Forget selling, good luck getting your game noticed in a land of infinite games now.I just read that the steam direct $100 fee would be returned if your game earns $1000. That's good to know. Now to make a game that will actually sell.....
Forget selling, good luck getting your game noticed in a land of infinite games now.I just read that the steam direct $100 fee would be returned if your game earns $1000. That's good to know. Now to make a game that will actually sell.....
Forget selling, good luck getting your game noticed in a land of infinite games now.
Ain't that the truth. I'll just keep chugging along on my game posting updates everywhere and praying. Every once in a rare while someone will point out something cool they like or say something nice and it almost feels like it may not quite be a complete waste of time ;p
Never was a fan of that, well, tethered programming either. It's too... Personally I've never liked visual scripting solutions. I think it's more of a gimmick to trick non programmers into programming (which is a noble en-devour!), I don't really ever see it being useful if you actually know how to code though. ...
Never was a fan of that, well, tethered programming either. It's too
cluttered for me, too much information. A couple of distilled lines of
code tells me more and keeps me focused.
So this is my project:
It's an action platformer with exploration elements. Mega Man-style level select with the ability to return to levels even after they've been completed with new upgrades allowing you to access previously inaccessible areas. So Mega Man meets Metroid.
In order to finish this game we are going to have to launch a Kickstarter. I'm just curious what you guys think the demand for a game like this is. We want to launch on Steam for Windows, Mac, and Linux and then have stretch goals to release on Playstation, Xbox, and Switch.
Assuming we put together a competent Kickstarter campaign (we will), do you think there would be enough interest in this to raise significant funding? Any thoughts/insight is appreciated!
So this is my project:
It's an action platformer with exploration elements. Mega Man-style level select with the ability to return to levels even after they've been completed with new upgrades allowing you to access previously inaccessible areas. So Mega Man meets Metroid.
In order to finish this game we are going to have to launch a Kickstarter. I'm just curious what you guys think the demand for a game like this is. We want to launch on Steam for Windows, Mac, and Linux and then have stretch goals to release on Playstation, Xbox, and Switch.
Assuming we put together a competent Kickstarter campaign (we will), do you think there would be enough interest in this to raise significant funding? Any thoughts/insight is appreciated!
So this is my project:
So this is my project:
It's an action platformer with exploration elements. Mega Man-style level select with the ability to return to levels even after they've been completed with new upgrades allowing you to access previously inaccessible areas. So Mega Man meets Metroid.
In order to finish this game we are going to have to launch a Kickstarter. I'm just curious what you guys think the demand for a game like this is. We want to launch on Steam for Windows, Mac, and Linux and then have stretch goals to release on Playstation, Xbox, and Switch.
Assuming we put together a competent Kickstarter campaign (we will), do you think there would be enough interest in this to raise significant funding? Any thoughts/insight is appreciated!
Thanks for all of the kind words, guys! So the Kickstarter would feature video of actual in-engine gameplay. Nothing scripted and no mockups or anything like that. There would perhaps be some static images of concept art or even finished pixel art that hasn't been animated yet. We have a fairly robust and flexible dev environment already in place. We just need to continue to get the art assets created. A majority of the funding would go towards that.
I appreciate the advice about garnering a bit of hype before the Kickstarter launches. I think the screenshot saturday advice is spot on.
Lastly, I'm not sure we want to offer physical rewards. We are a two man team and would really like to focus on the actual game without having to juggle the logistics of having physical goods created then shipped etc... Do you think it would be a mistake to not offer physical rewards?
For a two staff pixelart game I wouldn't ask for more then 100k, depending on the quality thats shown. A few successful pixelart games:
https://www.kickstarter.com/projects/chevyray/ikenfell CA$61,787
https://www.kickstarter.com/projects/1068694633/narita-boy-the-retro-futuristic-pixel-game 160,946
https://www.kickstarter.com/projects/1027299776/witchmarsh £102,430
And skip physical if you are a small team, consider having digital soundtracks and early bird options instead
hi guys, I am starting to look into game develpment and right now I am reading about sprites and asset creation dor 2d games, however, I am a bit confused on what are good spirece size and all this aspect ratio stuff, I appreciate if you can point me in the right direction
How much money would you consider asking for? I'd say a good option might also be to start right off the gate with a Switch port or something of the like to get attention from that audience.
I had a really rough last year and a half that threw me off my game dev efforts (and life efforts in general). I finally see the light at the end of the tunnel and want to eventually start back up again, but I feel terrible about it because I flaked on my dev partner without much communication (some of it was out of my control). I need to get back into it, but I am apprehensive about reaching back out to him. And I am not a shy or indirect person either, and I always own up to my failings, but this guy is a good and talented person who really had the passion and I simply just let him down. I just feel bad about it.
I find it a bit annoying that you post a picture asking us what the demand forSo this is my project:
It's an action platformer with exploration elements. Mega Man-style level select with the ability to return to levels even after they've been completed with new upgrades allowing you to access previously inaccessible areas. So Mega Man meets Metroid.
In order to finish this game we are going to have to launch a Kickstarter. I'm just curious what you guys think the demand for a game like this is. We want to launch on Steam for Windows, Mac, and Linux and then have stretch goals to release on Playstation, Xbox, and Switch.
Assuming we put together a competent Kickstarter campaign (we will), do you think there would be enough interest in this to raise significant funding? Any thoughts/insight is appreciated!
Sooo nice! Can't imagine everything colored.
This took forever, but I'm finally DONE cleaning Inti's animations!! I'll finally be able to start coloring them, and putting them in the game to have cool stuff within the prototype itself. ...
And anew for each game. How many drawings can one make until the pain from any... In the scope of the whole game it's a small milestone, but it still feels like the end of something big - I've never cleaned so much animation for so long (usually did it in short two to four weeks bursts in Honey), and I can't believe some people out there do this every day as part of their actual job. I'm glad to finally move on to something else, though I'm sure when I reach this step in the color marathon, I'll be sick of that, too :-D
Sooo nice! Can't imagine everything colored.
And anew for each game. How many drawings can one make until the pain from any
hand, back etc. takes over? I think drawing on such a high level with such an
amount of details puts the body under some high tension. How do artist deal
with any such degeneration over time?
'classic' sprite based games used raster graphics, so all of their graphics would be comprised of tiles of fixed sizes; the NES for example could do tiles of 8x8 or 8x16 pixel size, with the SNES doing 16x16 tiles.
Most modern engines use polygons for their 2D rendering, so you can make sprites at pretty much any arbitrary resolution you want (although its a pretty good idea to either do a spritesheet that is a power of 2 in size, or use sprites that are powers of two for performance reasons)
For Aspect Ratios, 'classic' games were often designed to run on TV resolutions (which are 4:3), or were created knowing that they would be stretched to fit that resolution (non-square pixels). This is muddied a bit more by different regions having slightly different pixel density / TV standards (PAL vs SECAM vs NTSC).
Basically, for pixelart, you ideally want to have your 'frame' be an exact multiple of the display it is going to be shown on so that you don't get any blurriness / faux-aliasing / stretching when the TV scales it - an exact multiple of the target resolution will do 'perfect' resizes.
Modern displays (1080p being the international standard, even for PC monitors and phones nowadays) are in 16:9 ratio, so a target screensize that exactly fits into that - 480x270 (4x), 640x360 (3x), 960x540 (2x) - will let you 'naturally' scale to that.
You'll notice that 640x360 also scales perfectly to 720p, so thats a fairly popular choice as it also scales vertically to common sprite resolutions (16x16, 32x32) with some horizontal overdraw, or exactly if you don't mind some dead space at the edges.
Pixeljoint forums have a pretty good tutorial topic for starting to pixelart.
Don't know, could be their own sphere like projection, like when you do projectI'm trying to sort out how to do a certain material effect. In UE specifically, but I'm sure any general advice would help:
https://www.youtube.com/watch?v=nDB6utGmAYU
It's at the very beginning of this video, where the triangles making up the surrounding blue sphere scale away in an inward-out formation. I'm guessing this is a material thing and not an instanced mesh or particle thing, but I can't quite wrap my brain around how to build something like that and I'd like to mess with aligned tile effects like that.
Swimming has perhaps the best overall benefit, I guess. But you are right,Haha, me neither, if I'm being honest - I expect it to turn out one way, but we'll see, it might end up different :-D That's going to be the real test, too - that, plus backgrounds, of course. There's actually been a fair few games announced since october that use 2D hand drawn aesthetics, so I hope it'll still have a place moving forward, but I'm happy to do the work in and of itself, so there's that!
Badly, I think :-D Though in my case, regular exercice certainly helps alleviate some of the back troubles. Doc recommended swimming above all else for the back muscles, but since I'm not very fond of that, I do biking, which seems to work well enough, at least so far. But yeah, I really believe every gamedev/sitting intensive job out there should *really* watch out for those problems, and have a plan in place to delay them (unfortunately, I'm not sure we can completely prevent them, it's more a matter of when it'll happen)!
I was always wondering what you were cocking up new, but didn't knew it'sWe're finally on the tail end of finishing up Shwip. When i showed the game earlier, it was an XNA version running on pc, but after our acceptance into id@xbox, we decided to restart the game from scratch and take advantage of what Unity had to offer. In hindsight, we probably could have launched, but I'm glad we went dark. Gave us more of an opportunity to polish and add features just not possible with XNA at the time. More screens and videos coming soon
I just finished this shield death particle system last night. The new unity particlesystem is pretty damn awesome.
...
We're finally on the tail end of finishing up Shwip. When i showed the game earlier, it was an XNA version running on pc, but after our acceptance into id@xbox, we decided to restart the game from scratch and take advantage of what Unity had to offer. In hindsight, we probably could have launched, but I'm glad we went dark. Gave us more of an opportunity to polish and add features just not possible with XNA at the time. More screens and videos coming soon
I just finished this shield death particle system last night. The new unity particlesystem is pretty damn awesome.
Meanwhile...
I've now added (pseudo-) wavelength dependency for the specular attenuation
due to diffraction from rough surfaces. With wavelength dependency the
attenuation will differ for each color component. Usually, longer wavelengths
lead to less attenuation, but I've reversed it in the animation for the fun of
it (switching red with blue and emphasis a bit). Hence, the bluish cast of the
reflection is due to destructive interference of the reflecting light waves
from a rough surface of a given rms roughness, approximately. You can see how
the reflection strongly attenuates towards normal incidence which isn't due to
Fresnel, but due to destructive interference. It's what you experience when
looking on a reflection of an object on a glossy floor (away from grazing),
i.e. the reflection diminishes quickly depending on the roughness.
Well, I still have to put some more work into it. For example, I need to match
the rms roughness of the above model with the roughness the glossy is computed
with. That is to say, combining the roughness used in the model above with the
roughness parameters of any BRDF model like for example Phong, Cook/Torrence
etc.. Later it would also be cool to put the whole thing on solid microfacet
grounds where the roughness can actually scale from 0 to whatever you have,
which requires to modify the microfacet distribution and stuff (which start to
depend on wavelength for very smooth surfaces, if you want to compute the
input and reflected energy rightfully). Anyhow, that's for the future.
Another idea I have is to do some glossy parallax mapping if that makes any
sense. For, basically, the texture/light seen through a glossy surface needs
to exhibit some glossyness as well (glossy transparency so to speak) resp.
needs to shift due to refraction. So given the IOR, some pseudo depth of the
surface's finish (dielectricum) and the refraction ray, one should be able to
compute an offset shifting the texture, no?
I'm glad someone finally posted, I was afraid I killed the thread with my programmer art again. Normally people post all their #screenshotsaturday stuff here, I wonder what's up with the lul.
I don't know how the hell I'd missed this before, but Clive 'N' Wrench's wild west level had no horses! Cue a couple of days designing and animating one and here we are!
I'd never attempted to animate a horse before, and although it's only an idle at the moment I'm pretty pleased with it! I never released quite how twitchy an animal they are, but as always, reference is key!
I can't speak on his account, of course, and I'm not involved in his project, but I had the chance to chat with MikeHaggar for a while, in the past, and I had the - sincerely very positive - impression he was extremely focused and serious. I hope he doesn't mind me sharing this, because I don't have anything but good things to say. We got in contact to discuss about my game project - which I had to put on hold since then, due to life changes bringing me in a different direction, but that I still cultivate in my free time - and he was looking so far ahead, compared to myself, that I kinda felt like I would've wasted his time, at that stage and time.I find it a bit annoying that you post a picture asking us what the demand for
a game like this is for doing a kickstarter. Game? Where is the "game" to draw
any conclusion from, of your ideas, vision etc.? Or is the picture everything
there is? I guess not. So you were working in this game for a while now coming
in here at times asking for any artist once in awhile without showing or
saying anything about it (or I've missed something). So why haven't you post
anything about the game like some wip or similar? Sure, you don't have to.
Perhaps your game is so unique or one of its kind that you strictly want to
hide it from anyone else. No problem, really. But asking for something like a
Kickstarter for a game nobody has any idea of, doesn't come with any footage
nor has any dev history, doesn't go together. So your questions can't really
be answered. As _Rob_ said, you should really build a small fanbase first
resp. post more about the game in here such that we get to know it better and
know where you want to go with it.
A part from that, I can only say that the art looks cool. No doubt about it!
That looks great! But who's that yellow guy photobombing your gif in the background? :-D
Hahaha, I know the feeling regarding thread killing :-D I assume the thread's a bit slower than usual because of E3?
I'm not sure exactly how much you want in the way of comments about programmer art, but just in case, here are a few thoughts regarding the potions: I think different width line would give them a lot more presence, and might actually turn them into completely workable assets of their own. You could either go for the "thicker outlines/thinner inlines" combo, or attempt to redraw each line individually and see what comes out!
Either way, good luck, and good going, I think it could work as is already :-D