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Bengsfort's Posts

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Thread Super Mario Odyssey |OT| RSVP: Guests of the Bride
My office got this delivered yesterday and oh man. What a game. I was worried it wouldn't have enough Mario 64 vibes but so glad that it's filled with them. Only problem is now I'm half tempted to spend my Saturday at the office so I can play it some more...
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
That looks great! Although just thinking about the amount of work that likely went into the chains makes me terrified to ever make anything with chains :D Glad you got it sorted! can't wait to see some pictures, the effect you are going for sounds super cool.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Whelp, my November project is no longer a single month project. :) I was really hoping to make my self-imposed deadline but unfortunately some personal things came up and I just couldn't find the motivation nor energy to work on it for a few weeks. But this weekend I finally got some motivation to start working on it again, so I spent the weekend trying to figure out where I left off and completely re-doing my architecture to be less gluey and hacky. I also realize that I hadn't posted anything new before I decided to take my hiatus cause I was focusing on my deadline, but the game actually feels like a proper cohesive game now which is nice! Some of the things I got done before my hiatus include a game-over screen with some dynamic witty banter depending on how well you did, adding a game timer for extra motivation, and changing up the scoring system. Ah, and some enemy guys that patrol around and moving platforms. And a main menu... and some sounds my friend at work made for me since I'm 100% dreadful with everything audio related! At this point according to my little task board I've got to figure out a gameplay tutorial, fix some animation logic, finish adding a better 'jump charge' indicator, and add some more platform groups so the level generation algo has a bit more to work with. I had a single-player build on my phone and let some people play around with it on my hiatus and the feedback was pretty good! It was a lot of fun watching them play it, and the overall reception was really positive apart from a few people wanting it more apparent how much jump you've charged up, which I was already planning on adding. If you work with Java daily picking up c# should be a piece of cake! At a previous job of mine C# and Java engineers would swap projects if needed since they are so similar; they could get up and running very quickly without any hassle. Also worth noting that you can use custom DLL's with Unity projects, so if some parts of your code base absolutely need to be C++ it's always a possibility. I'd highly recommend just downloading both, trying them out and seeing which one you like best/will fit your needs. What works for someone else may not necessarily work for you, so taking a test run to see which feels the best to you is always a great starting point. I'm not super familiar with the post proc system, but I think you can specify what layers you want each post-proc layer to affect? The camera trick might work too, unfortunately I haven't really used the new post proc system yet so I can't really speak from personal experience :(
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Yep! Macbook Pro here and it works great for everything I need. So far haven't run into any issues with any of my Unity projects with it, working in both 2D and 3D. And another mini-update on my goofy little jumping game, actually made quite a bit of progress this week... albeit a bunch of small things. First off I added support for moving platforms now. They're fully configurable in my little editor tooling so that's nice, should be able to re-use the waypoint system for one of the hazards I have planned as well which would be ace. I also did a quick test of my game state/game settings manager by making a quick player 2 configuration and throwing two players into the settings to see what would happen. Surprisingly enough, it worked with however many players I added in there pretty flawlessly as long as they have spawn points waiting for them. No errors or anything, so I'm glad I future proofed that. And last but not least I added artwork for the invincibility pick-up, finally. There are still some low-hanging fruit that need to be taken care of, like 2 hazards and lots of artwork, but at this point the biggest thing is just level design and lots of play testing to make sure everything is balanced and I've got the hazards and pickups to a point where they keep things interesting. I'm hoping to just put my head down, spend a couple days focusing on level design and balance so I can get a test flight build out to some of my coworkers with just the single player mode enabled so I can get some external feedback. We'll see how quickly I get distracted, though :D
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Gawww, everybodies progress and projects are looking killer. Great work everyone! Was able to get a bit of progress on my little endless jumping mobile game over the weekend, not as much as I'd like but you win some you lose some. Some kind of invisible plumbing stuff was completed so I can pretty easily compose gameplay by tweaking some variables in a Scriptable Object, so that was pretty sweet. Then I also updated my platform group helper script to allow for visualising eventual hazards and pick ups, and best of all it now handles loading previously created platform groups so I can tweak them easily! I also kept cracking on my initial (and hopefully only) implementation of hazards/player pickups. They're supported by my platform group creation script as well as my level generation script, and I've done it in such a way that I can add new ones super easily. I went ahead and added 3 to get me started: bonus points, invincibility for a few seconds, and a jetpack one that shoots you upwards at speed for a few seconds. I still need to add some 'active state' visuals for the pickups (like a force field for the invincibility), but glad that I was able to get some good first ones implemented super quickly. Contemplating whether to add visualisations for the jetpack in my platform group creation script so I can work it into level design with exact measurements, but if I want to keep this as a September-only project it may make sense to stop endlessly adding more functionality to my editor tools and start actually focusing on getting some content added.. Also a bit noticeable in the above snippet is I've refactored my screen shake script to use perlin noise for a bit more even distribution, so hopefully its a bit easier on the eyes. Next up is 'active state' visuals for the invincibility and jetpack pickups, support for moving platforms, and two more hazards: An alcohol one which will apply a fun shader that will make everything all wavy and a deadly bird that flies back and forth using some sprites I already had created for a different game. After that I swear I'm going to start working on level design/content. Maybe.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Thanks so much, that was the main inspiration for it! I mostly just wanted to expand on it a bit and add a sort of 2-player experience to make it a bit more exciting, so we'll see if that ends up working out! Also, love how that particular screenshot you posted draws your eyes towards the little town and ship. If I found myself in that spot I would no doubt be sidetracked and go explore. Cute! Are you planning on having his eyes and mouth look around in the future? I feel like the cuteness factor would be quadrupled if his little pupils were darting around! SO CUTE! And I totally agree, while it's not a blob, here's a small bouncy penguin I made a few months ago.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Thanks much! They can be very fiddly and boring/repetitive to make due to the unity editor API but afterwards it's very rewarding, particularly if it's something that really speeds up your iteration time.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
In the interests of speeding up creation of platform groups/sections for the vertical levels in my goofy little jumping game I tweaked my platform creation editor script to allow for visualisation within the Unity scene view, editing in the scene view, and snapping all platforms to the 16 pixels-per-unit pixel grid. Very happy with the result. These get saved to asset files which get read by the level generation algorithm, which then generates each group on-demand using the pool of instantiated objects and the meta data from the asset, namely each platforms width and x, y position. Also fleshed out the first hazard a bit more. Need to finish up adding support for placing these in the level generation algorithm, but that shouldn't be too hard. Still need to add some particle effects to it, particularly the warm up state but pleased with it for now.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Hopefully the youtube embed is working otherwise this post will look super goofy :D I feel like every single post I did in the previous thread was about a different project, so I'm continuing that theme with yet another new project I've been working on for the past week or so. It's not to the level of the rest of your guys' content, but it's just a super simple mobile jumping game that I'm trying to get done before end of month, polished or not. Idea being maybe if I give myself an end date it'll force me to stick with it. I started out last week by blocking out a simple level generation script that grabs a list of pre-configured platform groups/sections and then returns a giant array with randomised group selections. From there it just iterates through one section at a time and adds triggers for loading the next/previous section and unloading the current section so I can use object pooling. It's using 3 or 4 really short/crappy groups currently so I could test the loading/unloading triggers easily, so there isn't much variation in the groups currently. One of these days I'm going to set aside to just make longer more considered sections. Over the weekend I dabbled with shaders to make a little rainbow trail thing for the player. There's a collider that wraps the trail, idea being in local multiplayer you will have to avoid the other player + their trail, so it makes it a bit of a battle to stay up front. I also added a spooky fog that chases you up as well as some quick little UI things. And yesterday I did a lot of tweaking to all of my scripts to try and get more pixel-perfect visuals, so lots of updates to everything to only move things in multiples of the active pixels-per-unit value. I also added screenshake and blocked out one of the hazards that will appear in some of the sections; a full-width beam of death. It's not much but at my current pace I should be able to get a semi-completed thing by my deadline of end-of-November, so I'm relatively pleased with it. Hoping to get more of the hazards sorted out this week as well as start focusing on creating actual designed segments so I can stop using my placeholder platform groups.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
This! I know a couple people who have ran into a lot of problems trying to adapt pre-packaged character/movement controllers to how they wanted their game to feel, and it wound up causing more trouble than it was worth. They're good learning tools though, and I'd absolutely recommend just playing around with some of them and looking at how they're made so you have a good understanding of how they work and the different approaches you can take to make your own that suits your needs. Also, goes over creating your own 2D platformer physics and handling collision yourself and it's excellent. It might also give you a better idea of how Rigidbody's work under the hood!