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Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Hey who's got experience with Unity 2D? I'm trying to see if I can apply 2D physics to anything but a sprite. Got 2D characters that are made of skinned meshes, I want to try and hook up a ragdoll skeleton (already have Anima2d bones but you seemingly can't use those at runtime, really), but seems like unity 2d physics only wants sprites.

You can't add components to an existing gameobject manually?
Create -> 2D will only give you a Sprite option, but you should be able to add 2D physics components to basically anything (removing any existing physics components first)
 

Deleted member 2625

User requested account closure
Banned
Oct 25, 2017
4,596
You can't add components to an existing gameobject manually?
Create -> 2D will only give you a Sprite option, but you should be able to add 2D physics components to basically anything (removing any existing physics components first)

yeah that's what I was trying, adding Rigidbody2d and Collider2d to my skinned meshes. I think the anima bones are screwing something up (even though they are disabled). but this is good to know; I'll post later when I get to fiddle some more. Thanks Dr Wily.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
yeah that's what I was trying, adding Rigidbody2d and Collider2d to my skinned meshes. I think the anima bones are screwing something up (even though they are disabled). but this is good to know; I'll post later when I get to fiddle some more. Thanks Dr Wily.
AFAIK - and this is for 3D but should work for 2D too - the 'usual' way of ragdolling someone when they're dead, is just to swap out the animated model for the ragdoll version on your death trigger (and maybe add a bit of force when you do it for cinematic reasons)

eg
Code:
public void Die()
{
     gameobject.destroy();
     Gameobject ragdoll = (gameobject)instantiate(ragdoll,gameobject.transform.position,gameobject.transform.rotation);
     ragdoll.addforce(vector3.up,2f);
}
 

_Rob_

Member
Oct 26, 2017
606
AFAIK - and this is for 3D but should work for 2D too - the 'usual' way of ragdolling someone when they're dead, is just to swap out the animated model for the ragdoll version on your death trigger (and maybe add a bit of force when you do it for cinematic reasons)
Haha, that's exactly what I do (with some particles to mask the transition a little more). I always figured it was a cheap cheat, I didn't realise anyone else did it this way!
 

1-D_FE

Member
Oct 27, 2017
8,259
Are any of you guys familiar with Gary Newman's Facepunch.Steamworks?

I'm trying to implement Steamworks into my Unity game and have been going through trying to work out everything with Steamworks.NET. There's a couple things I'm having trouble wrapping my head around, so I figured I'd do a google search and see if there was some Reddit forum for it. I came up with this:

https://www.reddit.com/r/gamedev/comments/68mndv/garry_newman_releases_a_cfriendly_mit_licensed/

This is the top reply in that thread (from the creator of Steamworks.NET:

Hey, everyone! I'm the guy that made Steamworks .NET. Just want to throw my hat in and endorse Facepunch.Steamworks. This is basically what I wanted the next step of Steamworks .NET to be but just never could get around to it due to time and money.


They both take very different approaches to the problem and Steamworks .NET will be staying around, but Facepunch.Steamworks should probably be the default choice for most people.


Garry is awesome and this will be extremely useful once Steam Direct launches.


That's a number of months old. Anyone know if it's a no-brainer to use Facepunch instead?
 

TubaZef

Member
Oct 28, 2017
3,565
Brazil
Hi, I'm making this game:


It's a classic style FPS with fishmen pirates. There's a demo available on https://8ah.itch.io/fish-demo which was just updated.
There's also an Indiegogo campaign going on, there's a link in the itch.io page, don't wanna spam here, but anyway, any feedback about the game would be very appreciated.

The game is being developed using Unreal Engine 4, so if you have any questions about it, I'm here to help.
 

GroundCombo

Member
Oct 27, 2017
203
Are any of you guys familiar with Gary Newman's Facepunch.Steamworks?

I'm trying to implement Steamworks into my Unity game and have been going through trying to work out everything with Steamworks.NET. There's a couple things I'm having trouble wrapping my head around, so I figured I'd do a google search and see if there was some Reddit forum for it. I came up with this:

I recently added Steamworks.NET to our game but maybe I should also take a look at this. We don't really need anything special other than registering with Steam and achievements at some point, but we've already seen one weird "game didn't unregister from Steam on quit" case.
 

superNESjoe

Developer at Limited Run Games
Verified
Oct 26, 2017
1,160
Haven't posted in here yet, just lurking. Don't have anything I'm 100% ready to show yet. I've been working on my platforming code since releasing Super GunWorld 2 on PS4 in February. I've got something now that I think feels really solid, and I'm building a new game around that.
 

1-D_FE

Member
Oct 27, 2017
8,259
I recently added Steamworks.NET to our game but maybe I should also take a look at this. We don't really need anything special other than registering with Steam and achievements at some point, but we've already seen one weird "game didn't unregister from Steam on quit" case.

EDIT: Okay. Maybe there's more documentation that I thought. If you download directly from the Asset Store, you get almost nothing. But the Github has more to it.
 
Last edited:

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Medusa heads are in, so I guess I'm done? (I wish)

WildSarcasticBoilweevil-max-14mb.gif
 

-COOLIO-

Banned
Oct 25, 2017
2,125
I think it is a good clear homepage.

You still have week!

Do not give up, send as many e-mails as you have time to and make them as personal and professional as you can. Always include a review code or copy. do not make them have to ask for a review copy. Make sure to tell them why your game is special. Include a lot of good pictures and videos to make it as easy as possible for them to review you game.

Also, send to as many YouTubers as you can find.

Make sure that you have a release discount.

Do not waste your time on twitter it is too late at this time anyway.

Also, the release is not everything for an indie game you can build up a community after the game is released.

If you really have 0 traction just because you have spent no time marketing delay the game and start working on marketing. If nobody knows about the game yet it does not matter if you delay the game.

Thanks man,

I'm going to try doing everything you mentioned.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France

1-D_FE

Member
Oct 27, 2017
8,259
So I've spent a little more time on Facepunch.Steamworks and it seems pretty effing sweet. Haven't totally worked out Leaderboards, but I think I've got the rest. I'm gonna put in all the code for my achievements tomorrow, but I'm very optimistic about this. It'd be amazing if it's as straightforward as it seems.
 

Jack

Member
Oct 25, 2017
167
Wait, isn't the point of gamedev to make everyone involved miserable?
Every time I see Medusa heads, birds or anything else that flies in a platformer during pitfall areas I want to rename the game "F*CK YOU 6: BECAUSE F*UCK YOU" XD

Dont worry, though. They make a showing in MF1 as a nod to Evil Otto. Pretty sure it's in the Indie Game rulebook on page 1 of the platformer section.
 

lowpoly

Member
Oct 25, 2017
4
I recently added Steamworks.NET to our game but maybe I should also take a look at this. We don't really need anything special other than registering with Steam and achievements at some point, but we've already seen one weird "game didn't unregister from Steam on quit" case.

If by unregister you mean steam still thinks you're playing after you exit the game, ya it stays connected until you actually close Unity. Good for inflating your play time count tho!
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Medusa Heads? I prefer the name BOX BAD when prototyping enemies :P

Look ace as usual.

Haha, yeah, I try to have fun with enemy names when prototyping too - for Honey, for a long time the one vs many segments used Streets of Rage 2 enemy names as placeholders :-D

Looking really good. Great character animation!

Many thanks :-)

Every time I see Medusa heads, birds or anything else that flies in a platformer during pitfall areas I want to rename the game "F*CK YOU 6: BECAUSE F*UCK YOU" XD

Dont worry, though. They make a showing in MF1 as a nod to Evil Otto. Pretty sure it's in the Indie Game rulebook on page 1 of the platformer section.

Hehe, yeah, there seems to be bad memories of Medusa Heads floating around. I thought it could be a fun pattern inclusion/callback, as Inti's moveset is much more mobile-oriented than the Belmont's, so while Medusa Heads are challenging because of your slow speed and limited attack range, here they're really easy to dispatch and are more about being careful of your spacing/timing - basic tools you'll need for platforming anyway!
I still don't know if I'll actually use those enemies in the game as the reference is so obviously on the nose (even if they're not actual medusa heads per se but the pattern is a dead giveaway), but as a first attempt at damage on collision/one-hit kill type of enemy, I couldn't pass up the opportunity :-D
 

_Rob_

Member
Oct 26, 2017
606
I've very curious to see what those "Medusa Heads" will end up actually looking like!

Just a little more refinement on this cutscene (adding dynamic bones to the tentacles too!).

giphy.gif

Darn, I've just noticed the render order issue with the beard!
 

GroundCombo

Member
Oct 27, 2017
203
If by unregister you mean steam still thinks you're playing after you exit the game, ya it stays connected until you actually close Unity. Good for inflating your play time count tho!

I'm aware of that, but this was with a build. :/ As far as I know it has happened only once so far with an earlier build, so we'll see.
 

Jack

Member
Oct 25, 2017
167
Haha, yeah, I try to have fun with enemy names when prototyping too - for Honey, for a long time the one vs many segments used Streets of Rage 2 enemy names as placeholders :-D



Many thanks :-)



Hehe, yeah, there seems to be bad memories of Medusa Heads floating around. I thought it could be a fun pattern inclusion/callback, as Inti's moveset is much more mobile-oriented than the Belmont's, so while Medusa Heads are challenging because of your slow speed and limited attack range, here they're really easy to dispatch and are more about being careful of your spacing/timing - basic tools you'll need for platforming anyway!
I still don't know if I'll actually use those enemies in the game as the reference is so obviously on the nose (even if they're not actual medusa heads per se but the pattern is a dead giveaway), but as a first attempt at damage on collision/one-hit kill type of enemy, I couldn't pass up the opportunity :-D
Oh for sure, but you definitely should use them. The call back is definitely the intention to get a smirk out of people :D
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
Hi, I'm making this game:


It's a classic style FPS with fishmen pirates. There's a demo available on https://8ah.itch.io/fish-demo which was just updated.
There's also an Indiegogo campaign going on, there's a link in the itch.io page, don't wanna spam here, but anyway, any feedback about the game would be very appreciated.

The game is being developed using Unreal Engine 4, so if you have any questions about it, I'm here to help.


reminds me of the N64 South Park game for some reason. I've never used UE4 before, how are you finding it?
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I've very curious to see what those "Medusa Heads" will end up actually looking like!

Just a little more refinement on this cutscene (adding dynamic bones to the tentacles too!).

giphy.gif

Darn, I've just noticed the render order issue with the beard!

This really look amazing. Getting more and more curious how the gameplay feels. Are you aiming for THE 3D mario feel or what is your inspiration?

And do you have any gameplay mechanics that sets it apart from other 3d plattformens?
 

_Rob_

Member
Oct 26, 2017
606
This really look amazing. Getting more and more curious how the gameplay feels. Are you aiming for THE 3D mario feel or what is your inspiration?

And do you have any gameplay mechanics that sets it apart from other 3d plattformens?

Thanks! I'm glad it's prompting that curiosity.

The aim is and has always been to take my favourite bits from all of the 3D platformers I love; as such CnW's moveset is sort of a mishmash of Jak & Daxter, Mario 64/Sunshine and Banjo-Kazooie. So far everyone that's tested it out has reported it feeling tight and that getting around the worlds is enjoyable. However I'm aware those opinions may be biased, so I'm considering some closed testing at some point soon (nervously)!

There aren't really any mechanics that set it apart, but that's sort of by design. My goal is to achieve a game that is reminiscent of all the best platformers with a story that has surprising depths and plenty of humour.
Where I can actually pull that off is a whole other matter!
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Thanks! I'm glad it's prompting that curiosity.

The aim is and has always been to take my favourite bits from all of the 3D platformers I love; as such CnW's moveset is sort of a mishmash of Jak & Daxter, Mario 64/Sunshine and Banjo-Kazooie. So far everyone that's tested it out has reported it feeling tight and that getting around the worlds is enjoyable. However I'm aware those opinions may be biased, so I'm considering some closed testing at some point soon (nervously)!

There aren't really any mechanics that set it apart, but that's sort of by design. My goal is to achieve a game that is reminiscent of all the best platformers with a story that has surprising depths and plenty of humour.
Where I can actually pull that off is a whole other matter!

Of those games I have only played Mario so I cannot speak for the others. But we all need more 3d platformers in this world!

Yeah, I can imagine that it is nervous to have others criticize your game..
 

Aki-at

Member
Oct 25, 2017
336
Haha, yeah, I try to have fun with enemy names when prototyping too - for Honey, for a long time the one vs many segments used Streets of Rage 2 enemy names as placeholders :-D

You are a good person, a GOOD person.

I've very curious to see what those "Medusa Heads" will end up actually looking like!

Just a little more refinement on this cutscene (adding dynamic bones to the tentacles too!).

giphy.gif

Darn, I've just noticed the render order issue with the beard!

Oh man I love the little companions who provide quick comic relief in games. Done a good job of conveying the feeling of Banjo Kazooie so far!
 

diddykong13

Member
Oct 29, 2017
54
I've very curious to see what those "Medusa Heads" will end up actually looking like!

Just a little more refinement on this cutscene (adding dynamic bones to the tentacles too!).

giphy.gif

Darn, I've just noticed the render order issue with the beard!

This looks fantastic, really like the camera work!

CnW's moveset is sort of a mishmash of Jak & Daxter, Mario 64/Sunshine and Banjo-Kazooie.

And this sounds like a perfect combination to me, Jak & Daxter has to be my favorite 'feeling' game of the bunch.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
You think you are getting better at coding and then you try to do something outside your comfort zone and you realize "you know nothing Jon Snow!"
 

_Rob_

Member
Oct 26, 2017
606
Of those games I have only played Mario so I cannot speak for the others. But we all need more 3d platformers in this world!

Yeah, I can imagine that it is nervous to have others criticize your game..

You should pick them up, I'd be surprised if you didn't enjoy them!

Indeed it is, especially those with no reason to "be nice" :S

Oh man I love the little companions who provide quick comic relief in games. Done a good job of conveying the feeling of Banjo Kazooie so far!

Yeah they're great for keeping a game light enough for kids, whilst allowing for some darker moments

This looks fantastic, really like the camera work!

And this sounds like a perfect combination to me, Jak & Daxter has to be my favorite 'feeling' game of the bunch.

Thanks! I hope so, I think like most of us it's all about just making the game I wish already existed!
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Well i didn't want to do that but anyway why not.

Just to introduce the story, maybe some remember i actually had a game project that had some funding back then, some years ago, and i can't really go in detail for legal reasons but yeah money problems killed it. It's been pretty hard to grieve after that, and 2 years of investment. But the starvation to create something has been strong. 2 guys, many years later, here on gaf offered to help me with my ideas.

Those guys, who's been nice enough to help me with some prototype are again, giving up on me. We've had different projects for some months, some of them being too ambitious like the rtypevania kinda:

DFStanding02.gif


That could be great with epic visuals and that was actually a unique concept cause of the shooter / metroid mix and some strategic elements to the weapon system, but this kind of game is just too much to handle content wise. Then we came back to hampoo, a simple auto runner with a little twist (a more emergent way to run through level):

HampooSDRunningFinalS2.gif

HampooDemoBlur%27%27%27.gif


But they kinda dropped the ball on that after a lot of work from me and them. The gaf thread saw me working on animations for weeks. Now that project has a pretty boring pitch to begin with and would have relayed on graphics and the charismatic lovable chatacter (right :p ?) to exist so.. We worked on the controls a lot and it felt super good, precise, with the right weight, and i'm the Nintendo school for those things. So yeah this is a fuckin' waste. There would have been some level design to do obviously but the emergent and parcour type of game made that not too hard.
But yeah they just stopped working on it. So i kinda lost faith to, and it's not great to randomly look for help for dev on internet..

Some month later i played Gunbarich on Switch and it kinda make my arkanoid fetish alive again, and also magical drop. And i felt like i really needed to work on something simple, arcade, competitive based with old school graphics. Something where the system is the key, and not the content. And there is a demand for games like that on Switch obviously. And i worked several days on some Puyo Puyo reverse concept that was great but really complex, too complex.

Then i though, i want an arkanoid that plays like a versus fighter, kinda like Windjammers works with pong. And i worked for several weeks on that game design, with real stong theorics from 90's fighters in term of competitive dynamic. Also worked on some unique graphics between well.. arkanoid obviously, sweet colorful games like puyo/magical drop and an arcade in your face fighting game aesthetic. That's a lot of though and work already and this particular time i strongly believe in the concept. There is room for it, it's super unique, and will look really super fun to see moving with orgasm inducing effects! It's really a great concept tailor made to be an arcade hit with the simplest dev possible. And there is the opportunity of great content with the versus mode, arcade mode against ai, but also coop mode and solo classic arkanoid mode, with not a tons of level, like in gunbarish. Maybe 4-5 worlds with their special mechanic added (like black blocks here sending the ball back for exemple, lots of ideas like that that have a great effect in the versus strategy).

SuperSquashoidConcept02.jpg


The thing is when i study game design i do it a lot. The game has a pretty amazing balancing of skill and strategy, even if i don't want to go too far on that. But both players play after each other, like squash, and the one with the more points wins at the end of the time, or when the screen is empty obviously. That creates tons of strategy possible, cause you want to reach the points obviously (with colors giving different points) and there is a multiplyer when bouncing fastly on the blocks. But at some point you'll want to make your opponent miss its ball (which will cut 10% of its points, so the more you lead the more you can lose), except if you do some short bouncing on a lower block to surprise the other guy, and the opponent catches it, he'll have a reversal shot that will give him a multiplyer boost.. etc etc.. Lots of really really cool fighting game mechanics here and 2 special moves that use the little dot under the panel, which creates more offense options (a really fast dash, tricky to gauge but it makes the ball faster for one turn, and a concentrate shot that forces you to not move the panel for 1 or 2 seconds so you have to anticipate the ball trajectory to have a more powerful ball). And adds to that (or not cause it could be too much) a mario kart redesign of the usual arkanoid items, where you pick them by choice (by pushing the button when the ball pass over them), an stock 2 of them (one booster and one that hits the opponent) to use them while the opponent is playing. So yeah lots and lots of though and a cool balance for a really competitive game. Also different characters with subtle stat difference (so not a balancing hell) and one big super power, sometimes defensive or offensive.

Now the guys could basically never have the basics of arkanoid to work well. We always had collision bugs, blocks untriggered, weird bouncing angles.. And they are dropping the ball now. It shouldn't be that hard for christ sake, and after that it's all just rules to implement and some balancing and testing. It's the best way i can do something that is manageable yet has a chance to be noticed.

So yeah, sorry to be in bragging mode but i'm kinda desperate here. I think it's obvious that i have lots of interesting ideas and can create unique visuals and universes, and those who have been following my work for years know that would be cool if i could do games. But i'm always struggling cause i don't have people to help me, and no industry relations and i'm 36yo, and it's going to be a sad story at some point where i will have done nothing on my own and create nothing that is really me.

So if someone is serious, and skilled enough and wants to help... That's basically a partner i'm looking for lol.
 
Oct 25, 2017
653
Your art is great. I would definitely consider doing a project with you in the future . I'm just in the middle of a project right now though and won't be done for about a year. I see things through to the bitter end :p
 

lowpoly

Member
Oct 25, 2017
4
Released Mini Hockey Champ! on Steam today, was a bit nerve-wracking for a minute there but what's done is done and now people can play and hopefully enjoy what I've been working on over the last 2+ years.

So something new now, I guess?
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
I made a dumb thing for the Self Care Jam.
Usually I end up skimping on the audio in Game Jams, so I flipped things on their head entirely for this one and made an interactive musical toy.

It was nice to play around with dynamic audio sources and do some music creation for a change.
 

1-D_FE

Member
Oct 27, 2017
8,259
If by unregister you mean steam still thinks you're playing after you exit the game, ya it stays connected until you actually close Unity. Good for inflating your play time count tho!

When you guys quit Unity, do you use Application.Quit or do any of you use GetCurrentProcess().Kill()? Months ago I was having Windows issues with Quit, and after googling around and noticing the issue was common, just switched over to Process.Kill. Never had a single issue since, but I've always wondered if I was going to have to switch back before I shipped.

You think you are getting better at coding and then you try to do something outside your comfort zone and you realize "you know nothing Jon Snow!"

Isn't that the truth. Especially when you think you're being all clever and doing something as elegantly as possible... and a new tactic reveals itself. And you suddenly feel embarrassed by the chunkiness of the old.

Well i didn't want to do that but anyway why not...

Out of curiosity, what was the issue they were having with the Arkanoid game? Were those basic issues being caused from networking issues? It seems insane they were having such simplistic issues on that, but I guess things could go south if it was networking related and they were in over my head? Honestly, it's one of the things that I nope right out of (when I'm considering my ideas). I figure it's something I'd just drown myself in.

Wish I had an ounce of your artistic talent. I've been teaching myself to program by making games, but I spend a depressing amount of time banging my head against a brick wall generating artwork that doesn't completely suck. You never appreciate how difficult that is until you have to try and do it yourself.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Isn't that the truth. Especially when you think you're being all clever and doing something as elegantly as possible... and a new tactic reveals itself. And you suddenly feel embarrassed by the chunkiness of the old.

Everytime I ask for help on a forum and someone is nice enough to write a code to help I understand how little I know.

However, I can code almost anything I can think up it is just that I write a few hundred lines more than people who know what they are doing :-P..

(I hope nobody will look at the source code of my games)
 

Aki-at

Member
Oct 25, 2017
336
Speaking of funny stories in development...

So my project a long long time ago started off as a Master System inspired game, now the Master System had two buttons so to be as true as possible I restricted myself to that method. This meant instead of giving the player an attack button for the whip and one for the gun, I had to make the player press up to switch between weapons (Becase I still needed a button for jumping!) but back in early 2014 I decided to update the project into a Mega Drive inspired platformer.

Now I've still been running with the whole press up to change weapons and just yesterday I realised... I have three buttons I can use because the Mega Drive/Genesis controller has 3 buttons. I had completely forgotten why I had restricted myself to using two buttons in the first place!
 

_Rob_

Member
Oct 26, 2017
606
All of my code looks like something a caveman scrawled on the wall, you're not alone!

Just a little more work on the level Corsair's Cove, adding some smaller details like grass and pebbles to help break up shapes really helps things feel more organic!

CorsairIslandChunk.png
 

K Monkey

Member
Oct 25, 2017
278
All of my code looks like something a caveman scrawled on the wall, you're not alone!

Just a little more work on the level Corsair's Cove, adding some smaller details like grass and pebbles to help break up shapes really helps things feel more organic!

CorsairIslandChunk.png

will there be canons? will i be able to go inside? :D
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Your art is great. I would definitely consider doing a project with you in the future . I'm just in the middle of a project right now though and won't be done for about a year. I see things through to the bitter end :p

Well good luck with the project then :p

Out of curiosity, what was the issue they were having with the Arkanoid game? Were those basic issues being caused from networking issues? It seems insane they were having such simplistic issues on that, but I guess things could go south if it was networking related and they were in over my head? Honestly, it's one of the things that I nope right out of (when I'm considering my ideas). I figure it's something I'd just drown myself in.

Wish I had an ounce of your artistic talent. I've been teaching myself to program by making games, but I spend a depressing amount of time banging my head against a brick wall generating artwork that doesn't completely suck. You never appreciate how difficult that is until you have to try and do it yourself.

Well i have no clue but they lack basic experiences in game dev. I think they used a mix of maybe the wrong method to calculate angle, or bad priorities maybe ? last time i heard of the guy who was trying he was telling me that was cause of unity physic and he wanted to get ride of it to create his own rules from scratch. Then it's been 2 weeks and he didn't answer my last message. he also tend to change things in the game without asking or telling anyone sometimes. Difficult to work with those conditions really.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I'm looking at your source code through your bedroom window

I will be closing the curtains..

All of my code looks like something a caveman scrawled on the wall, you're not alone!

Just a little more work on the level Corsair's Cove, adding some smaller details like grass and pebbles to help break up shapes really helps things feel more organic!

CorsairIslandChunk.png

Glad I am not alone :-).

Picture looks great as always.

I am debating with myself when I will start showing what I am working on. Right now my plan is to try to make a splash a few months before release.
 

TubaZef

Member
Oct 28, 2017
3,565
Brazil
reminds me of the N64 South Park game for some reason. I've never used UE4 before, how are you finding it?

I'm liking it, being able to use C++ and having access to the source helps a lot. And the default lighting settings in the engine is already good, most of those "X remade in Unreal" are just using the default settings so it's pretty easy to make something look good.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
Just to introduce the story...
So if someone is serious, and skilled enough and wants to help... That's basically a partner i'm looking for lol.

Hey Orioto, I feel you. You know, I also came at this as an artist, it's the main reason I picked up programming. I did go through a couple failed attempts trying to work with others, which is why I just went solo and have been doing pretty well ever since.

Have you considered picking up the tools yourself? They've never been simpler, and you'd make a pretty dangerous combo doing art, design, and programming.
 
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