How's that game coming along Zig Forums?
How's that game coming along Zig Forums?
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Finishing my first game, which Ive done to learn GMS2. Wanna do a fighting game next
Just learning unity for now, comparing different ways of moving stuff and their caveats. Not gonna even consider making a game before I know what I'm doing.
>Wanna do a fighting game next
This genre is pretty hard to make, but nevermind.
Just don't start with combos, start with movement, block and basic punches and polish them to perfection before you will get to more complex things.
Tried posting progress but it won't let me post images.
physX sucks major dick
WIP concept art of my MC
Dunno what to make.
Always torn between a Thief-like and a classic Resident Evil style game.
guys how to do import the bones from mecarig from blender into the animation thing in unity, I did once before but I forgot.
>doin cs degree, taking graphics course
>semester project is vague "make graphics related something"
>team decides to make bullet hell with lwjgl
>im ending up doing all the programming
this shit is ez and fun
...why not both? :D
>open indie devlog
>starts right off the bat with a meme
is there a SINGLE motherfucker with decent devlogs out there?
Are there any ways to retrieve progress from Game Maker Studio via cloud downloads? I had completed a game and put it on a thumbstick, wiped my hard drive, but can't find my thumbstick now.
Last thread died dead so I'll repost this here.
Outlining done for xCaliber, and as a plus I back-ported my cel shader from UE4 to Blender so I can preview the results as I work, which is nice.
What's not nice is Blender does not, apparently, support vertex shader instructions, so I had to use a CPU-side mesh modifier for the hull outline, which does produce some artifacts here and there (mostly not noticeable in this).
The unwrapping process for the outlining is absolute hell. Complete suckfest. I've started it for Compound Bo and I already wish I was dead. But I sure as shit can't argue with the results, it looks amazing, even at ADS distance.
am i supposed to make some meme ad campaign like this or is that not what people want
No one actually plays that game, user. Laughing at outrageous mobile ads is a staple at this point, that doesn't mean anyone ever actually downloads them, much less spends money on them.
I haven't experienced problems yet, but I'm doing pretty basic shit like making movement and dash systems not fight each other, double jumps and such
Can you give me specifics? So far the only quirk is I had to add like 6000 force to have the char accelerate fast enough, but it doesn't seem to be the smartest method for what I want anyway. I'll change the forcemodes to velocitychange next, seems like a better option
Finished up mission variations, now I'm building and preparing demo 1.75
Ads do not work that great desu. Do not spent too much on it. Tag your game right, write a good description and have good screenshots and videos. Without a super good first impression and store algorithm compatibility, ads are mostly a waste of money.
This
Had to turn rigidbody interpolation to off to make locomotion not be a spazfest (very bad for VR), which is the exact opposite of what that setting is supposed to be doing.
What's lwjgl like? What resources did you use to pick up the framework?
i like your character
I will buy your game.
that's on Unity, not PhysX
since Unity runs physics at a fixed rate (usually lower than the display rate) it needs to make up something for the rest of the frames where it needs to render and physics haven't changed
what game
gonna sell it?
/agdg/'s Demo Day 35 began this morning. Submissions are still coming in.
wanting to make a 2d topdown roguelike, you guys think itd be better to code on unity? i know how to code with gms2 but kinda want an excuse to learn unity, idk if its worth trying for this thooo
If you say so, you can easily dev it with GMS2 now.
But if you have no knowledge of Unity roguelike would be a quite complex genre to dev.
For learning Unity I suggest to start with really simple game (like platformer or just top-down shooter) to have comprehension of Unity's tools and once you'll become confident you may start devving more complicated games.
I'm too tired
I'm not even that bad of an artist
Been dealing with tiling, backgrounds, parallax and such. Still work to do, but I'll get there, maybe.
Your style strangely fits for vector art, like in flash games