You probably should have linked a trailer...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).
Fixed!
You probably should have linked a trailer...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).
This looks really good. Will play. Grats, dude.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!
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.
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.
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.Some quick googling gave me that impression, too. Good to know, though!
Didn't realise this was coming out so soon. Really hyped now. Congrats.!Thanks! I was just about to do a mention myself in this thread, hah <3
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.
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.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.
Hah! I don't work on Dirty Bomb anyway :) Working on something new and unannounced (not talking about it either)
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.
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.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)
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.
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.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
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).
That's so fun! I really love the stripes in its design.
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.
Good point.Having it stagger during the antic for the punch is an easy thing i can do.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.
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.
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)
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.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.
I've never used it, but can't you use a separate camera?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?
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.
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!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.
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.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
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
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!
Yes. Each camera can have what layers are processed defined.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?
Looks good! I would just hide the chain behind the skull when they reel it in. Looks like it's unintensionally clipping through.Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.
Oh... yeah. You're right haha. I'll fix that.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.
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.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 :(
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.
Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.
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.
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 xDGlad you got it sorted! can't wait to see some pictures, the effect you are going for sounds super cool.
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.
Animating chains is blah. There's so much push and pull and IK joints not wanting to cooperate. I think I did okay though.
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.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
Possibly dumb question, but is it possible to make similar style graphics effects that are present on something like Geometry Wars, using Game Maker?
It's definitely possible, but It would prolly be difficult for someone who isn't already an experienced programmer.Possibly dumb question, but is it possible to make similar style graphics effects that are present on something like Geometry Wars, using Game Maker?
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 :)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