It feels good to me so far, here's an earlier video...That's looking nice, I especially love how he spins off at the end! The movement speed looks pretty fast for such a compact room though, does it feel okay?
yeah, I signed up for it when it was posted on waypoint - seems like a nice low pressure kind of thing, and doesnt clash with anything like Ludum DareHello, Indie-Era! : )
I have been absent from the Indie v3 thread for quite a while, because I was silently struggling with getting started in the indie development world. After 6+ months of purely indie dev, I shall write out my experiences quite soon. Also, anyone else eyeing to join this jam?
https://itch.io/jam/self-care-jam-2
When I was young I programmed a vector based asteroids sort of clone with multiplayer in quickbasic 4.5.
I'm fine with polygons.I think Flash squeezed everything else vectorial out of the market due to ubiquity.
Was it specifically being vector rather than raster or polygon based that interests you, or is it the aesthetic that appeals to you? Because if its the latter, there are a lot of ways you could fake it using polygons instead
I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.Basically any low level library should be good for you. For example: There is Love2d which is a thin wrapper around SDL and has a C++-engine but you are only exposed to the lua coding. Personally, I have found that code readability is key, therefore I would not jump around in functional languages for gamedev (yet :P), but it really depends on what language your are comfortable in coding.
I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.
I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.
I work with software for a living but it's not like I have anything set up. Over here companies pay for licenses for every IDE you may need but I obviously can't use them for personal projects.I mean, if you already have an IDE you already use and presumably have some sort of language preference, the chances are fairly high that there will be some sort of game specific framework or library that will do a lot of the heavy lifting for you; from the sounds of it, you would rather start getting into the 'making games' part more than the 'build an engine' part, so if you post what sort of environment setup you already have its possible someone else has similar preferences and can give a personal recommendation?
That looks fun, but Id love to maybe get more going on after I'm done you know?https://melloland.itch.io/vectorboy Saw this listed in the fantasy console game jam description. Maybe a little more on-the-nose than you're looking for?
I've a lot .NET experience and some Java under my belt but I'm not afraid of learning.
This looks great, I'll have a look. Thanks!
Awesome, that's good to know, thank you.
Whoa, this is cool. The art reminds me a bunch of Darkest Dungeon, which is fantastic.Heyyyy, finally got in and here's the good old thread. :) The regular entertainment was sorely missed during this crazy week, as we tried to get a test build for early access ready. Here's some character creation to celebrate the new digs.
that looks really great :)Heyyyy, finally got in and here's the good old thread. :) The regular entertainment was sorely missed during this crazy week, as we tried to get a test build for early access ready. Here's some character creation to celebrate the new digs.
I'm looking for people who are willing to learn how to develop games with me. I've been trying to learn Pico-8 for the past few months now, it's just hard to try and do this alone as my attention wanders on my lonesome so if you're someone else who's trying to learn this like I am or already experienced we could work together. During the week I'm available at night and free all day during the weekends. I was just thinking about going over the tutorials to get the foundation first before moving on to creating. Baby steps. Just PM me if you're interested.
Heyyyy, finally got in and here's the good old thread. :) The regular entertainment was sorely missed during this crazy week, as we tried to get a test build for early access ready. Here's some character creation to celebrate the new digs.
WOW! Backgrounds and day night cycles!
What's the size of your team at currently ...or are you still a one man animating army?
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:
1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)
Thanks everyone :)
You need to pick a rig that fits how you do your work first. Desktop/Laptop/Tablet. After that, pick a budget and go from there.Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:
1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)
Thanks everyone :)
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:
1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)
Thanks everyone :)
Thats pretty damn cool with the health system. I cant wait to see (or play) this to discover what other unique features you have.Haha, thanks - still doing the visuals on my own, for now - though maybe I'll get tired enough of drawing rocks eventually to finally cave in and hire some help, but I'll need some funds for that :-D
Also, I'm working with a composer and a programmer this time around, so the game should at least run better than Honey did! :-D
For the day/night, it's not a traditional cycle, it's your character's health: as it drops/regens, the sun's position and color of the sky changes. That's to tie in your relationship to the sun more closely, and get a (hopefully) hud-free experience!
Any standard gaming PC that can play modern titles like Destiny 2 should have enough resources to run GM Studio 2 without issue.
My specs, for example:
GTX970
FX6300
8GBs RAM
You need to pick a rig that fits how you do your work first. Desktop/Laptop/Tablet. After that, pick a budget and go from there.
For instance, I am working on the most generic 3rd person rpg in Unity. But I don't use my desktop. It is in my basement and I don't feel like being anti-social with my wife while working.
So I do 90% of my work on a Surface Pro while the wifey and I watch TV together. I live with sub 20 fps while developing. Final graphic adjustments I do on my desktop. A laptop could be an option, but I like the small weight/footprint of the surface.
Now this works for me and I get a lot more work done this way and that is more important than the specs of the machine. YMMV
What are your existing specs? I would recommend using what you already have, before spending the cash on a new machine.
I'm taking the weekend off to do some life stuff, but here's how the build looked last...
Any experts in Unity around here? I've been wondering if someone could break down for me the difference between character controllers and rigidbodies, especially with regards to platformer-type games. I understand that character controllers don't use the built in physics engine (and from my understand you can get more precise controls), but is there ever a reason where you would want to use a ridigidbody over a character controller for a platformer? Things like acceleration and deceleration (think 2D Mario games, the "slide" you do after running and releasing the left or right arrows) can be emulated with character controllers?
Now that I have a lot of free time, I'll be investing some time in making a simple game. Hope to keep in touch with this community.
Using Unity about 3 years so I'm barely moving beyond novice, but:
After rolling my own controller with raycasts for collision and translate THEN moving on to Rigidbody for physics/collision I see no difference in precision or controllability.
I also don't move my character with forces, rather set the velocities directly through my own acceleration and clamping, overlaps instead of triggers for grounded and the like and raycasts (or linecasts, I find them easier to read) for my feelers for wall sticking, bounding, controlling fail-safes, detecting angles for slopes, etc.
Plenty of platformers made using Rigidbody and your own controller for it. Depending on your complexity I found the RigidBody to be no more or less precise or difficult to work with. Custom controllers with custom collision and translation for movement are great exercises, though.
How you want the RigidBody to perform (physics-y feel vs gamey) is all in how you code it, IMO. Always best to try both methods out and see what suits your game best. I could go either way but Rigidbody is far faster to setup vs rolling your own collision and physics.
I just don't use any pre-packaged or 3rd party character controllers as I feel if you want to get the most from your game you should write it specific to your application since controlling the character is the most front-facing interface your game will be doing with the player in a platformer.
Just my .02 - find and do what works for you :)
Using Unity about 3 years so I'm barely moving beyond novice, but:
I just don't use any pre-packaged or 3rd party character controllers as I feel if you want to get the most from your game you should write it specific to your application since controlling the character is the most front-facing interface your game will be doing with the player in a platformer.
Haha, thanks - still doing the visuals on my own, for now - though maybe I'll get tired enough of drawing rocks eventually to finally cave in and hire some help, but I'll need some funds for that :-D
Also, I'm working with a composer and a programmer this time around, so the game should at least run better than Honey did! :-D
For the day/night, it's not a traditional cycle, it's your character's health: as it drops/regens, the sun's position and color of the sky changes. That's to tie in your relationship to the sun more closely, and get a (hopefully) hud-free experience!