OK so having made it farther in the pixelnest tutorial I can say they left out some stuff that would have been seriously helpful. They get so close to covering everything that the gaps are made more obvious. Still a great tutorial but it is frustrating at the same time. For instance they tell you how to loop the background but not the intermediate elements. I am going to try and puzzle it out some more since that is what I would have to do on my own anyways.
I'm pretty hyped myself Gonna team up again, this time with a few of my unrealdevs.com buddies, and gonna stock up on supplies today... Must have enough wine and salty treats, and pizza in the freezer
So, the theme for Ludum Dare 30 has been released, and it is "Connected Worlds". Bleh. I downvoted that! Oh well, we'll see... first though, some sleep!
Sadly, I already have That's probably enough for one night. Hopefully tomorrow I can come up with something more for the game engine than just a sidescroller.
I need some opinions on which of these art styles people like more, because I am currently stuck trying to decide between the two. The top is easier to animate, the bottom is easier to crank out, but messier and way harder to animate.
Sadly, I already have That's probably enough for one night. Hopefully tomorrow I can come up with something more for the game engine than just a sidescroller.
OK, well don't scrap that artwork. I love it more!
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I'm probably wrong about this, but I kinda feel like we're in a glut of retro-style art when it comes to indie platformers. The scribbley style might help differentiate your game from the pack.
My favorite musical instrument is the air-raid siren.
We're making a transdimensional wipeout clone. Still researching whether procedural generation is gonna work for the track... Otherwise we'll just go for a single handmade one.
Good morning! Loving the style and the colors, HallowedFaith!
I also feel like we're running behind, but ended last night with having a prototype track built (not fun yet), movement mechanics in need of iteration (you kinda bounce around far too much), and the lowpoly/unwrap of this done (not by me) for overnight baking:
Welp, I got kinda screwed with a super late start, and then more real life stuff. I'm shifting my entry to the jam, simply because I have not had the 48 hours to work on this. I am gonna finish something but I am more interested in expanding on the idea later on. I want to have fun.
I'll be a few hours over of the Compo entry.. but meh, real life is more important.
I have a question about sound effects and copyright law.
So far I have been getting sound effects from freesound.org and only using the CC0 license ones (essentially unlicensed). What I have mostly been doing is using those as a base and then remixing them in Audacity to create new sound effects that more precisely fit what I want. However I just can't find some sound effects to use as "parts" that I need to make some of the effects I want. For example, a good "energy spitwad" type of sound is kind of hard to find (useful as a pre-fire sound effect for energy torpedoes) as well as a sustained "phaser like" beam sound effect has thus far eluded me.
So I was wondering what the legality is on using copyrighted (like 'trek ect) sound effects as a basis when creating a new sound effect? It would be mixed with other sounds, pitch shifted, tempo changed or whatever it takes to make it both sound different and become what I want my new sound to be. Is that legal or does that always require a license?
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
Initially we drew a total blank while brainstorming for game ideas. Then somehow we landed on the idea of a wipeout racer in which you can switch between the real world and a virtual dimension.
Here's a glory shot:
And here's a work-in-progress video of what we managed to get done in the last two days:
Tomorrow is mainly for adding a menu and HUD, replacing the rest of the placeholder assets, sounds, and general polish. The collision handling needs a severe overhaul... not pictured in that video are the countless times we managed to throw ourselves off the track or drove through the ground
Feedback is welcome! Hope you like it 19h to go... But first, a little sleep.
Huge fan of wipeout myself, so I love this! I instantly thought - what if there were different kinds of dangerous (and maybe weapon pickups or speed boosts ect) in the virtual world than the real one?
Looks awesome so far!
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
Posts
Soon
More like Soon (TM).
I like the idea. Throw some Lovcraftian horror in there. You could have two extremes fighting each other.
Steam: Handkor
Ftfy
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
PSN:Furlion
I am hyped.
I was gonna have a devblog, but I have no time for that, so I edited this out.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
This is my first LD, do you just post normally on the LD site? Does it spam everyone?
Steam: Handkor
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Now basic modelling time.
Steam: Handkor
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Steam: Handkor
OK, well don't scrap that artwork. I love it more!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Steam: Handkor
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
LD30 - Connected Worlds
Left click to jump, and right click to phase between worlds (or click the switch button). There's no way to win or lose right now :P
Steam: Handkor
Yeah you got some sticky walls there, also right click opens up the flash menu in a browser so that takes away control from the player.
Neat idea though!
I also feel like we're running behind, but ended last night with having a prototype track built (not fun yet), movement mechanics in need of iteration (you kinda bounce around far too much), and the lowpoly/unwrap of this done (not by me) for overnight baking:
Can't wait to put that mother into the game
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
ScrollShift v1.0.1
ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39462
I still have to do audio and add one animation for attacking and then I am done, but at least the current build is complete enough.
Steam: Handkor
I'll be a few hours over of the Compo entry.. but meh, real life is more important.
Steam: Handkor
So far I have been getting sound effects from freesound.org and only using the CC0 license ones (essentially unlicensed). What I have mostly been doing is using those as a base and then remixing them in Audacity to create new sound effects that more precisely fit what I want. However I just can't find some sound effects to use as "parts" that I need to make some of the effects I want. For example, a good "energy spitwad" type of sound is kind of hard to find (useful as a pre-fire sound effect for energy torpedoes) as well as a sustained "phaser like" beam sound effect has thus far eluded me.
So I was wondering what the legality is on using copyrighted (like 'trek ect) sound effects as a basis when creating a new sound effect? It would be mixed with other sounds, pitch shifted, tempo changed or whatever it takes to make it both sound different and become what I want my new sound to be. Is that legal or does that always require a license?
Initially we drew a total blank while brainstorming for game ideas. Then somehow we landed on the idea of a wipeout racer in which you can switch between the real world and a virtual dimension.
Here's a glory shot:
And here's a work-in-progress video of what we managed to get done in the last two days:
Tomorrow is mainly for adding a menu and HUD, replacing the rest of the placeholder assets, sounds, and general polish. The collision handling needs a severe overhaul... not pictured in that video are the countless times we managed to throw ourselves off the track or drove through the ground
Feedback is welcome! Hope you like it
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Looks awesome so far!