nice metal gear rex clone, do you ever come up with anything original?
Colton Powell
Everyone's posting their cool demos and I'm still just working on this one model.
And I'm not happy with any of the textures really...
John Myers
who /laptopdev/ here
Cameron Morgan
same webm as last thread because didn't record anything else yet thanks! regarding mouse aim, due to the fact you can't aim any weapon in more than 8 directions i feel that it would be a bit counterintuitive to use. it's the specific of the game - allowing more angles would loosen up a lot of positioning you need to do. thank you i get your point about holding fire and i'll try to do something about it when i get to tweaking the game again.
Its a case of finding a tutorial that fits you user.
Took me few days but I found couple small scale tutorials I can follow and they make perfect sense to me. One is a very basic vertical shmup and another one is kinda taking it further and making a shitty physics based spaceship flying about.
i'm generally very adamantly not proud of my own shit but i gotta admit even though it's fucking garbage i've been having fun while testing this thing, and ain't fun the whole point
i'm absolutely keeping this endless/arena/arcade mode when i move on to the actual game because it's so fucking fun to me
any of you have any plans for secondary modes for your games?
I think I can turn it into a game in an hour or two
David Lopez
One last crew member!
Damn, I'm productive today
Austin Sanders
then we'll have boss rushes.
Jack Reyes
>50 views >15 downloads How do you fix this ratio? It always seems to be around 3:1 for my games
Joshua Powell
Post a video of normal speed then.
Ryan James
Looks neat. Eyes could use a bit more definition though, both on the model and texture Show us the wireframe and texture sheet please
Isaiah Hall
So impressed with this work man, its fast paced but you can still see what youre doing, which is usually hard with run n gunners like this. Few notes: - Shield is too string, I feel like I can hold it and go through the level while shooting once or twice. Consider making it a parry only attack, maybe? - I keep pressing jump in the air to hover with my umbrella. Maybe I'm just getting Kirby-like vibes from it, but consider using your umbrella in more creative ways - for example, jumping in it and spinning, catching bullets/rain in it and releasing it in one go, using it as a fan to make a fire stronger... just throwing ideas around here but seeing as its called Umbrella Warriors... - When you parry projectiles it bounces off your player at a funny angle, presumbably cos the shield is a circle and its bouncing off that. Consider simply returning the bullet back to its original course. - Also when you press shield, it should start big and shrink quickly - for juice, and for an easier parry. (edit : I can see it does it already, maybe make it more pronounced. - Is storing 2 weapons possible? One of the good things about Contra is changing your weapons depending on the enemy. - You can't drop through the monkey bars with down + jump!! - Jumping shouldn't make you go slightly faster, I found myself hopping through the whole thing.
I know all of these are negative, but they're nitpicks compared to how good this thing really is. Well done man
Brayden Gomez
I have each node spawn within a certain radius of it's 'source', if it isn't then it's deleted and the source node keeps creating one until one works
screwed around a bit more and got this, looks much better
Tried moving the geometry a bit to make the eyes less squished together.
Wireframe and texture coming up
Josiah Adams
There is no normal speed, I've just said that I used high values everything purposely for debugging. I'll tweak the values only once I'm done with that part. Besides this is not a fighting game, just a small kung fu clone that I can finish fast for my personal satisfaction.
... somehow I swear that you're the same guy always replying to all of my posts with nothing but complains. Thank for the support I guess.
Liam Collins
That's great user
Parker Taylor
I don't want to give it detailed pupils, because I though I might try adding animated polygon pupils later.
Dominic James
how do you keep motivated?
I saw that pic of the time you spent in GM:S and I gotta say that is one hell of a work ethic. it really makes me want to put more effort into my devving, do you have any advice?
So is remaking Doom a good exercise for a beginner dev? It's pretty old so it seems like it would be easy compared to jumping straight into Unreal 4's next-gen tech. So far I've only messed around in Gamemaker with GML.
Also, does anyone know how the Invisible Pinky demons were made? It looks like there's actual lens effects going on or something. It doesn't look like just a see-through sprite, but it actually seems to warp the background along with whatever dithering/noise effect they're using. It's pretty impressive for an old game.
Grayson Sanchez
Doom was rendered by raycasting and drawing vertical textured lines. So that effect is quite simple, you just draw the lines behind it with slight vertical offsets and one shade darker.
I had very serious issues with the scaling of your game, i'm using a 1600x900 monitor and it kinda stretched itself to 2/3 of the screen very badly and filling the rest with a background color
Evan Sanders
Any Unreal games this demo day? I wasn't planning on doing any videos this time since I'm on hiatus, but I could make a few exceptions if there's something cool I haven't played the last few demo days.
Aiden Cook
I doodled a little thing earlier
qt wiz
Charles Garcia
Cast Ron Perlman
Adam Smith
I've never even seen this game before. I just figured that if there's a slow debugging build there's a non debugging build that runs faster?
Jeremiah Williams
Thanks! I realize that I feel much more comfortable doing creepy textures, that cute and friendly stuff (like the Spyro-inspired stuff I've been trying lately).
William Hernandez
i dunno, i just really like doing it. good music helps sometimes.
well you can still make spiro like an have it creepy you can make your own atmosphere maybe, since its a strength you could play to that
more like medieval if you've played that for PS1
Kayden Cruz
C U T E
Caleb Brooks
used reference for more bust practice, i think the eyes and mouth a little better positioned this time? do fresh eyes see any glaring issues?
Jaxson Kelly
Bleh I don't know what's up with the menus not scaling properly. They were only temporary anyway, so I guess I'm gonna be working on proper menus for the next week. What was it like after you got past them? If you couldn't see the ok button, you just need to press down/S twice then enter/space
Cute! Thanks user
How much do you think he'll cost?
Hudson Sanchez
it's not just the menus famalamadingdong, it's the whole game
Grayson Bailey
>concave eye Explain, I see a lot of models do that
Cooper Morales
not him but concave irises help to give eyes the depth that they need without having to rely on shader or texture tricks
Nathan Gray
Misunderstanding.
That's not a slow debugging version, the values I put in there are for debugging. For example, gravity value is light, hitstuns are high, animations are averaged on 5~8 frames etc. Those values are what I meant by debugging values. I'm just going to tweak that after.
But anyway have you played the kung fu games on NES/GB (originally called spatanX)? They're not that fast either. I'm just adding SNK mechanics because I want to.
>I've never even seen this game before. gothica dev just taking a break from game because needs art and don't want to work on that now
Jackson Rodriguez
>Switching from Monogame to GM:S >Everything's easier to prototype, but I have no idea on best practices for anything, or what data structures GML supports, and there's tons of magic global variables everywhere
Oh god..
Oliver Price
nice game man, died at the big ol mouth boss and had a blast playing it too please please please can you make some enemies drop health though. or maybe drop 1/8th of a heart that gives you a heart if you get 8, like in Wario Land 4. A lot of the time I just wanted to beeline to the boss because I knew there wasn't much point in doing extra rooms cos I knew I'd get brucked up
Alexander Clark
>tfw people have downloaded my game but I have 0 feedback from it >I don't even think that any of the people that played it were from aggy diggy man
Jonathan Martin
Oh yeah that game, I don't really recall complaining about that. Finish it, she's cute.
Gabriel Wood
Those who played for the first time, would I be right saying that the Tutorial was more "fun" than the Campaign?
I'm considering merging the two into a continuous story-mode with heavy present tutorial like narration (then maybe adding an endless mode on the side later).
Luke Barnes
I would give you feedback if I were able to actually play your game, i'm getting an error right out of the bat whenever i select any option in the menu
I wish I could help you out by suggesting what may be happening but shit man I'm just a dog
Levi Ramirez
why not allow selecting characters with 1-4 so you don't have to be a starcraft player to play this? posted in a ded tred
Chase Bell
there's random drops on room clears, including health. if you explore rooms you can find shops that sell health, weapon tanks that give +1(+2 with ugprade) hp on pickup, or terminals with upgrades, one of which is a full heal. also secret rooms, they usually have hp too
Chase Collins
Platform and error message? Is it a generic "has crashed and needs to quit"?
Wyatt Rodriguez
Just so you know that image is giving me major altered beat vibes
John Cox
if you type var something then it's local, else it's gonna be global for the object you typed it in or if it's in script it's gonna use the variables from the calling object.
Jeremiah Wood
Tell me agdg How does it feel to know that your thread is used as a hosting ground for demo days and game jams ran by a chatroom full of normies who don't even post here?
Dominic Lee
Windows 7 and yes.
Luis Green
You can do that, you just have to setup those keys yourself. Click on a unit, then press CTRL + a number. Then whenever you press that number you'll select the unit. The tutorial covers this but the tutorial is shit.
William Johnson
That's another thing >Give an object a few variables >There's no autocomplete for those variables if I reference the object somewhere else
>From what I can tell there's no "this", I have no idea how reference passing works, oh god what the fuck I'll spend a couple days getting acquainted with GML and then it'll be fine. I have a feeling I'm going to end up having a half-dozen generic objects and then instantiate them with all sorts of different scripts to put in rooms.
Andrew Ortiz
I've had problems with 7 before - will setup a build just for it to see what's up, but that will take a while. Thanks for letting me know.
Blake Hall
>Finish it Well. Right now I'm in the phase where I need to add props and new blocks, but : - the stock assets I'm using has run out of blocks, and kind of looks like meh to be honest - I have no idea what kind of art I should add or even what artstyle I should use - everything after relies on the 2 points above
I was at some point wondering if I should just use the minecraft textures but I doubt that the license allows you to do that, as in use the art outside of minecraft, even for prototyping. Just like the Rpg maker assets. Even more now that Microsoft has started a minecraft texture pack business from their win10 version. And from experience I know it's always a bad idea to even suggest modders/artists from a community if it's ok for you to use their assets.
As long as I don't figure out how to solve that issue this game is probably not going anywhere.
Blake Brooks
>yfw all successful devs are discord normies
Jace King
You should post more, your game looks really good, I'd love to see more progress.
Ryder Young
:thinking:
Gabriel Davis
Yeah, currently trying to imagine a good setting to fit creepier stuf
Asher Gomez
Only dummy animations but the logic/architecture for enemies is pretty much set up. Got an abstract default enemy controller whose mesh and animation blueprint is set up individually on construction (from a table).
So you basically just pull that blueprint into the world, give it the right enemy ID and get ready to get fucking knocked out.
Input is given by a general behaviour tree used for all melee enemies.