LordRaptor
Member
Lee Van Thief
lol
Lee Van Thief
So, what's the general opinion here on building a demo in a different engine than what the full game is intended to use?
Honestly at a point with GameMaker where I feel the tools of Unity or Unreal 4 would serve the purposes I need far better, but it's too late to just abandon what I've built on GMS2, despite my growing preference of C++ over GML.
What kind of game is it, and what do you mean by demo specifically? For online release or to show a publisher etc? I agree with the other guy, either stick with GM until you're done or redo it all in a different engine.So, what's the general opinion here on building a demo in a different engine than what the full game is intended to use?
Honestly at a point with GameMaker where I feel the tools of Unity or Unreal 4 would serve the purposes I need far better, but it's too late to just abandon what I've built on GMS2, despite my growing preference of C++ over GML.
That looks awesome Good job. Was it a self-imposed game jam or what? I'd retweet but I don't have twitter :/I did a one hour game jam this weekend...
SCALD
In Scald, you must collect as many gems as you can. Avoid the fireballs and don't fall into the lava
You can play it here: https://sean-noonan.itch.io/scald
The jam theme was "the floor is lava". I know, my entry isn't particularly original. I clocked in around 3 hours - difficulty balancing took longer than expected and I wanted to get some audio in. Also, the game is much easier with headphones
Would super appreciate some retweets too: https://twitter.com/SeanNoonan/status/876257979678457856
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.
All this to say that - even though your point is entirely fair, in my opinion - I personally don't doubt there's already a very solid product, behind that one and only screenshot.
So, what's the general opinion here on building a demo in a different engine than what the full game is intended to use?
Honestly at a point with GameMaker where I feel the tools of Unity or Unreal 4 would serve the purposes I need far better, but it's too late to just abandon what I've built on GMS2, despite my growing preference of C++ over GML.
Fair enough. Was just wondering about the vector of approach, i.e. postingI 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.
All this to say that - even though your point is entirely fair, in my opinion - I personally don't doubt there's already a very solid product, behind that one and only screenshot.
The horse is cool, but the guy in the back seems to be a lot more funny! xDI 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!
Ha! I know that feeling and I think every graphics programmer needs/has it.I consider myself fairly versed in graphics tech/programming and your posts make me realize how little I actually know.... Thanks! Seriously, I learn a little something nearly every post.
I'd certainly suggest if you're going to take the plunge, you do it sooner that later. It'll only get more difficult the deeper you get and if you're already having feelings of doubt about your current setup you may already have your answer!
I can see the benefit of building a quick and dirty prototype in another engine, hell Nintendo even did that with BOTW. As for a demo though, I think it depends on your intended audience. You certainly don't want an audience to get the wrong impression bad or good, and the amount of useful feedback I'd imagine would be limited if you intend to jump to another platform shortly after.
(Lee Van Thief)
Hee hee hee, that's cute - in spirit, that kind of referential humor reminds me a lot of Gex: Enter the Gecko, and I like that very much :-D
In other news: finally some color!
Any obvious issues or stuff I should fix before moving on to do the rest of them?
(Artwork courtesy of Luigi Lucarelli)
This looks incredible coloured, as for issues I see a possible couple. On the stiller left pose her tassles don't appear to move in the wind, I think it's less noticable around her neck but the ankle ones look juxtaposed against her hair and coattails. Oh and she also appears to be holding her breath, I think a subtle rising of the shoulders would really help.
I like it but at first glance I thought she had a mustache. It feels like there's an extra line or two with her mouth and nose being so close together.
Any obvious issues or stuff I should fix before moving on to do the rest of them?
I like it but at first glance I thought she had a mustache. It feels like there's an extra line or two with her mouth and nose being so close together.
Out of curiosity. Since we know this coloring style (of yours) from Honey, IHee hee hee, that's cute - in spirit, that kind of referential humor reminds me a lot of Gex: Enter the Gecko, and I like that very much :-D
In other news: finally some color!
Any obvious issues or stuff I should fix before moving on to do the rest of them?
Out of curiosity. Since we know this coloring style (of yours) from Honey, I
would be interested to see how it may look with other colors, perhaps more
vibrant, a cool suite whatever. Not saying you should use other colors per se,
I like them, actually.
^ palette (or coloring style when using a different suit or something)
Yeah, lets have a look.Got it! Well, I can definitely try a few different "color swaps" - it'll just be for fun, as I can't recolor all anims handily, but it'll make for something new to see for a change :-D
Skip most of the tutorials, start small (whatever it is) and go from there.Does anybody have any links or good reads for learning to think like a coder or a Dev? I'm not really sure what I'm looking for, but most tutorials I look at are pretty code focused, which is great, but I feel like there's something I'm missing about how to plan things out or think about development rather than just following tutorials
Absolutely beginner level btw, never done anything in education coding related
Yeah, lets have a look.
Skip most of the tutorials, start small (whatever it is) and go from there.
You'll learn most of the things while doing. There is no magic. (PS: The thing
with skipping most of the tuts is that they (most often) distract from
thinking about the problem itself with the result that people to 10^32 tuts
yet haven't understood anything).
Does anybody have any links or good reads for learning to think like a coder or a Dev? I'm not really sure what I'm looking for, but most tutorials I look at are pretty code focused, which is great, but I feel like there's something I'm missing about how to plan things out or think about development rather than just following tutorials
Absolutely beginner level btw, never done anything in education coding related
Yeah, lets have a look.
AO works but color refraction don't. Yeah, was talking about doing a parallaxI couldn't agree more with this. Amateur tutorials can be great for specific problems, but without fundamental understanding of why you're doing something, you'll never learn to do anything but parrot.
This looks really nice, forgive me if you've posted it before and I've missed it; but have you managed to get colour refraction or AO working between objects?
Neat, I think #6 is my favorite. I'd say #4 as well, but I could imagine that blending into a background too easily.
*edit* With Pehesse's permission, here are some amateurish recolor attempts at a cyberpunk / 80's palette for something completely different:
Hey Pe, Blizz is more up to what I was thinking as well. Along these lines.
Does anybody have any links or good reads for learning to think like a coder or a Dev? I'm not really sure what I'm looking for, but most tutorials I look at are pretty code focused, which is great, but I feel like there's something I'm missing about how to plan things out or think about development rather than just following tutorials
Absolutely beginner level btw, never done anything in education coding related
No. What I asked myself, initially, was how your figure would look when usingEr, I'm not sure what the difference is in our two approaches? Do you want me to make the palettes apparent?
No. What I asked myself, initially, was how your figure would look when using
different colors, perhaps using more color contrast, more vibrant ones etc.
perhaps guided by a given theme or something (like Blizz did using cyberpunk).
I try to imagine your figure in a different color setting than what I've seen in
Honey, you know?
It's been a while since I looked at Honey screenshots so I just went back and checked Steam to be sure.Well... that's what I did, if you look at #4 (cool colors, low saturation, based on what you asked) and #3 and #5 (high contrast, high saturation). I mean, that's why I asked what you were looking for earlier and stated "palette swaps" as what I understood. Sorry I misinterpreted what you wanted.
Regarding Honey's palette, it's actually a lot more saturated than what I'm using for Pacha.
Skip most of the tutorials, start small (whatever it is) and go from there.
You'll learn most of the things while doing. There is no magic. (PS: The thing
with skipping most of the tuts is that they (most often) distract from
thinking about the problem itself with the result that people to 10^32 tuts
yet haven't understood anything).
I couldn't agree more with this. Amateur tutorials can be great for specific problems, but without fundamental understanding of why you're doing something, you'll never learn to do anything but parrot.
You learn by doing. If you want to learn how to code/think like a coder, you write code. If you're an absolute beginner, obviously you'll want to start by learning how to program. Following a tutorial step by step can be helpful to get you started and to give you examples to look back on, but you have to learn how to tackle problems yourself. Code your own stupid little projects just to test yourself. Start simple and gradually increase the difficulty as your knowledge grows. Watch a tutorial of how a particular thing works then imagine a different use for it and implement it into one of your projects. Bottom line is that you learn to code by coding. Something like this Udacity course is a great place to start your journey. One thing tutorials leave out by the way, is the planning stage of a project. Writing out pseudo-code beforehand, laying out a guideline for your project can be immensely helpful sometimes. Anyhow, goodluck.
It's basically understanding logic, so things like flow charts or electrical logic gates might be a good idea to start with to try and understand?
The reason visual scripting is popular with non-coders is it basically breaks programming down into a flowchart which more visually-attenuated people find easier to parse
It's been a while since I looked at Honey screenshots so I just went back and checked Steam to be sure.
I think I understand the nebulous concept missile is getting at, though opinions will of course vary on colors. When I look at Honey screenshots, even though some colors may be quite saturated or vibrant, I get the general "feel" of a muted, anime-appropriate palette. The color choices are good, the foreground characters pop out, and everything works together. Example: http://cdn.akamai.steamstatic.com/s...811f4171dd3e87bad0.1920x1080.jpg?t=1478020022
For whatever reason, the coloring on Pacha gives me the same feeling, though of course we haven't seen it against a background. Maybe part of it is the two-tone anime shaded style. Maybe part is the very smooth coloring style you use. Neither of these things are inherently bad, and they work very well for you in Honey, obviously!
What I think missile is saying is that the "feel" is that each palette is a little muted and pastel, even if that's not technically the case. Even the very dark #5 character feels a bit smooth and blended together, and the warm pastel hues of #3 counteract the contrasting colors so the result still feels somewhat smooth and subdued.
That's it.... What I think missile is saying is that the "feel" is that each palette is a little muted and pastel, even if that's not technically the case. Even the very dark #5 character feels a bit smooth and blended together, and the warm pastel hues of #3 counteract the contrasting colors ...
It's annoying...
You coders in here experience something similar as I do? For, I at times do
some experiments to see if something works and suddenly find that it works
better and better with me following the rabbit hole deeper and deeper to get
even more out of it as I initially thought. Then I look at the result and say
something like "well, that's fine, works, nice!" and delete all the code
afterwards to not clutter the original code and because it was just an
experiment, to realize days or weeks later that it would be cool to have
the code still, but haven't. lol What's that?
That's precisely one of the benefits of version control systems like git. You can go back and pull the code's state at a given commit point.It's annoying...
You coders in here experience something similar as I do? For, I at times do
some experiments to see if something works and suddenly find that it works
better and better with me following the rabbit hole deeper and deeper to get
even more out of it as I initially thought. Then I look at the result and say
something like "well, that's fine, works, nice!" and delete all the code
afterwards to not clutter the original code and because it was just an
experiment, to realize days or weeks later that it would be cool to have
the code still, but haven't. lol What's that?
^ ^
It's like writing a couple of lines to test something in-between the original
code, adding some more lines of code to just see if this or that works, too,
and even add a few more and more line etc., and delete everything if it works.
lol It's nothing you would really want to keep at that very moment. It even
appears trivial. Weeks later, when exploring further what I was experimenting
with, I need to start a new because I've delete the code between the, well,
lines, realizing the code wasn't too bad after all. xD
Did that. Even the commented code clutters the main code too much at times.Maybe get into the habit of just commenting it out as opposed to just removing it?
Yeah sure.That's the thing though, it's as simple as "git commit -a" or an equivalent GUI command, and that immediately snapshots your few-line change. It's not supposed to be a super formal release, but instead a continuous track of your progress on a development branch.
Which looks better?
Old: http://imgur.com/M4FxFDj
New: https://www.youtube.com/watch?v=U_2cuDdGYdI
I prefer the new, but I could see it being a bit too tame and am trying to think of ways to punch it up a little.
Are you wanting the warning signs to completely block your vision? That feels more frustrating than ominous. A simple change like making the black partially transparent might work better.
I was always wondering what you were cocking up new, but didn't knew it's still that game! Ok, lets see!
I really can't wait to play this. It looks really fun. I recall your posts way back when I started on stardiver years ago. Congrats on the long haul dev cycle and seeing it through. High five
Are you wanting the warning signs to completely block your vision? That feels more frustrating than ominous. A simple change like making the black partially transparent might work better.
Not sure which of the two methods I like best, but I'm leaning more towards the first. The enemy is so bad that not just are warning messages going off, but they're going off at such an extreme amount that they're breaking/glitching. Playing that up by adding more glitches/chaos might look really nice.
Also would it be possible to make each hexagon have unique subtext? Not like the player would read them all, but that way it feels more realistic that tons of warning messages are popping up.
But then I have to copy the coder over, right? Too demanding.Separate non-compiling files for old code? Like an offline notepad of functions.
May share one or two stories? However, good to have you back!... Thanks guys, we've been on quite a journey the past few years. Few life changing events occurred to the both of us which put a few huge dents in the development, but we're finally on the last stretch. I'm certain this game will make a lot of people happy, just basing that off the feedback we've had, and the look on peoples faces when they play a level for the 10th time in a row
It's annoying...
You coders in here experience something similar as I do? For, I at times do
some experiments to see if something works and suddenly find that it works
better and better with me following the rabbit hole deeper and deeper to get
even more out of it as I initially thought. Then I look at the result and say
something like "well, that's fine, works, nice!" and delete all the code
afterwards to not clutter the original code and because it was just an
experiment, to realize days or weeks later that it would be cool to have
the code still, but haven't. lol What's that?