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Orioto

Member
Oct 26, 2017
4,716
Paris
Well yeah, just having an animation playing then disappearing is a hell with those states lol.. Not sure the visible scripting is really more easy in the end :p Those events are really abstract to me, especially when they are basically things you write that do nothing sometimes..

Anyway i tried to create an empty object in my level and to create a wait state, then to activate a game object (a title appearing with an anim), but i can't erase it after that. When i put a finished transition to it, it finishes before it plays the anim.
 

Jack

Member
Oct 25, 2017
167
I don't do much 2D stuff in Unity, but how come you don't use your pixel reference size for your Unity units?
Or are your sprites based on a 100x100 scale?
I use perspective camera so none of that matters to me. Just explaining the default values for Sprite import and how to calculate Ortho viewport based on pixel scaling to units on import.

My sprites are larger than they need to be to allow for a bit of zoom without making everything blurry. I use the zed depth in camera and FOV to set my screen scale.
 

1-D_FE

Member
Oct 27, 2017
8,252
EDIT: Almost forgot the main reason I came to post in this thread: Facepunch.Steamworks is definitely the real deal! If you're implementing Steamworks into a game, you'd be a masochist to use anything else. Just an amazing plug-in.

Well yeah, just having an animation playing then disappearing is a hell with those states lol.. Not sure the visible scripting is really more easy in the end :p Those events are really abstract to me, especially when they are basically things you write that do nothing sometimes..

Anyway i tried to create an empty object in my level and to create a wait state, then to activate a game object (a title appearing with an anim), but i can't erase it after that. When i put a finished transition to it, it finishes before it plays the anim.

Despite having a real aptitude for programming, I had I ton of moments in life where I just missed connecting with it. At a ripe old age, I finally taught myself how. It's better late than never (for anything in life). The thing that finally got me to really look into it, was the Chris Bosh (NBA player if not familiar) doing commercials for Code.org.

https://code.org/

I'd assume the website hasn't changed much. It's designed to teach children the basics of coding. And I found it a good starting resource. There's a lot of really basic stuff that's fairly easy to learn (quickly). And you can hack your way through Playmaker if you just get the basic fundamentals down. Then once your head stops swimming, you can scale up. Even C# isn't that difficult, but baby steps.
 
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sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
You all are so kind. Thanks for the nice comments :)

My sprites are larger than they need to be to allow for a bit of zoom without making everything blurry. I use the zed depth in camera and FOV to set my screen scale.
Are you using a FOV other than 60? I can't figure out how to change the FOV in the #Scene window so I just left the in-game FOV to 60 too, so it would look the same.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
You all are so kind. Thanks for the nice comments :)


Are you using a FOV other than 60? I can't figure out how to change the FOV in the #Scene window so I just left the in-game FOV to 60 too, so it would look the same.

Its on the Camera in perspective, theres no settings for FOV in orthographic because its a redundant concept
 

Jack

Member
Oct 25, 2017
167
Are you using a FOV other than 60? I can't figure out how to change the FOV in the #Scene window so I just left the in-game FOV to 60 too, so it would look the same.
I'm not working on it right now so I don't recall my settings off hand but FOV coupled with camera depth will affect how parallax and environment depth looks. I do set environment objects, background and Foreground based on depth and wrote a script to set the sort order automatically by depth so I don't have to do it manually with every object. I set the environments up in play mode and copy/paste groups from play to edit when done because I'm too lazy to write a script to extend the editor to allow saving transforms in play mode when keystrokes are just as fast ha.

Makes for really neat looking zooms with the camera.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Its on the Camera in perspective, theres no settings for FOV in orthographic because its a redundant concept

Yeah but for whatever reason it's not changing the FOV in the editor. And I don't think it's helpful to edit an ostensibly 2D scene in the wrong FOV because then the parallax will all be in the wrong place.
yOgMHT8.gif


I'm not working on it right now so I don't recall my settings off hand but FOV coupled with camera depth will affect how parallax and environment depth looks. I do set environment objects, background and Foreground based on depth and wrote a script to set the sort order automatically by depth so I don't have to do it manually with every object. I set the environments up in play mode and copy/paste groups from play to edit when done because I'm too lazy to write a script to extend the editor to allow saving transforms in play mode when keystrokes are just as fast ha.

Makes for really neat looking zooms with the camera.
Interesting. What kind of affect are you getting with a different FOV that you couldn't just get with putting things really far/close?
 

RHANITAN

Member
Oct 25, 2017
174

Jack

Member
Oct 25, 2017
167
Interesting. What kind of affect are you getting with a different FOV that you couldn't just get with putting things really far/close?
It's like pulling focus in horror movies when you move in with the camera but zoom out at the same time (the tried and true "now that's a long hallway" effect). Moving the zed depth will allow perspective to set in and changing the FOV is a lot like zoom on a camera. I don't zoom in as much in MF1 as I did with executes like I was doing in my other prototype but that game was all murder-y so it worked.
 

K Monkey

Member
Oct 25, 2017
278
Yeah but for whatever reason it's not changing the FOV in the editor. And I don't think it's helpful to edit an ostensibly 2D scene in the wrong FOV because then the parallax will all be in the wrong place.

Interesting. What kind of affect are you getting with a different FOV that you couldn't just get with putting things really far/close?

interesting prefab name lol
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Yeah but for whatever reason it's not changing the FOV in the editor. And I don't think it's helpful to edit an ostensibly 2D scene in the wrong FOV because then the parallax will all be in the wrong place.

Aaaah, gotcha - see the X/Y/Z widget in the top right of the scene view? Click the white square in the middle to toggle between scene camera orth / persp.
Selecting the "2D" tab sets the scene view up as orthographic with Y as up/down as its default
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Aaaah, gotcha - see the X/Y/Z widget in the top right of the scene view? Click the white square in the middle to toggle between scene camera orth / persp.
Selecting the "2D" tab sets the scene view up as orthographic with Y as up/down as its default
I know. I'm intentionally in perspective mode. I want and currently have a 60° FOV in perspective mode, and I don't have a problem with that. I was merely commenting on the seeming inability to change the FOV to something other than 60° in the editor panel, a fact which is easily corroborated with google searches on the topic.

interesting prefab name lol
Oh. Yeah. There's not a good reason it's called that. It's just the text bubble that comes up when the player approaches a context sensitive element in the scene.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Despite having a real aptitude for programming, I had I ton of moments in life where I just missed connecting with it. At a ripe old age, I finally taught myself how. It's better late than never (for anything in life). The thing that finally got me to really look into it, was the Chris Bosh (NBA player if not familiar) doing commercials for Code.org.

https://code.org/

I'd assume the website hasn't changed much. It's designed to teach children the basics of coding. And I found it a good starting resource. There's a lot of really basic stuff that's fairly easy to learn (quickly). And you can hack your way through Playmaker if you just get the basic fundamentals down. Then once your head stops swimming, you can scale up. Even C# isn't that difficult, but baby steps.

Well i finally had what i wanted after hours, but probably not the way it should be done lol!

ReadyGo.gif


Scuse for the laggy fraps capture. I can also move the pad with the stick! I'm not even sure how i managed to have that working.

Also a good friend told me by pm that i sounded like the worst douchebag while i was trying to convince people to help me. I'm sorry if that was the case. I was really trying to showcase how the concept could be fun yet simple (he saw that as me thinking the coding job was some kind of low life shit). Also he seemed to think i wanted someone to do it for free. Hey i'm a graphic designer, i know something about people asking for free stuff on internet. I also know about people promising money "if the project works" so i didn't want to do that cause i don't like that. But actually yeah the implicit idea was that if someone does the project with me he's the co-owner of the game. It sounds a little lame to talk about those things here so i didn't want to bring that. It seems me saying iw anted a "partner" sounded more like i wanted a slave. Really not. But yeah i don't want to find someone to create an other project together, i want to go forward with this one cause i believe in it. I detailed it cause someone helping me should like the project to obviously.
Just to clarify. But i get it, it's not the bast place to ask. People here wants to make their own games, not being the coder for someone else's game i get it perfectly.

Now anyway, i don't need it anymore as i'm a god tier coder as you can see ;) (This is a joke)
 
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Oct 25, 2017
3,686
You all have cool projects but I'm going to have to stop reading the thread on mobile until there's an option to disable GIFs but leave normal images. The GIFs in the last couple pages are murdering both my phone and data plan. :P
 

Candescence

Banned
Oct 27, 2017
2,253
I come from a similar background. I do art and animation, and I'm very visually oriented. Stencyl's visual scripting helped me a lot -- Through it, I learned a ton about programming concepts. Stencyl made it very intuitive, and the way it functions is basically 1:1 to traditional programming. It's just a visual representation of programming syntax (in their case, Haxe code). When I started studying C# and watching tutorials in Unity most of the concepts were familiar and often quite similar to what I had been doing in Stencyl.

That said, I still recommend Unity as a smarter choice if you're serious about your project. It's way more powerful. I just started using it recently, and, incidentally, I just got Playmaker myself! My early impression is that it's not quite as natural and 1:1 to programming as Stencyl's visual scripting is, (Stencyl's scripting is amazing and I wish I could somehow pair it with Unity) but it's still intuitive in its own way.

Playmaker was used by Will and Ari at Team Cherry to make Hollow Knight. That's when I first became very aware of it.

8fe20194f6bf8d559fec059e8d985b3b_original.jpg



The way Playmaker works is by creating FSMs ("Finite State Machines") and attaching them to Unity objects to control them. In the above example we can see an FSM that was attached to an enemy unit in HK. In it is a flowchart of states and events that lead into or out of states, and embedded within each state is a list of actions that determine what happens when that state is active -- and these actions come packed with the software and cover almost anything you're likely to need to do. You just search, select, and configure them within the menus.




I love "ideated"
I'm surprised Unity hasn't bought out Playmaker and made it free - one of Epic's best ideas was the introduction and implementation of Blueprints into UE4. I've normally been sceptical of node-based visual programming, it's not as intuitive as the likes of Construct or Stencyl, but UE4's Blueprints system, once I ended up needing to learn it, is astonishingly flexible and intuitive, though it apparently isn't as fast as native C++.
 

correojon

Banned
Oct 26, 2017
1,410
Are there any books on game design guys would recommend?
If you're interested in platformers check Reverse Design's SMW book: http://thegamedesignforum.com/features/RD_SMW_1.html
It reviews the game's main mechanics but mostly focuses on level design.

I'm reading now bossfight's Spelunky book (written by Derek Yu himself) and am enjoying it a lot, it talks about all aspects of making a game, sometimes going into great detail:
https://bossfightbooks.com/products/spelunky-by-derek-yu
 

fleeting

Member
Oct 27, 2017
311
If you're interested in platformers check Reverse Design's SMW book: http://thegamedesignforum.com/features/RD_SMW_1.html
It reviews the game's main mechanics but mostly focuses on level design.

I'm reading now bossfight's Spelunky book (written by Derek Yu himself) and am enjoying it a lot, it talks about all aspects of making a game, sometimes going into great detail:
https://bossfightbooks.com/products/spelunky-by-derek-yu
Hey thanks for the recommendations, I'll check them out
 

konjak

Member
Oct 27, 2017
15
I see this thread is pretty much picking up exactly where the one from the previous life did. Neat!
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Oh, this reminds me of Driver on Gameboy Color, I loved that one, and this looks as frantic, if not more! Impressive work!

Thanks!

I keep hitting top speed and crashing myself into buildings haha, at least I can kamikaze myself in the first level! Going to take me a while to try and get use to the braking in this game.

It's pretty ridiculous, honestly. There are no brakes and it's basically Asteroids movement lol.
 

missile

Member
Oct 25, 2017
112
I'm not working on it right now so I don't recall my settings off hand but FOV coupled with camera depth will affect how parallax and environment depth looks. I do set environment objects, background and Foreground based on depth and wrote a script to set the sort order automatically by depth so I don't have to do it manually with every object. ...
Good one. I'm wondering why other 2d game artists still asking what's
good for. It allows for cool effects.


... Interesting. What kind of affect are you getting with a different FOV that you couldn't just get with putting things really far/close?
If you increases the focal length of a camera the FOV narrows and the
perspective effect drops, but the background blur increases (if you have any).
 
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sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Good one. I'm wondering why other 2d game artists still asking what's
good for. It allows for cool effects.

If you increases the focal length of a camera the FOV narrows and the
perspective effect drops, but the background blur increases (if you have any).
Most of what makes FOV do interesting things in 3D is lost when you're making a game in 2D because probably none of the tris/planes are even close to perpendicular with the viewing plane. So if all you're trying to do is change how quickly a sprite/billboard scrolls past the camera, you can instead move it closer to the camera and scale its size down or vice versa. This is hard to do dynamically, but painless when setting up the environment.

So I wasn't asking what FOV does in general. I was asking what specifically he does with it. Sorry if I didn't make that clear enough before.
 

missile

Member
Oct 25, 2017
112
Most of what makes FOV do interesting things in 3D is lost when you're making a game in 2D because probably none of the tris/planes are even close to perpendicular with the viewing plane. So if all you're trying to do is change how quickly a sprite/billboard scrolls past the camera, you can instead move it closer to the camera and scale its size down or vice versa. This is hard to do dynamically, but painless when setting up the environment.

So I wasn't asking what FOV does in general. I was asking what specifically he does with it. Sorry if I didn't make that clear enough before.
Ah, I see. An effect I was working on with regards to FOV is where you can
target a sprite while increasing the focal length quickly, which does not only
magnify the sprite but also increases the fore- and background blur a lot
making the sprite stood out for that moment.
 

Jack

Member
Oct 25, 2017
167
Ah, I see. An effect I was working on with regards to FOV is where you can
target a sprite while increasing the focal length quickly, which does not only
magnify the sprite but also increases the fore- and background blur a lot
making the sprite stood out for that moment.
I don't believe DOF works properly with Sprites in Unity. You would have to probably assign them to a 3D mesh to get it to work (haven't tried).

But with multiple cameras and blur post process per camera you can achieve the same effect, however, each camera renders on top of the rest so blurring the foreground will blur the entire image. Solution: blur in Photoshop, create a blur shader, or render to texture an off-screen camera and use a shader to omit what would be transparent and layer on top of the image. My vote goes to Photoshop as it's fast and you probably don't want a ton of foreground blur going on as it can get too distracting when overused.

I don't know, though. I'm nub. I've only blurred BG stuff.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I don't believe DOF works properly with Sprites in Unity. You would have to probably assign them to a 3D mesh to get it to work (haven't tried).

But with multiple cameras and blur post process per camera you can achieve the same effect, however, each camera renders on top of the rest so blurring the foreground will blur the entire image. Solution: blur in Photoshop, create a blur shader, or render to texture an off-screen camera and use a shader to omit what would be transparent and layer on top of the image. My vote goes to Photoshop as it's fast and you probably don't want a ton of foreground blur going on as it can get too distracting when overused.

I don't know, though. I'm nub. I've only blurred BG stuff.
Unity already triangulates sprites. This process is not very apparent unless you fuck up a shader and it just fills the tris with a solid color. Compare for example the starfield in my game with the sprites-default shader and a shader not meant for sprites:


Sprites-default doesn't write to the zbuffer so you can't use it for DOF effects. And because it's basically impossible to triangulate an anti-aliased sprites (you'll get artifacts one way or the other) it doesn't do much good to try and write a new sprite shader that has z-write enabled.

Having said that, it's not that hard to make a real-time blurring of the foreground in Unity. I don't like blurring in PhotoShop because it's more work and more texture usage and things don't animate properly. To get real-time blurring, you have to use a separate camera childed to the main camera, and give each camera a mask so that the main camera doesn't render foreground stuff and the blur camera only renders foreground stuff. Then set that blur camera's target to a render texture, do a blur process on that camera, and put a plane in the game that has the render texture as its material that the main camera can see.

The two trees in this image are the exact same asset, except the layer they're on has changed.
qe8uI8k.png
 

Jack

Member
Oct 25, 2017
167
Unity already triangulates sprites. This process is not very apparent unless you fuck up a shader and it just fills the tris with a solid color. Compare for example the starfield in my game with the sprites-default shader and a shader not meant for sprites:



Sprites-default doesn't write to the zbuffer so you can't use it for DOF effects. And because it's basically impossible to triangulate an anti-aliased sprites (you'll get artifacts one way or the other) it doesn't do much good to try and write a new sprite shader that has z-write enabled.

Having said that, it's not that hard to make a real-time blurring of the foreground in Unity. I don't like blurring in PhotoShop because it's more work and more texture usage and things don't animate properly. To get real-time blurring, you have to use a separate camera childed to the main camera, and give each camera a mask so that the main camera doesn't render foreground stuff and the blur camera only renders foreground stuff. Then set that blur camera's target to a render texture, do a blur process on that camera, and put a plane in the game that has the render texture as its material that the main camera can see.

The two trees in this image are the exact same asset, except the layer they're on has changed.
qe8uI8k.png
Ahhh, lovely.

Good info, thanks. Neat workaround with the cameras. I was partially correct but I'm not properly geared enough to get it right the first time XD

Is the mask necessary or would that just work culling layers? I'll try the mask option, think I tried culling before and it didn't work unless I setup my render material improperly which is more than likely.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Ahhh, lovely.

Good info, thanks. Neat workaround with the cameras. I was partially correct but I'm not properly geared enough to get it right the first time XD

Is the mask necessary or would that just work culling layers? I'll try the mask option, think I tried culling before and it didn't work unless I setup my render material improperly which is more than likely.
I mean a culling mask when I just said mask. mea culpa

Without knowing what did or didn't work before it's hard for me to comment, but is it possible your plane was just backwards? What 2D and 3D consider forwards is reversed in Unity for some reason.
 

HellBlazer

▲ Legend ▲
Member
Oct 26, 2017
1,027
So if someone is serious, and skilled enough and wants to help... That's basically a partner i'm looking for lol.

Aww man, I would have loved to have helped out with any of your games a while back. I have the opposite problem in that I'm a decent programmer but worthless at art, and it gets pretty discouraging always working with shit-looking assets. I'm pretty busy these days and for the next couple months, though, so I couldn't really commit to a collaborative project like this, unfortunately. I hope that Playmaker works out for you, though, and that you're able to make something cool!

This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

Ah, great to see updates about this game again. I feel like I haven't seen anything about it in a long time back in the old GAF thread, though maybe I wasn't following the thread closely enough. Looking fantastic, in any case!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Ah, great to see updates about this game again. I feel like I haven't seen anything about it in a long time back in the old GAF thread, though maybe I wasn't following the thread closely enough. Looking fantastic, in any case!
Thank you! :) You were probably following the thread fine. I got permabanned for making shit up in the confessions thread last December.
 
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_Rob_

Member
Oct 26, 2017
606
Yeah, it's really important. The mission in Jak II when Torn makes you go get the flag in old town has a bunch of really nice crumbling platforms, so that's most of where I draw influence from. I know we've talked Jak influences before on here and Reddit so I'm just going to assume you know more or less what I'm talking about :P

Ah of course, the amount of hours I've put into those games is borderline unhealthy; so yes I know exactly which part! (I may well steal the idea myself having seen yours!)

I'm still working away peppering Corsair's Cove with props that should help guide the player in the right direction. I'm also finding that very small props like grass and pebbles do wonders to break up the transition between bigger objects and terrain. Next thing to do is finish of the right side of the rear of this image and then the cave area!

jDkCmiN.jpg
 

K Monkey

Member
Oct 25, 2017
278
Ah of course, the amount of hours I've put into those games is borderline unhealthy; so yes I know exactly which part! (I may well steal the idea myself having seen yours!)

I'm still working away peppering Corsair's Cove with props that should help guide the player in the right direction. I'm also finding that very small props like grass and pebbles do wonders to break up the transition between bigger objects and terrain. Next thing to do is finish of the right side of the rear of this image and then the cave area!

jDkCmiN.jpg

that looks fun to run around just by looking at it
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Ah of course, the amount of hours I've put into those games is borderline unhealthy; so yes I know exactly which part! (I may well steal the idea myself having seen yours!)

I'm still working away peppering Corsair's Cove with props that should help guide the player in the right direction. I'm also finding that very small props like grass and pebbles do wonders to break up the transition between bigger objects and terrain. Next thing to do is finish of the right side of the rear of this image and then the cave area!

jDkCmiN.jpg
By chance, did you ever play Pac-Man World? I loved the pirate levels in that game.
 

_Rob_

Member
Oct 26, 2017
606
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Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
Hopefully the youtube embed is working otherwise this post will look super goofy :D

I feel like every single post I did in the previous thread was about a different project, so I'm continuing that theme with yet another new project I've been working on for the past week or so. It's not to the level of the rest of your guys' content, but it's just a super simple mobile jumping game that I'm trying to get done before end of month, polished or not. Idea being maybe if I give myself an end date it'll force me to stick with it.

I started out last week by blocking out a simple level generation script that grabs a list of pre-configured platform groups/sections and then returns a giant array with randomised group selections. From there it just iterates through one section at a time and adds triggers for loading the next/previous section and unloading the current section so I can use object pooling.

Video link of the loading/unloading since you can only embed 2 medias per post: https://youtu.be/NO9IFC-W9RA

It's using 3 or 4 really short/crappy groups currently so I could test the loading/unloading triggers easily, so there isn't much variation in the groups currently. One of these days I'm going to set aside to just make longer more considered sections.

Over the weekend I dabbled with shaders to make a little rainbow trail thing for the player. There's a collider that wraps the trail, idea being in local multiplayer you will have to avoid the other player + their trail, so it makes it a bit of a battle to stay up front. I also added a spooky fog that chases you up as well as some quick little UI things.



And yesterday I did a lot of tweaking to all of my scripts to try and get more pixel-perfect visuals, so lots of updates to everything to only move things in multiples of the active pixels-per-unit value. I also added screenshake and blocked out one of the hazards that will appear in some of the sections; a full-width beam of death.



It's not much but at my current pace I should be able to get a semi-completed thing by my deadline of end-of-November, so I'm relatively pleased with it. Hoping to get more of the hazards sorted out this week as well as start focusing on creating actual designed segments so I can stop using my placeholder platform groups.
 

TubaZef

Member
Oct 28, 2017
3,563
Brazil
That's cool. What tutorials did you follow?

Epic's website already has plenty of good tutorials, like this one for FPS: https://wiki.unrealengine.com/First_Person_Shooter_C++_Tutorial

There's plenty of good tutorials on Youtube too, like on this channel: https://www.youtube.com/user/TeslaUE4
And on Unreal's oficial one: https://www.youtube.com/user/UnrealDevelopmentKit

I'm surprised Unity hasn't bought out Playmaker and made it free - one of Epic's best ideas was the introduction and implementation of Blueprints into UE4. I've normally been sceptical of node-based visual programming, it's not as intuitive as the likes of Construct or Stencyl, but UE4's Blueprints system, once I ended up needing to learn it, is astonishingly flexible and intuitive, though it apparently isn't as fast as native C++.

If you're not making something too complex, there's not much difference in speed, you can just go with blueprints. In my experience, the biggest problem with blueprints is keeping them well organized and easy to maintain, I changed some of my blueprints to code because it was easier to read and change them in C++.


Are there any books on game design guys would recommend?

The Art of Game Design by Jesse Schell
Theory of Fun by Raph Koster
Level Up! by Scott Rogers

First 2 ones are more academic, the third one has a bigger focus on the industry and even has chapters about pitching, marketing and publishers.
 

Aki-at

Member
Oct 25, 2017
336
Ah of course, the amount of hours I've put into those games is borderline unhealthy; so yes I know exactly which part! (I may well steal the idea myself having seen yours!)

I'm still working away peppering Corsair's Cove with props that should help guide the player in the right direction. I'm also finding that very small props like grass and pebbles do wonders to break up the transition between bigger objects and terrain. Next thing to do is finish of the right side of the rear of this image and then the cave area!

jDkCmiN.jpg

Oh man as someone who loved exploring the Banjo Kazooie and Sonic Adventure hubs this is looking really good in terms of exploration. I love platformers when they try to be a little more open in design! Wanted to ask but what stops the player from going out of bounds in the sea?
 

K Monkey

Member
Oct 25, 2017
278
Oh man as someone who loved exploring the Banjo Kazooie and Sonic Adventure hubs this is looking really good in terms of exploration. I love platformers when they try to be a little more open in design! Wanted to ask but what stops the player from going out of bounds in the sea?

Sharks. Obviously:P
 

_Rob_

Member
Oct 26, 2017
606
Oh man as someone who loved exploring the Banjo Kazooie and Sonic Adventure hubs this is looking really good in terms of exploration. I love platformers when they try to be a little more open in design! Wanted to ask but what stops the player from going out of bounds in the sea?


Oh yeah, I love the exploration side of 3D platformers too, that's why I always preferred Mario Sunshine over Galaxy (and am loving Odyssey).

As for out of bounds, I'm not sure yet. Sharks make sense but programming shark that will appear in enough time to stop you going out of bounds seems like a headache. It may end up being just a fishing net or something as I'm a terrible programmer!
 
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