Synnah

Phaedrus' Street Crew
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Everything posted by Synnah

  1. I would very much like that! I'll find somewhere for it no problem.
  2. You're the third person to comment that it looks photo-realistic, even though it's all just cubes and simple textures! I can't take credit for that, sadly, it's all Unreal Engine 4's lighting model. I'm aiming for super low-res textures, so I'm curious how they'll look with all that sweet ambient occlusion.
  3. Progress has been slightly slow this weekend, but here's where I'm at: All placeholder items! A food-preparation table, a chopping board with a mushroom on it, and a panini to place the mushroom on. This is my gameplay as it currently stands. Mousing over the mushroom will highlight it, you can click on it to select it, and then drag it over the panini. Next up is to allow you to drop the mushroom, and then snap it to a 6x8 grid on the panini. I feel like I've got a bit of momentum now, at least!
  4. [Released] Get Hoisted!

    This is really great!
  5. Version 1.2 is now live! Original Post: You're not a business guy. Not at all. But your clients are. They absolutely are; you can tell by the immaculate lines of their suits, their pristine timepieces counting down each second, their air of impatience at the thought that any of those seconds might be wasted, because time is money! You, you're a pilot, and your job (it's not a business, you understand) is to get them to their destination in time for the big meeting! The business guys come to you because you fly a bi-plane, and who has time for airport security, for waiting for a plane to be fully boarded, for putting on a seatbelt, when there are business deals to close? Why wait, when you can just hop on the wings and take off? Time is Money! Time may not be money for me, but it is somewhat short this Wizard Jam. When I made Dot Gobbler I was able to work on it full-time, but now I have a day job and I'm going to be away from the 30th of November, so I'm going to have to submit on the 29th. As such I've had to find something quite a bit smaller in scale. A game where you fly a bi-plane with business guys balanced on the wings seems like something I can probably get working in that amount of time. We'll see! The lovely 5 of 6 has agreed to supply the music again, so that's good.
  6. [RELEASE] Business Guys On Planes

    Oh yeah, I mean to say; the only place it's mentioned is on the game's Itch.io page, which reads: "These Guys mean Business, and you've got the Plane, so get them to their destination in time for the big meeting". So yeah, poor communication on my part, due mostly to me forgetting what the goal of the game was supposed to be.
  7. [RELEASE] Business Guys On Planes

    Yeah! It was a lot more obvious in the first build, when following the rings from the start would point you straight at it. Then I saw this Let's Play of the game, where the guy just heads straight for the destination runway, and figured I needed to make it considerably less obvious. But I made it too hard to find, I think! Right before releasing the latest version, I thought about adding a huge arrow floating over it, but didn't, presumably because it would look dumb. I might do that, though, and have it gradually fade out as you approach it. Also I forgot to set the starting runway to destroy you if you try to land on it again, so if you try you just sort of slide along it unconvincingly. Don't tell anyone!
  8. [RELEASE] Business Guys On Planes

    Thanks! Having that bark come up first is basically the ideal sequence of events. It is kind of dumb that the game's tagline is 'Time Is Money', and yet there's absolutely no time pressure in the game. Having a fixed timer that constantly ticks down would ruin the exploration aspect, I think (And it would suck if you were on the opposite side of the map with only a minute left, and it takes you a minute an ten seconds to fly to the target runway). The best way I can think of is to start with a fairly small amount of time, but collecting rings gives you a pretty substantial time bonus. Maybe I'll do this in time for the Thumbs stream. Also yeah, even after re-recording the barks there are still moments where they get lost in the music once more of the elements are introduced. At one point I intended to implement ducking, so that the music would get quieter when the barks were playing, but I sort of forgot about it! Thanks again for playing!
  9. Okay, so apparently the itch.io build of Memory of a Broken is an almost entirely different game to the GDC build that I have; I figured they were from around the same time, but apparently not. I couldn't really see any connection between the two! The itch.io build does actually play almost exactly like Clyde's descriptions in his email and in the thread for Sad Story of a Modern Idiot.
  10. When I read your comment initially I figured there was a good chance you were right. I went back and played MoaBD again though, for the first time in a few years, and it doesn't actually start with a DOS prompt, it starts with a Windows '95-style OS. The game itself has a glitch aesthetic, but not on the OS section. Mythalore suggested that maybe the game was Duskers, which does seem a lot more likely aesthetically and thematically. There's one problem with this, though: The game isn't available on itch.io, so there's very little chance of him accidentally downloading it instead of The Sad Story of a Modern Idiot. EDIT: I found Clyde's posts about his issues in the game's Wizard Jam thread. I'm really perplexed! Clyde, if you're around, could you post images of the game?
  11. [RELEASE] Business Guys On Planes

    Those are the new voices! If you really want the old ones I can upload those as well. Actually, here: https://dl.dropboxusercontent.com/u/3250291/Games/BusinessGuyVoicesOld.zip Also: You rumbled me! It's actually because I hate women, and I can't bear to add boobs to my Business Guy model.
  12. [RELEASE] Business Guys On Planes

    Okay, my final version of this before Thumbs stream the WJ4 games is basically done and uploaded! Get it at the usual place: https://giraffecat.itch.io/business-guys-on-planes I managed to get quite a lot into the game since the Jam release; the main noticeable additions are multiple Guy variations, selectable Plane skins, new voices for the Guys when they fall off, a picture-in-picture camera that follows the Guys as they plummet to the ground, and the landscape has been redone to look more low-poly and less like a big stupid heightmap with a grass texture applied to it. I also added a lot more scenery, and rings to collect as you explore it. There's so much stuff I didn't get done, though. The main failure was redoing the poses of the Guys on the plane, and adding new poses that they would switch between, and also some poses for the title screen that don't look quite so stupid. I was completely unable to import anything new to do with the Guys' skeletal mesh, though, because at some point something happened to it that made it stop working with Unreal's ragdoll physics again. This was the problem that I initially had, and I never found a fix for it. My workaround was to use Mixamo to rig it, which seemed to work. So, if I want to make any changes to the Guys, I have to re-rig the mesh with Mixamo, make a bunch of changes to it in Blender (I can make some changes and still have it work, but too many and it will break, apparently), and then set up the physics again in UE4, which itself takes about 2 hours. I just didn't have the time! I also didn't get to make female characters, as this would have required me to do all of the above again. Anyway, looking forward to the stream, and thanks to anyone who's played my dumb thing so far! Oh, and for Ben (And anyone else who's interested): https://dl.dropboxusercontent.com/u/3250291/Games/BusinessGuyVoices.zip
  13. [RELEASE] Business Guys On Planes

    I will do, but I want to re-record them first! They're too quiet at the moment, and I could filter them a bit to make them more audible, but the fact is I was speaking quietly when I recorded them, and they'll sound better if I shout them.
  14. [RELEASE] Business Guys On Planes

    I've gone back to this after the holidays (And after shaking the cold I contracted from my nephew), and I've made a start on getting some of the stuff I wanted most into the game! I forgot to mention it in my release post, but I was hoping to have a picture-in-picture mode when the guys fell off, but just didn't have time for it. I think it took me about 6 hours today, but I'm pretty happy with the result: I've also added support for LT and RT to brake and thrust on gamepads, as the controls have been an issue for quite a lot of people. Still not as good as a controls page/tutorial, but I'm getting there! Next I want to give some attention to the Guy and plane textures, and maybe do some animations and poses for the former.
  15. I liked this a lot! The controls take a bit of getting used to, but I appreciate you doing something weird with them. It took me a couple of minutes to figure out the mechanics on the first level, and I ran out of Corvos several times in doing so. I think I got to level 6, but now I know there are 8 levels, I feel like I have to go back and try to complete it! EDIT: I died at the same time as I killed the final Rooster! Those last two levels are really difficult. Also the creatures can damage you after you've killed them, which feels a lot like a bug; the normal enemies specifically because when you shoot the first one it becomes frozen and can't damage you, but when you shoot the second one the first one reactivates again while it fades out, and both of them can still damage you while they're fading out. The same is true of Slimes and Roosters. I took a lot of damage this way!
  16. I really liked this! As advertised, it looks really pretty, and the judging process is a really cool mechanic! I also kind of like sometimes the pipes you get make it impossible to fulfill the judge's requirements. There aren't really any stakes anyway, so it's funny to hear a machine gun complaining that there's not enough red in your photos.
  17. [Dev Log] The Bear's Black Heart

    Congrats on the Markiplier video! I went back to the game after watching it, having got more of a feel for what the game is, and finished a full playthrough. It's really good! The art style is great, and systemically it's interesting too. Good to see Bosco finally appearing in a video game, also.
  18. Episode 1 is cool! I was a little disorientated by the teleporting at first, but figured out what was happening eventually. The dialogue's really good, and I'm looking forward to episode 2!
  19. [Released] A Good One

    I had fun skiing around in this! I never found any missions, though. In my first game I passed through about 5 of the main areas, before I lost my sense of direction I think I ended up making my way back towards the start. In my second game I did a wicked big jump over a mountain and landed in a narrow path that looked like a pretty legit bit of the gameworld, until I followed it to an area that didn't have any boundaries and I could ski out into the void.
  20. Catacombs of Solaris is rad! If anyone liked Catacombs of Solaris and hasn't heard of or played Memory of a Broken Dimension, I strongly recommend checking it out. I've been following it for ages, and the playable demo is super-old at this point, but a really interesting proof of concept. Also, it has just about my favourite game name.
  21. [RELEASE] Business Guys On Planes

    Okay, I've uploaded a new version to fix a couple of bugs. Travis noticed yesterday that the keyboard controls weren't working very well, and it turns out it was actually impossible to take off unless you press both S and the down arrow. I've also fixed an issue where the 'Business Guys on Planes' vocals wouldn't trigger in any subsequent games after you'd hear them once, and another where if you completed the game and then started again, you'd get a Game Over screen after 2 seconds. I'm good at games.
  22. [RELEASE] The Hypersonic Effect

    This is really cool! I love how the VHS post-process looks throughout the game, and the music is great too. My PC struggles with it a bit, though, and I generally get 20fps, with a bit of a spike every time I boost, which makes it pretty hard to judge distances.
  23. [RELEASE] Business Guys On Planes

    Yeah, I did wonder if I made it too easy to avoid shaking the guys off. As I made the game, I shifted towards it being more exploratory than challenging, and I'm not sure how I feel about that. My initial idea was of a crazy physics disaster, where you struggled to keep the guys on the plane, but that wasn't really fun. With more things to see, a harsher jostle-meter just meant you had to spend more time flying in a straight line while you wait for it to go down. 362 is a lot of Business Points, though! Well done, and thanks for playing!
  24. [RELEASE] Business Guys On Planes

    Okay, I figured out what I'd done wrong! I'd moved two of the blueprints from the template project that I started with, and then deleted the original folder, which presumably deleted the redirectors; when playing the game in the editor it was fine, but for some reason the packaged game was looking for them in the original location. I've fixed this, and re-uploaded the game! Time is Money!
  25. [RELEASE] Business Guys On Planes

    Quick update: The packaged version of the game didn't work at all! I'm trying to figure out what's going wrong with it, but in the meantime I've taken the download down. Sorry about this!