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Everything posted by Dinosaursssssss
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Winter Wizard Jolly Jam interest thread
Dinosaursssssss replied to Spenny's topic in Wizard Jam 2 Archive
Just doing the thread was kinda disorganized, it was really hard to follow who was looking for teams and I think as a result some people weren't able to find the help they needed. I donno how far we need to go, but at the very least we oughta have a google doc or something centralized. At the Global Game Jam site I was at this year, the organizers had people pitch their game idea, let everyone else drift towards the ideas they liked, then they put the call out for whatever roles were needed to fill in the gaps. That worked pretty well, some variation on that might be a good option for folks who want to do teams. I donno exactly how we'd do it online, but it'd probably have to be over the course of a week leading up to the start. -
Winter Wizard Jolly Jam interest thread
Dinosaursssssss replied to Spenny's topic in Wizard Jam 2 Archive
Woo! We've been talking about this on the slack for a while and I'm excited. Wiz Jam was a lot of fun, but I think we can improve in the two areas Spenny mentioned and make it even better -
Another good Unite '15 talk, this one from local Boston dev Ziba Scott. The talk is kinda about coding a buoyancy system, but to get there it also goes over about a bunch of generally useful math and Unity topics like vector math, threading, etc. I got a copy of Ziba's water system a while back and had a fun day making some little demos with it, and it's for sale on the store now if the talk gets you curious: Advanced Buoyancy - Popcannibal
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it's still halloween, dangit
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Talks from Unite 2015 are starting to go up, I'll post ones I liked as I see them show up. In depth talk on upcoming 2D features: Good intro to shader writing:
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Alright I finally watched some of these today and they were all incredible. Considering how good they are, I'm really surprised at how few youtube views they have...the Second Life one only has 24k which seems crazy since it's hilarious.
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I've been playing some Shooty Skies, which is a shmup from (I think) the Crossy Road team + a few other folks. The visual style is basically identical to Crossy Road in both in-game assets and UI, but I'm just not feeling it this time. It has a little more (and I apologize 'cause I don't know a better way to express this) 'lol random'-ness to the character designs that's kinda off putting (a hipster who shoots floppy disks out his mouth, a tv playing cat videos). It's kinda fun, but it feels a little flat to me and I think they push the monetization a little too hard. Anyway, really curious what other people (especially folks who played Pacman 256 and Crossy Road) think of this.
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That would not surprise me AT ALL. Is there a reason you went with MS?
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That's awesome, congrats! I just played a bit on my Surface and it looks great. Seems simple at first, but the twists on the mechanic are fun surprises. One thing though, I got an ad popup, and it didn't seem to work; it just showed a banner that said "Microsoft Advertisements." Playing on a Surface Pro 1, Windows 8.1. Get paid!!
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Sorry, can you explain this or link to a video or something? I don't really understand what you mean. Also @root I'll check that tennis ball method out, that seems useful, thanks. I've been messing with Blender's texture painting and that's working ok; I can at least use it to block out landmasses and such and then fiddle more in another program, but it still leave ugly seams that I need to fix if I go up to the edge of the UV. I also took a stab at a method where you uv a plane, then use weird blender magic to transform it into a sphere. That was a cool idea but ended up with some really weird pinched textures on the corners/edges. It made an ok gif though The thing that's still really fucking me up is getting a consistently tiled pattern onto a sphere. I want a nice round bumpy green planet, but I can't get it to work and I'm starting to suspect the actual solution might be some shader magic.
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I enjoyed that a lot. The jab at Elon Musk felt a little unfair, but it was pretty funny.
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Thanks all! The last game I was working on was a pretty slow paced idle game that I think might have been fundamentally a bad idea and also it was just hard to capture in a gif so I wanted to work on something that'd sell itself better. Glad to see this is grabbing people! I actually wasn't planning on showing anything so early but after I implemented the 3D hud stuff it felt like it was coming together really well. The video glitch effects are pretty much straight outta here https://github.com/keijiro/KinoGlitch (I linked to all his stuff a page or two ago I think) with a little script to bump the values up when you take damage. No title yet but I've got a lot of Stuff planned. So far most of the time I've spent so far has been fiddling with the planet shaders and figuring out the best way of texturing the planets. I finally figured out to texture paint in Blender, but it's still leaving some really bad seams.
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here's a sneak peak of a future Taco Bell Indie Game Garage winner I'm working on
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I finished doing Couch to 5k today! At the start of the summer I couldn't run for 5 minutes without stopping, and now I'm doing 3ish mile runs a couple times a week. I was initially hesitant to run outside 'cause I always feel like people are looking and judging, but I think that feeling is way stronger at the gym, where everyone is gathered for a singular purpose, as opposed to the streets where people are walking to work with their minds somewhere else entirely and really, truly don't care about you at all. I'm not really sure what I'll do now; the Couch to 5k app was really handy for logging and keeping me on a schedule. I'm also kinda worried about the winter, since I'm expecting another apocalyptic Day After Tomorrow style snow disaster here in Boston, and I know how bad I am about getting my shit together to go to the gym. I guess I could bust out my Fitbit, but I only have the old one that's a 2 inch long piece of black plastic you can clip to your clothes, which I almost lost several times.
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I really like the movement on the UFO's, that's real juicy.
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I donno if there was really a topic to be off... As of Unity 5 those features are available to everyone; you should be able to import them by going to Assets -> Import Package -> Effects. This page has the breakdown on pro/free features http://unity3d.com/get-unity
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https://indiegamegarage.com/ "Want to get in? Share gameplay footage of your indie game in the making for your chance to become a member of the Taco Bell Indie Game Garage. All winners will receive $500 in Taco Bell gift cards and have access to a private forum of gaming industry experts where you can gain valuable advice on bringing your game to life." their 'industry experts' appear to all be media and streamers which seems really goofy, but ~300 doritos tacos is nothing to sneeze at.
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a friend of mine made a tumblr of some game developers' Mario Maker levels http://gamedevsmakemario.tumblr.com
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Oh heck yeah, I'd love to take a look at the source code for Super Crate Box to see how jw does all his awesome game feel-y stuff. Definitely grabbing that.
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Sounds cool, another similar resource if people are curious might be this Mixamo stuff that Robert Yang posted about on his blog a while back http://www.blog.radiator.debacle.us/2015/07/psa-free-and-complete-photorealistic-3d.html I never ended up messing with that stuff 'cause I assumed that Adobe would kill it all off and put it under the $50/month Creative Cloud umbrella but it seems powerful?
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I don't know of any tutorials about lists specifically, but the MSDN docs have a bunch of examples https://msdn.microsoft.com/en-us/library/6sh2ey19(v=vs.110).aspx If you have specific questions I'm happy to answer, feel free to just ping me on irc or whatever. edit: that link seems broken but I clicked it and it worked so unless someone says otherwise I'm not touching it
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Planets! For some of them an ice-cap type thing will probably work, but others I want to have more consistent texture all the way around.
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Is there some kinda standard, sensible way of UVing a sphere?
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Dang that's a nice, professional lookin' trailer, and it sounds like they really get 40k. Imperial ship designs are pretty dang cool, and haven't been in any games that I'm aware of, so I'm excited to see how this comes out.
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Pumking is my go-to fall pumpkin beer, it rules. If you're lucky you can find a bar that'll serve it with a cinnamon/spice rim and my god I donno if you can do better in autumn. edit: Unrelated