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K Monkey

Member
Oct 25, 2017
278
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!

i wasnt being serious :P

but you could maybe approach it differently where the wabbit gets pulled under followed by a shark tail. Screen wipe > shows the wabbit on the shore alive and shakes off the water. All precanned animation.
 

Aki-at

Member
Oct 25, 2017
336
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!

Not sure if you want to attempts this but something Sonic Generations had in it's water levels. There buoys after a certain point you travel outwards to the sea and as soon as you did a giant shark fin would appear behind the player and only way for it to not gobble you up is to return within the area inside the buoys. Not sure how hard this would be to program but seemed like a quick way to tell the player "get back in the desired playing area or DIE!" You don't get to see it for long here because the player quickly goes out and then back in to bounds but I think it might be a simple and quick way maybe?
 

funkygallo

Member
Oct 27, 2017
249
Hi to all.
Almost finished MiniGolf Adventure Islands that will be released for Nintendo Wii U, Steam (PC/Mac/Linux) and Xbox One.

The game already has:
- 40+ holes
- 4 unique environments (autumn,spring,summer and winter theme)
- 1 boss hole

Additional holes will be released with first free dlc

Game available in: English

 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
To preserve some bandwith and for a change of pace, here's a tragedy in three screens:

5d14bb4db799151562669d6a0b6aded4.png


Also known as: "**** me even a basic enemy has fourteen animations, I'll never be done with this"
(but yeah, the main behavior is that he guards himself with his shield, which you can break to transform into a platform to use him as yet another foothold, or simply defeat him to access whatever path he's blocking - CHOICES!)
 

HellBlazer

▲ Legend ▲
Member
Oct 26, 2017
1,027
Thank you! :) You were probably following the thread fine. I got permabanned for making shit up in the confessions thread last December.

Aaah, well that would explain it. Good to see you here.

To preserve some bandwith and for a change of pace, here's a tragedy in three screens:

5d14bb4db799151562669d6a0b6aded4.png


Also known as: "**** me even a basic enemy has fourteen animations, I'll never be done with this"
(but yeah, the main behavior is that he guards himself with his shield, which you can break to transform into a platform to use him as yet another foothold, or simply defeat him to access whatever path he's blocking - CHOICES!)

This game is looking better and better!
 

missile

Member
Oct 25, 2017
112
... 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. ...
Did the second solution a while ago. I wanted to have a DoF where the fore-
and background blur adjusts automatically (their filter sizes) with respect to
some camera lens theory (thin lens here) and aperture. So for a given focal
length and f/stop you get a specific blur. Increasing the focal length,
for example, will magnify the objects but will also increase the fore- and
background blur (somewhat differently for each layer's depth). In other terms,
the blur filter kernels are adjusted to represent a blur spot depending on the
depth of the sprite and camera setting. The only things I need for my custom
DoF implementation is a sprite, a depth, and some camera settings to create
a certain DoF.

SH0rHgq.gif


I also got it so far that I can specify the bounds of a required DoF and the
algo computes the f/stop all by itself and from it the blur spot size.

Still some work to do, for I also try to come up with some bokeh.
 
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Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
To preserve some bandwith and for a change of pace, here's a tragedy in three screens:

5d14bb4db799151562669d6a0b6aded4.png


Also known as: "**** me even a basic enemy has fourteen animations, I'll never be done with this"
(but yeah, the main behavior is that he guards himself with his shield, which you can break to transform into a platform to use him as yet another foothold, or simply defeat him to access whatever path he's blocking - CHOICES!)

SO GOOD! It's unbelievable how great this looks, really great work!
 

Tonza

Member
Oct 26, 2017
43
Hi all,

Fun to read about the games everyone is working on.

My own hobby project is at the "boring" phase as the gameplay is close to complete but so much stuff
is still to be done on UI, leaderboards, settings, customization etc... I would really want to just release the damn thing.
It's a small, casual mobile game of which there are plenty. My goal for the project is mainly to learn 3D in Unity
as I've worked on UI/2D stuff before. (at work and as a hobby)
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
To preserve some bandwith and for a change of pace, here's a tragedy in three screens:

5d14bb4db799151562669d6a0b6aded4.png


Also known as: "**** me even a basic enemy has fourteen animations, I'll never be done with this"
(but yeah, the main behavior is that he guards himself with his shield, which you can break to transform into a platform to use him as yet another foothold, or simply defeat him to access whatever path he's blocking - CHOICES!)

Whoa, looking great!
 

K Monkey

Member
Oct 25, 2017
278
Haha, thanks a lot :-D

To put things in perspective, though, keep in mind this is also a thing that happens currently, just one of many horrors like it:
OpulentBronzeCornsnake-max-14mb.gif

So I still have a long way to go before all's golden under the sun :-D

shhh. no one here likes to show bugs :P

an oldie bug of mine that I couldn't figure out how to fix until I dreamt of something and next morning fixed it

5xcZ8HHh.png
 
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Camille_

Member
Oct 26, 2017
224
Angoulême, France
shhh. no one here likes to show bugs :P

an oldie bug of mine that I couldn't figure out how to fix until I dreamt of something and next morning fixed it

5xcZ8HHh.png

I love the dejected "1 candle left" at the top of the screen :-D "You sure about that?"

We should definitely share more bugs, though - they're often a fun and interesting part of the development process! That recent Witcher 3 anniversary trailer displaying bugs and goofs was fantastic :-D
 

K Monkey

Member
Oct 25, 2017
278
I love the dejected "1 candle left" at the top of the screen :-D "You sure about that?"

We should definitely share more bugs, though - they're often a fun and interesting part of the development process! That recent Witcher 3 anniversary trailer displaying bugs and goofs was fantastic :-D

yep im all for it :D

I'm just never in the right frame of mind to catch it to share it but I'll have my fingers ready
 

jahepi

Member
Oct 25, 2017
302
Mexico
I am really nervous of posting this, it is really nice to see everybody's creations, ALL of them are amazing!, even some of you make a living doing this.

I have just finished a platform game demo made with JS and Html5 canvas, i wanted to implement everything from scratch for learning purposes, i did not however design the graphics and the sounds, some of the resources are from OpenGameArt, GameDevMarket and GameArt2D, i am really bad at drawing, i am trying to make another game with all the graphics and sound made by me, but i am having a hard time, i just need more practice.

Regarding the game demo, it has 3 levels and 3 bosses, you have to collect every coin and defeat the boss before passing to the next level, i hope you like it (let me know if you have any errors or bugs, thanks!): https://games.jahepi.net/dungeon/index.html
 
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GroundCombo

Member
Oct 27, 2017
203
Colleague builds the game. All main missions are missing. I build it on my computer. Everything works. Business as usual during pre-launch bugfixing madness. Maybe I should set up Unity cloud builds again for another source of desperation.
 

K Monkey

Member
Oct 25, 2017
278
Its now official. Ergastulum is announced and the Kickstarter begins.



So much stress. This is not healthy.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
I'm sort of twiddling my thumbs while I wait for certification, but couldn't help myself and started prototyping the next thing. Having an absolute blast, this is always the most enjoyable part of development.
 

Jack

Member
Oct 25, 2017
167
I'm sort of twiddling my thumbs while I wait for certification, but couldn't help myself and started prototyping the next thing. Having an absolute blast, this is always the most enjoyable part of development.
It is the best part. I'm super lucky to have been able to start from concept 3 times on the same game! Definitely loses that newness by the 3rd time :|
 

WishyWaters

Member
Oct 26, 2017
94
I've been heads down coding our usable items. We're implementing an estus flask like healing system on top of powerful other items. This feels like a real turning point were the game is stepping out of it's prototype cradle and being fully playable. Kind of a cool moment for us.

We are also still fiddling with our art style. Animation testing has shown some limitations to the last style shown, so we are going to do some tests with a focus on better lighting and less on gritty.

Old Style for Reference
oG62sR8.png


New Style
raApscy.png


As always feedback on the pixel art is greatly appreciated. Thanks!
 

RHANITAN

Member
Oct 25, 2017
174
I've been heads down coding our usable items. We're implementing an estus flask like healing system on top of powerful other items. This feels like a real turning point were the game is stepping out of it's prototype cradle and being fully playable. Kind of a cool moment for us.

We are also still fiddling with our art style. Animation testing has shown some limitations to the last style shown, so we are going to do some tests with a focus on better lighting and less on gritty.

Old Style for Reference
oG62sR8.png


New Style
raApscy.png


As always feedback on the pixel art is greatly appreciated. Thanks!
I think the new one looks better but i feel like the line work could be cleaned up a bit more to get rid of the "corners".
 

ThanksVision

Alt account
Banned
Oct 25, 2017
1,030
Anybody have any good references/documentation on approaching transport puzzle design? Everything I come up with is either too easy or too difficult..
 

WishyWaters

Member
Oct 26, 2017
94
^ New one looks better, but I'm still curious how it looks in-game.
You and me both. We are starting to settle on the style and slowly bring it together. We have some idle animations, a battle background, a few monsters of different sizes, designs for effect animations, but that's not enough for me to say it's in-game yet. I love showing stuff early and talking through concepts, but we are prototyping and tossing aside so much that it's not always beneficial. We are getting closer, but we aren't there yet.

I think the new one looks better but i feel like the line work could be cleaned up a bit more to get rid of the "corners".
The line work will get cleaned up. There are some bad line angles in there for sure.


Thanks again for the feedback. It's always helpful.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I've been heads down coding our usable items. We're implementing an estus flask like healing system on top of powerful other items. This feels like a real turning point were the game is stepping out of it's prototype cradle and being fully playable. Kind of a cool moment for us.

We are also still fiddling with our art style. Animation testing has shown some limitations to the last style shown, so we are going to do some tests with a focus on better lighting and less on gritty.

Old Style for Reference
oG62sR8.png


New Style
raApscy.png


As always feedback on the pixel art is greatly appreciated. Thanks!

Hi Embalm!

Much better and cleaner! I think i it need some more line work as you say but it is a big step forward Which size will it be in-game?

In another topic, I have spent a week (of the few hours I have every day) on programing a frog tongue. I could probably have animated it in a few hours but I really wanted to program the tongue for some reason that I have already forgot.. At least I am getting better at programing loops..
 
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Jack

Member
Oct 25, 2017
167
OK (whew)
One hour of sketching, 13 frames, dude has no hands but they will be added. Lots of cleanup to do before doing the line work:
nodeRunTest.gif
 

justiceiro

Banned
Oct 30, 2017
6,664
Thanks. I'm trying to work on something with the dota 2 modding tools, but man, so many undocumentend functions, reused functions from other games, and other things that are not in the control of the modder at all, but somehow there is somewhere someone who used a really obscure command that made it work, and his code is scattered trough the universe, aka, git hub.

I got so frustrated about this that i actually making a plugin for eclipse that will make it easier to make mods in there. I just hope that by the time i actually get to make the mod that i'm planning, it turns out fun!

anyway, after i manage to complete that i plan to diving into the amazing world of cryengine. I really want to make this concept in a actual game, it would be good way to teach me how to actually use the cryengine, and even learn how to make it perform better in least capable computer. Would also help me on how to even make a game with space theme. All for a bigger idea, but that's on the future.

for now, let me ask you this: anyone here following the development of EEVEE(blender)? If they manage to makke that work with BGE, finally that would be a more viable plattaform for game develoment, no?
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,804
Making progress on one of my rough projects, trying to make the game in about 4 weeks time, I'm not a great artist but trying to do a lot of music, asset, etc. creation and going for a simple crude style.

Some early progress (only been working on the project for about 3-4 days now, made a lot of music and sound effects, basework down, now doing asset creation and should soon start trying to make more maps).

3ed9618a779a814362254e06d91c2f82.png


Wish me luck, I am limited as a dev but one of my vows going over to ResetEra was I'd tried to post more here with my rough niche small games I work on and release.

Its now official. Ergastulum is announced and the Kickstarter begins.



So much stress. This is not healthy.


I've backed it, and will probably make a ResetEra thread on it soon if one doesn't exist. I hope it makes it, try your best to get the word out there and be shameless.
 

K Monkey

Member
Oct 25, 2017
278
Making progress on one of my rough projects, trying to make the game in about 4 weeks time, I'm not a great artist but trying to do a lot of music, asset, etc. creation and going for a simple crude style.

Some early progress (only been working on the project for about 3-4 days now, made a lot of music and sound effects, basework down, now doing asset creation and should soon start trying to make more maps).

3ed9618a779a814362254e06d91c2f82.png


Wish me luck, I am limited as a dev but one of my vows going over to ResetEra was I'd tried to post more here with my rough niche small games I work on and release.

Finally we we get to see your work :D is this different to the LSD game you mentioned? also, is that 4 weeks deadline self imposed? just curious why 4 weeks.


I've backed it, and will probably make a ResetEra thread on it soon if one doesn't exist. I hope it makes it, try your best to get the word out there and be shameless.

Thank you Golem! every bit helps and great to hear a fellow EraDev supporting :)

I'm trying real hard to send PR and also to websites (mainstream/horror/niche) with just a few mentioning it so far. How shameless do I have to go? lol

There isn't a thread about my game as I was too ashamed in self promoting it here.
 

_Rob_

Member
Oct 26, 2017
606
OK (whew)
One hour of sketching, 13 frames, dude has no hands but they will be added. Lots of cleanup to do before doing the line work:
nodeRunTest.gif

Very nice and smooth, although I can't help feeling his head is just a tad stiff.


I'm trying real hard to send PR and also to websites (mainstream/horror/niche) with just a few mentioning it so far. How shameless do I have to go? lol

There isn't a thread about my game as I was too ashamed in self promoting it here.

Super shameless, but very sincere seems to be the best approach.

I shamefully forgot all about backing it yesterday, so have done so this morning too; good luck!
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,804
Finally we we get to see your work :D is this different to the LSD game you mentioned? also, is that 4 weeks deadline self imposed? just curious why 4 weeks.

Thank you Golem! every bit helps and great to hear a fellow EraDev supporting :)

I'm trying real hard to send PR and also to websites (mainstream/horror/niche) with just a few mentioning it so far. How shameless do I have to go? lol

There isn't a thread about my game as I was too ashamed in self promoting it here.

Self imposed, I'm busy during December (my sisters birthday is on December 6th, Resident Evil 7's DLC release on December 12th, and then from the 15th until early January I'm going to be away visiting family for the Holidays, I wanted to release one more thing before the year is up because I've released two other things earlier this year and other projects in partial development I decided to push aside to focus).

It's not the LSD thing unfortunately, I worked on that all last week and I realized when working for my self-imposed objective, "Oh shit, I'm wanting to expand the concept, there's no way I could get this done in just a month for what it's becoming," so I halted it to resume next year when I'm back from holidays and go for the smallest project idea I wanted to do, and thus spawned this thing now just a few days in. I usually do smaller projects, and this rough experimental thing I'm making quickly I'll probably sell for $0.99 and hope people like it.

AND TRUST ME, I know not wanting to be shameless. I both don't like to talk about it often as I feel I'm pitching something (when I don't think my work is that impressive, BUT I'm trying to gain more confidence, I've released several things on Steam already and they all have Very Positive reviews and I'm slowly gaining more fans who follow my work, so despite not being lookers or anything CONFIDENCE), but one other thing I wanted to do with ResetEra was help the indie horror scene and I love your Dungeon Nightmare games and want to see this succeed personally. I might up my current backing once I see how holiday shopping has gone and my additional funds next month.

I'll tag you in the topic when I make it, probably be sometime tomorrow. NOW, one unfortunate thing I've heard from others on Kickstarter is it's a good idea to get people on-board before hand. Try to reach out to the Dungeon Nightmares fans, as a fan I can clearly see the similar appeal in what you've shown and as a horror fan it interests me. MY SUGGESTION, do reach out to general sites but maybe it'd be worthwhile to reach out personally to horror communities? You have a good looking game for a horror fan and you have a bit of a name to work off of, I suggest you bank on it some. It's not a bother for people, some may dismiss it but many more may be interested. I'll pass it around tomorrow my own little horror circles since I do want to see it succeed and the goal is a bit ambitious (even if realistic for the quality aiming for). Maybe the best thing to do is locate and talk to horror circles, horror fans, etc., directly. Like I want to help you out and I can spread it to a few people and see if they'll share t, that kind of effect.

I think Kickstarter often can work best by being direct and talking with people personally, it raises the personal investment and awareness and helps promote a community feeling. Like right now as I know you and like your work I want to help you succeed, I understand you need funding and I like what you're selling, so if you can find more people like me and it begins to spread it might stand a chance, though I doubt it'll be easy with the goal and the rough start but it's not impossible either I think. Sites have so much to shuffle through that trying to sit people down and sell it to them more personally and work to make that spread I think may do some good, and you may be able to track down and reach out to people who played the Dungeon Nightmare games (big and small).

Also for the record I backed it earlier since I was doing horror research earlier today, I checked a horror reddit and the Rely on Horror article was a recent post there and I backed it when I learned about it immediately. But I found out about it before this topic through spread, from Rely on Horror to the Horror Gaming Reddit, if I didn't visit this thread that would've been my only exposure to it, so try to find ways to spread it to people who have played your games since there could've been a real chance I might've completely missed this DESPITE loving the games and would love to support it if I only knew about it.
 
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Jack

Member
Oct 25, 2017
167
Looking good! Did you end up rotoscoping or is this off the dome?
Roto. I drew the character in pose, chopped up his bits, animated him in Spine, exported and redrew the frames.

I don't go crazy with skeletal animation so I still need to work a few things in like ankle kickout in the back, torso turning, light head turning, etc. Then give it a clean up but I like the roto'd look to it.

Spine saves me a lot of throwaway art and time seeing how things go. With a day job clocking in almost 60 a week I need all the shortcuts I can get. It's hard to stay motivated at the end of the day.
 

K Monkey

Member
Oct 25, 2017
278
Also for the record I backed it earlier since I was doing horror research earlier today, I checked a horror reddit and the Rely on Horror article was a recent post there and I backed it when I learned about it immediately. But I found out about it before this topic through spread, from Rely on Horror to the Horror Gaming Reddit, if I didn't visit this thread that would've been my only exposure to it

You make some very useful points that I haven't taken advantage of. The DN fans if there are any that will want more similar games that offers plenty more.

I think I chose a very difficult genre in this current climate but I couldn't help it since it is a genre i really love. As for the goal... yes it is ambitious and I'm trying real hard to convince people that this is not just a small game. Also working alone and self funded it for the past 12 months so I reckon this needs another year to really hit the vision I want it to be eventually.
 

Jobbs

Banned
Oct 25, 2017
5,639
I'm sort of twiddling my thumbs while I wait for certification, but couldn't help myself and started prototyping the next thing. Having an absolute blast, this is always the most enjoyable part of development.

You should share something from it :p

I'm in the awkward phase of learning and doing some really neat new stuff but not allowing myself to share it publicly just yet given the particulars of my situation.
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
In the interests of speeding up creation of platform groups/sections for the vertical levels in my goofy little jumping game I tweaked my platform creation editor script to allow for visualisation within the Unity scene view, editing in the scene view, and snapping all platforms to the 16 pixels-per-unit pixel grid.


High-quality version


Very happy with the result. These get saved to asset files which get read by the level generation algorithm, which then generates each group on-demand using the pool of instantiated objects and the meta data from the asset, namely each platforms width and x, y position.

Also fleshed out the first hazard a bit more. Need to finish up adding support for placing these in the level generation algorithm, but that shouldn't be too hard.


High quality version


Still need to add some particle effects to it, particularly the warm up state but pleased with it for now.
 
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K Monkey

Member
Oct 25, 2017
278
In the interests of speeding up creation of platform groups/sections for the vertical levels in my goofy little jumping game I tweaked my platform creation editor script to allow for visualisation within the Unity scene view, editing in the scene view, and snapping all platforms to the 16 pixels-per-unit pixel grid.

giphy.gif

i love seeing custom tools like this. Keep up the good work!
 
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