Travis

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Everything posted by Travis

  1. Yeah, I haven't used that yet and now I wanna!
  2. [Release] Prepare for the Jelly

    Those icons look slick and I love the concept art. Interested to see those concepts implemented.
  3. Spent too long figuring out some rotation stuff on this walking motion, but I finally got it, so without any more boring words, here is a gif:
  4. Ha! There's some funny stuff in there and some stuff that is in the right direction. I'll find some reference material to give you an idea of what I was thinking and we'll see what works best.
  5. Very nice! The last one is my fave. If anyone else is curious, I will also accept just guttural battle yelling and what not. Whatever seems appropriate to you!
  6. WIZARD JAM 5 // Welcome Thread

    You must do this.
  7. All of my 3D modeling experience has been for engineering work, so dipping into Blender will be a big hurdle. I will admit that while I was learning Blender last week, I made several rough prototypes of my little revolutionaries, and on this first night I tried to get one into functional shape. We're going with a Weeble Wobble character shape to not only make my modeling tasks feasible, but also because it will complement the gameplay. I need big, obvious targets, and they better not be realistic because this game is going to be anything but. I also have always liked early Nintendo arcade art (particularly the teeth), so I tried to emulate that style as best as I can for the face. I'm using built-in Unity toon shading with a Team Fortress 2 toon ramp texture I grabbed online for everything but the face. At least this is what I have going on right now. I will keep considering the style as I go, but I think this will work. Ideally, there will be a few different pieces of the citizens that can be swapped around to keep things interesting during the game.
  8. [RELEASE] Transmission Lost

    Sounds like a good plan and concept! Glad you're joining in the jam.
  9. This sounds like a good concept. I love arcadey games, so this is right up my alley.
  10. Episode listing

    You can use this dope site to either get random titles or look at all of them. http://randomthumbs.danjohnmoran.com/ You can limit by shows too. It should do what you need!
  11. All of these are so horrifically awesome!
  12. Free Music / SFX Resource - Over 2500 Tracks

    Wanted to let you know that I used one of your tracks for this video I made for my wife's business. It's our first attempt at this sort of video, so the next one will be better! https://www.youtube.com/watch?v=8fly45DR0Os It has mainly been seen on facebook, but that youtube link is the same thing. Thanks for the track!
  13. WIZARD JAM 5 // Welcome Thread

    My impression is that plenty of people use Unity on Mac and it is just as reliable as on PC. When I've used it on Mac, it was super duper. Also, you can make 2D games in Unity too if that helps you ease in.
  14. phill makes a game

    Your mechanics sound really interesting and it seems like mastering them will take a lot of practice, but be rewarding. I am behind on reading this, but also see that you promised an update about now, so consider this harassment to do so! We need gifs!
  15. DEVLOG - Moby

    After digging back into the project, I decided I needed to add another minigame that had been nagging at me, basically since the original jam version of the game. Everybody, young and old alike, loves to skip rocks so it should make the perfect activity for Moby when he's not just exploring or grabbing bugs. Making this minigame was a much larger undertaking as anticipated (which was anticipated). I have now gotten it to the point where it is playable, is somewhat balanced (i.e. not broken), and looks OK. I still need to decide how I want the UI to look and do some additional sprite work. Also, the water is currently moving pixel-by-pixel which is so very authentic and so very much unlike anything else in the game. I will be changing that. I give you a series of progress gifs, followed by a final current state video. I am impressed that I actually enjoy playing this minigame in its current state, but maybe I enjoy bad things. We shall see. The GIFs: Here is the river scene when it was first created. This has stayed the same until now. I need to fix up the water sprites and add a little variety to the rocky shore at least. Probably should do a lot more, but I keep getting hung up with my slow/poor art skills, I probably won't do a ton to fix this up. We'll see. I then added a classic meter and gauge to determine your arm strength and wrist angle or flick. I kind of wanted something less UI-looking for these elements, but everything I came up with just took up too much room. So, for now this is what I have and will at least probably put them in a window with some cues. If you're wondering, the top meter should be shooting for max, and the bottom gauge should be in the middle in order to get the most amazing skip ever. Next I had to, you know, make the values coming off of the meters actually do something. Here is an early attempt with the rock going where it is told to go. Next I started trying to make it look more like it is skipping by adding a shadow. The math is a little hosed still on this one, but the gif makes it hard to tell. I have fixed it since then, and it can be seen in the final video. I also added a few rudimentary splash animations, added some sounds, and made a few other balancing attempts. I will be adding more polish soon. Thanks for reading, guys and gals!
  16. DEVLOG - Moby

    Oh, I said I'd post a real update later in the week... over a month ago. Anyway, I have reasons, but I won't bore you with those here. I am just getting back into this and figuring out what I was trying to do before I set it aside. I dug into the save system more and think I might have it working in most cases. I need to come up with a basic plan to test the saving and then I will probably want a couple of people to give the game a whirl. I am open (and planning) to add a few more things in, but I don't know if I need to add a whole bunch more or if there are other glaring issues. I guess I'm also hoping to do some significant playthroughs while I test the save system and see what else jumps out at me. Let me know (in PM) if you would like to give the game a go sometime soon. Hopefully it will be an enjoyable walk around nature!
  17. [Dev Log] The Eyes of Cheatin' Hitman

    I looked at your site, and I think it looks pretty good! I personally don't care for that one scrolling page format, but I know it is popular, so it's probably a good choice. Recruiters should be impressed at your aerospace engineering experience and hire you immediately. Imagine if there was someone with even more aerospace engineering experience! They would be unstoppable!!!
  18. [Devlog] Last Bus Out Of Town

    I'm also a fan of abandoned malls and things. I like this concept, even the anthropomorphized rabbit seems like a good fit. And just because, I will post this picture I took recently of a new city hall they built in the middle of a decaying parking lot where a mall I used to go to all the time in the '90s used to stand.
  19. [Devlog] Grid

    I like that new font. I'm also surprised I've never used that google fonts before. I always end up at dafont or some place when I'm digging around. Taxes are keeping me from my own project as well. Boo.
  20. [Devlog] Grid

    Looks good! Glad you got it up and running and debugged. Are you using all UI elements to create the game board? What is next?
  21. [Devlog] Grid

    Sounds like a good way to make something good out of a bad situation! What type of puzzles are these? Like Soukoban?
  22. Congrats on finishing! I'll have to give it a spin sometime soon!
  23. DEVLOG - Moby

    For now, I'm just keeping in some of the quietest, calmest wave sounds I had available. I think they're alright at the moment. Trying to get things somewhat solidified and then spend a lot of time in there and see how it feels. That's an interesting idea about changing the pitch on the tone. I might try that to see what it is like. Thanks! I hope it doesn't disappoint. I was going to let some people try it and then I found a bunch of little issues I need to clean up. My updates haven't been happening here because I basically didn't do much thanks to Zelda. In some ways, it makes sense, because a lot of what I am loving in the new Zelda is what I am trying to (sort of, nowhere near as well, probably poorly) capture in this game. Just wandering around for the hell of it. I am going to force myself out of that zone and make some more headway this week. I also start a new job next Monday, so we'll see how quickly I can wrap this up after that starts. I was hoping i would be done, but again, Zelda. Thanks for reading, and I should be posting some sort of real update at some point this week!
  24. Sounds like a cool concept for sure. Looking forward to following along!