Sorry for double post but here is the theme for anyone interested
i have an idea so I'm probably going to attempt it.
This seems to be the exact theme of a couple of games in the upcoming UFO 50, including one where you sacrifice your previous "lifes" turning the character into a statue to create a bridge, explode it to bomb a wall, etc.
basically what i was thinking lol. I had a "AHA!" moment followed by a slow realization of "oh wait that's obvious." Still doing it cause why not. Already got the basic gameplay done.
I don't think it's that obvious at all, frankly, and I can't wait to see your take on it. :) I was posting about UFO 50 mostly in case anyone needed some inspiration.
I've been spending the last few weeks doing some polish and refinement to Transmission. Subtle things like better handling, compression on the suspension (you can notice this on tight corners) and some graphical tweaks. I think I might have finally finished the prototype...
Your game is so relaxing, I feel some of the tension drain away just by watching it; I love it. I'm in a big VR mood since I got myself a cheap PSVR bundle, are you perchance considering VR?
Thanks! Yeah I'm definitely considering it. I play a lot of Euro Truck Simulator 2 in VR and that was the main inspiration for Transmission. Plus my last game was a VR game. That said, I'd want to do it justice and doing a VR game properly takes a lot of time and effort. It'll depend on if I manage to get a publisher interested who can give me the resources to devote to VR but it's absolutely on my list :)
Technically have a finished game for Ludum Dare already, it's just short, light on mechanics, and ugly as hell. Just going to try and make more levels with more mechanics and try for something more visually cohesive.
Here's my #screenshotsaturday.
I hope you're able to do so, especially since you already have the expertise. Best of luck with a publisher, I'm going to need one myself soon!
It's amazing to me that people can make games in such short time periods, wow. Anywhere we can see it?
The first part of the tutorial, where I sculpt a Goomba in Medium, was just posted here: https://www.howtocreatevr.com/media/vr-prototyping-series-sculpting-a-character-in-oculus-medium/
Good video! Medium's exporting options have gotten a lot nicer since I last messed with it.
Are there any good Unity development Bibles I should buy. They few how to books I've gotten seem to have only a handful of tuts that don't teach a whole lot
I know this is probably an odd question, but is anyone in here doing development on/for the Nintendo Switch?
I've been wondering if it's possible to develop games that'll run on Switch, but test them via an emulator rather than real, hacked hardware.
Are there any good Unity development Bibles I should buy. They few how to books I've gotten seem to have only a handful of tuts that don't teach a whole lot
I know this is probably an odd question, but is anyone in here doing development on/for the Nintendo Switch?
I've been wondering if it's possible to develop games that'll run on Switch, but test them via an emulator rather than real, hacked hardware.
Even if it were possible I wouldn't recommend it, emulators are never completely accurate to actual hardware so whatever you make could break in horrible ways on legit or hacked devices, at that point why don't you just make your game for PC?
Nintendo's dev hardware has become a lot more accessible both logistically and financially anyway, so I'd suggest just reaching out to them and getting the ball rolling if you're interested in making a Switch game.
Thanks for the replies. I have been in touch with Nintendo about developing for Switch, and the gist of what I got was that you need to essentially pitch what you're working on in order to possibly get approval and access to hardware. That puts me in a weird spot where I mostly just want to be able to dip my toes in the water and confirm the viability of porting a project I had started developing (on Mac).On one hand, a Switch dev kit costs in the ballpark of an actual Switch (300€ or so if I remember correctly), and I believe you will need to get one anyway for the dev tools to compile a Switch executable, or to publish the game on the eShop. The former is particularly limiting since it means you probably can't use an emulator even to test for how viable it is to port your game. :/
On the other hand, assuming you already got the dev kit and such, with a decent emulator this might be a more confortable way to develop than loading the executable on the dev kit every time, at least to iron the initial kinks.
Thanks for the replies. I have been in touch with Nintendo about developing for Switch, and the gist of what I got was that you need to essentially pitch what you're working on in order to possibly get approval and access to hardware. That puts me in a weird spot where I mostly just want to be able to dip my toes in the water and confirm the viability of porting a project I had started developing (on Mac).
Admittedly, the concept is still quite... Gooey. At first it was going to be a Mega Man inspired type game with an original story, characters and universe, but then it was going to be a platformer based off of a friend's indie comic. He backed out due to other obligations (he was going to do the art), and so it's back to square one, but I hadn't really fleshed out much of the concept before it shifted to his comic. I feel like Nintendo needs to see more than just some basic tests of the core engine.
I'm currently developing it in C++ using SDL for graphics, sound and input detection. I have seen some buzz about a port of SDL for Switch, but the folks behind it won't share the source with anyone who doesn't have access to Switch development. I am a registered Nintendo developer, but I only have access to 3DS and Wii U in my portal.
Unfortunately no. I have an iOS App I developed myself on the App Store, and several I've worked on at my full-time job, but nothing on any Nintendo platforms.Hmm, I think I'd contact Nintendo explaining the situation to them to see if they can help. IIRC the license for Wii U development was much more expensive and hard to get, so that might get you some leeway into getting accepted for Switch.
In fact, do you have any game already released on 3DS or Wii U? I feel like you may want to port them to Switch, both for its own sake and as a fast ticket to getting Switch dev approval.
Admittedly, the concept is still quite... Gooey. At first it was going to be a Mega Man inspired type game with an original story, characters and universe, but then it was going to be a platformer based off of a friend's indie comic. He backed out due to other obligations (he was going to do the art), and so it's back to square one, but I hadn't really fleshed out much of the concept before it shifted to his comic. I feel like Nintendo needs to see more than just some basic tests of the core engine.
I'm currently developing it in C++ using SDL for graphics, sound and input detection. I have seen some buzz about a port of SDL for Switch, but the folks behind it won't share the source with anyone who doesn't have access to Switch development. I am a registered Nintendo developer, but I only have access to 3DS and Wii U in my portal.
Having fun preparing for Clive 'N' Wrench's alpha 3.0 test run, a company logo intro has been on my list for a long time!
I couldn't get the game to look how it did the editor so I had to change some things in the 11th hour and it made things look oddly zoomed out at points. If anyone has any info on why this happens or advice to deal with it, 100% appreciated.
Did you use the same resolution in the editor window than in the built version? Could you post a screenshot of the built to see what exactly is the problem?
I kept trying to but it kept getting zoomed in. Like it would shrink the camera to 800x600 no matter what resolution I told it to build at. Not really worth the issue anymore cause I'm most likely never touching the game again.
Also thank the lord updating my main game to the latest version of Unity fixed the crashing issue. Camera doesn't have the same issue either! Though as I expected, UI elements look are wonky. I'll fix that eventually lol.
I didn't think about doing that, but it's worth a shot. I kind of got paralyzed when they told me about having to pitch it because I don't have much to pitch. It's all kind of chilling in my head right now, but hasn't really been put to paper in any way. The only thing I have is the start of the game's engine/code that I can run and is basically just a pencil test (literally); a white background with an outlined character I can move back and forth and press a button to make it shoot. That was when it was going to be based on my friend's comic book.You should definitely just pitch them on something to see if you can get Switch added to your registration, the kit you need is pretty cheap but can take a while to get (I imagine developer interest is way higher on switch than anticipated, or at least was in the early days due to the success + cheap cost of kits relative to Nintendo's history) but if you're already accepted as Wii U + 3DS I'm pretty sure they'll approve you for Switch.
Just make an impassioned case for why you wanna make Switch games and how your project idea is a great fit for it, they're not robots.
Well... My fate's in Nintendo Developer Relations' hands now. I wrote up an email explaining my situation, the project, the ups and downs, a link to a video of an early engine test, and a bunch about my passion for bringing a game to the Switch. Here's hoping they give me a chance.
*fingers crossed*
Hello everyone!
Gearing up for 2019's indie thread, Pehesse has offered a unique twist for the OP's banner. Given that most of our games are character driven, she has offered to create an animated "can can" image, featuring the characters of those interested! Something like this:
In order to represent our characters as best she can, you'll need to supply character reference (ideally a turnaround). You can either post them here, or DM Pehesse directly. The current character list is as follows:
-Inti Acrobat (Pachakutiq)
-Inti Warrior (Pachakutiq)
-Lana (Magikilo)
-Gabbi (Magikilo
-Clive+Wrench (Clive & Wrench)
-Olga (Clive & Wrench)
-Brock (Brock Crocodile)
-Ysengrim (The Godbeast)
-[Rhanitan]
-[Katu]
-[Sabrina]
-[K Monkey - Werewolf]
-[Astrael]
-[Jobbs]
-[Divinoids - Weltall Zero]
-[Pooh]
-[Mabec]
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It's on a first come, first serve basis though; and as you can see there's only a handful of slots left, so you've gotta be quick!