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Heckler456

Banned
Oct 25, 2017
5,256
Belgium
So I'm going back to university for computer science later this year, and I'll probably be buying myself a new laptop to take to school, 'cause I'll probably be spending a ton of my downtime there. I'm currently preparing by learning some programming, and doing some rudimentary "game development" to apply the stuff I've learned.

I'm wondering if it'd be worth it to buy a laptop with an integrated GPU, or if I really need to a dedicated GPU for any and all game development. My budget is ~800-1000EUR, so it's really difficult to find a great balance between battery life, great CPU, sturdiness of the laptop itself, and to then also include a dedicated GPU. Thing is also, I have a desktop at home with a GTX 970 in it.

So I'm thinking I'll just buy a 800 dollar laptop for note taking and the programming required for my classes, which won't be GPU intensive, and to then use my desktop for whenever I need to do something that requires a dedicated GPU. My question is, is this a good idea, and what WON'T I be able to do on my laptop with integrated GPU as it pertains to game dev?
 

K Monkey

Member
Oct 25, 2017
278
Trying out different themes for the next Act. Adding more metal and a different shade away from all the browns in Act 1.

This place is the Meat Room for the Butcher you see sitting down in the background. Pretty happy with the way it looks and I think I'll go ahead and build out the levels from this.

7e1yW43.png
 

Hampig

Member
Oct 25, 2017
1,704
So I'm going back to university for computer science later this year, and I'll probably be buying myself a new laptop to take to school, 'cause I'll probably be spending a ton of my downtime there. I'm currently preparing by learning some programming, and doing some rudimentary "game development" to apply the stuff I've learned.

I'm wondering if it'd be worth it to buy a laptop with an integrated GPU, or if I really need to a dedicated GPU for any and all game development. My budget is ~800-1000EUR, so it's really difficult to find a great balance between battery life, great CPU, sturdiness of the laptop itself, and to then also include a dedicated GPU. Thing is also, I have a desktop at home with a GTX 970 in it.

So I'm thinking I'll just buy a 800 dollar laptop for note taking and the programming required for my classes, which won't be GPU intensive, and to then use my desktop for whenever I need to do something that requires a dedicated GPU. My question is, is this a good idea, and what WON'T I be able to do on my laptop with integrated GPU as it pertains to game dev?
Depends on what you're doing and how good the laptop is. I think you could maybe get away with doing basic game dev stuff even on a integrated GPU, but I don't have personal experience with it.
 
Oct 25, 2017
6,227
Mementos
Had a great meeting over the weekend with my team, but my artist had a question that I don't know how to answer. he wants to know about specs dimensions for our platformer game so he can put in the images. We're using Unity. What dimensions does Unity allow for their backgrounds? I think I need to look up splash art too.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Had a great meeting over the weekend with my team, but my artist had a question that I don't know how to answer. he wants to know about specs dimensions for our platformer game so he can put in the images. We're using Unity. What dimensions does Unity allow for their backgrounds? I think I need to look up splash art too.
Virtually any dimensions you want. It depends on how close your camera is, FoV, and what your unity unit size is meant to represent. You can change the pixel-to-units ratio on any texture imported, but the default size is 100 px/uu and the physics system by default assumes 1 unity unity = 1 meter.
 
Oct 25, 2017
6,227
Mementos
Virtually any dimensions you want. It depends on how close your camera is, FoV, and what your unity unit size is meant to represent. You can change the pixel-to-units ratio on any texture imported, but the default size is 100 px/uu and the physics system by default assumes 1 unity unity = 1 meter.
Hmm a lot of stuff here I need to look up. Do you know of any of the dimensions for other games? I tried researching, but I think my google searching skills are poor. All the time when I'm looking for something specific I get vaguely related stuff. I did come across this for Super Mario Bros. 2, but I notice the dimensions are different for some levels. Not sure if these are just random images are configured to how big they are in the game's code.
http://www.nesmaps.com/maps/SuperMarioBrothers2/SuperMarioBrothers2BG.html
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Hmm a lot of stuff here I need to look up. Do you know of any of the dimensions for other games? I tried researching, but I think my google searching skills are poor. All the time when I'm looking for something specific I get vaguely related stuff. I did come across this for Super Mario Bros. 2, but I notice the dimensions are different for some levels. Not sure if these are just random images are configured to how big they are in the game's code.
http://www.nesmaps.com/maps/SuperMarioBrothers2/SuperMarioBrothers2BG.html
Well that depends on art style a lot. The NES was 256x240. Tiles were 8x8 or 8x16, and characters generally used one or two tiles. Modern pixel art sizes differ a lot from that, rarely keeping to any real limits. A common contemporary resolution is 640x360 because it scales perfectly to 720p/1080p/1440p. If that's what you're targeting then pixel size depends on how much of the screen space you want the character to take up. Something like Risk of Rain has tiny characters, but Street Fighter had huge character art instead because seeing the moves was more important than exploring the level design. The original Crash Bandicoot had Crash huge on the screen because they couldn't afford to pull the camera back further and render more of the level at a time (this was fixed in later games).

My game has the character 200-240 pixels tall (depending on pose) at 1080p, making her between a fifth and a quarter of the screen height. Her textures are rendered at 240px/uu because I push her model an awful lot in some poses and don't want to see texture filtering at 1080p, but most of the environment art is rendered at 120px/uu.
 

Nilaul

Member
Oct 26, 2017
1,089
Greece
I haven't really posted here in a while because my game project reached a point late last year where I determined proceeding in the old engine wasn't going to be feasible - It just wasn't going to perform well enough for users (and there was really no reasonable way of porting to consoles from that engine).

Once I started learning Unity and Spine 2D I decided to re-examine everything about the game, visually and gameplay-wise. One of the new things is melee.

I'm going to add more FX and stuff to spruce this up, but for now it's just nice that I got it working. Sorry for the large gif size.

YysTt4O.gif
Your game's art belongs in the Louvre.
 

BlazeHedgehog

Member
Oct 27, 2017
702
Try commenting out the s0_global = s0; line of code. I'm curious to see if it then errors out on the next line, IN_global = IN;

I've tried just commenting out the line its failing on, but that just gives me a new, different "There were no techniques" error that doesn't even give me a line number.

If you want the specific, full error:

ID3DXEffectCompiler: There were no techniques
ID3DXEffectCompiler: Compilation failed

I don't know why I didn't just google that before, but it sounds like that might be letting the shader compile correctly, it's just the difference between .fx and .cg means it's not really applying the effect properly. Specifically, I found this post, which explains it as thus:

There are no techniques in your file. You just have a pixel shader. An effect contains one or more techniques, each one described by one or more passes, each one implemented by a vertex shader and a pixel shader. Your file only contains a pixel shader, and that's what the compiler is complaining about. If you use an effect file, you should have at least one pixel shader, one vertex shader, and a technique with at least one pass that makes use of your shaders.

So basically, yeah. I'm way in over my head, and this is going to take a lot more than just weeding out a few compiler errors. Hm.
 

Nitpicker_Red

Member
Nov 3, 2017
1,282
There are no techniques in your file. You just have a pixel shader. An effect contains one or more techniques, each one described by one or more passes, each one implemented by a vertex shader and a pixel shader. Your file only contains a pixel shader, and that's what the compiler is complaining about. If you use an effect file, you should have at least one pixel shader, one vertex shader, and a technique with at least one pass that makes use of your shaders.
This is not your case I think? As you clearly have a vertex shader in your .cg file:
Code:
void main_vertex
(
   float4 position : POSITION,
   out float4 oPosition : POSITION,
   uniform float4x4 modelViewProj,
   float2 tex : TEXCOORD,
   out float2 oTex : TEXCOORD
)
Edit: I should have read the full thing, technique and pass are concept that are unique to .fx files (which are wrappers around the .hlsl code).
So basically, yeah. I'm way in over my head, and this is going to take a lot more than just weeding out a few compiler errors. Hm.
From what I read you should not try to convert .cg to .hlsl by hand, as they are not exactly identical. Let a tool do it for you so you can focus on building the .fx from it.

Tool: https://developer.nvidia.com/cg-toolkit
Documentation: http://developer.download.nvidia.com/cg/cgc.html
cgc is the standalone Cg compiler which translates Cg or GLSL programs into OpenGL or DirectX shader assembly code, or OpenGL or DirectX shading language code.
DirectX shading language code seems to be one step closer to what you want, since .fx is a part of DirectX.

Edit: the .fx structure seems more complicated than what I thought. The .fx file is a big text file that contains hlsl (DirectX) code, plus other informations in an xml.
General: http://keithditch.powweb.com/Games/html/effects_files.html
How to make one: https://community.clickteam.com/threads/53516-How-to-make-a-shader-Quick-documentation
So I guess the tool converts .cg to .hlsl, then you have to build your own .fx from it, so yeah, you are right, there's more than the shader's code.
 
Last edited:

Nilaul

Member
Oct 26, 2017
1,089
Greece
I've been following a guide on how to make a flappy bird clone in Godot 3, it's pretty cool. However, I want to take it further. I don't want it to just be a flappy bird clone, I want to change into a space shooter. The tutorial basically randomises the pipes with a script. I suppose I could make it randomise whole scenes instead. Anyone knows a tutorial on how to do this?
 

wwm0nkey

Member
Oct 25, 2017
15,587
ProBuilder is amazing news! Also have you guys tried Aura yet with the post processing stack? Looks amazing!
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I couldn't be happier, ProBuilder, and its companion addons, have all been absolutely essential for me and my projects the last couple of years.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Man, cool news for Unity projects! Patiently waiting for Epic's Probuilder-style tools they talked about and showed off to hit stable...
 

OmegaJabroni

Member
Jan 23, 2018
18
If somebody told me two years ago that I'd still be working on my main character today I would have laughed at them but, well, here we are.

I feel particularly clever for this trick even though it's not perfect, it gets me about 90% of the way I need to go. I wanted the player to be able to aim attacks up and down, and I wanted the animations to have good consistency, and I also wanted to not spend an hour adapting each one. So here we are, a simple transform constraint applied to nine or ten different bones in various amounts, and suddenly I can aim up or down with the torso/head/arms while still have the hair and skirt bones act like gravity goes downward.

Special thanks to Jobbs for believing in me even though he was having a hard time seeing it when I described it to him, and for not hating that I @ him in every post.

pcAn5G4.gif

That's a fantastic looking animation! I've never used Spine before, but it looks to be a fantastic tool. Especially when you can think of clever solutions like this. Nice work.
 

OmegaJabroni

Member
Jan 23, 2018
18
We've been working on our SP Survival Mode as of late, and finally have published some footage of it on YouTube. The video is a little borked due to a bad render, but it still gives a great idea of what the mode plays like end to end at this point.

The player controls a character who stacks groups of like colored treasure chests and matches keys of the same color to unlock them and score points. Matches done in quick succession award a combo which multiplies the score of each subsequent match.

We're showing our game Treasure Stack to the public for the very first time on March 1st of the University of Minnesota at an even called PLAY/TEST. The goal is to get eyes on your game and good feedback from not only other local devs, but also a very large group of students who meet weekly to play games together. We're pretty excited.

We're also hoping to show Treasure Stack at an upcoming local event called VGM Con March 2-4. So it could be a busy couple of weeks shoring things up prior to that.

The character select specifically is still very WIP, and I'd really appreciate any and all feedback from you all.

 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
That's a fantastic looking animation! I've never used Spine before, but it looks to be a fantastic tool. Especially when you can think of clever solutions like this. Nice work.
Thank you! It's neat but you have to massage it a lot to get something that doesn't look like a paper puppet. If you search the #madewithspine hashtag on Twitter you'll see the full range, from the astounding to the mediocre.

Good luck with the play test! It's always mortifying unleashing your perfect child on a new audience who know just how to wreck it >:)
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
We've been working on our SP Survival Mode as of late, and finally have published some footage of it on YouTube. The video is a little borked due to a bad render, but it still gives a great idea of what the mode plays like end to end at this point.

The player controls a character who stacks groups of like colored treasure chests and matches keys of the same color to unlock them and score points. Matches done in quick succession award a combo which multiplies the score of each subsequent match.

We're showing our game Treasure Stack to the public for the very first time on March 1st of the University of Minnesota at an even called PLAY/TEST. The goal is to get eyes on your game and good feedback from not only other local devs, but also a very large group of students who meet weekly to play games together. We're pretty excited.

We're also hoping to show Treasure Stack at an upcoming local event called VGM Con March 2-4. So it could be a busy couple of weeks shoring things up prior to that.

The character select specifically is still very WIP, and I'd really appreciate any and all feedback from you all.



Things that jumped out to me:
1) The chests and especially the player character move in a very jerky fasion. I assume part of that is due to the renderer issues you mention; at first I assumed the video's framerate was screwed, but the GUI animates fluidly so it's not that. One thing I noticed by watching frame by frame is that when you climb the stack you're carrying, you teleport on top of it; perhaps a very quick traversal would help with this. I'd need a "proper" video to reassess this.
2) Differently sized / zomed pixels are a huge turnoff to me, and immediately make the game feel "cheap" and "flash-like". Originally I thought this was a personal pet peeve, but I've seen this specific complaint made by a lot of people over the years, so it's not that uncommon. To a lesser extent, the same applies to rotated pixels: it's ok in smaller things like the chest locks, but the rotating GUI cog could be redone to be entirely pixel-animated.
 

OmegaJabroni

Member
Jan 23, 2018
18
Things that jumped out to me:
1) The chests and especially the player character move in a very jerky fasion. I assume part of that is due to the renderer issues you mention; at first I assumed the video's framerate was screwed, but the GUI animates fluidly so it's not that. One thing I noticed by watching frame by frame is that when you climb the stack you're carrying, you teleport on top of it; perhaps a very quick traversal would help with this. I'd need a "proper" video to reassess this.
2) Differently sized / zomed pixels are a huge turnoff to me, and immediately make the game feel "cheap" and "flash-like". Originally I thought this was a personal pet peeve, but I've seen this specific complaint made by a lot of people over the years, so it's not that uncommon. To a lesser extent, the same applies to rotated pixels: it's ok in smaller things like the chest locks, but the rotating GUI cog could be redone to be entirely pixel-animated.

Thanks for the feedback!

The character movement is really smooth, and I'm totally lost as to why the video doesn't reflect this. I'll definitely share a better video when I get another together.

In regards to the different pixel densities, can you give me an example of what doesn't look consistent? I attempted to create everything with the same size pixels, and we're using a steady 16 pixels per unit across the board. I see what you're saying about the rotating cog on our "hopper" UI element. We have some gears that are constantly animating inside the element, so we could probably do away with the external one anyways.

Again, thanks for the feedback.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thanks for the feedback!

The character movement is really smooth, and I'm totally lost as to why the video doesn't reflect this. I'll definitely share a better video when I get another together.

In regards to the different pixel densities, can you give me an example of what doesn't look consistent? I attempted to create everything with the same size pixels, and we're using a steady 16 pixels per unit across the board. I see what you're saying about the rotating cog on our "hopper" UI element. We have some gears that are constantly animating inside the element, so we could probably do away with the external one anyways.

Again, thanks for the feedback.

My mistake, I didn't realize you mentioned the character select is temporary, and that's what jumped at me in terms of pixel sizes (first impressions and all). The game itself is fine. Sorry for the confusion!

As for the character animation, it's so weird it's animation like that but the GUI is smooth, indeed. Waiting for a smoother video to give more in-depth impressions.

Other than that, it looks great! I don't know of any game that uses this kind of gameplay since Wario's Woods on the freaking SNES, it really deserves a modern revival.
 

OmegaJabroni

Member
Jan 23, 2018
18
My mistake, I didn't realize you mentioned the character select is temporary, and that's what jumped at me in terms of pixel sizes (first impressions and all). The game itself is fine. Sorry for the confusion!

As for the character animation, it's so weird it's animation like that but the GUI is smooth, indeed. Waiting for a smoother video to give more in-depth impressions.

Other than that, it looks great! I don't know of any game that uses this kind of gameplay since Wario's Woods on the freaking SNES, it really deserves a modern revival.

Thank you! I think it's just easier to tell there's frame rate/bork issues with the character movement than with the UI elements. We're really excited to start getting our game out there for people to try!
 

OmegaJabroni

Member
Jan 23, 2018
18
New 4-Player Versus Gameplay video!

This video actually rendered correctly, so it should be a much better representation of gameplay!

 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
New 4-Player Versus Gameplay video!

This video actually rendered correctly, so it should be a much better representation of gameplay!



This looks pretty cool! Is there any skill involved in using the grappling hook that grabs the chests? And what about power-ups/abilities for the grappling hook? Something along the lines of an auto-target hook that automatically grabs the lowest chest out of the air without the need to be in the chest's "lane?" Things like that could add some additional depth/fun to the game. Especially the multiplayer. Not criticizing the game in any way. I just immediately had these thoughts while watching the game play video :)
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Time for a good old fashioned wall o' gifs!

FaintJovialLeafcutterant-max-14mb.gif
ImprobableUnequaledFowl-max-14mb.gif
SorrowfulAccomplishedAruanas-max-14mb.gif

ImportantWindyBlackfish-max-14mb.gif
DiscreteThriftyIberianemeraldlizard-max-14mb.gif
ImperfectFaintBurro-max-14mb.gif


The Acrobat expanded moveset improves her mobility all across the board in ways I hadn't even really anticipated, like with the Air Blade giving her an extra vertical boost, making for some (hopefully) fun shenanigans. (and yes, the Air Blade is indeed not in the above gifs - it was one of the larger ones so I refrained slightly from killing even more bandwith :-D)
Regarding the Coyote animation, as it was discussed before, I set it so it only plays after sprinting for a set (long) distance, so it's far from playing every time you fall off, in fact you'll likely fall off more without seeing it than with it! So far it also doesn't do anything extra other than being there, but I'm looking into expanding the timing window for the coyote jump mechanic as an "extra bonus" and to make this whole coyote thing an actual "Tex Avery Inspired (TM)" move, but if it's too powerful, I'll simply leave it as is! Making new mechanics just to disable them is fun :v
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif


Time for a good old fashioned wall o' gifs!

FaintJovialLeafcutterant-max-14mb.gif
ImprobableUnequaledFowl-max-14mb.gif
SorrowfulAccomplishedAruanas-max-14mb.gif

ImportantWindyBlackfish-max-14mb.gif
DiscreteThriftyIberianemeraldlizard-max-14mb.gif
ImperfectFaintBurro-max-14mb.gif


The Acrobat expanded moveset improves her mobility all across the board in ways I hadn't even really anticipated, like with the Air Blade giving her an extra vertical boost, making for some (hopefully) fun shenanigans. (and yes, the Air Blade is indeed not in the above gifs - it was one of the larger ones so I refrained slightly from killing even more bandwith :-D)
Regarding the Coyote animation, as it was discussed before, I set it so it only plays after sprinting for a set (long) distance, so it's far from playing every time you fall off, in fact you'll likely fall off more without seeing it than with it! So far it also doesn't do anything extra other than being there, but I'm looking into expanding the timing window for the coyote jump mechanic as an "extra bonus" and to make this whole coyote thing an actual "Tex Avery Inspired (TM)" move, but if it's too powerful, I'll simply leave it as is! Making new mechanics just to disable them is fun :v
These are so good. I especially like her pressing against the wall to avoid the falling block haha. I wonder how common that will be a necessary move.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif



These are so good. I especially like her pressing against the wall to avoid the falling block haha. I wonder how common that will be a necessary move.

This modular bandaging animation is pretty amazing, and is typically the kind of motion I couldn't possibly achieve with my technique, so they're a very strong sell on the potency of skeletal animation :-D Awesome job, and looking forward to how it plays out in the game - will there be localized damage, or will the bandages be at random positions when you apply them?

And thanks a ton, of course :-D I'm super glad to hear many different people have favorite moves, as I hope that means there'll be something for everyone :-D The wall flatten is one of mine as well, and I'm trying to think up more ways to use it - for now it's mostly to avoid incoming vertical fallblocks, but there has to be more that I can do with that!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
This modular bandaging animation is pretty amazing, and is typically the kind of motion I couldn't possibly achieve with my technique, so they're a very strong sell on the potency of skeletal animation :-D Awesome job, and looking forward to how it plays out in the game - will there be localized damage, or will the bandages be at random positions when you apply them?

And thanks a ton, of course :-D I'm super glad to hear many different people have favorite moves, as I hope that means there'll be something for everyone :-D The wall flatten is one of mine as well, and I'm trying to think up more ways to use it - for now it's mostly to avoid incoming vertical fallblocks, but there has to be more that I can do with that!
Spikes that come up from the floor, spinning blades, enemy attacks that don't quite have enough range, idk. You'll come up with something :)

I'm aiming for localized damage. I'll see if I can get it to work well enough that it makes sense to do that. Otherwise randomized positions would be the fallback plan.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Spikes that come up from the floor, spinning blades, enemy attacks that don't quite have enough range, idk. You'll come up with something :)

I'm aiming for localized damage. I'll see if I can get it to work well enough that it makes sense to do that. Otherwise randomized positions would be the fallback plan.

Oh wow, okay, so it *is* for localized damage. Well, I'm even more eager to see how it plays out, then!
(and I'm taking notes of those hazard ideas! :-D)
 

Feral

Member
Oct 25, 2017
3,006
Your Mom
does anyone here know an example for a turn-based roguelike in which you control a party? In particular, I'm curious about how do you make it mobile-friendly, fast-paced and snappy, if you have to control multiple characters at once, even outside of combat. Control one character (party) and have a seperate battle screen, aka something like Heroes of Might and Magic?
 

_Rob_

Member
Oct 26, 2017
606

I really like this one, I feel like I'm watching a Looney Tune!

I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif

This worked out so well, I really like touches like this.

I've been leaving the hub world of Clive 'N' Wrench aside for quite a while, because I wanted to make sure each world's style was nailed down first. I always knew I wanted it set in space, but wasn't quite sure exactly how to tackle the "time travel" aspect. It struck me a few days a go that having literal "cracks in time" could allow for some really visually interesting melding of every era present in the game. My only real concern was that the area could feel somewhat messy, due to the sheer amount of different themes going on all at once; thankfully I think it worked out better than I'd anticipated!

SpaceBetweenTime.png
 
Oct 27, 2017
1,367
Time for a good old fashioned wall o' gifs!

FaintJovialLeafcutterant-max-14mb.gif
ImprobableUnequaledFowl-max-14mb.gif
SorrowfulAccomplishedAruanas-max-14mb.gif

ImportantWindyBlackfish-max-14mb.gif
DiscreteThriftyIberianemeraldlizard-max-14mb.gif
ImperfectFaintBurro-max-14mb.gif


The Acrobat expanded moveset improves her mobility all across the board in ways I hadn't even really anticipated, like with the Air Blade giving her an extra vertical boost, making for some (hopefully) fun shenanigans. (and yes, the Air Blade is indeed not in the above gifs - it was one of the larger ones so I refrained slightly from killing even more bandwith :-D)
Regarding the Coyote animation, as it was discussed before, I set it so it only plays after sprinting for a set (long) distance, so it's far from playing every time you fall off, in fact you'll likely fall off more without seeing it than with it! So far it also doesn't do anything extra other than being there, but I'm looking into expanding the timing window for the coyote jump mechanic as an "extra bonus" and to make this whole coyote thing an actual "Tex Avery Inspired (TM)" move, but if it's too powerful, I'll simply leave it as is! Making new mechanics just to disable them is fun :v
This looks so good! What platform is it being developed for?
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I really like this one, I feel like I'm watching a Looney Tune!



This worked out so well, I really like touches like this.

I've been leaving the hub world of Clive 'N' Wrench aside for quite a while, because I wanted to make sure each world's style was nailed down first. I always knew I wanted it set in space, but wasn't quite sure exactly how to tackle the "time travel" aspect. It struck me a few days a go that having literal "cracks in time" could allow for some really visually interesting melding of every era present in the game. My only real concern was that the area could feel somewhat messy, due to the sheer amount of different themes going on all at once; thankfully I think it worked out better than I'd anticipated!

SpaceBetweenTime.png

Nice job on this hub presentation, it's indeed tough to have visual coherency when trying to present very different worlds... I've always been partial to the "underlying single theme" hub presentation ala portraits in Mario 64/TV's in Gex, or even the brain tumblr in psychonauts that give clear framing to the visual dissonance within, but from your screenshot it seems to work quite well even with such close juxtaposition! I'll be curious to see it "for real" :-D

This looks so good! What platform is it being developed for?

Many thanks! I'm currently aiming for PC for now (and possibly Mac/Linux, assuming I can find people to test the builds). Console development is still a fantasy at this point, I have no devkits, no big 3 contacts and no publisher, no funding, and the engine doesn't even support console porting in the first place, so it'd need to be rebuilt specifically for them assuming I had all previous three. The idea is to get the game done for PC first, gain traction/attention, and see what happens from there... Ideally, I'd love to release it on consoles, but I'm very careful about making promises I don't know if I'll be able to keep. First step is still to make the game at all :-)

Also, the game will require an incredible amount of RAM to run at all, so I'm still wondering if console porting is even remotely possible :-D
 
Oct 27, 2017
1,367
Many thanks! I'm currently aiming for PC for now (and possibly Mac/Linux, assuming I can find people to test the builds). Console development is still a fantasy at this point, I have no devkits, no big 3 contacts and no publisher, no funding, and the engine doesn't even support console porting in the first place, so it'd need to be rebuilt specifically for them assuming I had all previous three. The idea is to get the game done for PC first, gain traction/attention, and see what happens from there... Ideally, I'd love to release it on consoles, but I'm very careful about making promises I don't know if I'll be able to keep. First step is still to make the game at all :-)

Also, the game will require an incredible amount of RAM to run at all, so I'm still wondering if console porting is even remotely possible :-D
We'll good luck, whatever happens. I know it's only a few gifs but I like what I've seen. I don't play games on PC, unfortunately, but maybe one day you'll be in a position to make the leap to consoles.

Is there any other footage or a way for me to follow the game's progress?
 

K Monkey

Member
Oct 25, 2017
278
The idea is to get the game done for PC first, gain traction/attention, and see what happens from there... Ideally, I'd love to release it on consoles, but I'm very careful about making promises I don't know if I'll be able to keep. First step is still to make the game at all :-)

a very good approach i say :) looks great btw

Finally happy with the tone of Act II so decided to test out the existing scene. The Butcher was too big when standing up so had to make the Skull/Level even bigger! but bigger is ok in my books!



Sp62Kf3.png
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
We'll good luck, whatever happens. I know it's only a few gifs but I like what I've seen. I don't play games on PC, unfortunately, but maybe one day you'll be in a position to make the leap to consoles.

Is there any other footage or a way for me to follow the game's progress?

I completely get you - and I do with I could release on consoles ASAP as I also agree platformers are best there (Switch would be a dream), but I'll take things one step at a time :-D
You can follow the game in a number of places: I post about just about everything on Twitter, there's a dedicated devlog if you want the game's news and nothing else, and I also set up a Patreon for people who want an active part in development (by directly paying my "salary" basically, and by getting access to prototypes to give me early feedback). There are a few other places, too, but you can find just about any of them from those three, so pick what you prefer :-D (and of course, there's here and our Discord!)

a very good approach i say :) looks great btw

Finally happy with the tone of Act II so decided to test out the existing scene. The Butcher was too big when standing up so had to make the Skull/Level even bigger! but bigger is ok in my books!



Sp62Kf3.png


A Butcher, you say... does he like FRESH MEAT?! (and does he say it when seeing you? :-D)
 

_Rob_

Member
Oct 26, 2017
606
Nice job on this hub presentation, it's indeed tough to have visual coherency when trying to present very different worlds... I've always been partial to the "underlying single theme" hub presentation ala portraits in Mario 64/TV's in Gex, or even the brain tumblr in psychonauts that give clear framing to the visual dissonance within, but from your screenshot it seems to work quite well even with such close juxtaposition! I'll be curious to see it "for real" :-D

Ooh, glad to hear that you think so, so far. As you wish!




a very good approach i say :) looks great btw

Finally happy with the tone of Act II so decided to test out the existing scene. The Butcher was too big when standing up so had to make the Skull/Level even bigger! but bigger is ok in my books!



The atmosphere here is awesome, just watching the video puts me on edge!
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
Time for a good old fashioned wall o' gifs!

FaintJovialLeafcutterant-max-14mb.gif
ImprobableUnequaledFowl-max-14mb.gif
SorrowfulAccomplishedAruanas-max-14mb.gif

ImportantWindyBlackfish-max-14mb.gif
DiscreteThriftyIberianemeraldlizard-max-14mb.gif
ImperfectFaintBurro-max-14mb.gif


The Acrobat expanded moveset improves her mobility all across the board in ways I hadn't even really anticipated, like with the Air Blade giving her an extra vertical boost, making for some (hopefully) fun shenanigans. (and yes, the Air Blade is indeed not in the above gifs - it was one of the larger ones so I refrained slightly from killing even more bandwith :-D)
Regarding the Coyote animation, as it was discussed before, I set it so it only plays after sprinting for a set (long) distance, so it's far from playing every time you fall off, in fact you'll likely fall off more without seeing it than with it! So far it also doesn't do anything extra other than being there, but I'm looking into expanding the timing window for the coyote jump mechanic as an "extra bonus" and to make this whole coyote thing an actual "Tex Avery Inspired (TM)" move, but if it's too powerful, I'll simply leave it as is! Making new mechanics just to disable them is fun :v

I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif



These are so good. I especially like her pressing against the wall to avoid the falling block haha. I wonder how common that will be a necessary move.

I really like this one, I feel like I'm watching a Looney Tune!



This worked out so well, I really like touches like this.

I've been leaving the hub world of Clive 'N' Wrench aside for quite a while, because I wanted to make sure each world's style was nailed down first. I always knew I wanted it set in space, but wasn't quite sure exactly how to tackle the "time travel" aspect. It struck me a few days a go that having literal "cracks in time" could allow for some really visually interesting melding of every era present in the game. My only real concern was that the area could feel somewhat messy, due to the sheer amount of different themes going on all at once; thankfully I think it worked out better than I'd anticipated!

SpaceBetweenTime.png

a very good approach i say :) looks great btw

Finally happy with the tone of Act II so decided to test out the existing scene. The Butcher was too big when standing up so had to make the Skull/Level even bigger! but bigger is ok in my books!



Sp62Kf3.png


Fantastic looking stuff from all of you! I see what all of you are doing and it inspires me! :)
 

OmegaJabroni

Member
Jan 23, 2018
18
This looks pretty cool! Is there any skill involved in using the grappling hook that grabs the chests? And what about power-ups/abilities for the grappling hook? Something along the lines of an auto-target hook that automatically grabs the lowest chest out of the air without the need to be in the chest's "lane?" Things like that could add some additional depth/fun to the game. Especially the multiplayer. Not criticizing the game in any way. I just immediately had these thoughts while watching the game play video :)

Thanks for the ideas and feedback! As of now, the only "skill" involved with the hook is paying attention to the indicator on the UI and being in the lane where chests are dropping and quickly initiating a grapple. An auto-target power-up may be the bees knees! We have worked really hard on balancing what we currently have, and introducing something like that would definitely require going back into the muck a bit, but it may be very worth it!
 
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