September 23, 2018, 12:18:18 PM

Recent Posts

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It's also crossed my mind that some may think it's been super easy creating this game ( drag, drop, yiippeee ). Nah, it's been a long hard road learning all this new stuff. For those that think Unity doesn't require coding, forget it, it definitely does. I've learned a lot and my next outing in Unity will be a little easier ( and less messy ), but believe me, it's not a magic bullet.

On an different note I've dived in and bought a license for the year  :D - I'm now the proud owner of the "dark theme" + I can set my own splash screen. After this comp I'll be leaping into an Oculus Go game ;D

Interesting, yes Unity does get a bad rap because people can easily buy graphics from the Unity guys, download some code and try and sell it as 'their' game.  Where as people like yourself are digging into the code and working on a game they (and me) would enjoy playing.

Ooo took the plunge then, well it's good to have a variety of tools.

The game is looking lovely, and certainly looks super smooth in your videos, plus you said you have many ideas for gameplay.  Sounds like a recipe for success.   :D
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Worklogs / Re: Gridfire
« Last post by Steve Elliott on Today at 10:38:43 AM »
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I do love those graphics :) I can see they are a labour of love in both visual and colour work. That's some real nice work there  8)

Thanks, I'm pleased how they turned out.  Pixel art is one approach to graphics that can produce some ugly visuals if you're not careful.

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PM me the beta when its ready  ;D ;D ;D

lol well that's the missing part - the code.  I have the graphics and sound all ready to go now - and a bunch of ideas for gameplay...But my main project has to take priority, although I'll be working on this as much as possible too.  :D
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Worklogs / Re: WIP - 'The Young Prince' - Party based RPG
« Last post by iWasAdam on Today at 10:19:18 AM »
@ Derron.
Yep. it's not mine, but just something that I could link to easily ;)

It's definitely not perfect, but gives an 'idea' of possibly how to approach things.

I think with a little encouragement Matty can take a concept and make it into his own style :)
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Worklogs / Re: WIP - 'The Young Prince' - Party based RPG
« Last post by Derron on Today at 09:23:25 AM »
@ IWasAdam
nice GUI template you've "promoted" here - albeit it does look "fixed resolution" (button design should be ninepatch based). But also this has issues - look at the "item shop window". Bottom right has the "money area" - and designwise you should never go above 999 Euro (else it wont fit into the circle). Prices for items suggest 200 - so I assume a 4 digit amount of money should be possible.
Also some decorative elements are a bit "blurry" (window decoration) compared to the grainy-look of the circular-buttons.
Aside of that nitpicking it looks pretty cool and I saved that for checking it out later on (eg. painting similar stuff in photoshop to "learn" something out of it).


@ Matty
Do not forget to _center_ your button texts in a "correct" manner. Your text alignment seems to take letters below "baseline" into account. So a "gqp" has 3 letters cutting the baseline. Nonetheless you should only center for text not doing this. means: measure the height of "ABCD" (not Q - as it cuts the baseline) and you get the height of a "standard text". Use this to align your text then (text.Y = button.y + 0.5*(buttonheight - ABCDheight)). For text blocks (eg quest texts) the line height to use of course should be based on a different text to measure - eg. "Qq'_" so it contains one of the "most often" very "at the top" character, and the ones cutting the baseline the most. If you would always align according to the really used texts, the line height would be varying - and no, using a "max(lineHeights)" approach would not work as it leads to little "jumping" if you once replace the text (eg other tooltip content).


bye
Ron
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Worklogs / Re: WIP - 'The Young Prince' - Party based RPG
« Last post by iWasAdam on Today at 07:35:53 AM »
nice grey and good contrast with purple.
but...
beware of using "a button" for a title as it looks like a button. think clarity and consistency.

check out this sort of thing for ideas. I'm not saying the colors /look is any better or worse, but you at least know what is clickable :) . or google rpg game ui

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very nice movement you got there :)
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Worklogs / Re: WIP - 'The Young Prince' - Party based RPG
« Last post by Matty on Today at 07:07:35 AM »
A number of interfaces created based off a standard template.....

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I havent had too much time to dedicate to this project, but managed to get the generated maze going in Godot...

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Worklogs / Re: Gridfire
« Last post by Qube on Today at 06:51:19 AM »
I do love those graphics :) I can see they are a labour of love in both visual and colour work. That's some real nice work there  8)

PM me the beta when its ready  ;D ;D ;D
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Worklogs / Re: TankTastic - Syntax Bomb Game Competition Sept to Oct 2018
« Last post by Qube on Today at 06:38:53 AM »
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Yeah the fun part, so many possibilities here!  :D
This is true and I have too many ideas flowing around. I need to be realistic in what I can learn / do in the time scale left  :o - My minimum aim is pickups, different weapons and boss enemies.

I spent today cleaning up a lot of code and rearranging it to reuse code across multiple levels. It's also been redone to allow for different settings per level. Each level is now in it's own container. I don't know if this is the right way of doing things or if they should be in there own scene. I guess I'll find out as I go along but it seems to make sense to continue on my centralised game controller object.

I've also tweaked the visuals a little and reduced the depth of field and added a touch of ambient occlusion. This has worked well and increased the colour dynamics. When I started out I didn't wan't it to be or feel like a "Unity" game. Unity gets a bad rep because of all the asset flips and users creating games with all the defaults and cut / paste scripts. Every parameter has been tuned to the best of my current ability and none of the scripts are cut and paste. I've spent a long time on the coding side and Unity is definitely not just a drag and drop game maker. C# is pretty easy to pick up but the Unity API is pretty vast and not super easy to learn quickly.

It's also crossed my mind that some may think it's been super easy creating this game ( drag, drop, yiippeee ). Nah, it's been a long hard road learning all this new stuff. For those that think Unity doesn't require coding, forget it, it definitely does. I've learned a lot and my next outing in Unity will be a little easier ( and less messy ), but believe me, it's not a magic bullet.

On an different note I've dived in and bought a license for the year  :D - I'm now the proud owner of the "dark theme" + I can set my own splash screen. After this comp I'll be leaping into an Oculus Go game ;D

( screen shot doesn't show much as moat is hidden in prefabs until the game is run )

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