"Rainbow Coloured Fruit Flavoured Candy: The Game" (name tbc)
Just one script or all of them? Any console errors?Has anyone come up against a problem in Unity where scripts dont update or compile. Its been doing my head in, I think somethings wrong with my script or something I make changes comment out lines and it doesnt reflect in the editor or when I run the program. Its already hard enough to program, but I dont even know if its something I'm doing wrong or its the software.
Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
Is the player controlling the camera here? What triggers the player throwing up her hands? Because if I was playing I feel like the temptation would be to keep looking at the monster to see if it has any more attacks coming :P
Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
Go for it now. You'll find out pretty quickly if it's for you or not :)I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.
I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
Is the player controlling the camera here? What triggers the player throwing up her hands? Because if I was playing I feel like the temptation would be to keep looking at the monster to see if it has any more attacks coming :P
I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.
I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
Looks really nice, makes me feel a little claustrophobic! One question though, when the projectile hits a wall, it appears that it's ember trail is destroyed along with it; I know it's a pain when you're destroying prefabs, but is there any way to keep the particle trail alive for a second or two?
Haha, no... not even close! 3 days for one animation is pretty good going, keep it up!
Haha, no... not even close! 3 days for one animation is pretty good going, keep it up!
I spent most of the time making the swords spinn.. i Knight needs to be able to spinn hus swords..
Do you use motion capture for your game?
Important stuff then, the little things like idle animation are what give character to your.. well, character! In my opinion all those little details really add up and result in your game having a "soul", that's even more true for animation!
I don't, no; all hand animated.
I agree 100 percent. But it will lead me to never finishing the game .
I said it before but I think you really nailed the player animation. It just looks fun to become that character..
Haha, you're probably right actually... on second though don't take my advice, otherwise you're game really will take forever! Thank you!
Hi all,
Any recommendations on Unity tutorials? These two caught my eye:
https://www.coursera.org/specializations/programming-unity-game-development
https://www.coursera.org/specializations/game-development
Its kind of disheartening how low the bar is on google to find good unity tutorials. Seems like there are a lot of people out there trying to make a quick buck.
Anyway, I'm not opposed to spending money if its worth it, and I am a decent programmer looking to expand my programming knowledge to games. I just don't really know where to start.
Between your game and Guacamelee 2 I'm seriously considering going for it. It adds so much. Thanks for sharing your process!Hey all. If anyone's intending to do normals in their 2D game, we did an interview with Gamasutra about our process for it. It may be of use to some of you. Read it here.
Nice one. Seems like a huge amount of work though, unless you have a team doing itHey all. If anyone's intending to do normals in their 2D game, we did an interview with Gamasutra about our process for it. It may be of use to some of you. Read it here.
This is beautiful.Hey all. If anyone's intending to do normals in their 2D game, we did an interview with Gamasutra about our process for it. It may be of use to some of you. Read it here.
Hey all. If anyone's intending to do normals in their 2D game, we did an interview with Gamasutra about our process for it. It may be of use to some of you. Read it here.
I like bouncing particles a lot! :D
Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
From the point of view you are writing it feels like it will stays a dream ofI'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.
I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
Comes along nicely. Love the action going on! But not so much the bloom, it'sI haven't done an update in a while. In fact I'm not even sure if I've posted anything game related on era yet. So here's a few images from my game Cozen Servo.
Boss battle that I'm working on:
A vehicle that I modelled today:
And a couple of gifs:
I like bouncing particles a lot! :D
From the point of view you are writing it feels like it will stays a dream of
yours forever. Anyhow, from my point of view, if you wanna make games for a
living or similar, you better start building up a certain kind if profession
useful for game development while developing your own game as you go. Thing
is, even if you're not successful with your own game you can still apply for
a job within the gamedev industry. But in that case you better bring something
onto the table, something which you are really good at. And that's something
you shouldn't start with in your 30's, for time is key when it comes to aquire
a couple of good skills.
Comes along nicely. Love the action going on! But not so much the bloom, it's
a bit much at times. Btw; the dithering is rather ugly in the last animation,
what program have you used?
Of course! But if one knows *nothing* and starts at the age of, say, 35 withI only started learning gamedev 2 and a half years ago and i'm 35. You're never too old to learn something like making games.
Ah, I see! Ok.Yeah, they'll be a slider to adjust the bloom in the final, I know peoples tastes differ.
I think I used Screen to Gif. I had to reduce quality to post it to Twitter. I could have made a much better quality version for posting to here but I'm lazy. :)
Of course! But if one knows *nothing* and starts at the age of, say, 35 with
gamedev wanting to make a living out of it, I think that's going to be a tough
ride. Sure, it's not impossible, everyone is different. But what I meant is a
bit different, for, there a lots of stuff out there requiring some good skills
and best practices you only acquire over a very long time like becoming a good
artist drawing all sorts of cool stuff pleasing to look at. Or guess you wanna
dive more into graphics to create many different looks/aesthetics for your
game with you finding yourself needing to program shaders with perhaps lots
of maths you can't even remember from school.
But you are right, one is never too old, you can do it even at the ages of
60+, no problem, yet it begs the question what you wanna achieve with it? And
from the wording of UnnecessaryTodd it sounds like that he wants to make a
living out of it some day. So in that case I would say he should better use
the time he has at his hands (still being aged less than 30) instead of
waiting until he's in his 30's getting told that everyone can make it no
matter his/her age. I also think gamedev becomes a bit harder if one grows
older having a couple of responsibilities you have to take care of (like a
family, or even illness you may now suffer from, etc.), things you may not
have when being aged much younger. So time is a key factor. And skill is
something which only builds up over time, unless you already have some good
experience in the field you are after. For example, if you drew lots of good
stuff being a teen, then it may help you later on when wanting to do art for
games. But if you haven't, and with you starting at the age of, say, 35,
wanting to become a good artist for game(s), wanting to make a living out of
it without having drawn anything before, I think you need to be talent to
cover that ground.
Of course! But if one knows *nothing* and starts at the age of, say, 35 with
gamedev wanting to make a living out of it, I think that's going to be a tough
ride. Sure, it's not impossible, everyone is different. But what I meant is a
bit different, for, there a lots of stuff out there requiring some good skills
and best practices you only acquire over a very long time like becoming a good
artist drawing all sorts of cool stuff pleasing to look at. Or guess you wanna
dive more into graphics to create many different looks/aesthetics for your
game with you finding yourself needing to program shaders with perhaps lots
of maths you can't even remember from school.
But you are right, one is never too old, you can do it even at the ages of
60+, no problem, yet it begs the question what you wanna achieve with it? And
from the wording of UnnecessaryTodd it sounds like that he wants to make a
living out of it some day. So in that case I would say he should better use
the time he has at his hands (still being aged less than 30) instead of
waiting until he's in his 30's getting told that everyone can make it no
matter his/her age. I also think gamedev becomes a bit harder if one grows
older having a couple of responsibilities you have to take care of (like a
family, or even illness you may now suffer from, etc.), things you may not
have when being aged much younger. So time is a key factor. And skill is
something which only builds up over time, unless you already have some good
experience in the field you are after. For example, if you drew lots of good
stuff being a teen, then it may help you later on when wanting to do art for
games. But if you haven't, and with you starting at the age of, say, 35,
wanting to become a good artist for game(s), wanting to make a living out of
it without having drawn anything before, I think you need to be talent to
cover that ground.
Ah, I see! Ok.
Each game has a different style, and normal mapping won't suit all styles, but when it does, it really does add a lot.Between your game and Guacamelee 2 I'm seriously considering going for it. It adds so much. Thanks for sharing your process!
Cheers. Yeah, we do have a team so it made it more feasible. Our artists started the assets for our game as a hobby project years ago, so they are ahead of the project schedule, which has allowed them the liberty of time to undertake the mammoth task of doing this process.Nice one. Seems like a huge amount of work though, unless you have a team doing it
Thanks :)
Thanks. Definitely a lot of work, but yeah, we think the results are worth it. Your stuff is looking great too, judging by what you've recently shared.That looks pretty awesome and a lot of work! good stuff tho :)
Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
Yeah. I'm working 3 days a week in software/web development and the remaining days on my indie game(s). The fixed income from my job is enough to live, and everything I get through my games is a bonus (that I can use for vacations or just save for later). If something like that's a possibility (finding an employer that allows for 3-day-weeks is not always easy), I can really recommend it.If I look around I see Rob and Peheses (of Era) in such specific situation.
They both want to make a living out of their games, but if their games won't
sell that much, they still can relay on their profession and skill they've
acquired over a long time. Something which becomes difficult to acquire when
being much older.
Similar things hold for me. My game won't sell, and I know that for sure,
because I still have to finished it, yet money runs out nevertheless.
However, I've build up a huge profession over time (for the last 15 years say)
alongside working on games and tech for a passion. And this profession helped
me today getting some good job offerings straight. Without that profession,
but with a finished (yet minor successful) game perhaps, I think I would stood
not much of a chance in the field. But I knew it from the start. I even
skipped gamesdev for a couple of years to invest much more into my
profession, for I knew it will help me for games but also for other related
fields further down.
Yeah. I'm working 3 days a week in software/web development and the remaining days on my indie game(s). The fixed income from my job is enough to live, and everything I get through my games is a bonus (that I can use for vacations or just save for later). If something like that's a possibility (finding an employer that allows for 3-day-weeks is not always easy), I can really recommend it.
Just going to chip in on this - I'm in a similar situation (as the parts I've quoted). Jack B. Nimble was never going to make money, but I didn't think it would. My only financial intentions were to cover whatever costs I could to support the hobby. And it is a hobby.Similar things hold for me. My game won't sell, and I know that for sure,
because I still have to finished it, yet money runs out nevertheless.
...
But I knew it from the start.