Dinosaursssssss

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Everything posted by Dinosaursssssss

  1. [Dev Log] Shadow and Colossus: Back in Action

    Two little bugs/issues: first time I played through, I think the microwave bugged out and wouldn't finish cooking? Not sure. Also you can see through the hood of the car to the wheels. Anyway, love the art style, though I agree with earlier posters that it's purpose feels a little nebulous right now. I like your idea of evoking the "mental state that brings on the bored doodles", but I think it would benefit from a more clear connection between the character and the style. That said I think the tone and art work well together and I enjoyed my time with the game. All right now two specific mechanical questions... Did you write the dialog system yourself or did you use a tool for it? In the car scene, does the car move or does the environment move? I keep hearing people say it's easier to do the latter, but in all my stuff I tend to model things closer to reality (ie cars moves and environments spawn ahead) and I'm curious what you picked (and why).
  2. Welcome to WIZARD JAM

    Allright I'm just a little over halfway through playing everything, I swear this weekend I'm gonna finish getting through them all. Playing Idle Clickers got me back into idle games so I've been distracted.
  3. [Release] Piercing the Fourth Dimension

    After playing this to completion (I think, anyway) I remembered that idle games are fun and weird so I played A Dark Room until about 3am (and also simultaneously I think exhausted the tech tree in The Monolith). I felt like the interplay of clicks and money could have been expanded on, and they could have been differentiated more. Maybe increasing clicks should also increase the value of your clicks on the news posts (similar to upgrading weapons in Monolith)? Balancing increasing clicks and money together seemed like it was just doing the arithmetic and keeping values positive across the board; maybe that's sub-optimal but another strategy wasn't apparent to me. Or maybe the different writer types should have an effect on the content they produce? Managing writers might add an interesting extra layer to this. Anyway I'm still not sure what it is that's so appealing to me about these games; I feel like the stuff I like in Candy Box/Dark Room is the weird and unexpected, but Monolith or Cookie Clicker is satisfying on a more pure mathematical level. I thought maybe I'd have more insight into Idle Clickers after playing a couple more but I think I'm still figuring it out. I'd sort of like to make one now.
  4. [RELEASE] Johann's Baton

    I don't think I understand what I'm supposed to do. This first one makes sense, I draw a line from the right circle to the left and it gives me the next one. But then what am I supposed to do? I tried drawing lines both directions and both seemed to fail. I don't think I understand what the green checkpoints mean.
  5. [Released] ROBOT NEWS by me, Dinosaursssssss

    I was thinking about some kind of sandbox mode where you just get all the powers + some other weird ones for free. I think a sandbox city game where you just wreck shit and see how the simulation handles it might be fun; it's something I thought about while I was working, but building out AI for the city-folk seemed way out of scope for this.
  6. [Released] ROBOT NEWS by me, Dinosaursssssss

    Also now that people have seen day 3, heres a good .gif of a bug from when I first did the upgrade system. Kinda wanted the post-day-3 stuff to be a surprise so I kept this one in the vault. I accidentally reversed the vector of the explosion force and this is what happened.
  7. [Released] ROBOT NEWS by me, Dinosaursssssss

    I think you saw it all then? In the earlier versions, the BigDog looped all the way around, but I made it only patrol the front street 'cause it was hard to aim from the back side. The three upgrades all modify your newspapers; the upgrades are (in order) : bigger/heavier newspapers, exploding newspapers, and multi-shot. You can turn them on and off at night or upgrade them. The first two sort of counteract each other, since if you have the explosions (NEWSFLASH!) on, the size/weight of the papers don't really matter. In retrospect, the back half is too confusing. There isn't really an end, mostly 'cause I didn't decide on an end state. Clydes interpretation (on Twitter) was that the BigDog is continuing its programming forever and delivering papers to the ruins of humanity. I quite like that, but from a usability standpoint its definitely sort of weird and confusing. There needed to be some mechanics to reinforce that idea though, I think.
  8. Unity Questions Thread

    This isn't actually a question but we don't have a general Unity thread sooo Unite 2015 tickets are on sale and it's in Boston this year! http://unity3d.com/unite/boston?unity3dmarketo&unity3d_homepagesweepstakes_emails&theme_sale_04_15Unite_Boston_2015 Early bird tix are ~$360, I got mine yesterday which I sorta regret 'cause boy I sure don't have 400 bucks to spare, but they're normally $500 and its so close, I had to jump on it. If anyone else is coming, let me know and lets drink beers in September!!
  9. [Released] ROBOT NEWS by me, Dinosaursssssss

    Thanks Like most of my games it's basically 3 gags with a day/night system.
  10. Welcome to WIZARD JAM

    Anyone who missed the deadline by a little bit, PM me the url of your game on itch.io and I can send you a link to add it. This was a lot of fun, thank you everyone for joining in! Congratulations to everyone who made something, finished or not, and I salute the folks who made a game for the first time. Everyone's been really helpful and positive throughout the past couple weeks and it's been a pleasure jamming with you all. This is a really encouraging and supportive community and it was awesome to see that positivity in all the dev log threads, irc, and twitter throughout the jam. This was a complete success as far as I can see, and there's definitely interest, so I'd love to do it again next year. In the mean time, fellow reader/forum-er Gritfish's jam, the Public Domain jam is coming up in a couple weeks, and I highly encourage you to check out other jams like Ludum Dare and 7DFPS, and to come hang out in the game development forum and make games with us there! Thank you again to everyone who participated (and everyone who participates now by playing stuff!), to the Thumbs for encouraging this weird thing, to Spenny for helping me admin the itch page, and especially to everyone who helped other folks out the past couple weeks! And now I'm off to spend the rest of the day playing through your games. edit: And thank you to Coods for making the banner!!!
  11. Welcome to WIZARD JAM

    Some other tips: - Do you have a product marketing strategy? Be sure to know your target demographic to get the most out of your ad spend. - Have you built a press kit and assembled a list of publications and journalists to distribute your game and kit to? Have you generated all the Steam or other platform keys you'll need? - Make sure any important iconography and proper nouns are properly trademarked before release. - Have you purchased all relevant URLs for your game? Make sure to get out ahead of domain squatters by purchasing URLs for any potential sequels. - For launch day, be sure to have members from relevant teams available to test and deploy hotfixes. Make sure your support team is aware of the launch and will have staff on hand to respond to customers 24 hours a day after launch, until things settle down. - Do you have a list of potential day one issues? Have a QA manager compile a list of potential issues, and where possible, provide fixes that in-game support can handle on the fly. Congratulations! You're ready to release your first game: http://itch.io/jam/wizard-jam
  12. Welcome to WIZARD JAM

    Just under 12 hours left! A few things you might have forgotten: Do you have instructions or a tutorial? (This is important! People looking through jam games are very quick to dismiss things they can't figure out) Did you say "oh I donno, I'll make some music and effects next week" a week ago then forget about it? Have you tested your game? Consider stopping work a couple hours in advance of the end, and play through it end to end to make sure everything's A-OK. Code freeze that release candidate early so you have time to fix any blocker bugs. If your game is an executable, can you quit it? (By default in Unity, games built for PC have no quit button other than Alt-F4)
  13. [Released] ROBOT NEWS by me, Dinosaursssssss

    I ended up redoing the UVs to be one texture and imported that mostly OK into Unity. Not perfect (some edges get lit really weirdly inside the big dog? not sure what's going on there) but it works and I'm happy with the result. I thought I'd have more time this weekend, but it seems like I'm actually gonna be busy today and tomorrow, so I submitted! http://dinosaursssssss.itch.io/robot-news The full source of the project is also on that page in a .zip if anyone's curious about my incredibly fragile day/night cycle code or wants to steal my models to make some hi def big dog renders.
  14. Game Dev Talks/Lectures

    Ooh yeah I really like that Bennet Foddy talk. Christ, that man must have spent THOUSANDS of hours tweaking box2d.
  15. Intoxicated:

    i forgot to eat meals today then drank a bunch of beer and now its 1am and im playing Love Live
  16. Team Building Thread

    If you need to recruit a teammate, please post: Your brief game pitch ("I'm making Business Guys On Planes [ep 195] the plane commuting simulator!" [gosh wow thats a boring example I'm so sorry - Dino]) What you bring to the team (Art, code, music, etc). What you need for your team (Pixel art, C# code, 8-bit music, etc). Optional: If you know what engine you're using, that might be handy for folks to know. If you need a team, please post: What you're interested in doing for the jam (art, code, music, etc) Optional: What sort of game you're interested in working on. Optional: Your experience level and a sample (or a link to a sample) of your work.
  17. Welcome to WIZARD JAM

    the party never stops in the game dev subforum
  18. Announcement: Submission Deadline Extension

    I'm gonna finish this UV and say I'm done either way but some people just started SO I APPROVE
  19. Killing Floor 2

    I had a lot of fun playing last night, servers were a little shaky but after a couple crashes everything seemed smooth. On the steam page they describe the game as "a "'polished beta' and is ready for you to play, just with a reduced set of content." I think that's pretty true; I haven't noticed any bugs, and balance seems about right already (though I've been finding I have my weapons maxed out a little early). At this stage I think it has total feature parity with the first game, the only thing that feels like it's missing is more classes/weapons. I was thinking about this while I was playing last night, and dang their weapons feel good. Some of the best feeling guns in any FPS. There's a just brutal physicality to all of them, which I'm guessing comes from their having spent so much time modelling bullet physics for Red Orchestra. Everything knocks enemies around, there's a really satisfying *thwock* when you get a headshot, and the slow motion animations are just top notch. There's few things more satisfying than slow motion kicking in right as you end a reload animation and vaporize an enemy at point blank with a shotgun.
  20. [Released] ROBOT NEWS by me, Dinosaursssssss

    I'm having some issues UVing this guy now...previously the guts were separate meshes, so I could texture them individually, but today I've been trying to UV the rigged model and having a buncha problems. I'm using multiple textures in one material, and I finally got to the point where it shows up how I'd like it to in the render view of Blender, but when I import the fbx into Unity it seems to only be bringing in the body texture. I could redo the UV so they're all on one sheet, which won't be a big deal 'cause they're all single colors anyway, but I've been banging my head on this for a while so I really want to make it work. edit : this sux
  21. [Released] ROBOT NEWS by me, Dinosaursssssss

    There's a bunch of gifs and a link to my Ludum Dare game I finished this afternoon here : http://imgur.com/a/ykmcZ I was kind of disappointed by how it turned out (the gifs are fun, the game wasn't really) so I rigged this BigDog afterward. I need to re-texture it since I combined the meshes, and some of the weights are a little off, but that was my goal for the jam and I feel good that I got it done
  22. In Unity 5 you can do WebGL builds to get around this; the only problem is they take foreeever to build from Unity, and they take a long time to load in browser too.
  23. [Dev Log] I'll Kill The Last Alien

    The falling ragdolls are really goofy and fun. I wasn't able to kill the last alien, the ground was much better at it.
  24. [RELEASE] Shoot that Pizza / I Like the Hair

    What's the font you're using? I like it. Also this looks great! The really well done game feel touches and pretty UE4 effects make this game about shooting pizzas bizarrely professional looking.