This is a pretty good idea, I'll give it a try. I wonder if it won't make it more bothersome to them... I guess I can include "do you find answering these questions bothersome?" as the last one. :D
This is something I've thought about too, but I feel like I need to release quicker builds for myself as well. Settling into a routine of trying to send a build every week or two forces me to focus on development and have the game in a playable and relatively bug-free state most of the time. Basically I try to have something interesting every build, but also release them regularly, and this encourages and motivates me.
There are exceptions, of course. I've recently implemented a pretty big new system and so haven't sent a new version for over a month. At least some of my friends have expressed anticipation for the next build, so that's good!
Hahah, I relate to that. It's not so much idiotproofing as it is your pride as a programmer not letting you sleep until things are perfect. I guess this is why publishers set deadlines for games!
Regarding the pics of my game I posted in the Rampage thread... the silence has been positively eardrum-splitting. Can't say it hasn't demoralized me a bit. I mean, if I make a game inspired by Rampage and fans of Rampage show zero interest, what does that say? :/
LOL xDI recommend using the Planckian locus to get the colour of the sun. Just off the top of my head, probably values between 1500k and 9500k would be good
Just keep them simple and to the point, I'd say around 4-6 questions.
I didn't mean slowing down the pace at which you release builds, just which builds you send to your friends. Only send them a new one every 5-6 builds for example, so they feel like major updates and your friends can see noticeable differences.
Wouldn't read too much into that. That thread barely had any posts, plus people would be commenting there out of nostalgia for the original games, not because they're interested in discussing other games that are similar/inspired by Rampage. It's like if someone made a thread about their favorite version of Road Rash and someone posted screens of Road Redemption, probably not the right place to discuss it.
Hahah, I relate to that. It's not so much idiotproofing as it is your pride as a programmer not letting you sleep until things are perfect. I guess this is why publishers set deadlines for games!
Regarding the pics of my game I posted in the Rampage thread... the silence has been positively eardrum-splitting. Can't say it hasn't demoralized me a bit. I mean, if I make a game inspired by Rampage and fans of Rampage show zero interest, what does that say? :/
I want to convince myself of that, but thanks a lot for trying to encourage me. I know it's not an easy task. :D
Any impressions on those screenshots? Perhaps I should repost them here?
Yeah, you should repost them here. The screens seemed fine to me, nothing special but competent enough. I don't think your game is gonna separate itself from the pack visually, but then again that's not particularly relevant, since nowadays you need some amazing art direction to get highlighted based on your visuals.
I'd say gifs are far better to help sell your game than any screens. The 3 gifs showcasing the monster transformations looked quite nice, I would suggest recording some gameplay showcasing different features, including those transformations.
God it looks great.
If you're fine with it I'd be honored to give it a try and provide feedback. I'm known for my brutally honest approach to feedback (basically what I want others to do with my own work) and you can see examples of it in this thread. We could even do a "I'll show you mine if you show me yours" :D but be warned my own game is nowhere near as beautiful as yours as I'm no artist by any stretch.
Something we all could probably use when we show our game to new people is a stranger-friendly version of our to-do / known issues list, e.g. "title screen's game name sprite isn't finished yet" or "enemies can burn while underwater" (both actual examples in my case) and such, so that we don't report to each other stuff we already know.
Oh yes I definitely should, my problem is less I don't want to show it but more an issue of "But it's not ready, let me just add this extra gimmick... wait the tree placement could be a little better... And if I move these enemies..." at some point I need stop being a perfectionist and share this stuff with more people haha!
Thanks for the offer, adding you to the list. Had a few people from GAF who offered in the past but since everyone's avatars have changed, not sure if some of those peeps moved here :( but at least we could do a game exchange at some point!
Ahem, really minor update this time, finally getting the invincibility powerup finished up.
Everything burns.
Just keep them simple and to the point, I'd say around 4-6 questions.
Hi Everyone, working in Game Maker 2 and I'm very new at this but I'm struggling to do the following:
Make a room transition after all enemies have been killed.
- I have about 10 enemies and have made them all related to the parent object (obj_enemy_parent)
- In my current room, I have 3 of the same enemy to make it easier
- I have made a step event in the obj_enemy_parent that looks as follows:
if instance_number(obj_enemy_parent) == 0;
{
room_goto(rm_post)
}
I've got the transition to the death screen and reboot back to the game but for the life of me I can't get the room to end once the three enemies are killed.
What am I missing? Any help? Thank you kindly :)
Hi Everyone, working in Game Maker 2 and I'm very new at this but I'm struggling to do the following:
Make a room transition after all enemies have been killed.
- I have about 10 enemies and have made them all related to the parent object (obj_enemy_parent)
- In my current room, I have 3 of the same enemy to make it easier
- I have made a step event in the obj_enemy_parent that looks as follows:
if instance_number(obj_enemy_parent) == 0;
{
room_goto(rm_post)
}
I've got the transition to the death screen and reboot back to the game but for the life of me I can't get the room to end once the three enemies are killed.
What am I missing? Any help? Thank you kindly :)
I have no clue about Game Maker, when you say enemies are "related" to obj_enemy_parent, do you mean they are subclasses of it, or contained in it?
- If it's the former, perhaps instance_number checks for instances of the specific obj_enemy_parent class and not its subclasses.
- If it's the latter, the problem is that you are checking how many instances of the container there are, which is probably 1 no matter how many enemies there are.
Can you add a log line that outputs what instance_number(obj_enemy_parent) returns?
Maybe make a global variable that gets added to for each enemy kill then have the transition happen once you reach a total number of kills.
Ie. Don't check if any enemies exist but check how many have been killed
liliththepale said:I broke a bit of new ground today, experimenting with meshes in Spine. Really, it's something I should have figured out a long time ago, but there was never a design that necessitated it until now (because rotating, scaling and translating articulations of the translucent ghost would have had very apparent overdraw).
I'm sure future animations will be higher quality and more interesting than this, but I'm very happy with it for my first weighted-mesh animation.
You're checking for whether or not on object exists... With the object it's checking for.
back in September 2015 I made this post lol:
it's amazing to me how far I've come in two and a half years:
back in September 2015 I made this post lol:
it's amazing to me how far I've come in two and a half years:
haha, I would get out the way if someone walked at me like that. Good job!I love 'em, and it's inspiring to see how far you've come in such a relatively short time too!
Figuring out how Olga should move today. I originally had her marching more soldier like, but it wasn't quite right. Now I'm experimenting with emphasising not only her weight but also her power!
back in September 2015 I made this post lol:
it's amazing to me how far I've come in two and a half years:
I love 'em, and it's inspiring to see how far you've come in such a relatively short time too!
Figuring out how Olga should move today. I originally had her marching more soldier like, but it wasn't quite right. Now I'm experimenting with emphasising not only her weight but also her power!
Thank you! ♥
I already said this on Twitter but I love the way her personality comes through here. She's taking up as much space as possible and doesn't give a fuck. I can't wait to see more!Figuring out how Olga should move today. I originally had her marching more soldier like, but it wasn't quite right. Now I'm experimenting with emphasising not only her weight but also her power!
I think you can give the ball authority over itself, because it sounds like your host is deciding that no, the client isn't actually allowed to move the ball, maybe? Check out this video series, really long, but really good. I'm pretty sure they run into a similar issue in one of the videos:I've been playing around with Unet for fun... but I'm a little confused by the authority business.. I have a simple golfing game where a player can hit a golf ball, which is spawned on the server.
Currently the host is able to hit the ball without issue, and the client can see the ball fly away. Great!
But when the client attempts to hit the ball, the ball begins to move then quickly sits back in place.
Is there an easy way to give authority to all players on specific objects? I basically want either player to be able to hit the ball whenever they would like.
any info or links are appreciated... I never really plan on making something serious, but it's fun to toy around with this stuff.. you guys do some amazing work !
Looking good as usual, keep up the good work!
Oh yes I definitely should, my problem is less I don't want to show it but more an issue of "But it's not ready, let me just add this extra gimmick... wait the tree placement could be a little better... And if I move these enemies..." at some point I need stop being a perfectionist and share this stuff with more people haha!
Thanks for the offer, adding you to the list. Had a few people from GAF who offered in the past but since everyone's avatars have changed, not sure if some of those peeps moved here :( but at least we could do a game exchange at some point!
Ahem, really minor update this time, finally getting the invincibility powerup finished up.
Everything burns.
That's good news, and knowing her character that's a smart move!haha, I would get out the way if someone walked at me like that. Good job!
Oh yeah, good eye! She does lean ever so slightly to the left in an attempt to emphasise the weight of her robot arm!Hah, that's... both cute and imposing, somehow. Maybe it's the angle, but it feels like she leans further on her left side, though... Hmm, then again, maybe that's intentional to offset the weight of her robot arm.
♥I already said this on Twitter but I love the way her personality comes through here. She's taking up as much space as possible and doesn't give a fuck. I can't wait to see more!
Best I could do.
So it is more powerful if you hit with only the tip? That sounds awesome. I remember that bloodborne had something similar but opposite. If you only hit with the top of your weapon it made less damage.Looks good!
added screen shake and hitstop arguments to my hit boxes so i can easily have extra impact on big hits. The tip of the whip does more damage now and has a little FX when it connects to encourage good spacing during combat.
That's good news, and knowing her character that's a smart move!
Oh yeah, good eye! She does lean ever so slightly to the left in an attempt to emphasise the weight of her robot arm!
♥
Best I could do.
Oh yeah, good eye! She does lean ever so slightly to the left in an attempt to emphasise the weight of her robot arm!
Thanks! I think the angle I took the GIF from probably overemphasises it more than it looks straight on, but I'll bear that in mind. As far as the leaning goes I experimented by walking around with heavy objects in my hand and found to my surprise that I leant with the object higher in the air, I guess overcompensating?I have to say I love everything about the animation (and the model itself is incredible) except the leaning. It might be the opposite in reality, but in an immediate intuitive sense, it feels as if she should lean towards the side of the robotic arm (because it weights, you see). And even then, the leaning feels like a bit too much. It feels more as if she had a serious limp, like one of her legs was messed up.
I think you can give the ball authority over itself, because it sounds like your host is deciding that no, the client isn't actually allowed to move the ball, maybe? Check out this video series, really long, but really good. I'm pretty sure they run into a similar issue in one of the videos:
https://www.youtube.com/watch?v=Z3f0CYArn34
Thanks! I think the angle I took the GIF from probably overemphasises it more than it looks straight on, but I'll bear that in mind. As far as the leaning goes I experimented by walking around with heavy objects in my hand and found to my surprise that I leant with the object higher in the air, I guess overcompensating?
I would try to smooth her left leg a bit more when she's taking a step forward, the way it bends now is kinda rough and seems like it could use an extra couple of frames. Same with her left foot when she plants it on the floor. The leaning is fine to add asymmetry to her power walk, but looks way too exaggerated right now. If you post gifs from the front and side it might be better for people to give you feedback and spot any issues.I love 'em, and it's inspiring to see how far you've come in such a relatively short time too!
Figuring out how Olga should move today. I originally had her marching more soldier like, but it wasn't quite right. Now I'm experimenting with emphasising not only her weight but also her power!
That's the part I don't remember lol :) But yeah, something like that I believe. If that's indeed the cause of your issue of course.Thanks for the reply! I have bookmarked that video series and will hopefully watch some today.
When you say to give the object authority over itself... How exactly can I do that? Disable local player authority?
back in September 2015 I made this post lol:
it's amazing to me how far I've come in two and a half years:
https://polynaut.itch.io/bark-scruffalo
I went with a limited color palette for this game because I've never worked with pixel art before, and wanted to keep things simple. Also, I love the game boy color palette. :p
Pixel art is really fun, and challenging in ways I wasn't expecting. Doing the animations was one of my favorite parts. I haven't decided if I'm going to stick with it for my next project or not, but I'm definitely going to keep experimenting with it.
Found this thread after googling for an indie game dev thread. Definitely adding to my watch list! Some really incredible stuff in this thread. (Sabrina those spine animations are looking awesome!)
The reason I searched in the first place is because I just published my first game :) I tried to keep the scope very small; my goal was to finish it in under a month working on it during my free time. It wound up taking closer to 1.5 months, but I learned sooooo much in that time. If you want to check it out, I would really appreciate it! Any thoughts and feedback are welcome.
https://polynaut.itch.io/bark-scruffalo
Some dev notes:
I used game maker studio to create this. I don't have an programming experience so it was a bit intimidating at first to dive into game maker language. But once I started to get the hang of it, it was a lot of fun to work with. Its very lenient and easy to understand. A lot of my code is an absolute mess and I would hate to share it with anyone, but hey! it works (for the most part).
I went with a limited color palette for this game because I've never worked with pixel art before, and wanted to keep things simple. Also, I love the game boy color palette. :p
Pixel art is really fun, and challenging in ways I wasn't expecting. Doing the animations was one of my favorite parts. I haven't decided if I'm going to stick with it for my next project or not, but I'm definitely going to keep experimenting with it.
Hi Reset!
I just finished a short game made from scratch in EcmaScript6 and Html5 Canvas, it is a top-down zombie shooter, it has 2 levels and 2 boss fights, i have been developing games as a hobby so do not expect something amazing.
I made the graphics on Photoshop, i first drew all the elements on paper and then i exported them to Photoshop, i am not an artist but i tried to do my best:
Here it is the link to the game: https://games.jahepi.net/zombiepix/index.html
I´d really appreciate any suggestions to become better at making games, thanks in advanced.
PD. I forgot to mention that this is a desktop game that requires a mouse and keyboard.
Control scheme:
A: left D: right W: up S: down
Mouse: shoot
P: pause
How do you actually download an open an updated file for Unity through GitHub? It always opens the desktop app for Github, but I'm confused as to how to actually open the project.
Thank you! :D I'm glad you dig the title screen, I was really happy with how it came out. My GF gave me some excellent feedback on it that helped bring it to completion.Congrats on finishing and releasing your first game! And incredible job on the gb-palette art! Love that title screen and that's an awesome accomplishment for your first stab at pixel art!
Thank you so much! I really appreciate the nice words and the feedback, it made my day!Man, your game is great, and I know I should not compare myself to others... but hearing it only took you 1.5 months to make is a bit humbling. :D Are all the visuals yours too? They're so well animated, especially the enemies. I loved it, it's truly a testament of the "less is more" adage; a tower defense distilled to its basics. I love how frantic it gets later on; I managed to get 1825 as my high score after a couple tries.
If I had to pick a couple nits:
1) The monoliths / enemy generators can obscure enemies and allow them to get somewhat cheap shots on you. This happens especially with the top ones when you hit enemies beyond them.
2) I always died by health rather than by the dog house being destroyed (in my longest run, it was close, though). If this is the intended design, I'm fine with it, as it leads to strategic decisions about whether to tackle enemies head on or let the mines do the job. I can also see this changing with more experience in hit and away. It's just that dying to anything other than the base being destroyed is somewhat unusual for a tower defense game.
3) Pauses between waves are sometimes a bit too long, especially after the first wave (when the game tells you to lay down a mine). I guess it's to give you time to actually lay it, but on successive replays it almost feels like the game is waiting for you to do something else.
4) This is a super minor one, but being able to exit using the controller would make it feel more "complete"; perhaps adding a pause menu with an exit option. It made me smile because I went for the longest time without one, though. :)
All in all great work and I hope you keep making games!
exactly. The main inspiration for it is marth in super smash bros. He has way more knockback when he hits with the tip of his sword and with a whip it just makes sense to want to hit with the tip.So it is more powerful if you hit with only the tip? That sounds awesome. I remember that bloodborne had something similar but opposite. If you only hit with the top of your weapon it made less damage.