• What are you working on? November 2015
    964 replies, posted
[QUOTE=FacepunchAd;49177311]Looks awesome! How far from release is it?[/QUOTE] I was planning on releasing it in early access. Before it's fully done I need to do 3 more boss fights, 4 levels, improve the gatling gun defence mini-game and do a lot of testing/bug fixing. So early access when I can, and then hopefully the full game during the first half of 2016.
[QUOTE=Torrunt;49177284]Any thoughts or suggestions?[/QUOTE] You gonna be rich. And if you are already, you should gib me some monies.
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Make it shorter, one minute instead of 1:50. [editline]24th November 2015[/editline] Awesome game by the way.
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] [QUOTE=Fourier;49177392]Make it shorter, one minute instead of 1:50. [editline]24th November 2015[/editline] Awesome game by the way.[/QUOTE] Agreed, the trailer felt a bit long. Probably due to it showing just pure gameplay with nothing aside. I'd recommend making a shorter but more "actiony" ( with some text, more wakeful music and filled with cool short action moments ) to satisfy nowadays people ADHDs
You gonna be rich, bucko.
[vid]http://files.facepunch.com/ziks/2015/November/24/2015-11-24-1411-39.mp4[/vid] Basic help page, tool menu's pretty much done, added the icon of the current tool to each wand, and started on a world selection page. [editline]24th November 2015[/editline] Also: [vid]http://files.facepunch.com/ziks/2015/November/24/2015-11-24-1432-03.mp4[/vid]
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Did you make the art yourself?! That looks great!
[QUOTE=Richy19;49177905]Did you make the art yourself?! That looks great![/QUOTE] Most of the art was done by someone else. The artist disappeared a year ago and I haven't been able to contact him since. So I just continued and replicated his art style. Art-wise I did the pretty much all of the weapons, most of the UI, the alternative player heads, a couple of levels and some props and stuff.
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Will it have controller support with local multiplayer? It really looks like a game that would be fun to play on the couch with a friend.
[QUOTE=Mega1mpact;49178149]Will it have controller support with local multiplayer? It really looks like a game that would be fun to play on the couch with a friend.[/QUOTE] Yeah, you can play 4 player co-op, local or online. The co-op parts in the trailer is local, with me using mouse/keyboard and the other person using a controller.
Used the day making some swiping in Unity. It's obviously meant for phones. My phone died, but I can still show it off on PC: [vid]http://s1.webmshare.com/6BLrV.webm[/vid]
finally got my framework to compile and run with visual studio 2015 [t]http://files.1337upload.net/ccc-912b58.png[/t] unicode is broken for some unknown reason but eh at least it doesn't crash
[QUOTE=Torrunt;49178056]Most of the art was done by someone else. The artist disappeared a year ago and I haven't been able to contact him since. So I just continued and replicated his art style. Art-wise I did the pretty much all of the weapons, most of the UI, the alternative player heads, a couple of levels and some props and stuff.[/QUOTE] I hope you have a watertight agreement then, for once you start making money on it. Or that you at least worked on a contracting basis.
apparently the files need to be saved as UTF-8 with BOM instead of UTF-8 or MSVC will fuck it up chinese and cyrillic work now but arabic metrics are fucked for some reason
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] I definetly would like to buy that game! I love local multiplayer games! [URL="https://www.youtube.com/watch?v=9RTofHQVWM0"]Anyway, i love this song too[/URL]
[b][Cross Post with Unity3D thread][/b] So I've been busy lately; I've turned my FPS game into a First Person Adventure one (Think Hazardous Course for HL1 but not as dastardly), where the goal is to climb to the highest point of each level, no matter how treacherous or trap-filled it is! Here's a WebM of an in-progress level where you have to scale a volcano, then scale the giant metal tower resting inside its lava-filled crater. Only got part of the tower done so far (Thing at the top is a non-functioning elevator because irony) and I'm trying to figure out what to fill all the empty space inside it with. Thoughts? [vid]https://my.mixtape.moe/gvzjmq.webm[/vid] Technically you can grab ANY surface, even physics objects while their moving. I'm not paying attention to realism or rationality when designing these levels, just focusing on things that would be fun to explore or interact with. For those curious, when not recording I was getting a stable 1100FPS according to fraps, and 210FPS when recording. :happy: [sp]Also, yes, the gun is still in the game, I just haven't made anything to warrant its use... yet[/sp] :v:
I [I][B]really [/B][/I]like the game concept. I am not to sure about the climbing mechanic or the level design, it seems simplistic for a game that's about climbing. However either would be fine depending on the challenges the player faces while climbing, and maybe other mechanics down the line. I am not so sure if the stamina system is the way to go about it, I understand that without it you'll just climb this whole level on the outside of the building. But i think the real problem here is the climbing mechanics and level design creates that problem in the first place, and forcing the player to land once ever 5 second seems like a poor solution.
I'm working on a lightweight, mostly portable Spotify client because the official one is getting worse by the day. [img_thumb]http://i.imgur.com/y5Z8TLX.png[/img_thumb] Runs independently of the actual client and is written in C# with a managed libspotify wrapper.
[QUOTE=Cold;49178547]I [I][B]really [/B][/I]like the game concept. I am not to sure about the climbing mechanic or the level design, it seems simplistic for a game that's about climbing. However either would be fine depending on the challenges the player faces while climbing, and maybe other mechanics down the line.[/QUOTE] The level design is going to be a lot more refined, this is just a little prototype level to figure out how I want to go about the design in the first place. :happy: Some ideas I've had (some level specific) are proximity mines that only activate if the player is moving too fast around them, but can be deactivated by pressing USE on them; a train that goes normally for a while before going too fast, doing crazy-ass turns and going upside down, requiring the player to navigate to the front to deactivate it before it self-destructs; turning on a physics-based truck and staying inside while it goes off a ramp and smashes through a wall into an otherwise inaccessible room full of stuff or whatever. So it's not [i]all[/i] climbing but it's still a big part of the game :smile: I'll be thinking of some other interesting hazards for climbing. Maybe during the final stretch of the level there could be a timed event like the metal tower in the video sinking into the volcano or something like that. Open to all ideas since I'm quite early in development :excited:
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] Is this your music? It sounds like some royalty free music. If it is, then that really doesn't help sell the game as an full experience.
[QUOTE=Torrunt;49177284]I tried putting together a trailer for my game ready for when I put it on Steam Greenlight. Any thoughts or suggestions? [video=youtube;GchP2uFv-yg]http://www.youtube.com/watch?v=GchP2uFv-yg[/video][/QUOTE] The game looks fantastic and I have loved following your progress. The trailer isn't really doing it for me though - I think the music is pretty unfitting, it reminds me of the old red alert game (90's RTS), and I think the cuts need to be more in time with the music. Shorter as everyone has said, too! It's not a bad trailer but there's so much more potential there, I think.
[QUOTE=jmazouri;49178642]I'm working on a lightweight, mostly portable Spotify client because the official one is getting worse by the day. [img_thumb]http://i.imgur.com/y5Z8TLX.png[/img_thumb] Runs independently of the actual client and is written in C# with a managed libspotify wrapper.[/QUOTE] iirc the lead programmer of spotify wrote this [url]http://spotiamb.com/[/url]
[QUOTE=JohanGS;49179504]iirc the lead programmer of spotify wrote this [url]http://spotiamb.com/[/url][/QUOTE] Ludde, incredible guy. Also started the OpenTTD project and µTorrent.
I've been quite busy with course work as well as my job as of late, but with the little free time I had I finally managed to implement view frustum culling. It's supposedly the cheapest implementation of it with just a series of planes representing the frustum and everything else being a simple sphere, however I don't know if this is really improving render times much, I seem to get the same fps one way or the other. Sourcetree has made working from different places so much easier for me than copying entire projects back and fourth all the time, I love it. Edit: Just did some testing. It turns out that the overhead is small enough to warrant using the system (apparently 2 microseconds), and saves me roughly 20 microseconds rendering a 6k polygon model. In theory this should stack up.
I went to implement CEF in my engine but then saw the capi header files and made a rapid uturn.
[QUOTE=jmazouri;49178642]I'm working on a lightweight, mostly portable Spotify client because the official one is getting worse by the day. [img_thumb]http://i.imgur.com/y5Z8TLX.png[/img_thumb] Runs independently of the actual client and is written in C# with a managed libspotify wrapper.[/QUOTE] It's kinda sad what spotify is doing currently. First of, they keep making the client worse with every update. Then they discontinue libspotify and spotify-apps without offering alternatives. The web-api is okay, but simply doesn't feature a lot of needed operations. Good job spotify. But hey, they got mobile SDKs :what:
Cheers for the feedback on my trailer! I'll try make an improved one. [QUOTE=Asgard;49178321]I hope you have a watertight agreement then, for once you start making money on it. Or that you at least worked on a contracting basis.[/QUOTE] We didn't leave things on bad terms on anything, he just stopped coming online or answering emails. Haven't seen any online activity by him at all for over a year. We had been making flash games together for about 5 years. All the art he did for this game was done in late 2012 when it was originally a flash game. When I started porting it over to C# and making a full game, he knew about it but didn't have any input. Hopefully there won't be a legal trouble down the line. If he did come back, we should be able to work something out. [QUOTE=Cow Muffins;49178886]Is this your music? It sounds like some royalty free music. If it is, then that really doesn't help sell the game as an full experience.[/QUOTE] It is royalty free music. I'm not a musician and don't really have any money to pay for one either. So I'm not really sure what to do about that.
[QUOTE=Torrunt;49181291] It is royalty free music. I'm not a musician and don't really have any money to pay for one either. So I'm not really sure what to do about that.[/QUOTE] Go on [url=http://forums.tigsource.com/index.php?board=8.0]some forums[/url] and see if anybody wants to help you out. I'm sure you can get a lot of people interested since you have a, pretty much, finished product.
Just a heads up, Namco's patent on minigames in loading screens expires this Friday, and there's a [url=https://itch.io/jam/loading-screen-jam]game jam[/url] to celebrate it the same day!
I realized that, since I am rendering a mask to use it for light rendering I could as well render it in different color values and use it as a depth mask too. Layers that are further away are rendered in darker tones of the color for the mask, and when I use multitexturing to mix the mask and light FBO I multiply the final light values with the values of the mask and get light with different intensity. The light FBO can look really nice: [quote][img]http://i.imgur.com/UwXlCqB.png[/img][/quote] [QUOTE=The Inzuki;49182245]Namco's [b]patent[/b] on minigames in loading screens[/QUOTE] Is this a joke or ?
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