How's your game coming along, Sup Forums?

How's your game coming along, Sup Forums?

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First room from a demo I'm hoping to be able to release soon. Any feedback? This is Sal's apartment. It's a complete shithole.

I am in the process of making some kind of programming assets for Unity, but it is not really a game.

Nice clean assets

Oh dammit I forgot to put the doorknob on. Now Sal can't leave.

Abandoned another idea after months of fleshing it out. At least I didn't make any assets this time.

Thank you! I appreciate that. They're really large assets that are scaled down. Gimp has a surprisingly fantastic scaling algorithm.

It's been doing alright. Got some more new music.
youtube.com/watch?v=ez-uMtGqAjw
youtube.com/watch?v=CIJkMa6TWiI

Thinking about releasing a demo within the next couple of days to get some feedback

Unity is better for 2D and Unreal is better for 3D

Threw out what little I had for my GDD and now I'm starting anew.

Looks OK

How do I do a smooth, seamless transition between two cameras in Unity? No instantly switching cameras but as if one camera slided into the position of the other?

vector3 and time.deltatime

or if you're feeling inefficient then just use an animation

Ok is all I need, I appreciate that!
Also rebuilding generally takes way less time and you'll end up with cleaner stuff. It's good to purge sometimes.

What's the best engine for making a 2D game and why?

So literally move the camera huh? Guess I didn't think about that after coming from UE4 having the seamless transition built-in. What that about using animations?

Unity since you can actually put your game on stuff other than PC

Make an animation for the camera, and just choose the time that you want the camera to take and literally move it to that position.

aaaaaaa It's that simple I've been over-thinking it all this time fug

I'll probably pick this up just out of virtue of the effort you've put in and the years of posting here, but I wish you hadn't washed out the colors so much

>demo
Don't release a demo. Demos are proven to harm sales.
If you need testers, do it in a closed environment. If you have friends, or if you have people you know.

Demos harm sales

Literally untrue.

I really appreciate the support.

I know some people had mixed opinions about the colors, but in all honesty, it was for the best. The change in palette is what made Microsoft allow me access to Xbox One resources. Plus it's just easier on the eyes.

Besides, there will be more vibrantly colored worlds. I've got loads of ideas for interesting world designs and mechanics

It would only be a fraction of a level to give people a chance to try out the platforming and see how well it controls. The controls feel good to me, but how will I know that the public will feel the same way without giving them a little test to try?

No problem I guess. Maybe it could use some more detail.

And yeah that's definitely true. A lot has changed about the design too in all that time, just needed to finally put it down.

>Demos are proven to harm sales
only because your game is shit,otherwise it would boost

>The change in palette is what made Microsoft allow me access to Xbox One resources.
What?
Also, "for the better" is debateable. No one looks at a nintendo game and says it hurts

Incorrect, companies have put a lot into testing this
Demos factually harm sales.

A big part of sales is the first week before the hype dies down. Demos expend the majority of the hype a game has and crushes the sales by large numbers.
There are very few exceptions to this rule, and you shouldn't try to be an exception.

>The controls feel good to me, but how will I know that the public will feel the same way without giving them a little test to try?
You test it with specific sets of people that you either know, or you release demos to only a small subset of people.

If the controls are so bad that they need to be updated further, then people can wait for an update

when are you going to design a main character that doesn't look like ass?

When you show me your game

perhaps. But most people I know don't play video games. I honestly don't play much either anymore besides this.

It was just the choice of colors that I personally had chosen. They were hurtful on the eyes.

GMS is fucking weird and follows its own conventions on pretty much everything, but fuck is it fast to work in and the fact that I already have a $15 license with zero royalties and it builds for everything makes it hard for me to not use it

>A big part of sales is the first week before the hype dies down.
It's almost like if the consumer finds out the game doesn't live up to the hype, they won't buy it! Better not give them a chance, just buy the full games goys.

My hit detection only works occasionally and my code is horrible spaghetti.

>Incorrect, companies have put a lot into testing this
>Demos factually harm sales.
Yeah, for the kind of shitty company that thinks of games as something to profit from, and thus conducts studies on how to extract the most money from people. Those companies make shitty games.

I hope to see this at AGDQ some day!
In the awful games block, of course. Cause, damn, that looks like shit.

slow progress, been playing deus ex and house of the dead and cant seem to stop playing them

pretty good, got cool feedback on my demo this weekend and I've fixed a small but very annoying input bug. Working some more on the world/map this week.

Wow fuck, was not expecting that. Spooky

If someone buys something, they will justify the purchase to themselves. They'll be more likely to use it and find good things about it.
If someone gets something for free, they will justify not purchasing it to themselves. They'll look for negative things to justify themselves.

It's basic psychology, which is again, backed up by studies done by companies in the industry. Same concept applies to all things you sell in life.

>But most people I know don't play video games. I honestly don't play much either anymore besides this.
Find a smaller group of people and give them the demo. You only need a few people at first to get good insights.
If you give it out randomly, you're more likely to get nothing in return, not even comments.