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Everything posted by Synnah
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I replied! I figured I'd post my feedback here, too: Did you plan on having the missile speed constant? Because I thought it might add a bit of extra depth if the speed at which you fired the missile back were determined by how close to your wizard it is when you press the button. If this were the case, Preset 1 would be the kind of average speed I'd like to see, with slightly slower and slightly faster returns based on proximity. Also, I noticed there's a bug where if you're moving forward when you serve, the missile immediately hits you.
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[Released] ROBOT NEWS by me, Dinosaursssssss
Synnah replied to Dinosaursssssss's topic in Wizard Jam 1 Archive
I played your build from Thursday, and I cracked up a bit when I reached day 3 and suddenly everything had physics! Good work. -
Sounds good! Like Minotaur China Shop, but with robots.
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Nooooo, J! Damn you, Kotick!
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I definitely want a second Wizard Jam to happen (If only so we can use the name that Jake suggested in episode 113, Shoot That Pizza: Thumbjam)! With any luck I'll be better at making games by then, so I don't spend so much time trying to figure out the basics.
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[Release][Testing] Mayday Mayday - Cockpit Freakout
Synnah replied to hedgefield's topic in Wizard Jam 1 Archive
Looking good! I meant to say that I really like the sense of motion and distress in the first GIF. What are you making this in? Unity? -
Okay, so I've imported my cockpit mesh into UE4, I've given it physics, and I've put a camera inside it. Here's what happens when I drop it in a test map: Not ideal, but getting there. I've fixed the problem where the camera wasn't keeping the cockpit's rotation. Need to play around with the physics of the ship in order to stop it sliding across the ground. And then: Apply forces to it! I also realised I was using a really old version of UE4, so I'm updating now. Oops!
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There's a link to the nightly builds in the first post!
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This is THE BEST. Everything you're working on looks fantastic!
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Sweet cockpit!
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Thanks guys! Solo Space Team is kind of what I'm going for in terms of franticness, and not really knowing what you're doing. Making that fun is a concern of mine, though, and I'm worried that I won't have enough time to do balance stuff like that, on account of everything else I'm doing being new to me. We'll see how far I get!
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Run, Rodkin, Run! That's ace!
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[RELEASE] Could I borrow your hair? (I Like the Hair)
Synnah replied to zerofiftyone's topic in Wizard Jam 1 Archive
That would turn the game into a forum-wide 'Who Has The Best Hair' contest! I'm into that.- 42 replies
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[RELEASE] Could I borrow your hair? (I Like the Hair)
Synnah replied to zerofiftyone's topic in Wizard Jam 1 Archive
Sweet! Are there any things that will make your job easier, in terms of lighting or angle of shot? Like, will you be editing out backgrounds or anything? Or just using the photos as they are?- 42 replies
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[RELEASE] Could I borrow your hair? (I Like the Hair)
Synnah replied to zerofiftyone's topic in Wizard Jam 1 Archive
I will lend you my hair!- 42 replies
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I really like this art style! Is your 3D orthographic? You don't see that enough in games! The movement looks fun, too.
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Okay, so I'm mostly done with modelling the cockpit interior, which was more fiddly and took longer than I'd hoped. Who'd have guessed that making a bunch of awkwardly-shaped consoles and panels and then having to subdivide their faces and create buttons and sliders would be difficult? I'm pretty happy with the result, anyway. Here's a render from Blender: None of the controls themselves (Buttons, lights, sliders) are in at the moment, as they're going to be separate meshes. The displays (Most of which are on the top console) are probably going to be texture based, so I'll need to look into changing textures with Blueprints. My next step, however, is to get the ship into UE4, set up the camera inside of it, and figure out how to create thrust and stuff and generally get the physics working.
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Okay, see how this sounds: https://dl.dropboxusercontent.com/u/3250291/Music/WizardJam/Wizard-Sega.wav The bit-rate is probably lower than the Sega sample, because I wanted to make it sound a bit crunchier; I think the Sega voice sounds the way it does because of the quality of the equipment it was recorded on, and the fact that it's quite compressed compared to the musical notes. With the Wizard sample that I found, there wasn't really much I could do to change the mix, so this just felt like a decent trade-off.
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Fantastic! I don't know if you had anything in mind for audio on this screen, but if you want I can take a 'Wizaaaaarrrrd' clip and downsample it so that it sounds like the 'SEGA' sample.
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[Released] ROBOT NEWS by me, Dinosaursssssss
Synnah replied to Dinosaursssssss's topic in Wizard Jam 1 Archive
I only just got around to reading your notes from the first post, and 'Hit humans and other objects in level to destroy them' is a particularly great sentence. The BigDog's looking good! EDIT: That screenshot is GOOD. -
Looks good! I like the mechanics of having the missile orbit around you and then firing it back. The premise of the game (A fantasy tournament in an area) reminds me a bit of . Which is good!
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That's Blender's default render, with Ambient Occlusion. Flat-shaded models look pretty nice in UE4, though, and pretty much everything in the game is going to be flat-shaded, possibly with Blender's ambient occlusion baked into the textures. I'll be happy if everything looks like that render, basically. Awesome, that looks like exactly what I need, thanks! Yeah, go for it! The more the merrier.
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I actually made some stuff! Haven't started on the cockpit yet, but I've modelled the craft itself, including thrusters and guns. Untextured so far, but exterior textures are probably going to be flat colours, as I don't expect you'll ever see the outside the ship. Cockpit should be easy enough to model, but I should probably decide on what I want the controls and displays to be first. As I see it, the main challenge I'm going to have will be in creating the respective buttons and levers, and then setting them up in UE4 to be draggable and clickable. I guess it's a pretty straightforward interpretation of the episode title! I mean, I sort of had Justin Smith's Enviro-Bear 2000 in mind when I came up with the initial idea. Are you going to make yours as well? You should!
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Man, I just started playing Rhythm Heaven two days ago, so I'm entirely sold on this concept! Those GIFs are also amazing.
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[Released] ROBOT NEWS by me, Dinosaursssssss
Synnah replied to Dinosaursssssss's topic in Wizard Jam 1 Archive
The two examples that came to mind when you mentioned low-poly matte renders were Infinite Ammo and bitmOO's Gemu no Gemu, and Chelsea Saunders' Babi Glo. Although Babi Glo is more tone-rendered, whereas the examples you gave are more low-poly-with-realistic-shadows. I've been going through this guy's tutorials too, and they've been really helpful! Mostly because he uses keyboard shortcuts for everything, and he's got a keylogger on, so if you're not sure what he's done (Because he moves quite quickly and doesn't announce everything he's doing), you can go through the video slowly. After two videos I find that I'm pausing much less and I'm much more comfortable using keyboard shortcuts.