Its now official. Ergastulum is announced and the Kickstarter begins.
So much stress. This is not healthy.
Good luck!
Its now official. Ergastulum is announced and the Kickstarter begins.
So much stress. This is not healthy.
FISH was at Glitch-Festa this weekend, a small expo in Curitiba - Brazil and I had the chance to watch random people play it, this was a great opportunity to gather feedback and see how people play it. One thing I noticed for instance is that most players were trying to drop fruits from the trees by shooting at them, so I decided to add that to the game, why not?
(gif was recorded with the brazilian portuguese version)
Anyway, everyone that played it seem to have liked, even though the game was pretty hard for people that are not used to old FPS, plenty of kids played and enjoyed it too, which was a surprise to me. Based on that I tried re-balancing the weapons and enemies and the easier difficulties should feel easier now. There's a demo available with those changes already: https://8ah.itch.io/fish-demo
You have to be way more specific. Maybe transport puzzles refers to something specific, but to me it could be anything. Do you mind sharing a little more about what your game is and what kind of puzzles you are looking for? Even if I can't find a resource for you, I could spit ball ideas to you.Anybody have any good references/documentation on approaching transport puzzle design? Everything I come up with is either too easy or too difficult..
Scale Test said:
Getting better. The pixelized blur spot now fades into a smooth one with
distance. Quite nice. But I don't know if that works good with multiple
layers. I also emphasized the outer rim of the blur spot somewhat to simulate
an uneasy bokeh (uneasy because it will produce odd patterns if there are too
many of them). Next I will try to layer them on different sprites and see how
the visibility plays out.
We want to make a new visual novel/rpg engine. We're not going to make a new game with the zombie code from Army 1. Trying to make something as visually effective as RenPy or Tyranno. We'd also try for Twitch support (modification, etc.)
So, we could either build this new engine in Game Maker or Unity, or go the insane option and go straight for Lumberyard, which already has built-in Twitch support. Thoughts?
I apologize for the confusion. "Engine" was 100% not the right use of words and just makes me look like a klutz. A modification for visual novel creation is I guess a better phrase.
We want to move on from Ren'Py to something new. We've found that we are rather strangled by the current codebase that we have, and would like to add features that, at this point, RenPy does not allow.
FISH was at Glitch-Festa this weekend, a small expo in Curitiba - Brazil and I had the chance to watch random people play it, this was a great opportunity to gather feedback and see how people play it. One thing I noticed for instance is that most players were trying to drop fruits from the trees by shooting at them, so I decided to add that to the game, why not?
(gif was recorded with the brazilian portuguese version)
Anyway, everyone that played it seem to have liked, even though the game was pretty hard for people that are not used to old FPS, plenty of kids played and enjoyed it too, which was a surprise to me. Based on that I tried re-balancing the weapons and enemies and the easier difficulties should feel easier now. There's a demo available with those changes already: https://8ah.itch.io/fish-demo
Ah of course, the amount of hours I've put into those games is borderline unhealthy; so yes I know exactly which part! (I may well steal the idea myself having seen yours!)
I'm still working away peppering Corsair's Cove with props that should help guide the player in the right direction. I'm also finding that very small props like grass and pebbles do wonders to break up the transition between bigger objects and terrain. Next thing to do is finish of the right side of the rear of this image and then the cave area!
oh hey.. this is shaping up well now :) the caterpillar is super speed!
Thanks
Yeah somewhere along the line the caterpillar turned into a horse. I foresee going back later and slowing everything down when I make faster creaturesoh hey.. this is shaping up well now :) the caterpillar is super speed!
Hey guys, whats up!
I'm new to the development of games. I would like to know what is the best free tool available to create and learn about it. Is the free-trial version of GameMakerStudio 2 good for that purpose? I think for now, I'll stick to 2D games.
Thanks in advance
Hey guys, whats up!
I'm new to the development of games. I would like to know what is the best free tool available to create and learn about it. Is the free-trial version of GameMakerStudio 2 good for that purpose? I think for now, I'll stick to 2D games.
Thanks in advance
To preserve some bandwith and for a change of pace, here's a tragedy in three screens:
Also known as: "**** me even a basic enemy has fourteen animations, I'll never be done with this"
LET THE DESPAIR FLOW THROUGH YOU
I think i've settled on just vastly reducing the complexity of enemy types, and falling back on ways to reuse animations. This was something I specifically didn't want to do..
...but when it dawns on you that nearly every enemy needs stand, run, jump, fall, damaged, launched, floored, and stunned before you even start doing attacks....
Looking mighty fuckin' legit. Nice.I decided a static sprite for the drop shadow was kinda boring, so I made it more or less match the animation data of the character using the positions of the feet and head bones with different weights. It was kind of a chore to set up but it looks a lot better, so I'm happy with it.
Thank you :)
May I ask what made it so difficult? I'm interested in doing a project with UE4 eventually.Holy crap the hoops i had to jump through to get this "working"...
Iunno if I'm gonna keep going with this project, making it function properly in UE4 is a nightmare.
the dog is so cute! I love it
For some reason the gif isn't working on my end so here is in case you can't see it. https://media.giphy.com/media/xT0xeAsSawkebnjtHG/giphy.gifMay I ask what made it so difficult? I'm interested in doing a project with UE4 eventually.
Thanks for explaining! I did something very simple but without AI long ago in the UDK:For some reason the gif isn't working on my end so here is in case you can't see it. https://media.giphy.com/media/xT0xeAsSawkebnjtHG/giphy.gif
In UE4 moving an AI is typically just an "AI Move To" node with an end location, but that wouldn't work because of a number of reasons. The AI have trouble pushing past other AI so they get stuck, so I had to use physics on them and push them towards their location. But using physics on this many separate actors, all with their own draw calls and pathfinding, absolutely tanked the framerate. I tried maybe half a dozen different ways to fix this but eventually found one that mostly worked. The draw calls were the biggest problem so to address that I needed to make each mesh an Instanced Static Mesh object inside of one actor, and made each of their collisions into part of the same actor as well. To manage them all I had to put all of their attributes into an array, Collisions Array, Path Array, Location Array, Velocity Array etc. To command each one I used loops for each element of an array and marked which index was being modified and passed it to all the other arrays. When one of the enemies dies and the instance is removed, the remaining instances have all of their indexes shifted to close the gap which means i have to shift all of the other arrays to match (sometimes this just doesn't work when the events don't synchronize properly). To spread out the pathfinding I made it so only 10% of the group claculates a path and moves on each frame, so the full group would have calculated after 10 frames. This means each enemy responds poorly to corners and will awkwardly lurch forward every fraction of a second instead of moving smoothly. To ease the load on the physics calculations I turned the sub frame physics and velocity iterations all the way down to zero, so if the framerate gets too low sometimes they just bounce off each other and go flying or fall through the floor. On top of all this if I wanted to animate them I wouldn't be able to use skeleton animation or shape keys, I would probably have to bake animations into world space vertex transform textures and fade them in and out in the material graph to move from pose to pose which just sounds like a huge pain :|. The turrets work fine and were fun to program, I even got some projectile arc measuring and movement prediction type stuff in there to make them more accurate, but the horde is a glitchy mess that barely works and I don't know how to fix it. I gave it the ol' college try but it would take a much more experienced programmer than me to make this work.
ABZU seems to have done something akin to this on UE4 but that might as well be space magic as far as I understand it.
I decided a static sprite for the drop shadow was kinda boring, so I made it more or less match the animation data of the character using the positions of the feet and head bones with different weights. It was kind of a chore to set up but it looks a lot better, so I'm happy with it.
Not sure that'll fit what you're looking for, but there's also the Visual Novel maker, from the RPG maker team, supposedly coming on november 16th, that might be interesting to look out for?
Can't help, but looks cute somehow. Really.
Clever! :)I decided a static sprite for the drop shadow was kinda boring, so I made it more or less match the animation data of the character using the positions of the feet and head bones with different weights. It was kind of a chore to set up but it looks a lot better, so I'm happy with it.
I decided a static sprite for the drop shadow was kinda boring, so I made it more or less match the animation data of the character using the positions of the feet and head bones with different weights. It was kind of a chore to set up but it looks a lot better, so I'm happy with it.
First post here, Been working on some ruins not sure what to add to the Background
Hey guys, whats up!
I'm new to the development of games. I would like to know what is the best free tool available to create and learn about it. Is the free-trial version of GameMakerStudio 2 good for that purpose? I think for now, I'll stick to 2D games.
Thanks in advance
Yeah the far background, Dont want to over do it.Welcome to the thread, then :-D This looks pretty nice already! What are you looking for as far as background elements go?
Looks really good! If you're looking on advice for the background, I think it'd be worthwhile to explore a different darker or more muted color for the water in the background. You have a really good color separation for the bricks in the foreground and background, but the water is all the same color palette.First post here, Been working on some ruins not sure what to add to the Background