybe I can stop it from working by changing the folder name or something?

It's not a crucial system for now, but I don't want to redownload 400MB every time I want to use a different addon xD

Edit: No, reinstalling ProBuilder over Lighting Box didn't help at all :/ I guess the shortcut command for LB is hidden inside the compiled scripts?
 
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GroundCombo

Member
Oct 27, 2017
203
Does anyone have a handy resource they can link to regarding converting a Unity build into the Steam SDK? I understand there's this:

https://www.youtube.com/watch?v=SoNH-v6aU9Q&index=19&list=WL

Our publisher handled the initial setup on Steam, but that's what I started with for uploads. If you build the game into an empty folder, you should have everything you need minus any custom library requirements. For our game (which uses Steamworks.NET), the content folder includes the .exe, the Data folder and UnityPlayer.dll. My app and depot .vdf files are basically the example files with the app/depot ids and description changed. Then start the tool, log in, run_app_build ../scripts/app_build_[id].vdf, magic happens and the build is uploaded.
 

1-D_FE

Member
Oct 27, 2017
8,253
Our publisher handled the initial setup on Steam, but that's what I started with for uploads. If you build the game into an empty folder, you should have everything you need minus any custom library requirements. For our game (which uses Steamworks.NET), the content folder includes the .exe, the Data folder and UnityPlayer.dll. My app and depot .vdf files are basically the example files with the app/depot ids and description changed. Then start the tool, log in, run_app_build ../scripts/app_build_[id].vdf, magic happens and the build is uploaded.

Cool. I'll give that a shot and see if I run into any issues. Hopefully not.
 

Anustart

9 Million Scovilles
Avenger
Nov 12, 2017
9,040
Quick probably easy question, I have shooting set up on my right stick, but now the bullets velocity base itself off the stick position when I want it constant instead, just firing in the direction the stick is facing. Having difficulty visualizing what I'd need to change to get that to happen.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Hey Sean. I just noticed your verified status, how do you find the time for ludum dare etc with what I assume is a full time job? :) I thought you were a hobbyist like most of us until now heh.
Been working in games professionally for ~10 years now. Before that (and before indie) I was a hobbyist modder; a couple of years ago I decided to go back to those modding days. I just make time for it I suppose. I certainly play a fewer games as a result. That was the sacrifice I made, I guess.

Dirty Bomb only releases about 2 maps a year, I kid I kid...
Hah! I don't work on Dirty Bomb anyway :) Working on something new and unannounced (not talking about it either)
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
How did I miss that UE4 was getting a nice-looking mesh editor? I only heard about it after looking up the status of Probuilder UE4 and seeing it was canned due to this.

Apparently it was announced at GDC.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
How did I miss that UE4 was getting a nice-looking mesh editor? I only heard about it after looking up the status of Probuilder UE4 and seeing it was canned due to this.

Apparently it was announced at GDC.

Huh, interesting. I've been playing with Probuilder in Unity and like it, but am thinking i'll just do most of my meshwork in Max. Probuilder is powerful, but just a little too tedious to work with within Unity's editor. Curious to see UE4's mesh toolset.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Been working in games professionally for ~10 years now. Before that (and before indie) I was a hobbyist modder; a couple of years ago I decided to go back to those modding days. I just make time for it I suppose. I certainly play a fewer games as a result. That was the sacrifice I made, I guess.


Hah! I don't work on Dirty Bomb anyway :) Working on something new and unannounced (not talking about it either)
Interesting! I'm still trying to find my way in into the industry. I also play quite less than before, there's just not enough time with work and other social endeavours. I'm quite lucky to have a full-time job that allows me to work on hobby projects for my portfolio while at work lol.

I've applied to SD before for QA thanks to a former programmer there, but it didn't pan out unfortunately.

How did I miss that UE4 was getting a nice-looking mesh editor? I only heard about it after looking up the status of Probuilder UE4 and seeing it was canned due to this.

Apparently it was announced at GDC.
Huh, interesting. I've been playing with Probuilder in Unity and like it, but am thinking i'll just do most of my meshwork in Max. Probuilder is powerful, but just a little too tedious to work with within Unity's editor. Curious to see UE4's mesh toolset.

You got any links to this? I love ProBuilder in Unity, I would've abandoned Unity for Unreal ages ago if not for that asset.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491

Minamu

Member
Nov 18, 2017
1,900
Sweden
https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/GDC2017/#mesheditor

"extremely early access", not sure where it is on the UE4 roadmap trello. Hopefully it'll be in stable soon.

And the Probuilder announcement:

https://forums.unrealengine.com/dev...cial-development-thread?p=1048385#post1048385
Thanks. That's a shame but I guess it might be for the best (how about bringing the PB guys on board?). The mesh editor looks pretty good though I must say. If one were so inclined, I guess one could use PB in Unity for the modelling, and then import it into Unreal xD Should work fine in theory, if not a bit of a hassle.
 

SaberVS7

Member
Oct 25, 2017
5,237
Well, it's been a long time since I made a Screenshot Saturday shot, but I just got a new feature done in time for Saturday, so so be it!



Previously the Laguz Rune would "Ping" enemies as a distraction-mechanism, but when I added in the ability to throw empty magazines and other noisemakers it quickly felt redundant - And furthermore in the context of the game being a top-down Metroidvania, I couldn't find a way to make it function as a Progression mechanism.

Also, on another note, I couldn't find a way to properly implement a Fly-By-Wire weapon for puzzles like the Metal Gear series' many RC Missile puzzles, and had recently cut a similar-functioning weapon for multiple balance reasons.

Now I've made Laguz instead allow the player to hack various Terminals and other objects around Lupercal to shut down security systems, unlock certain doors, and turn Sentry-Turrets against their masters - Through a Hacking Minigame that plays in a manner similar to Metal Gear's RC-Missile puzzle rooms.

As it stands, the puzzle is procedurally generated each time based off the Terminal's Difficulty Rank (Marked as #* under the Hack icon, from 1 to 5). I would have liked to manually craft each one, but I would probably spend more time making potentially hundreds of puzzles than the entire rest of the game. That, and there's already a Procedural Generation precedent for this game with how Enemy patrol routes work
 
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RHANITAN

Member
Oct 25, 2017
174
1dae5af66e2f2ed7a0a8ecbe39a0e1b804cad3bb_1_690x388.gif

This is WIP for a Boss fight. The layout of the Boss room isn't final and he is in the wrong level lol. I still need shade his sprite and think of some ways to spice the look of his projectile attacks. I was also debating whether i want to add more frames to his idle animation but inbetweening close frames in pixel art is such a pain that i think i will just leave it but i would be curious what y'all think before I decide.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
1dae5af66e2f2ed7a0a8ecbe39a0e1b804cad3bb_1_690x388.gif

This is WIP for a Boss fight. The layout of the Boss room isn't final and he is in the wrong level lol. I still need shade his sprite and think of some ways to spice the look of his projectile attacks. I was also debating whether i want to add more frames to his idle animation but inbetweening close frames in pixel art is such a pain that i think i will just leave it but i would be curious what y'all think before I decide.
That's so fun! I really love the stripes in its design.

I'm wondering if it might be helpful to lift the fist off the floor ever so slightly when the arm bunches up for the punching attack. The reason I suggest this is that the contracted position could potentially be read as a withdrawn, rested pose for the arm, whereas lifting it even a few pixels would suggest that it's not going to just lay there. Either that, or I would advise it to wiggle a little like the hand does when it's about to slap from the upright position so that the two tells are more cohesive.
 

RHANITAN

Member
Oct 25, 2017
174
That's so fun! I really love the stripes in its design.

I'm wondering if it might be helpful to lift the fist off the floor ever so slightly when the arm bunches up for the punching attack. The reason I suggest this is that the contracted position could potentially be read as a withdrawn, rested pose for the arm, whereas lifting it even a few pixels would suggest that it's not going to just lay there. Either that, or I would advise it to wiggle a little like the hand does when it's about to slap from the upright position so that the two tells are more cohesive.
Good point.Having it stagger during the antic for the punch is an easy thing i can do.
 

Aki-at

Member
Oct 25, 2017
336

At first I thought I lost only an hour's work, turns out what I did between late morning to mid afternoon didn't save so I'm stuck showing off placeholders arrgh! (At least I remembered the level layout :P)

1dae5af66e2f2ed7a0a8ecbe39a0e1b804cad3bb_1_690x388.gif

This is WIP for a Boss fight. The layout of the Boss room isn't final and he is in the wrong level lol. I still need shade his sprite and think of some ways to spice the look of his projectile attacks. I was also debating whether i want to add more frames to his idle animation but inbetweening close frames in pixel art is such a pain that i think i will just leave it but i would be curious what y'all think before I decide.

Oh man I love these kind of bosses but I would just a more violent shake like Sabrina to give the player a better notification the spring arm is about to unload!
 

RHANITAN

Member
Oct 25, 2017
174
At first I thought I lost only an hour's work, turns out what I did between late morning to mid afternoon didn't save so I'm stuck showing off placeholders arrgh! (At least I remembered the level layout :P)

uhg, that sucks. It's too bad most software doesn't have auto saving as an option these days. The animation software I use at work has it and it's saved my ass so many times lol.
 

TI92

Alt account
Banned
Oct 25, 2017
5,598
Hey, happy to have found this page. Taking suggestions here as I am a CS student and have made games before, mostly in SFML, but I am going to be starting and running a club on campus with the goal of developing games as a group using industry tools and practices with the goal of building portfolios, learning said tools, gaining experience and maybe entering student competitions.

Any suggestions as for engines and such? Seems unity is our best bet for cross platform sake.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Hey, happy to have found this page. Taking suggestions here as I am a CS student and have made games before, mostly in SFML, but I am going to be starting and running a club on campus with the goal of developing games as a group using industry tools and practices with the goal of building portfolios, learning said tools, gaining experience and maybe entering student competitions.

Any suggestions as for engines and such? Seems unity is our best bet for cross platform sake.
Unity or Unreal, for sure. Unreal knowledge is supposedly more in demand and more valuable than Unity from what I've gathered. But this also depends on what kind of job you're looking for. A programmer who knows C# (Unity) can easily learn C++ (Unreal) and vice versa. This is coming from soneone currently outside the industry though :) A portfolio with completed games is a great way to get started for sure.

A question of my own, as always. Is it possible in Unity to get the new post processing stack to ignore certain object layers or similar? I'm trying to get a somewhat desaturated look to my game, but obviously the camera profile applies the color grading to *everything* making particle effects look like garbage :) A bit of an extreme example but what I'd like is something along the lines of Schindler's List or Sin City, you know?
 
Oct 25, 2017
653
Unity or Unreal, for sure. Unreal knowledge is supposedly more in demand and more valuable than Unity from what I've gathered. But this also depends on what kind of job you're looking for. A programmer who knows C# (Unity) can easily learn C++ (Unreal) and vice versa. This is coming from soneone currently outside the industry though :) A portfolio with completed games is a great way to get started for sure.

A question of my own, as always. Is it possible in Unity to get the new post processing stack to ignore certain object layers or similar? I'm trying to get a somewhat desaturated look to my game, but obviously the camera profile applies the color grading to *everything* making particle effects look like garbage :) A bit of an extreme example but what I'd like is something along the lines of Schindler's List or Sin City, you know?
I've never used it, but can't you use a separate camera?
 

TI92

Alt account
Banned
Oct 25, 2017
5,598
Unity or Unreal, for sure. Unreal knowledge is supposedly more in demand and more valuable than Unity from what I've gathered. But this also depends on what kind of job you're looking for. A programmer who knows C# (Unity) can easily learn C++ (Unreal) and vice versa. This is coming from soneone currently outside the industry though :) A portfolio with completed games is a great way to get started for sure.

We all know c++ since it's our schools main language but at work I write Java which I'm told is what c# is like so either is fine I think
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I've never used it, but can't you use a separate camera?

Same situation. I know I've seen videos where they use multiple cameras to apply specific masks to a game, but unfortunately I've never personally done it so I can't offer specifics. In theory, it sounds like it should be doable.
Huh, yeah that could work, sounds like a neat trick. Maybe if you just put another camera as a child to the main camera. I'm not sure if both will get drawn though, but could be worth a shot!

We all know c++ since it's our schools main language but at work I write Java which I'm told is what c# is like so either is fine I think
Strategically, I think Unreal is the wiser choice. It has more modern and better sub-systems for most kinds of developers, be it programmers or designers etc, and is generally most sought after and used in contemporary game development if you're talking about large scale operations. It used to be that you could get quicker early results in Unity but I'm not so sure about that these days. They're both fine though and complete packages.
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
Whelp, my November project is no longer a single month project. :) I was really hoping to make my self-imposed deadline but unfortunately some personal things came up and I just couldn't find the motivation nor energy to work on it for a few weeks. But this weekend I finally got some motivation to start working on it again, so I spent the weekend trying to figure out where I left off and completely re-doing my architecture to be less gluey and hacky. I also realize that I hadn't posted anything new before I decided to take my hiatus cause I was focusing on my deadline, but the game actually feels like a proper cohesive game now which is nice!


High-quality version

Some of the things I got done before my hiatus include a game-over screen with some dynamic witty banter depending on how well you did, adding a game timer for extra motivation, and changing up the scoring system. Ah, and some enemy guys that patrol around and moving platforms. And a main menu... and some sounds my friend at work made for me since I'm 100% dreadful with everything audio related!

At this point according to my little task board I've got to figure out a gameplay tutorial, fix some animation logic, finish adding a better 'jump charge' indicator, and add some more platform groups so the level generation algo has a bit more to work with. I had a single-player build on my phone and let some people play around with it on my hiatus and the feedback was pretty good! It was a lot of fun watching them play it, and the overall reception was really positive apart from a few people wanting it more apparent how much jump you've charged up, which I was already planning on adding.

We all know c++ since it's our schools main language but at work I write Java which I'm told is what c# is like so either is fine I think

If you work with Java daily picking up c# should be a piece of cake! At a previous job of mine C# and Java engineers would swap projects if needed since they are so similar; they could get up and running very quickly without any hassle. Also worth noting that you can use custom DLL's with Unity projects, so if some parts of your code base absolutely need to be C++ it's always a possibility. I'd highly recommend just downloading both, trying them out and seeing which one you like best/will fit your needs. What works for someone else may not necessarily work for you, so taking a test run to see which feels the best to you is always a great starting point.

Huh, yeah that could work, sounds like a neat trick. Maybe if you just put another camera as a child to the main camera. I'm not sure if both will get drawn though, but could be worth a shot!

I'm not super familiar with the post proc system, but I think you can specify what layers you want each post-proc layer to affect? The camera trick might work too, unfortunately I haven't really used the new post proc system yet so I can't really speak from personal experience :(
 
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RHANITAN

Member
Oct 25, 2017
174
Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.

Th0bsCO.gif
SXIL6fW.gif
Looks good! I would just hide the chain behind the skull when they reel it in. Looks like it's unintensionally clipping through.
Before I started animating I remember being obsessed with designing things with chains everywhere. Now I avoid it like the plague lol.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Looks good! I would just hide the chain behind the skull when they reel it in. Looks like it's unintensionally clipping through.
Before I started animating I remember being obsessed with designing things with chains everywhere. Now I avoid it like the plague lol.
Oh... yeah. You're right haha. I'll fix that.

It'll probably be a while before I try more chains. It's more work than worth I feel like.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I'm not super familiar with the post proc system, but I think you can specify what layers you want each post-proc layer to affect? The camera trick might work too, unfortunately I haven't really used the new post proc system yet so I can't really speak from personal experience :(
Hmm, I probably should've looked at this before spending several hours trying to get the camera system working heh, but it seems fine now. Thanks though, I'll need to check this as well some other day.

Yes. Each camera can have what layers are processed defined.
Indeed, with a couple of youtube videos to guide me, I solved it. It created quite a few bugs but I managed to squash them too. Different far planes on the cameras created some interesting artifacts, and having a character with a transparent material made him permanently semi-transparent for a while lol.

Finally replaced the really ugly skybox with individual ones per level too, pretty productive night so far I must say. I might need to replace one of them, but my main concern right now is finding better ways to seal off the playspace on each level. Having 20 meter vertical walls around everything looks dumb xD

I wish I could post pictures more often, but most work gets done in an offline setting :/
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.

Th0bsCO.gif
SXIL6fW.gif

That looks great! Although just thinking about the amount of work that likely went into the chains makes me terrified to ever make anything with chains :D

Hmm, I probably should've looked at this before spending several hours trying to get the camera system working heh, but it seems fine now. Thanks though, I'll need to check this as well some other day.

Glad you got it sorted! can't wait to see some pictures, the effect you are going for sounds super cool.
 

Superking

Member
Oct 25, 2017
3,619
Possibly dumb question, but is it possible to make similar style graphics effects that are present on something like Geometry Wars, using Game Maker?
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Glad you got it sorted! can't wait to see some pictures, the effect you are going for sounds super cool.
Thanks :D Didn't realize you work at Unity! I'm gonna surprise my team with tonight's work after I've slept so I might be able to take some pictures then. Though, the camera system is just the foundation. I've yet to actually fine tune each pp stack, I just checked that it works as intended now and it seems so :) I'm doing different stacks for each level so the Sin City style is only applicable in one of five multiplayer maps. Maybe different classes could have different stacks too. I'd love to have dynamically changing stacks depending on what's happening too but we'll see, that's a lot to balance out and I'm not sure how to smoothly increase specific values in the profiles. For some reason, pp stacks can be altered in realtime permanently which is scary xD
 

_Rob_

Member
Oct 26, 2017
606
1dae5af66e2f2ed7a0a8ecbe39a0e1b804cad3bb_1_690x388.gif

This is WIP for a Boss fight. The layout of the Boss room isn't final and he is in the wrong level lol. I still need shade his sprite and think of some ways to spice the look of his projectile attacks. I was also debating whether i want to add more frames to his idle animation but inbetweening close frames in pixel art is such a pain that i think i will just leave it but i would be curious what y'all think before I decide.

This is a solid looking start, it#s giving me Dr Seuss vibes!

Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.

Th0bsCO.gif
SXIL6fW.gif

I've tried and failed to animated 3D chains in the past, so I feel your pain. Looks like it turned out pretty darn well (once the chain is hidden as @RHANITAN said.
 

Jobbs

Banned
Oct 25, 2017
5,639
I made this monstrosity in Spine 2D. Each time I make a new model I figure out better ways of making stuff work.

Ct5Z98y.gif


I love this program so much. Suddenly I can do ridiculous stuff like this without it being entirely impractical.
 
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dean_rcg

Member
Oct 27, 2017
4,270
A friend and I occasionally work on games in our spare time and our new title is ready to launch on Steam shortly. Think FPS Match 3, with VR support too, the link is here - http://store.steampowered.com/app/664210/Boxed_In/

I have a few beta keys and we're looking for a bit of help to test it, on VR especially, Vive and Rift. If you're interested, please Message me, thanks.

p.s. I've been a long time lurker on this thread and hope that this request is OK, if it goes against the etiquette of the forum I'll remove it immediately.
 

F-Pina

Nerd Monkeys
Verified
Nov 3, 2017
233
Lisbon
Hey guys.
My first post here in the Indie Game Development Thread.
I am really happy to start sharing the work (here in resetera) we have been doing for the last 2 years (in between client work and other things) of the sequel to Murder in the Hotel Lisbon.

It's called Detective Case and Clown Bot in: the Express Killer and the Steam page is up here -> http://store.steampowered.com/app/711920/
It's the typical sequel. I kept what worked and added new stuff as needed. Listening to the fans helped in shaping the new game as well.

Here are some screenshots and don't bother watching the teaser, it's the most stupid thing I could think of doing (even though I love it).

train_station_en.gif
oldfarts_interview_en.gif
 

TI92

Alt account
Banned
Oct 25, 2017
5,598
Thanks for the advice guys, hopefully you will see a project posted from me sometime next semester. We would really love to get into big events too especially ones that recognize student developers like how TGA did
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Thanks for the advice guys, hopefully you will see a project posted from me sometime next semester. We would really love to get into big events too especially ones that recognize student developers like how TGA did
Try to participate in as many game jams as possible as well. Good practice and could result in nice projects too, especially if you continue to work on them.
 

1-D_FE

Member
Oct 27, 2017
8,253
Possibly dumb question, but is it possible to make similar style graphics effects that are present on something like Geometry Wars, using Game Maker?

I feel like Unity's biggest strength is that you can always find an answer to your problem on the asset store.

https://assetstore.unity.com/packages/tools/physics/vector-grid-14210

I actually purchased that asset, but never ended up using it (since it was too much when coupled with the rest of my game).

Sorry I didn't actually answer your question, but it just reminded me how much I liked that asset (even if I didn't end up actually using it in the project).
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Thanks :D Didn't realize you work at Unity! I'm gonna surprise my team with tonight's work after I've slept so I might be able to take some pictures then. Though, the camera system is just the foundation. I've yet to actually fine tune each pp stack, I just checked that it works as intended now and it seems so :) I'm doing different stacks for each level so the Sin City style is only applicable in one of five multiplayer maps. Maybe different classes could have different stacks too. I'd love to have dynamically changing stacks depending on what's happening too but we'll see, that's a lot to balance out and I'm not sure how to smoothly increase specific values in the profiles. For some reason, pp stacks can be altered in realtime permanently which is scary xD
Welp, turns out my system doesn't work all that great after all :( I must be using the wrong clear flags or camera depths. It works as intended when you play offline, but as soon as we started the game up over the Internet, everything broke. Thinking about it, we might need to respecify which cameras belong to the localplayer and which don't. I assumed that the new cameras would be local automatically as they're children of each respective player camera but I guess not :)
 

derFeef

Member
Oct 26, 2017
16,355
Austria
So I am using Unity at work but I am not coding myself, I am more of an animation and graphics person. I would also like to get a bit of a different perspective on game engines for indie game development.
What would be the better (I know, that question is probably old and too broad) engine for quick "visual coding" and protoyping 2D games? Construct or Gamemaker?
 
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