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Member
(02-24-2013, 03:41 PM)
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#2951
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Member
(02-24-2013, 03:50 PM)
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#2953
Here's a good Let's Play of our Mojam 2013 game Wasteland Kings:
http://www.youtube.com/watch?v=1SREZEvzJdc And the Main Theme: http://www.youtube.com/watch?v=zNDfLCof7yc We made this in the past four days (Wednesday - Saturday), about 12 hours of work every day. I can't post a build sadly 'cause it's part of Mojam right now, but maybe later I'll be allowed to :) |
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Member
(02-24-2013, 04:27 PM)
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#2955
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Junior Member
(02-24-2013, 05:19 PM)
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#2956
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Member
(02-24-2013, 11:29 PM)
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#2959
Last edited by Diablohead; 02-24-2013 at 11:32 PM.
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Member
(02-24-2013, 11:52 PM)
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#2961
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(02-25-2013, 12:30 AM)
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#2963
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relies on auto-aim
(02-25-2013, 09:56 AM)
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#2966
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Member
(02-25-2013, 10:06 AM)
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#2967
http://www.humblebundle.com/ You can still get it and support charity at the same time :)
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relies on auto-aim
(02-25-2013, 12:19 PM)
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#2968
Lol 3_1 is no joke, I instantly died to 12 enemies :'[. My auto shotty did nothing. Loving the character variety. I was really confused on what Melt-guy did. Corpse Explosion! Now I have to figure out how to attack 3_*. Thinking Fish might be the good choice, but I might be able to DAKKA my way through with Melt since the HP loss is made up for by 1 mutation from 50% EXP boost. But I love Sledge cheesing with Crystal, and playing cautious and conservative with Snare.
Last edited by Hazaro; 02-25-2013 at 01:06 PM.
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(02-25-2013, 06:10 PM)
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#2970
lmao, so true
Didn't this happen to Marvin's Mittens?
Last edited by Dali; 02-25-2013 at 06:13 PM.
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Member
(02-25-2013, 06:26 PM)
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#2971
It's an awesome game. I hope we see it outside of the bundle maybe? Tempted to make a new thread for it since it's only in Mojam2 for a certain number of days, I think |
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Member
(02-25-2013, 06:51 PM)
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#2972
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relies on auto-aim
(02-26-2013, 04:44 AM)
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#2973
Using game mechanics smartly: www.twitch.tv/vggaming/b/371419046?t=19m00s 666 Kills, 13 Difficulty run. ^2_1 (Plant): http://www.twitch.tv/vggaming/c/1965670 729 Kills, 15 Difficulty run ^2_3 (Eyes): http://www.twitch.tv/vggaming/c/1965909 Things to note (Not sure what is going on in development):
Last edited by Hazaro; 02-26-2013 at 06:33 AM.
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Junior Member
(02-26-2013, 08:42 AM)
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#2974
EDIT: Original text removed. On an other note, me and a friend decided to team up for a small indie game he had in mind.Right now we are in the brainstorming and concept stages but at some point I started to worry about some stuff and I though this might be the place to ask. Here is what is worrying me: - Do we need to start a company to sell and market the game? - If we do need to form a company , what are some basic guidelines about naming it? We are both residing in the EU and we are Uni students. We'd like to hear about people who already went through this. Ultimately we are planning on releasing our game (if we make it that far) for PC,MAC,Linux . EDIT: we would also like to ask you about what kind/style of indie games you think the industry is in shortage of and demanding more.We have our unique style and ideas but were thinking of implementing them differently than most of the other games. In short we are not looking to reinvent the wheel.
Last edited by Rafy; 02-26-2013 at 10:34 AM.
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Member
(02-26-2013, 08:46 AM)
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#2975
To answer your questions: - The bullet thing is a result of the gun rotation and hitbox of the bullet, I think. Small things like this were not paid much attention to during the jam. - Will forward this to JW if we continue development. - The Dodge Roll has no invulnerable frames, I think. It's just a speed boost to quickly dodge away. You're not supposed to roll into bullets (though, if I'm correct, the Wasteland Prince powerup for the dodge roll lets you deflect bullets with it) [EDIT] I wasn't sure if you found out in your videos (I didn't watch all of it yet), but Eyes' special also bends bullets away from you. It doesn't just attract enemies :) Upgrading it bends the bullets even more.
Last edited by Pietepiet; 02-26-2013 at 12:33 PM.
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(02-26-2013, 12:33 PM)
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#2977
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relies on auto-aim
(02-26-2013, 12:55 PM)
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#2978
Dodge Power up I noticed will damage enemies, but I ate two bullets when I was testing if it had invuln and died. Thanks for the response. It's pretty crazy how much the game offers as is for the time you had. So many good design choices and... well... choices! |
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Junior Member
(02-26-2013, 01:15 PM)
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#2979
I backed that too. Even though I'm not really able to make use of it yet (I only started learning libGDX recently), I figured since it was only $30 through the kickstarter, it would be worthwhile. |
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Junior Member
(02-26-2013, 01:27 PM)
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#2980
I should have clarified that. We are using unity for graphics and probably inkscape because it's opensource.
Quote:
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Member
(02-26-2013, 02:10 PM)
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#2981
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Member
(02-26-2013, 06:27 PM)
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#2982
OH BOY
So my super awesome source (I'm special) just told me that an indie dev from this thread became a Wii U eShop dev today and that showing up here did its magic - the official announcement will be tomorrow. What this means: support this thread even more! Work more on your games! Present them here! People are watching and good work will be rewarded :) Bring it TeamIndieGAF |
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Member
(02-26-2013, 07:43 PM)
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#2983
Amazing! Congratulations to whoever managed to get there with Ninty.
For better or worse, I'm currently indulging in random non-game-related stuff, like growing my japanese vocabulary through helping with fansub translations (of stuff that has not and probably will never be released outside of Japan, of course). It's been quite fun so far. I'll probably get back on track soon, though, since it's been about a month and a half since I last worked on Quark Storm. I really want to finish the game, but doing everything on my own has taken its toll on my ability to actually keep on going after two years of nearly-continous work, although I guess I could take the creator of Cave Story as an example; I heard it took him five years to make everything in the game, from coding to levels to sprites and music, so two years doesn't seem like that much in comparison. I've already learned a few things I'll be able to do to speed up the development of later games, but for now I think I've got to hold onto Quark Storm and polish it until it becomes the game it deserves to be. |
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Junior Member
(02-26-2013, 07:49 PM)
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#2984
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(02-26-2013, 08:57 PM)
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#2986
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Member
(02-26-2013, 09:02 PM)
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#2987
http://www.neogaf.com/forum/showpost...postcount=2312 http://anothercastlethegame.com/ http://www.youtube.com/watch?v=rLBPldKRHwo
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Junior Member
(02-26-2013, 09:14 PM)
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#2988
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(02-26-2013, 09:25 PM)
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#2989
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Second-hand Citizen
(02-27-2013, 04:54 AM)
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#2992
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Member
(02-27-2013, 05:30 AM)
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#2993
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Not even moist right now.
(02-27-2013, 06:17 AM)
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#2995
"Question - how easy to use is Unity Engine? And how well does perform if someone were to build, say, a 2.5D fighter with it?"
Easy depends on your prior experience with programming, IMO. That said, out of the handful of engines I've mucked around with, I've found Unity to be the easiest to learn and get accustomed to. It's performance depends on what you do with it, but it runs pretty fast in general. |
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Member
(02-27-2013, 12:08 PM)
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#2996
Fighting games, however, could be a bit hard to do. After all, you have to use animations, add frame data to them (foe each hitbox and hurtbox), build a system to handle clashing attack priorities and special, character-specific moves and states... and building a decent AI is not a walk in the park, either. If you don't have any experience with game development, you should try to learn the basics that will make your game work, like working on a simple platformer to get some basic knowledge of movement and state-based actors, and a beat-em-up to test the combat mechanics in an environment that's whay easier to design and manage than a full-fledged one-on-one fighting game. If you want to make something like Smash Bros or PSASBR, you'll have to do quite a bit more, since that kind of games requires learning the physics engine and working with way more platform game-related mechanics than normal fighters. |
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(02-27-2013, 12:18 PM)
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#2997
Unity is very easy to get into and has s LOT of community support. As far as msking a 2.5D fighter, I'm not sure hiw feasible it is. You can only apply one type of collider (what id imagine youd use as a hitbox in your game) to each object so youd have to come up with a work around like attaching a bunch of invisble cubes with their own colliders to your character's bones for each area you want a hitbox. I dunno. Im sure you can do it unity. Just depends how much work you want to put in. The thing that gives everone trouble is getting collisions to behave properly and youre talking about a game built around complicated collisions.
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Junior Member
(02-27-2013, 12:28 PM)
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#2998
Not gonna post much but after working on this for so long, kinda wanted to show it off. It's pretty far away from being finished, so there's not a ton to see. It's coded entirely from scratch by myself, with my brother doing most of the graphics, so I'm pretty proud of it... but yeah, feel free to give criticism, if you can from the single screenshot (there's really not much to see).
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Last edited by Uhyve; 03-28-2013 at 02:13 AM.
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Member
(02-27-2013, 12:33 PM)
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#2999
Hey guys, just as you guessed Another Castle is coming to the Wii U!!!
http://www.nintendolife.com/news/201...he_wii_u_eshop I'm really excited to be working on the Wii U, and it wouldn't have happened without GAF, and especially Emily Rogers! I just launched the Kickstarter as well, you can check it out here: http://www.kickstarter.com/projects/...another-castle :D :D :D |
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relies on auto-aim
(02-27-2013, 12:41 PM)
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#3000
Owl alone easily worth 50k.
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