thanks :)
Oh my gosh, this is absolutely my favorite scary creature trope. I hope she makes distinct haunting noises that send a chill down your spine :D
yes she will - im sort of leaning towards a croaky type snarl but we'll see :)
Oh my gosh, this is absolutely my favorite scary creature trope. I hope she makes distinct haunting noises that send a chill down your spine :D
Putting together my next creature/thing. This is a Shaman, summoner of Evil Spirits. She will be part of the magic based enemies (still TBD what she can do). She is semi-blind and can only see things when they are close. She also has a heightened sense of hearing.
Is there any good tile set making software out there that I could use to create tiles so I can import them to RPGMaker?
Or should I just use a normal image editor software for that, like photoshop?
Not the most impressive but most of the other stuff I've been working on this week is even less so (AI, fonts, etc.). I do like how the submarine's ended up, for me it went from feeling like a paper cutout to an actual 3D thing.
I missed this, but I love it! Getting some strong Pan's Labyrinth / Giger / Bloodborne vibes. I'm sure she'd love for Kos to grant her eyes.
I'm always saying this, but Aseprite is again the answer. It has a function that allows you to see your tile in "tiled mode" (horizontal, vertical, or both) where it will append copies of it to the sides, top and bottom, or both + diagonal (in a 9 tile pattern); with this, making seamless repeating tiles is trivial. What's better is that you can work on it without caring if you're drawing on the original or the mirror copies, it will treat it all the same (which is perfect for fixing any edge tiling errors).
That's great! Can I put together all tiles I make that way into a single .png file on Aseprite? I couldn't find this info online.I'm always saying this, but Aseprite is again the answer. It has a function that allows you to see your tile in "tiled mode" (horizontal, vertical, or both) where it will append copies of it to the sides, top and bottom, or both + diagonal (in a 9 tile pattern); with this, making seamless repeating tiles is trivial. What's better is that you can work on it without caring if you're drawing on the original or the mirror copies, it will treat it all the same (which is perfect for fixing any edge tiling errors).
That's great! Can I put together all tiles I make that way into a single .png file on Aseprite? I couldn't find this info online.
Thanks, I will try it out. It seems like I can download and compile the new versions for free as well.Well, typically you'd work on one tile at a time, just using that functionality to make sure it tiles repeats correctly with itself. But Aseprite is also used to make sprite animations and exporting them as a single png, indeed (as a strip or a grid), so you could put one tile on each frame, for example, and then export it as a spritesheet.
Still, Aseprite has an older version that's free to use. You may want to give it a try and see if you like it:
https://www.aseprite.org/older-versions/
Want to start messing around with Unity or Unreal on my time off work before school starts up again. I have a ton of experience with the old Unreal UDK from the XB360 days, but never messed around with creating my own models or skins.
I want to create a 3D character model and a pilotable Mech. The Mech is going to be super simple, basically just an open cockpit with legs. My overall goal is to create a Mech that can transform into a motorcycle, that's as simple as possible lol.
What is the best 3D modeling and rigging program for a beginner to learn on? Does Unity and/or Unreal have a character editor built in now?
I know this sounds ambitious, but I've got plenty of time to learn as I go and any help or tips would be greatly apriciated!
Right now I'm thinking the best way to do it is to just have the Mech disappear and then have the motorcycle take its place. Atleast until I can learn how to do it.
Some older stuff I forgot to share - thought I'd see if I could get some early feedback before I moved onto the next scene...
This is still very much WIP but I've been doing some inventory screen stuff and I'm pretty happy with it so far.
Haha, it's based on holding a phone to my face as I got up out of bed - perhaps the awkwardness of holding a phone meant that I didn't look at myself :D?I'm assuming the character sits up from being laying down on a bed? This would be more obvious to the player if the bed was prominently visible as they sit up. In fact it seems nearly impossible not to see the bed you're lying on when getting up in real life.
In an interview with High Moon Studios (authors of War for Cybertron and Fall of Cybertron), they said the trick is to have a few, very visible parts that you know where they'll end in both modes; this distracts from any "cheats" you might need to do with the model transformation. I'm assuming having the characters move quickly while transforming (spinning, rolling and such) also helps making it more convincing.
TF: Devastation goes a different route where the transformation is 100% legit, and they only swap the model right at the end (or at the start, if transforming from vehicle to robot). This is especially noticeable with Bumblebee, as his faction sigil changes place in the very final frame of the robot -> car animation.
Finally, I doubt this will help you at all, being sprites, but here's the transformations from my own game:
(the last one is quite outdated compared to how it actually looks now in-game).
I try to make it look good in slow-motion (I cheat relatively little, considering all that I could get away with using sprites), then make the transformation animation quite fast. This means most of the transformation detail or what-goes-where is quite hard to follow during normal gameplay, but is there as a nice bonus if you transform right as the stage ends and time slows down to a stop.
I'm assuming the character sits up from being laying down on a bed? This would be more obvious to the player if the bed was prominently visible as they sit up. In fact it seems nearly impossible not to see the bed you're lying on when getting up in real life.
Yeah it does. Thank you for posting those examples Weltall Zero !
Yeah it does. Thank you for posting those examples Weltall Zero !
Im beginning to realize that its going to be a massive undertaking lol. Downloading Blender now and looking for some guides to get started. I do remember starting to make my own model with 3Dsmax years ago. I remember it being aton of work now lol. So im going to start small. Going to focus on making a character first, just to learn the program and get a better feel for what is involved.
Cant remember which one it was, but there was a 3D Modelling program that had you create models from what I would describe as digital clay. It was really neat actually but I could see it being alot harder than I think.
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Btw, what program do people use to make Armor and Gear for characters? Like mods for Fallout 4 or XCOM?
I make games on it (and some other engines), so yes. It is beginner friendly, but can do some interesting things if you know JavaScript or are just creative.
Now these weren't made in MV as they're older, but here's some RPG Maker games (of the horror variety, but aren't that scary) I'd recommend if never played much from RPG Maker (all three I list are free):
Ib
Yume Nikki
Witch's House
These three games are great starting points in my opinion for seeing what the engine can do, but there's more visually impressive games made with RPG maker too. Like here's a small game made in MV I'm working on right now:
How I think it's best to think of it is a tool is a tool, every tool has its pros and weaknesses. RPG Maker has limitations in exchange for it's simplicity, but it's a great engine for artist/writers, or someone who wants to make a game in the styles RPG Maker specializes in. Can get more complex with coding in MV, but due to the limitations of mechanics in RPG Maker, you can overcome them with creativity and ingenuity.
Some have a stigma towards the engine, but there's also enthusiast for the engine. Just determine if it's an engine that can create the sorta' experiences you want to make or if time would be better spent working on studying something else. One big bright side of RPG Maker is if you want to make projects it specializes in, it can cut down on dev time a LOT when you get the hang of it and deliver pretty polished projects.
Personally I dislike blender, it's not a very intuitive program to work with compared to 3DS Max or Maya (but that's just me).
Generally you would use multiple programs to author your models, unwrapping, rigging and texturing them, it all really depends on what you want to accomplish.
Sculpting software like Zbrush or Mudbox can produce extraordinary results, but they have a pretty steep learning curve if you want to produce high quality content for real-time use. The really cool thing is that you can author a super nice looking low-poly model that will be what your game uses from a really high poly end result, so you end up baking the details of the high poly model onto the low poly model through textures like normal maps or height maps.
For texturing I would look into software like Substance Painter or the tools in Quixel suite since they are optimized for PBR rendering pipelines, but be aware that the quality of your UV's is important for those programs to produce good results.
The font is already quite large at 28pts, which is well within accepted standards for TV fonts. I imagine it looks smaller in the thumbnail that also has some of the Unity cruft framing it, but at fullscreen it's plenty readable. Thank you for your concern.Beautiful as always, the "growing" effect when the cursor moves over larger enemies is so nice. Since I've not been following yor game a lot because I don't go into the Discord, I find myself admiring what's visible of the background too. I don't suppose you have a twitter account you post updates to? Not much of a twitter user myself but I did make an account after being told it's one of the best ways to promote one's game.
Also a small nitpick, one that even developers of AAA games like Monster Hunter World and God of War miss; the font is a bit too small to be read confortably in any screen. This is particularly important if you intend to port your game to consoles later on.
Hope to join this community soon.
One friend of mine who got a degree in videogame development last year will teach me the basics to get a project started and going.
My aim is to develop a simple low-poly UE4 beat em up game, as the spiritual sequel to Streets of Rage 3 that was meant to be released on sega saturn or the dreamcast but never happened. Will not be able to do the art or coding myself of course, but I am aiming to develop a prototype that would lead to some artists joining in.
As I said, hoping to join this community soon!
My brother in law usually tilts his wheelchair on its large wheels back and forth if he is waiting for something.Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.
I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.
We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam
Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.
Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
haven't been working on it as much lately, but i got some small things done.
Nice,the rotations is a small touch that adds a lot.
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.
I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.
We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam
Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.
Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.
I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.
We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam
Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.
Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
That's actually a great idea, let's see how we manage to make it work.My brother in law usually tilts his wheelchair on its large wheels back and forth if he is waiting for something.
Hi all! It's my first post here, had few more in another time and place. Anyhow, reading this thread has been a joy and I want to become part as well.
I'm working on a game called MindSeize. 2D Action-Adventure stuff, lots of influences from Metroid and Mega Man X, but more story focused.
We've been working on it actively since the beginning of the year, the concept has existed for some years though. We love big sprites and want to animate everything frame by frame. That takes some time, but I feel like we are doing good job so far with how the game looks like. Obviously it's still pretty early in development.
We recently released a pre-alpha demo (a slice from the middle of the game, with lots of systems, as well as the game around the demo, still missing) and are collecting feedback on the basic mechanics and feel:)
Game Jolt
Steam
Oh and we also just started a Kickstarter, but feel bit bad about self promoting it with my first post. Anyone interested should be able to find it easily.
Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
Here's final trailer for Best Rally. Everything is set for the release on 5th of July... So what do I do now?!
Anyways the trailer:
And Preorder link for those with Apple Devices: https://itunes.apple.com/app/id1062844836
The plan so far is 5 levels with each level having it's own little continent.Looks great. Brings me back to SNES FF games.
With an overworld and everything how big will your game be??
Sounds cool. So every continent have several small levels?The plan so far is 5 levels with each level having it's own little continent.
Some older stuff I forgot to share - thought I'd see if I could get some early feedback before I moved onto the next scene...
Here's also something we just got ready, a sprite of the main character when his mind is not connected to the robotic body.
Making an idle loop for a sitting person turned out to be bit tricky. Anyone has any feedback or ideas how to make it work?
As a little baby noob, should I start out messing around with Unity or Unreal? I'm learning C# right now.