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Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,458
i've somehow made it possible to hit myself with my own projectiles which i discovered by moving my projectile origin into the hitbox of my player character

i think my instance passing is too fucked, but i think also my projectiles are fucked anyway, so i might have to go back to basics to figure this out

I'm going to sleep
 
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SaberVS7

Member
Oct 25, 2017
5,258
i've somehow made it possible to hit myself with my own projectiles which i discovered by moving my projectile origin into the hitbox of my player character

i think my instance passing is too fucked, but i think also my projectiles are fucked anyway, so i might have to go back to basics to figure this out

I'm going to sleep

Two fixes:

Make projectiles register an "owner" on creation and check to see that the object they are colliding with is not the Owner before applying damage

Or... Switch to Hitscan.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Two fixes:

Make projectiles register an "owner" on creation and check to see that the object they are colliding with is not the Owner before applying damage

Or... Switch to Hitscan.

I have all actors (players and enemies) and projectiles belong to one of several "factions" (a simple enum), so actors in the same faction can't hurt each other (there's no friendly fire between enemies or between players). This also allows me to do nifty things like mind controlling enemies to change their faction temporarily and start attacking other enemies. In reality it's a bit more complicated as there are cases where actors in the same faction can hurt each other (mostly reserved for when you mind control something you need to destroy as an objective), but not much more.

Entirely unrelated, I have a bug that only happens in actual builds and never in the editor, even after moving all my Application.IsEditor checks to a DebugManager and making it return true instead. Logs are entirely normal too, not a single exception, error or warning. I really hate it when this happens; I foresee an evening of putting log lines and building over and over :/ . My only consolation is that the bug happens 100% of the time on builds when performing a specific set of actions, rather than a nasty heisenbug that only happens occasionally.

Edit: Well, surprising nobody, it's an initialization race condition issue. At least it didn't take as much to find out as I feared.
 
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Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,458
Two fixes:

Make projectiles register an "owner" on creation and check to see that the object they are colliding with is not the Owner before applying damage

I'm pretty sure this is what my code is meant to do right now... I must be fucking up somewhere along the line in passing the id of the owner :T

I should probably overhaul the code entirely anyway
 

Arebours

Member
Oct 27, 2017
2,656
Anyone here know of a tool/method to bake animation down to the bones in 3ds max? When you export a fbx there is a bake animation checkbox that will do what I ask for if the bones are animated directly or animated using constraints wired to controllers, but it doesn't work if my animation controllers are directly linked to the bones. I like to link my controllers between bones because it lets the controllers follow along with the animation instead of sitting in a static position. I could probably do it myself in my exporter (fbx -> internal) but I'm worried about robustness and honestly I just feel like these tools should be available in the program.

edit: guess constraints are an alternative.
 
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Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,458
i ignored my projectile problem and instead implemented a 3 hit combo. on the way i discovered that enemies already in hitstun couldn't be hit into hitstun (extending the hitstun). I monkeyed around with ways to extend it by tying it to a var for instance, but eventually settled on an easier solution of having the hit trigger just reset the hitstun state.

Success!

i don't know what i'm doing
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
I know all too well what it is to make something that looks jarring because it looks "too good" compared to the rest of the game, and then facing Sophie's choice between "rework ALL the other art in the game" and "make the one thing WORSE-looking". :/

In my very limited experience, it's best to delay this choice as much as possible, because it tends to happen that as you gain expertise, you end up revising your old sprites anyway. The oldest sprite in my game went through this many revisions:
9iv781g.gif

Of course your expertise level is lightyears from mine, which gives me a lot more space to improve quickly; I can't think of pixel art becoming much better than what you already have, so this advice might not be useful at all. :D



Oooh, this is very interesting, and something even I could make use of. I really need to devote time looking into these tutorials and the ones you sent me; I keep putting it off because I feel my own skills aren't (yet) at the level where they might help, but this is a fine example of something anyone of any skill level can apply. Thanks a lot!

You're clearly very knowledgeable about this stuff, would you recommend a specific palette? I'm using DB32 for my game and it improved its look immensely. Although at this point changing everything to any other would probably be a huge pain in the ass...

Yes this is also my issue, I have some enemies that are not at the same level as the rest and completely redo them would probably set me back a few months.

It is a really hard choice to know when the difference in quality is too apparent. Since it usually takes years to make a game our artistic knowledge will obviously improve during that time.
 

SaberVS7

Member
Oct 25, 2017
5,258
Man, talking about redoing sprites in here is giving me conniptions, especially since I'm planning on quadrupling AJRF's pixel-art resolution (if it succeeds at crowdfunding) so that the game is Native 1080p across the board and I'm stuck thinking about what kind of budget that would demand compared to what I've been budgeting for 540p-scale pixel-art.

Anyway, updated AJRF's website with more up to date information, removed the (un)subtle "FucKonami" joke for the sake of professionalism, and added a Characters section https://azurejaegers.com
 

Rolento

Member
Oct 25, 2017
2,527
I've run one of these for about 4 years. We started off monthly, then after a few years went down to quarterly, and now 'whenever', with one big one a year regardless.

It wasn't due to attendance that we changed; it was mostly down to my work schedule, though event frequency does impact many behavioural patterns from attendees (numbers per event, time people leave, what they bring, etc.)

I can give you more detailed feedback if you'd like?

/QUOTE]

Yes please, your input is already very helpful. Also hat off to you for the effort and time put in.
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Just putting the final touches on my Steam Store page - anyone know of anything that is best to add or avoid?
 
Oct 25, 2017
6,227
Mementos
Does anyone have advice for finding musicians to make a song for a game? I've been going to colleges, but at this point and time most people are too busy. Where are some other places where I can find people?
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Does anyone have advice for finding musicians to make a song for a game? I've been going to colleges, but at this point and time most people are too busy. Where are some other places where I can find people?
There are usually musicians on Twitter looking for work. I'll get one every now and again replying to screenshot saturday posts I make asking if I need help. I've never sought one out though so I'm not sure how much help that is.

If you use Reddit then r/gameDevClassifieds/ is a pretty good place to share job postings or run into professionals for hire.
 

SweetSark

Banned
Nov 29, 2017
3,640
Make sure you add as many extra features as you possible can. Steam trading cards, controller support, language support etc. I my experience they are really important for long term sails.

With all seriousness, I never saw why the Steam cards are so appealing to the major audience.
it would be more helpful if the cards was for a Major game of Valve. like a Trumps game for example.
How cool it could had been?
Having your own knight or any kind of character your game [A Bastard's Tale] have and play with other players with different cards because they played Shovel Knight and Joylancer.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
With all seriousness, I never saw why the Steam cards are so appealing to the major audience.
it would be more helpful if the cards was for a Major game of Valve. like a Trumps game for example.
How cool it could had been?
Having your own knight or any kind of character your game [A Bastard's Tale] have and play with other players with different cards because they played Shovel Knight and Joylancer.

I fully agree!

My point was more focused on the long terms sales of his game. The steam trading card can be sold for real money so when the game is part of that economy it will get more exposure and that can hopefully lead to some sales.
 
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SweetSark

Banned
Nov 29, 2017
3,640
I fully agree!

My point was more focused the long terms sales of his game. The steam trading card can be sold for real money so when the game is part of that economy it will get more exposure and that can hopefully lead to some sales.

Oh, yeah, I know you were talking about that.
I just wanted to make a small talk.
Sorry.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Oh, yeah, I know you were talking about that.
I just wanted to make a small talk.
Sorry.
No need to be sorry :-). I thought your idea was awesome! I am sorry if that was not apparent.

Generally speaking, I am quite bad at understanding trading cards and throphies etc. since I am not interested in them from a gamers perspective. If they were more gamified just as you suggested I would be much more interested.
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,458
making a gif at the end of every gamemaker sesh is a great feeling
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
RE: Networking events

OK, well here's some feedback/suggestions in no particular order:
  • Brand the event with a brand name. It helps with social media, referencing it, sponsorship, URLs, etc. You need to approach it like a brand no matter what size it is or gets to. Even 'just some indies meeting at a pub' can change, and will be responded to better if you call it something, rather than just 'North East Indie Pub Meet' or something like that. My event is called 'Game Bridge'.
  • Start at 6pm. You'll get people that come straight from work that like to get settled in, maybe grab some food, you'll hit peak time around 8pm, and can accommodate most people. Don't start any major parts (e.g. talks if you do them) until 7pm
  • Look to your local council for sponsorship. It doesn't need to be much, but just a contribution per event will make all the difference. Use it for costs or "costs". Buying the first drink free, or providing a buffet if possible is a great incentive to bring people there, or helps keep them there. We would get between £200-£300 per event and put on a buffet. This meant people didn't have to go out to get food mid way through. When they do, often they'll not come back.
  • Councils often have initiative budgets they have to spend, on regional development stuff. They want businesses supporting businesses. So look for programmes or departments.
  • We started monthly, and I'd advise doing so too. However as the people and event become more familiar to people, being so frequent makes it easier to skip one, and then two and then three and then...
  • Quarterly events mean that when the next one rocks around, people are genuinely excited and looking forward to it. We would do a handful of local game exhibits at our events. We'd get maybe 1-4 for our monthly events, but around 8-10 for our quarterly. People also tend to stay longer at the quarterlys because they have more people to see and catch up with.
  • Restrict students. Make two ticket types. Find a student that will volunteer to moderate the signups. Too many students will dilute the number of industry folk. It then either becomes groups of cliques because the students are shy, or just a constant stream of people holding CVs and asking for jobs. Restrict tickets to final-year students only, and to about 30% of signups. Have an unspoken/written rule though, that if any students show the initiative to come to your directly, make a show, but begrudgingly let them come along too. You want the good and pro-active sorts attending, because they'll get the most out of it.
  • Try to find a venue with a location you can cut-off, like a function room, rather than just a corner of a bar. Having a private area makes people more relaxed, feel like the event is more of an event, and gives you space to expand into things like talks, exhibition tables, sponsors areas, etc. Look to local colleges or unis, as they often have space not used in the evenings and will be open to outside interest. Sponsorship can cover a range of booze you can bring yourself, if the venue doesn't have a bar.
  • I'm sure I could come up with loads more bits of feedback, but this will do for now. Just be prepared for it to grow slowly, and never get discouraged from a low turnout. Social media has weird algorithms for sharing stuff. I started my event by literally going door-to-door and meeting companies and inviting them along. We got 60 at our first event, and rose to around 80-90 monthly. Then would get around 120 for our quarterlys. We now do one bigger event a year and get about 200-300, and then a few more casuals at around 80-100.

Does anyone have advice for finding musicians to make a song for a game? I've been going to colleges, but at this point and time most people are too busy. Where are some other places where I can find people?
TIG Source seems to have a load. I have a thread for my game there, and I get several emails a week, or more, from musicians wanting to work on our game.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
My GIFs always suck

Treat me like a 5 year old and tell me every step on how you guys make smooth gifs at a reasonable file size
tbh, you can avoid the actual GIF format in a lot of places these days. Twitter will convert to video anyway, so you may as well upload video there. Era supports embedded gfycat (which accepts uploaded MP4) so I'm probably gonna start using that instead of GIFs for anything in this thread.

My capture process is generally using the nVidia overlay to record video and then trimming in AVIDemux before uploading to whatever service. (sorry no time for step-by-step at the moment)

For smooth actual-GIFs, I use the above process but have been uploading to giphy (not to be confused with gfycat) and have been happy with the quality:

https://media.giphy.com/media/3o7aDay9qt74mvHq12/giphy.gif
https://media.giphy.com/media/l0IsIK3tu7BAvs8Du/giphy.gif
https://media.giphy.com/media/3o7aCZbvaqeKwx8nXa/giphy.gif
 
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_Rob_

Member
Oct 26, 2017
606
Finally got round to a proper edited "trailer" video - putting these together is always a great way to see how far things have come since the last one!

 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
tbh, you can avoid the actual GIF format in a lot of places these days. Twitter will convert to video anyway, so you may as well upload video there. Era supports embedded gfycat (which accepts uploaded MP4) so I'm probably gonna start using that instead of GIFs for anything in this thread.

My capture process is generally using the nVidia overlay to record video and then trimming in AVIDemux before uploading to whatever service. (sorry no time for step-by-step at the moment)

For smooth actual-GIFs, I use the above process but have been uploading to giphy (not to be confused with gfycat) and have been happy with the quality:

https://media.giphy.com/media/3o7aDay9qt74mvHq12/giphy.gif
https://media.giphy.com/media/l0IsIK3tu7BAvs8Du/giphy.gif
https://media.giphy.com/media/3o7aCZbvaqeKwx8nXa/giphy.gif

Nice, THANK YOU :D Gonna have to give that a try
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I hate it when I stop receiving notifications on the threads I'm watching and only find out when I check the "watched threads" page to post something of my own. Anyway, probably should post my bit first since it's somewhat long. Physics problem; feel free to ignore unless you enjoy these. EDIT: Plus I solved it anyway, so read it only if curious.

I have an actor, let's say a character C, riding a platform P. P in turn moves both horizontally and vertically. I let Unity's physics handle vertical movement of C, and I use my own system to make C move horizontally ("hitch a ride") with P (as to do that via physics I would need to give both C's feet and P's surface a high friction coefficient, messing any other interaction with these surfaces). This has worked perfectly so far.

This gets a bit more complicated with the addition of hitstop. The way I implement hitstop is that I freeze the attacker (and target, but that's irrelevant for the purposes of this problem) in place during .2 seconds (but not anything else). In technical terms, I store its velocity, make it zero, make the character ingravid, then restore both velocity and gravity after those .2 seconds. This feels great when hitting enemies both on the ground and in midair.

The issue, of course, is the interaction of both. When a character rides a platform that is moving down, attacks, and hits something, it will freeze while the platform goes its merry way, so the character becomes airborne. If the platform was moving up, the character would actually fall through it, but I don't have anything that moves up at any significant speed. Being suddenly airborne for no good reason is bad enough, but it also cancels the grounded attack (my attacks have different animations depending on whether the character is grounded or not, and are canceled when transitioning, like in Smash).

There are multiple solutions I've successively thought of and implemented, most of which remained unsuccessful:
1) Adding the same "ride" movement vertically (that is, programmatically moving my character vertically with the platform, like I already do horizontally). This royally messes with Unity's physics, and results in "double" movement (both from physics and from my own meddling) that causes the character to fall through the platform, among other issues.
2) I tried a variant of the above, also making the character's vertical speed 0 each frame, as long as they rode a platform. This resulted in a plethora of other problems that this margin is too narrow to contain, including a catch-22 that prevented jumping at all.
3) I also tried replacing the character's Y position with one calculated from the platform's position and its position relative to the platform in the previous frame (basically, to maintain this distance). This yielded the best results (alleviated some of the instances of becoming airborne, with no visible side effects) but is still not perfect and feels a bit too "hacky" for my tastes.
4) I'm thinking of making hitstop not stop the character vertically if it's grounded, which among others, also means making the character conditionally ingravid or not depending on whether if it was airborne when its attack connected. This also feels somewhat hacky, but if nothing else comes up I'll have to go with it.

Thoughts? Possible solutions?

EDIT: I ended up implemented solution 4, and it worked fantastically well. So much so that it triggered that well-known "this works too perfectly; I must have broken some other thing, preventing the problem from actually triggering". But no, hitstop works, vertical movement works... I'll do some more testing until I can shake the "too good to be true" feeling.

Yes this is also my issue, I have some enemies that are not at the same level as the rest and completely redo them would probably set me back a few months.

It is a really hard choice to know when the difference in quality is too apparent. Since it usually takes years to make a game our artistic knowledge will obviously improve during that time.

It really and truly is, and I've noticed the biggest blind spot is that both you and your own longtime testers are used to what the game looked like at the start, so older, worse visuals aren't jarring for them. It's not at all an intuitive thing to do (and probably doesn't feel good) to say "you know, you've improved this and this so much that now this is jarringly unpolished".

The only solution is to show your game with new, "uncontaminated" people. If anyone here wants me to be their fresh eyes, I'll be glad to oblige, and likewise, I expect you guys to help me there too when I put up my videos.

Man, talking about redoing sprites in here is giving me conniptions, especially since I'm planning on quadrupling AJRF's pixel-art resolution (if it succeeds at crowdfunding) so that the game is Native 1080p across the board and I'm stuck thinking about what kind of budget that would demand compared to what I've been budgeting for 540p-scale pixel-art.

Anyway, updated AJRF's website with more up to date information, removed the (un)subtle "FucKonami" joke for the sake of professionalism, and added a Characters section https://azurejaegers.com

I'm personally strongly opposed to increasing resolution for the sake of increasing resolution, and manually uprezzing sprites is both harrowing work and one that doesn't usually lead to good results in my experience (there's plenty of remasters out there that serve as cautionary tales, even among large companies with deep pockets). Many people including myself actually find lower resolution sprites more pleasing. You're going to have a market at your current resolution and you will also have a market at an increased resolution: there's a large overlap between both markets but don't make the mistake of assuming the former is a strict subset of the latter.

With all seriousness, I never saw why the Steam cards are so appealing to the major audience.
it would be more helpful if the cards was for a Major game of Valve. like a Trumps game for example.
How cool it could had been?
Having your own knight or any kind of character your game [A Bastard's Tale] have and play with other players with different cards because they played Shovel Knight and Joylancer.

This is a fucking amazing idea and now I'm mad at Valve for not implementing this. Like, holy shit. Obviously this would mean thousands upon thousands of cards and a lot of overlap, but they could make some hard rules about how good cards can be (casting cost must be higher than atk + health, etc. etc.) and let developers come up with theirs. I want this, both as a player and as a dev!

I really should record and share new stuff more often. It's something I hold myself back on for no good reason.

Exactly the same here. I guess my reason is that I develop until I have no mental energy left, typically not even to play games, let alone to visually chronicle what I just did.
 
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Mik2121

Member
Oct 25, 2017
2,945
Japan
I made a gamejam after a couple months without doing any. What do you guys think?



It was a 1 week gamejam thing. One week because it was mostly during working days and most people didn't have much time to put after work.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I made a gamejam after a couple months without doing any. What do you guys think?



It was a 1 week gamejam thing. One week because it was mostly during working days and most people didn't have much time to put after work.


I'm consistently awed by 3D stuff as my only experience is with 2D visuals, it seems very advanced to me for a 1 week project! If I'm understanding this correctly, it's a sniper's Smash, with one-hit-kill directed shots (which I assume are aimed with the right analog?). It's a pretty great idea!
 
Oct 26, 2017
3,932

I'm not too familiar with how Hitstops are implemented in other games, but it seems as though the crux of your problem is that you have an entity which is dependent on another for it's positional/velocity data, but your positional/velocity modifications are only applied to the dependent entity.

You could, for example, also extend the hitstop to the platform (Though I get the feeling that you probably wouldn't want this).

You also spoke about modifying the vertical movement, but this messes with the physics? Have you tried adding the velocity of the platform to the velocity of the entities? I did this once and it seemed to work alright (Though the usage case was not nearly as complex)

I'd say this is one of those situations where you should try to find out what other games do. My instinctive thought was that other games might apply their hitstop/hitstuns globally, so the entire game pauses rather than just the interacting entities, though this is just a guess (Actually, I just did a little look and I think I'm wrong here actually.)

Edit: Didn't see you'd fixed it, doh!
 

Mik2121

Member
Oct 25, 2017
2,945
Japan
I'm consistently awed by 3D stuff as my only experience is with 2D visuals, it seems very advanced to me for a 1 week project! If I'm understanding this correctly, it's a sniper's Smash, with one-hit-kill directed shots (which I assume are aimed with the right analog?). It's a pretty great idea!
It's a smash bros style game where the sniper laser sight shows where you are aiming, and when you "attack" you pull the enemies towards you slightly (you can't fully pull them to where you are, but rather give them impulse towards your direction). I had to make it pull since that's the keyword of the game.
It's a 1 week project but in reality worked on it 3 days only (since work and a small kid kinda take up a lot of time :P). It might look more advanced than what it really is thanks to the environment being sorta fleshed out (I'm an environment artist).
 

Rolento

Member
Oct 25, 2017
2,527
OK, well here's some feedback/suggestions in no particular order:
  • Brand the event with a brand name. It helps with social media, referencing it, sponsorship, URLs, etc. You need to approach it like a brand no matter what size it is or gets to. Even 'just some indies meeting at a pub' can change, and will be responded to better if you call it something, rather than just 'North East Indie Pub Meet' or something like that. My event is called 'Game Bridge'.
  • Start at 6pm. You'll get people that come straight from work that like to get settled in, maybe grab some food, you'll hit peak time around 8pm, and can accommodate most people. Don't start any major parts (e.g. talks if you do them) until 7pm
  • Look to your local council for sponsorship. It doesn't need to be much, but just a contribution per event will make all the difference. Use it for costs or "costs". Buying the first drink free, or providing a buffet if possible is a great incentive to bring people there, or helps keep them there. We would get between £200-£300 per event and put on a buffet. This meant people didn't have to go out to get food mid way through. When they do, often they'll not come back.
  • Councils often have initiative budgets they have to spend, on regional development stuff. They want businesses supporting businesses. So look for programmes or departments.
  • We started monthly, and I'd advise doing so too. However as the people and event become more familiar to people, being so frequent makes it easier to skip one, and then two and then three and then...
  • Quarterly events mean that when the next one rocks around, people are genuinely excited and looking forward to it. We would do a handful of local game exhibits at our events. We'd get maybe 1-4 for our monthly events, but around 8-10 for our quarterly. People also tend to stay longer at the quarterlys because they have more people to see and catch up with.
  • Restrict students. Make two ticket types. Find a student that will volunteer to moderate the signups. Too many students will dilute the number of industry folk. It then either becomes groups of cliques because the students are shy, or just a constant stream of people holding CVs and asking for jobs. Restrict tickets to final-year students only, and to about 30% of signups. Have an unspoken/written rule though, that if any students show the initiative to come to your directly, make a show, but begrudgingly let them come along too. You want the good and pro-active sorts attending, because they'll get the most out of it.
  • Try to find a venue with a location you can cut-off, like a function room, rather than just a corner of a bar. Having a private area makes people more relaxed, feel like the event is more of an event, and gives you space to expand into things like talks, exhibition tables, sponsors areas, etc. Look to local colleges or unis, as they often have space not used in the evenings and will be open to outside interest. Sponsorship can cover a range of booze you can bring yourself, if the venue doesn't have a bar.
  • I'm sure I could come up with loads more bits of feedback, but this will do for now. Just be prepared for it to grow slowly, and never get discouraged from a low turnout. Social media has weird algorithms for sharing stuff. I started my event by literally going door-to-door and meeting companies and inviting them along. We got 60 at our first event, and rose to around 80-90 monthly. Then would get around 120 for our quarterlys. We now do one bigger event a year and get about 200-300, and then a few more casuals at around 80-100.

Awesome! Thanks you for the valuable info.

I run a tech and gaming based non-profit so that may help with the sponsorship. I think my biggest problem right now is time as my work is pretty demanding.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
It's a smash bros style game where the sniper laser sight shows where you are aiming, and when you "attack" you pull the enemies towards you slightly (you can't fully pull them to where you are, but rather give them impulse towards your direction). I had to make it pull since that's the keyword of the game.
It's a 1 week project but in reality worked on it 3 days only (since work and a small kid kinda take up a lot of time :P). It might look more advanced than what it really is thanks to the environment being sorta fleshed out (I'm an environment artist).

Oh, I see, it's the acid that kills the players. Since it takes a bit while, I assumed they had been sniped to death. :)
It really shows that you're an environmental artist, the stage feels very professional, especially for something made in three days!

I'm not too familiar with how Hitstops are implemented in other games, but it seems as though the crux of your problem is that you have an entity which is dependent on another for it's positional/velocity data, but your positional/velocity modifications are only applied to the dependent entity.

You could, for example, also extend the hitstop to the platform (Though I get the feeling that you probably wouldn't want this).

This is a very interesting idea! My gut feeling is that it could potentially open a can of worms to make platforms dependent on what is on top of them, but if I hadn't fixed it I would try it out of curiosity!

You also spoke about modifying the vertical movement, but this messes with the physics? Have you tried adding the velocity of the platform to the velocity of the entities? I did this once and it seemed to work alright (Though the usage case was not nearly as complex)

The velocity of some platforms varies over time (e.g. one of them is a ship bobbing up and down), so this wouldn't be feasible for me. Good thinking, though, it should work on constant-velocity platforms.

I'd say this is one of those situations where you should try to find out what other games do. My instinctive thought was that other games might apply their hitstop/hitstuns globally, so the entire game pauses rather than just the interacting entities, though this is just a guess (Actually, I just did a little look and I think I'm wrong here actually.)

Interestingly, your assumption was one I wasn't sure myself initially of, either, when I started researching about hitstop. This is because in the most prominent examples of games with hitstop, versus fighters, there is almost no functional difference between freezing the world or freezing both players (except for projectiles and such). But yes, specifically in a co-op game, freezing the entire world is a no-go as it would royally mess up with the other player. There's not a whole lot of games with both hitstop and moving platforms that I can think of.

Edit: Didn't see you'd fixed it, doh!

Well, I enjoyed the suggestions all the same, so thanks! :)
 
Last edited:

Superking

Member
Oct 25, 2017
3,628
After months of laziness, I finally got back into the groove and fired up game maker again.

BUT

The moment I tried to compile something, the window just shows up as a gray screen. Halp!
 

ThanksVision

Alt account
Banned
Oct 25, 2017
1,030
Does anybody have a solid example of making a generic third person shooter camera in Unity?

The part I'm having trouble with is moving the camera vertically. I need to find out a way to manipulate my model's upper body as the right analogue stick is moved. Without doing this, the camera moves around the player, but it doesn't really allow you to 'aim' and shoot at a specific target, because the model is always looking forward. Off to youtube, I guess...
 

Emergency & I

Banned
Oct 27, 2017
6,634
Pretty excited.

My leveling system is coming together really well. It's not working perfectly yet but once I understand persist objects a little better via some tutorials, I think it'll be golden. Then comes the scaling, asset creation, and world generating fun.

Yay!
 

Jintor

Saw the truth behind the copied door
Member
Oct 25, 2017
32,458
Hmmm

I should implement hitstop

/Edit you think hitstop is a viable path to implementing slow mo? If it's a global var that makes sense right
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Finally released a build of my game to testers! Massive changes were made, including an entirely brand-new module system.
I also finally got around to recording some gameplay. Here's Medusa, one of the three currently implemented (and very different) characters. I'll probably record gameplay of the other two tomorrow.


Feedback much, much appreciated!
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I believe someone said Gfycats were now inbedded here? I have to try it out, then:


Also because it's one of the greatest filenames it's given me in a while!
Now, to color all of that :-D

Finally released a build of my game to testers! Massive changes were made, including an entirely brand-new module system.
I also finally got around to recording some gameplay. Here's Medusa, one of the three currently implemented (and very different) characters. I'll probably record gameplay of the other two tomorrow.


Feedback much, much appreciated!


I'm super impressed at how it all comes together - graphics, music, UI are all super coherent and work off each other extremely well. I'm not familiar with the original series you're inspired by (apart from knowing "of" it) so I can't really tell of any critical differences between the two, but as a standalone experience, it appears extremely fun to me! My only criticism so far would be the "crawling" sprite, as it's a fairly long line, and even though it's pretty quickly apparent you're supposed to only look at the middle part to grip/drop bombs, as far as I understand it, its head and tail often visibly crawl out of buildings in a visually weird way. I'm not sure how to fix that discrepancy, either, as bending those extremities to always connect with the building would probably be a nightmare and cause more issues than it'd solve, but.... if I were looking for anything to "fix", that'd be my suggestion, but I don't really think that's needed, either! Good job!
 
Oct 25, 2017
653
I believe someone said Gfycats were now inbedded here? I have to try it out, then:


Also because it's one of the greatest filenames it's given me in a while!
Now, to color all of that :-D



I'm super impressed at how it all comes together - graphics, music, UI are all super coherent and work off each other extremely well. I'm not familiar with the original series you're inspired by (apart from knowing "of" it) so I can't really tell of any critical differences between the two, but as a standalone experience, it appears extremely fun to me! My only criticism so far would be the "crawling" sprite, as it's a fairly long line, and even though it's pretty quickly apparent you're supposed to only look at the middle part to grip/drop bombs, as far as I understand it, its head and tail often visibly crawl out of buildings in a visually weird way. I'm not sure how to fix that discrepancy, either, as bending those extremities to always connect with the building would probably be a nightmare and cause more issues than it'd solve, but.... if I were looking for anything to "fix", that'd be my suggestion, but I don't really think that's needed, either! Good job!

When you colour those animations the game is finished?
 

SweetSark

Banned
Nov 29, 2017
3,640
I believe someone said Gfycats were now inbedded here? I have to try it out, then:


Also because it's one of the greatest filenames it's given me in a while!
Now, to color all of that :-D

Does the sitting animation is a nod to Castlevania's saving system?
Also I love how she land to the ground like a cat.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
When you colour those animations the game is finished?

I WISH

Does the sitting animation is a nod to Castlevania's saving system?
Also I love how she land to the ground like a cat.

Oh! I didn't think of that Castlevania reference, but you're right, it's proabably where I took inspiration from (also, the game is filled with Castlevania references otherwise :-D)
And thanks a ton :-)
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I believe someone said Gfycats were now inbedded here? I have to try it out, then:


I watched that on repeat like twenty times. It's downright hypnotic. So... beautiful...
When you finish the game, and if there's a streamlined way for you to do it, you should make something like this out of every animation in the game (or two, one for each of her forms). I wonder how long those would be?

I'm super impressed at how it all comes together - graphics, music, UI are all super coherent and work off each other extremely well. I'm not familiar with the original series you're inspired by (apart from knowing "of" it) so I can't really tell of any critical differences between the two, but as a standalone experience, it appears extremely fun to me! My only criticism so far would be the "crawling" sprite, as it's a fairly long line, and even though it's pretty quickly apparent you're supposed to only look at the middle part to grip/drop bombs, as far as I understand it, its head and tail often visibly crawl out of buildings in a visually weird way. I'm not sure how to fix that discrepancy, either, as bending those extremities to always connect with the building would probably be a nightmare and cause more issues than it'd solve, but.... if I were looking for anything to "fix", that'd be my suggestion, but I don't really think that's needed, either! Good job!

Infinitely thanks for all the kind words! As you can imagine, it means a lot coming from you!

I was thinking of changing the crawling animation too, although not because of what you mention (which is itself perfectly valid criticism that I've also thought of myself), but because it's too stiff: I wanted to add a few frames to make it smoother. The other thing that makes it somewhat jarring is that it's indeed a pretty large sprite with no transitions, which means that changing directions is a bit sudden and jarring.

In retrospect I wish I had implemented Jormungandr as a segmented snake, like in Dragon Breed. It would have alleviated a lot of these issues, and let's face it, this looks cool as fuck.
KOYXy8.gif

In the meantime, reducing Jorm's size would go a long way towards alleviating all three of these issues... but I'm not sure how much smaller I should make "the World Serpent" :D

By the way, when you say "original series you're inspired by", you mean Rampage? I don't much care about making it particularly faithful, especially because the're quite old games that don't hold up all that well from a gameplay standpoint. I aim to make a much more interesting experience. :)

I take this chance to remind anyone in this thread that wants to give the game a try to PM me!
 

SweetSark

Banned
Nov 29, 2017
3,640
Finally released a build of my game to testers! Massive changes were made, including an entirely brand-new module system.
I also finally got around to recording some gameplay. Here's Medusa, one of the three currently implemented (and very different) characters. I'll probably record gameplay of the other two tomorrow.


Feedback much, much appreciated!


This remind me I need to check my email to play the game.
Also I need to put your game in my Thread as well.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
This remind me I need to check my email to play the game.
Also I need to put your game in my Thread as well.

And in turn, this reminds me I should have sent a "readme" to people that are receiving the game for the first time, like you. There are no tutorials in the game yet (although there are toggable "hints", which are pretty much neon signs over things) so some things might be a bit obscure. I think watching the video should at least give a good grasp of what you can do, at least with Medusa.

On the other hand, this is a good chance to learn what's obvious and what's not; be sure to tell me what you find the least understandable. :)
 

SweetSark

Banned
Nov 29, 2017
3,640
And in turn, this reminds me I should have sent a "readme" to people that are receiving the game for the first time, like you. There are no tutorials in the game yet (although there are toggable "hints", which are pretty much neon signs over things) so some things might be a bit obscure. I think watching the video should at least give a good grasp of what you can do, at least with Medusa.

On the other hand, this is a good chance to learn what's obvious and what's not; be sure to tell me what you find the least understandable. :)

Oh, don't worry, I will find out how I can play even without instructions. I hope.
Btw, do you have sources to find info for your game? A source which can easily other can have access and read quickly about your game.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Oh, don't worry, I will find out how I can play even without instructions. I hope.
Btw, do you have sources to find info for your game? A source which can easily other can have access and read quickly about your game.

I'm afraid not. I've been working in almost secrecy until now. That video is all I have, and I took it yesterday. :D I really need to get around to do it, but it's just me and development takes most of my time.

As such, it might be a bit soon to post it in your thread. I also want to take a video of my other characters.
 

SweetSark

Banned
Nov 29, 2017
3,640
I'm afraid not. I've been working in almost secrecy until now. That video is all I have, and I took it yesterday. :D I really need to get around to do it, but it's just me and development takes most of my time.

As such, it might be a bit soon to post it in your thread. I also want to take a video of my other characters.

Ok then. I hope to you good luck with the progress.
And after you finish the game, please create first hype and advertisment to have people who want to play the game.
Don't rush releasing the game even if you finish it.
That it my suggestion.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I watched that on repeat like twenty times. It's downright hypnotic. So... beautiful...
When you finish the game, and if there's a streamlined way for you to do it, you should make something like this out of every animation in the game (or two, one for each of her forms). I wonder how long those would be?

I'd love to do something like that! Last time I tried it, it killed Flash and hard crashed my computer, so I'll have to figure out a way to load all animations in sequence (maybe a few at a time, and reconnect gifs later), but yeah, that's something I'd like to see :-D At worst, I'm also thinking of doing flipbooks as rewards for a crowdfunding campaign down the line... hopefully those would be cool as well.

Infinitely thanks for all the kind words! As you can imagine, it means a lot coming from you!

I was thinking of changing the crawling animation too, although not because of what you mention (which is itself perfectly valid criticism that I've also thought of myself), but because it's too stiff: I wanted to add a few frames to make it smoother. The other thing that makes it somewhat jarring is that it's indeed a pretty large sprite with no transitions, which means that changing directions is a bit sudden and jarring.

In retrospect I wish I had implemented Jormungandr as a segmented snake, like in Dragon Breed. It would have alleviated a lot of these issues, and let's face it, this looks cool as fuck.
KOYXy8.gif

In the meantime, reducing Jorm's size would go a long way towards alleviating all three of these issues... but I'm not sure how much smaller I should make "the World Serpent" :D

By the way, when you say "original series you're inspired by", you mean Rampage? I don't much care about making it particularly faithful, especially because the're quite old games that don't hold up all that well from a gameplay standpoint. I aim to make a much more interesting experience. :)

I take this chance to remind anyone in this thread that wants to give the game a try to PM me!

Yup, I meant Rampage, though as you said, if it's not meant to be faithful, then it's aaall right :-D
The segmented idea would be pretty cool if you can manage to get it working!
 
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