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missile

Member
Oct 25, 2017
112
Some more cleaned up, first pass. Need to still add his glowy bits, LED face, etc
nodeRun.gif
I like the overall rounded style. Looks different enough from many other ones.


Just been fixing up some minor issues. Now whenever the character pushes against a wall he'll use his pushing animation instead of switching between his standing/running animation.

Pushing_Wall.gif
Make him knock his head against the wall if pushing for too long agains a
brick one. xD
 

Jack

Member
Oct 25, 2017
167
I like the overall rounded style. Looks different enough from many other ones.
Thanks. I'd actually thought about different styles lately that are easier to draw and animate but still like this one. He has 3 sprites per frame. The base, the main body glowy bits and his visor. This way I can control the color, saturation and bloom independently on his glowy stuff. His helmet is actually a screen (yes, Daft Punk) but various emotes will be primarily used in cutscenes with the exception of a few status effects.

Right now I am tinkering with real-time lighting but don't know if I want to put in the time to make normal maps as that would quadruple my art load. In the pixel art version of the game I had 30 enemies and that was for less than half the game. I have a lot of work ahead of me in that regard plus a few gameplay throwbacks I don't see much of these days. I'm excited for it all but still scared to bits for what I want to do ha.
 

RHANITAN

Member
Oct 25, 2017
174
tumblr_oza28udOZL1raetzxo1_250.gif

This is an old sprite that im prolly gunna scrap but i though it was a little funny so im sharing it anyways. It's a Sock Ghost that charges up little spirit Bombs.
 

Jack

Member
Oct 25, 2017
167
I haven't setup all glowy objects to do their thing yet but so far I do like how turning some lights off looks. Obviously need idle->run and run->idle transition animations but i'm digging what i'm seeing so far.
runTestDark.gif
 

SaberVS7

Member
Oct 25, 2017
5,258
To whomever is developing FISH and whomever is making that other 2.5D style FPS that was "GoldenEye inspired" (Whoops they outright hashtagged UE4) - Are you using Unreal 4 or Unity?

If Unreal 4, I'd like your opinions on Paper2D as developers who would be using present versions of it.

Due to both my artists working with me on Azure Jaegers, Red Foxes being too occupied with college and other obligations in their lives for the time being to work on the project, I've been at a bit of an impasse with my current prototype since pretty much everything left to do on it is to the tune of implementing visuals on otherwise complete content, and have been considering this as my moment to keep myself on my toes by taking a crack at remaking what I've got in a 3D engine leveraging what assets I have into a PSX 2.5D artstyle akin to Persona 2 or Xenogears - So I would ask, does UE4's Paper2D fit the use-case needs of that style to your satisfaction or would I be better off going with Unity's 2D implementations for a 2.5D alternate prototype?

Just out of curiosity since I recall criticisms relatively recently that Paper2D was somewhat underdeveloped and/or had some performance issues relative to Unity2D.
 
Last edited:

missile

Member
Oct 25, 2017
112
...
Right now I am tinkering with real-time lighting but don't know if I want to put in the time to make normal maps as that would quadruple my art load. In the pixel art version of the game I had 30 enemies and that was for less than half the game. I have a lot of work ahead of me in that regard plus a few gameplay throwbacks I don't see much of these days. I'm excited for it all but still scared to bits for what I want to do ha.
I think the clean style of MF1 was pretty good already. Very questionable
whether the real-time lighting is worth the effort given you've just started
making characters and given the scope of the game in general. I think you
need 4 to 8 hand-aided normal maps to make the lighting and depth (ambient
occlusion) to look good. That's a lot of work. And it's not really said that
the shades generated from the lighting really do your game a big favor when
wanting to use such a clean synthetic look for your game. Hmm.
 

_Rob_

Member
Oct 26, 2017
606
Oh, that looks really nice. I love platformer/exploration/collectathon games and I just want to enter its world when I see one of them. Have you thought of using some kind of GI? I always like the extra color that it gives these type of games.

Awesome! GI, sorry not familiar with the term, some sort of post processing perhaps (or I'm being an idiot)!?

I decided a static sprite for the drop shadow was kinda boring, so I made it more or less match the animation data of the character using the positions of the feet and head bones with different weights. It was kind of a chore to set up but it looks a lot better, so I'm happy with it.

fz790RF.gif

Really clean work, reminds me of how Mario Sunshine/Odyssey handles "blob" shadows. Loving the secondary animation too, adds plenty of weight to her.

Just been fixing up some minor issues. Now whenever the character pushes against a wall he'll use his pushing animation instead of switching between his standing/running animation.

Pushing_Wall.gif

These kind of details are great for making the character feel part of the world, nice work!

I've been working on polishing some animation stuff myself; after being addicted to Mario Odyssey for the past week, I did actually pick up some useful tips along the way! Chiefly that I was failing to telegraph that Clive's jump when sprinting was longer than his standard, so I whipped up another variation of the animation that should make it more obvious! Oh and I've also been polishing up both his pole climbing animations and animated water surfaces too!

giphy.gif
 

TubaZef

Member
Oct 28, 2017
3,565
Brazil
To whomever is developing FISH and whomever is making that other 2.5D style FPS that was "GoldenEye inspired" (Whoops they outright hashtagged UE4) - Are you using Unreal 4 or Unity?

If Unreal 4, I'd like your opinions on Paper2D as developers who would be using present versions of it.

Due to both my artists working with me on Azure Jaegers, Red Foxes being too occupied with college and other obligations in their lives for the time being to work on the project, I've been at a bit of an impasse with my current prototype since pretty much everything left to do on it is to the tune of implementing visuals on otherwise complete content, and have been considering this as my moment to keep myself on my toes by taking a crack at remaking what I've got in a 3D engine leveraging what assets I have into a PSX 2.5D artstyle akin to Persona 2 or Xenogears - So I would ask, does UE4's Paper2D fit the use-case needs of that style to your satisfaction or would I be better off going with Unity's 2D implementations for a 2.5D alternate prototype?

Just out of curiosity since I recall criticisms relatively recently that Paper2D was somewhat underdeveloped and/or had some performance issues relative to Unity2D.

Hi there, I'm using Unreal 4 for FISH.

I'm happy with it because of how it handles 3D. Lighting and post-processing effects in Unreal are pretty easy to setup. Also, having access to the source code can be very helpful at times, I've been a C++ programmer for a long time and that's pretty much why I decided to use Unreal.

But I can tell you that Paper2D is indeed underdeveloped and has some performance issues. It is good enough for what I'm doing but that's it, I can't tell you if Unity is better but from what I've heard if you need to have a huge number of sprites on the screen, go with Unity.
 

Jack

Member
Oct 25, 2017
167
that looks neat, i like the look of that
Thank you!

I think the clean style of MF1 was pretty good already. Very questionable
whether the real-time lighting is worth the effort given you've just started
making characters and given the scope of the game in general. I think you
need 4 to 8 hand-aided normal maps to make the lighting and depth (ambient
occlusion) to look good. That's a lot of work. And it's not really said that
the shades generated from the lighting really do your game a big favor when
wanting to use such a clean synthetic look for your game. Hmm.
Aye. I tried tinkering with it once early on and 4 was the minimum to get decently serviceable shadows. It looked OK but it took away from the flat look I have going. I've seen 2D games use it with great effect but that also depends on the art style. Like in that GIF I just turned the scene lights off and it gave a really nice silhouette when lit up from behind.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I've been working on polishing some animation stuff myself; after being addicted to Mario Odyssey for the past week, I did actually pick up some useful tips along the way! Chiefly that I was failing to telegraph that Clive's jump when sprinting was longer than his standard, so I whipped up another variation of the animation that should make it more obvious! Oh and I've also been polishing up both his pole climbing animations and animated water surfaces too!

giphy.gif

That looks absolutely amazing, the movement looks super fun to play around with.

Just out of curiosity since you are making a similar game, how are you finding Odyssey? I like it, but I find the number of moons overwhelming. This also makes the game uneven since some moons are less interesting than others.
 

Aki-at

Member
Oct 25, 2017
336
Make him knock his head against the wall if pushing for too long agains a
brick one. xD

Funny you should mention about banging his head against the wall, I thought about him trying to punch stationary boulders if he kept pushing the same way but not sure I want to go through the effort for a Resident Evil 5 call back haha.

These kind of details are great for making the character feel part of the world, nice work!

Thanks! Definitely want to give him a bit of character, there's a bit more extra animations I've got for him. A big influence was Ristar and that game had some really cute stationary animations depending on which planet you were on.

I've been working on polishing some animation stuff myself; after being addicted to Mario Odyssey for the past week, I did actually pick up some useful tips along the way! Chiefly that I was failing to telegraph that Clive's jump when sprinting was longer than his standard, so I whipped up another variation of the animation that should make it more obvious! Oh and I've also been polishing up both his pole climbing animations and animated water surfaces too!

giphy.gif

Man I love how many areas I can explore from here.

But Wrench is going to throw up when he lands :p
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
Gawww, everybodies progress and projects are looking killer. Great work everyone!

Was able to get a bit of progress on my little endless jumping mobile game over the weekend, not as much as I'd like but you win some you lose some. Some kind of invisible plumbing stuff was completed so I can pretty easily compose gameplay by tweaking some variables in a Scriptable Object, so that was pretty sweet. Then I also updated my platform group helper script to allow for visualising eventual hazards and pick ups, and best of all it now handles loading previously created platform groups so I can tweak them easily!


High quality version

I also kept cracking on my initial (and hopefully only) implementation of hazards/player pickups. They're supported by my platform group creation script as well as my level generation script, and I've done it in such a way that I can add new ones super easily. I went ahead and added 3 to get me started: bonus points, invincibility for a few seconds, and a jetpack one that shoots you upwards at speed for a few seconds.


High quality version

I still need to add some 'active state' visuals for the pickups (like a force field for the invincibility), but glad that I was able to get some good first ones implemented super quickly. Contemplating whether to add visualisations for the jetpack in my platform group creation script so I can work it into level design with exact measurements, but if I want to keep this as a September-only project it may make sense to stop endlessly adding more functionality to my editor tools and start actually focusing on getting some content added..

Also a bit noticeable in the above snippet is I've refactored my screen shake script to use perlin noise for a bit more even distribution, so hopefully its a bit easier on the eyes.

Next up is 'active state' visuals for the invincibility and jetpack pickups, support for moving platforms, and two more hazards: An alcohol one which will apply a fun shader that will make everything all wavy and a deadly bird that flies back and forth using some sprites I already had created for a different game. After that I swear I'm going to start working on level design/content. Maybe.
 

missile

Member
Oct 25, 2017
112
Some more work on my bokeh implementation...


HOw80a3.gif

Bokeh now reflects the aperture.

OI3jxPe.gif

Don'know, but I like the 6-gon much more than circular. :)
Looks a bit more edgy I would say.
 

_Rob_

Member
Oct 26, 2017
606
That looks absolutely amazing, the movement looks super fun to play around with.

Just out of curiosity since you are making a similar game, how are you finding Odyssey? I like it, but I find the number of moons overwhelming. This also makes the game uneven since some moons are less interesting than others.

Thanks!

Odyssey is bloody fantastic! I actually think the way the moons work is really clever, my reasoning is twofold; firstly a less experienced "casual" player will still be able to progress without the frustration of getting stuck (which often leads to quitting the game). Secondly more experienced players with blaze through the main story pretty quick and then upon revisiting older levels will be faced with much tougher challenges. So in that way the game has almost created an adaptive difficulty almost organically. I do hear your feeling of being overwhelmed though, perhaps Nintendo could have done a better job at telling the player they don't need to do everything in order to move on?

For me though, there will always be a bit of a bias; I am a huge mark for collectathons and so the challenge of getting every one of the 999 Moons is something I relish in!

Thanks! Definitely want to give him a bit of character, there's a bit more extra animations I've got for him. A big influence was Ristar and that game had some really cute stationary animations depending on which planet you were on.

Man I love how many areas I can explore from here.

But Wrench is going to throw up when he lands :p

Oh yeah, I've never played Ristar, but I remember seeing some clips from it in a video about idle animation funnily enough!

If nothing else, the design philosophies of Mario Odyssey has taught me that the ability for the player to solve the same problem, be that traversal or otherwise, in many different ways definitely adds an extra layer of fun. So the idea is indeed to have multiple directions possible from any one location, of course the challenge is in making sure that it's balanced enough that players still have direction!

It's really important to me that from any one area, you can see a number of places you want to visit. here for example:

CorsairSwim.png



This is cool, it reminds me of the loading mini-game from Splatoon (which I had about as much fun with as the main game in the end!).
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Odyssey is bloody fantastic! I actually think the way the moons work is really clever, my reasoning is twofold; firstly a less experienced "casual" player will still be able to progress without the frustration of getting stuck (which often leads to quitting the game). Secondly more experienced players with blaze through the main story pretty quick and then upon revisiting older levels will be faced with much tougher challenges. So in that way the game has almost created an adaptive difficulty almost organically. I do hear your feeling of being overwhelmed though, perhaps Nintendo could have done a better job at telling the player they don't need to do everything in order to move on?

For me though, there will always be a bit of a bias; I am a huge mark for collectathons and so the challenge of getting every one of the 999 Moons is something I relish in!

Yeah, I am more biased to the more platforming focused 3D Mario's and I think it unfair to compare this game to the other mario games since it is so different.

I look forward to see your take on the genre.
 

phobos

Alt Account
Banned
Oct 27, 2017
133
tumblr_oza28udOZL1raetzxo1_250.gif

This is an old sprite that im prolly gunna scrap but i though it was a little funny so im sharing it anyways. It's a Sock Ghost that charges up little spirit Bombs.

That's a silly bugger :p

Small pixel art things like this are really fun to make. Here's a bouncy one i did some time ago.

l11XpP7.gif
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
This is cool, it reminds me of the loading mini-game from Splatoon (which I had about as much fun with as the main game in the end!).

Thanks so much, that was the main inspiration for it! I mostly just wanted to expand on it a bit and add a sort of 2-player experience to make it a bit more exciting, so we'll see if that ends up working out!

Also, love how that particular screenshot you posted draws your eyes towards the little town and ship. If I found myself in that spot I would no doubt be sidetracked and go explore.


Cute! Are you planning on having his eyes and mouth look around in the future? I feel like the cuteness factor would be quadrupled if his little pupils were darting around!

Small pixel art things like this are really fun to make. Here's a bouncy one i did some time ago.

l11XpP7.gif

SO CUTE! And I totally agree, while it's not a blob, here's a small bouncy penguin I made a few months ago.

pingu_256x256_walk.gif
 

wwm0nkey

Member
Oct 25, 2017
15,576
I need to get out of my dev rut still. Friends want to do what is basically cyberpunk Nidhog, might try and so something with that.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
So i continued playing with some of my assets, trying to get that block destroying anim like i want it. Quick enough, pretty yet more splashy

BasicBlock01Destroy.gif


Also worked on the multiplier jauge different level animations cause it has to feel exciting

JaugesDemo.gif
 

correojon

Banned
Oct 26, 2017
1,410
So i continued playing with some of my assets, trying to get that block destroying anim like i want it. Quick enough, pretty yet more splashy

BasicBlock01Destroy.gif
Try adding one frame where the rectangle is completely white before it explodes into tiny pieces, it should add some more "punch" to the effect. The gauge looks great, good work!
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Try adding one frame where the rectangle is completely white before it explodes into tiny pieces, it should add some more "punch" to the effect. The gauge looks great, good work!

Ha yes thx :p That's kinda what i'm trying to do here but i'm always too subtle. I need to make some frame more obvious since they are really short. Ha wait you mean right at the first frame of after it finished inflating ?


By the way i studied balloon exploding with paint in slomo for the motion.
 
Nov 1, 2017
1,380
Ha wait you mean right at the first frame of after it finished inflating ?

I'm not really seeing an inflation in the animation, but yes, I think that's what was meant. It'll look like there was built up energy that caused the entire thing to burst. I tried to find a good example because I think it's fairly common in anime but no luck. Think of something like Voltorb/Electrode using self-destruct, they glow a bright white before a fierce explosion.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
I'm not really seeing an inflation in the animation, but yes, I think that's what was meant. It'll look like there was built up energy that caused the entire thing to burst. I tried to find a good example because I think it's fairly common in anime but no luck. Think of something like Voltorb/Electrode using self-destruct, they glow a bright white before a fierce explosion.

I see! Yeah this is the animation slowed down

BasicBlock01DestroySlow.gif


I can make it more white when it's about to pop. The thing is it's too fast to see the details, but i want the initial explosion to be almost immediate when the ball hits the block cause that feedback is important for the genre. But maybe even more light when it inflates would help yeah.
 

correojon

Banned
Oct 26, 2017
1,410
I see! Yeah this is the animation slowed down

BasicBlock01DestroySlow.gif


I can make it more white when it's about to pop. The thing is it's too fast to see the details, but i want the initial explosion to be almost immediate when the ball hits the block cause that feedback is important for the genre. But maybe even more light when it inflates would help yeah.

This is what I meant:

zWGT3jH.gif

I just drew a filled white rectangle at the second frame, I think it´s more "explosive" this way.


When making explosions you usually want them to expand real fast and then dissipate slowly. The first part of the animation, the expansion, could have straight and angular shapes and wild variations between consecutive frames. Try things like compressing a bit the paddle before it expands, or make it expand a bit beyond the maximum size and then come back in the next frame to the max size, that sort of bouncy effect usually feels really good. Then, for the second part try using more rounded shapes and less variation betwen consecutive frames. Say the expansion takes 5 frames, the dissipation could take 15. I think that your explosion lacks a bit of impact because there´s no acceleration: the expansion and dissipation are very smooth, there is not enough change of shape during the expansion, specially compared to the dissipation. Also consider adding a bit of anticipation, making the paddle compress a little before the explosion can help make the explosion look more violent or flashy.

Looking at it frame by frame I can see the water balloon, but when animating you should use reality as an inspiration and try to exagerate what you want to sell, specially with quick and snappy stuff like explosions.
Hope you find something of this useful!
 
Last edited:
Oct 27, 2017
951
Started learning Maya. So far so good. I'm having trouble studying for more than 80 minutes at a time but overall I think I'm getting an acceptable handle on the software. In general, I take notes to help me remember the course material from the tutorials I'm using and that normally doubles the amount of time it takes to get through this (40 minutes of tutorials takes 80 minutes of time to get through). The long-term goal is to get involved in helping my team build modular farmhouses in a couple of weeks so I'm trying to storm through these but retain everything I'm learning. I think I'm going to skip learning how to unwrap and leave it to my teammates so I can concentrate on specializing in crafting geometry.

My original plan was to just learn Houdini because simulations look awesome but I think it's probably more valuable to learn this stuff instead.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
This is what I meant:

zWGT3jH.gif

I just drew a filled white rectangle at the second frame, I think it´s more "explosive" this way.


When making explosions you usually want them to expand real fast and then dissipate slowly. The first part of the animation, the expansion, could have straight and angular shapes and wild variations between consecutive frames. Try things like compressing a bit the paddle before it expands, or make it expand a bit beyond the maximum size and then come back in the next frame to the max size, that sort of bouncy effect usually feels really good. Then, for the second part try using more rounded shapes and less variation betwen consecutive frames. Say the expansion takes 5 frames, the dissipation could take 15. I think that your explosion lacks a bit of impact because there´s no acceleration: the expansion and dissipation are very smooth, there is not enough change of shape during the expansion, specially compared to the dissipation. Also consider adding a bit of anticipation, making the paddle compress a little before the explosion can help make the explosion look more violent or flashy.

Looking at it frame by frame I can see the water balloon, but when animating you should use reality as an inspiration and try to exagerate what you want to sell, specially with quick and snappy stuff like explosions.
Hope you find something of this useful!

Thx a lot, yeah the white frame seems to add some punch to it indeed, i'm going to try understanding everything you said and work on it :p
 

PacoChan

Member
Oct 28, 2017
71
Awesome! GI, sorry not familiar with the term, some sort of post processing perhaps (or I'm being an idiot)!?

I mean global illumination. I don't know what engine you are using, but both Unity and UE4 support for static lightmaps that allow having global illumination. They can add more color and depth to the scene. This Sonic Unleashed comparison shows what I mean.

1654056-hedgehogengine_demo.jpg
 

_Rob_

Member
Oct 26, 2017
606
I mean global illumination. I don't know what engine you are using, but both Unity and UE4 support for static lightmaps that allow having global illumination. They can add more color and depth to the scene. This Sonic Unleashed comparison shows what I mean.

1654056-hedgehogengine_demo.jpg

Ah I see, well unfortunately I'm stuck on Unity 4 (which as far as I know only supports GI in the pro version). I can see an alternative in the Asset Store but unfortunately I can't justify the £70!
 

Orioto

Member
Oct 26, 2017
4,716
Paris
I tried to fix the rythm and made the dilatation smaller after that cause it relates more to the block size i think.

before

BasicBlock01Destroy.gif


and after

BasicBlock01Destroy%27.gif
 

_Rob_

Member
Oct 26, 2017
606
I tried to fix the rythm and made the dilatation smaller after that cause it relates more to the block size i think.

before

BasicBlock01Destroy.gif


and after

BasicBlock01Destroy%27.gif

Oh yeah, it feels punchier more like an explosion than sand blowing away.

I'm curious. Why do still use such an old version?

I've been working on CnW since U4 was current. A lot of the assets, shaders and physics that it relies upon would need either complete rewrites or some heavy editing to work in U5 or 2017 - I just don't have the budget or time to do that and hope to ever finish the thing!
 

PacoChan

Member
Oct 28, 2017
71
I've been working on CnW since U4 was current. A lot of the assets, shaders and physics that it relies upon would need either complete rewrites or some heavy editing to work in U5 or 2017 - I just don't have the budget or time to do that and hope to ever finish the thing!

I understand. Well, I hope everything goes great with your game!
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Oh yeah, it feels punchier more like an explosion than sand blowing away.
Yes, I feel the second one works much better now, good job!

Thx guys! It's thx to correojon

I have some kind of a game design philosophy question to you arcade fans! I'm hesitating between 2 things, that i couldn't test yet
Let's say in my game i have those special skills (that allows to make more point, cancel the ball of the other player and such) and they use a gauge that fills during the match (actually 3 small dots like 3 slots). The question is, what does fill the gauge.

_The points, but that means the guy leading already will have more things to be even stronger. (Note, this is actually ow it works in Street Fighter for exemple. If you're detroying your opponent, you'll have the super gauge filled, which will give you even more advantage)
_Energy coming out of the destroyed blocks, which has a different dynamic cause you have to collect them (and you don't always have time to), but the other player can also collect the ones from the block you destroyed, so it balances things. You can make the more points, but still having less super gauge available than the other player. The problem with that is that well.. having to constantly move the paddle to pick up that energy can be a pain, especially when you have to focus on the ball at the same time. i'll have to see. It can also be fun.
 

Ianan

Member
Oct 26, 2017
86
Liverpool
Does anyone do their dev work mostly on a laptop? If so, what laptop are you guys using? I'm thinking about getting one of the new Macbook Pro's but I'll wait a bit for the new gen CPU's I think.
 

K Monkey

Member
Oct 25, 2017
278
Thx guys! It's thx to correojon

I have some kind of a game design philosophy question to you arcade fans! I'm hesitating between 2 things, that i couldn't test yet
Let's say in my game i have those special skills (that allows to make more point, cancel the ball of the other player and such) and they use a gauge that fills during the match (actually 3 small dots like 3 slots). The question is, what does fill the gauge.

_The points, but that means the guy leading already will have more things to be even stronger. (Note, this is actually ow it works in Street Fighter for exemple. If you're detroying your opponent, you'll have the super gauge filled, which will give you even more advantage)
_Energy coming out of the destroyed blocks, which has a different dynamic cause you have to collect them (and you don't always have time to), but the other player can also collect the ones from the block you destroyed, so it balances things. You can make the more points, but still having less super gauge available than the other player. The problem with that is that well.. having to constantly move the paddle to pick up that energy can be a pain, especially when you have to focus on the ball at the same time. i'll have to see. It can also be fun.

From those 2, I prefer the second option. Reminds me of Arkanoid and their power drops. Getting them by constantly moving the paddle and reacting to the ball was a risk reward sort of thing.

Does anyone do their dev work mostly on a laptop? If so, what laptop are you guys using? I'm thinking about getting one of the new Macbook Pro's but I'll wait a bit for the new gen CPU's I think.

I do, but mine is just a macbook air and cannot play the game i'm making properly (10-15fps). That being said, I do 100% of my gamedev on it because all I need is the mobility and I will make a build for my PC to test it when I need to.
 
Nov 1, 2017
1,380
Thx guys! It's thx to correojon

I have some kind of a game design philosophy question to you arcade fans! I'm hesitating between 2 things, that i couldn't test yet
Let's say in my game i have those special skills (that allows to make more point, cancel the ball of the other player and such) and they use a gauge that fills during the match (actually 3 small dots like 3 slots). The question is, what does fill the gauge.

_The points, but that means the guy leading already will have more things to be even stronger. (Note, this is actually ow it works in Street Fighter for exemple. If you're detroying your opponent, you'll have the super gauge filled, which will give you even more advantage)
_Energy coming out of the destroyed blocks, which has a different dynamic cause you have to collect them (and you don't always have time to), but the other player can also collect the ones from the block you destroyed, so it balances things. You can make the more points, but still having less super gauge available than the other player. The problem with that is that well.. having to constantly move the paddle to pick up that energy can be a pain, especially when you have to focus on the ball at the same time. i'll have to see. It can also be fun.
Correct me if I'm wrong but in Street Fighter the landing of special moves is only one of the contributors to your meter, right? You also get meter charge for the execution of special moves and for taking damage. The disadvantage may be too much if the player loosing has no way to build their meter up at all or have no defensive techniques they can implement. If I recall correctly, Street Fighter 4 introduced the revenge gauge which was separate from the Super Meter and only filled up when you took damage.

Does anyone do their dev work mostly on a laptop? If so, what laptop are you guys using? I'm thinking about getting one of the new Macbook Pro's but I'll wait a bit for the new gen CPU's I think.

I think my laptop (i3/720M) was good enough for getting started. I've since shifted over to desktop (i5/GTX 770) but had no problems learning and prototyping on the laptop. It depends on what engine you're using and what your goal is though. Before that laptop I had an even worse one but it was fine because I wasn't pushing 3D. I'm still not working in 3D but when I was learning Unreal the only compromise I had to make on the laptop was turning down the visual fidelity when I looked at larger open levels. That isn't a big deal because those things can always be fine tuned later down the line.
 

GroundCombo

Member
Oct 27, 2017
203
Does anyone do their dev work mostly on a laptop? If so, what laptop are you guys using? I'm thinking about getting one of the new Macbook Pro's but I'll wait a bit for the new gen CPU's I think.

My 2012 15" MBP is getting close to retirement and I'm looking to upgrade, but it's still a surprisingly capable laptop for Unity work. I don't need super 3D performance and I have a gaming PC, so it has been quite enough.
 

GroundCombo

Member
Oct 27, 2017
203
So Deep Sky Derelicts is about to go live for early access in some 15 minutes, some let's plays are starting to appear and I'm basically going

giphy.gif


And of course, after a couple of weeks of non-stop bugfixing, an annoying UI bug showed up today and gets to go in the known issues. >_<
It's still light on content, buggy and rough as usual for EA... but it mostly works and is out there, which is honestly pretty weird.

Here's a new trailer:
 
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