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How's your gaem coming along? You have worked on your gaem,
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You are currently reading a thread in /v/ - Video Games

Thread replies: 32
Thread images: 12
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How's your gaem coming along? You have worked on your gaem, havemt you?
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I'll upload my newest GM build later today. Has anyone here used Source?
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Which is best for making a fighting game? I read somewhere that Unity wasn't good for games that need a consistent high framerate
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companion face
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>Construct 2

If you really want to target browsers, just use Pixi or Phaser.
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>>331556651
Gotta fix that hair clipping. Blonde eyelashes are freaking me out too, but maybe that's what you're going for. Generally good face and hair, though.
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>>331557053
Thanks!
We are planning on replacing her hair with mesh hair(what she has now is plane hair) which will make our artist precisely rig so reducing clipping.
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>>331556651
Dynamic hair(not by animation)
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Been working on a level editor all day. Getting burnt out
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>>331556651
>>331558353

>unity
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>>331558353
I dig it, but the red hair needs a more defined texture. It looks like snakes.
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>>331558492
You forgot homer, sir.
Here's main menu.
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>>331558590
Thanks!
I'll let the artists know and I'm sure they could do the magic.
That kind of input is priceless.
Please share more of critiques, my team really could use them to refine in our production.
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>>331555287
I did use Source back in like 2007. I think they are finally making a lot of updates for tools now, but I'm not sure if it's out yet. If not, don't use Source, there are more user-friendly alternatives.
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>>331558959
Texturing on the models is garbage, I'm afraid to say. Filling a UV shell with a solid colour is not texturing. Do oyur artists even know about normal maps, specular/gloss and proper albedo/diffuse texturing techniques?
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>>331558959
Menu needs a new font. Having animated menu backgrounds is GOAT though, good choice there.
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>>331559297
ahahaha,
I'm afraid you've misjudge my artists.
The texturing is done with Quixel with normal-map from higher poly model while using low poly model for the actual game. Has specular and ambient map as well. None of the texture is solid color, it's just hard to tell in Webm.
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>>331559530
We'll find fitting fonts and test them.
Thanks for your input!
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>>331554926
Combat footage
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>>331560174
Kick animation is rad. What kind of game is it though? Why are there hexes if it seems to be in real time? Is it a "plan actions then all units move at once" deal like Steambirds or Leviathan:Warships?
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>>331559937
Then they have a pretty bad eye for how materials should look like. Tell them to look at some references of how armor and skin should look like, because the values they use are definitely not correct.
Armor plates should use a metalness shader or at least a correct specular/gloss/albedo setup, so that the colour mainly depends on the environment reflections. Then it should be much more smooth, except for the areas with damage, dirt, oxidation. Instead your characters look like rubber dolls.

I don't want to diminish your accomplishments, but I can't overlook things that are flat out incorrect from technical point of view, and lead to bad visual results.
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>>331560467
Thanks!
Your guess is very close, I'm surprised you've gotten that from such short footage.
Our game has turns and each turn you give orders to your companions, in between turn is a real-time combat.
Hex grid was a dev decision to make planning part of the game easier for player. We started with square grid then settled with Hex.
Here's some footage of initial combat planning part
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>>331560641
I very much appreciate your detailed criticism.
Things like that is hard to be found by the dev team, sometimes artists themselves. It is great to have a fresh view from outside of my team.
I will talk to my artists regarding this, maybe they could do something without having to re-create entire textures.
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So how's cryengine?
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Too busy animating porn to work on gaem.
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>>331560867
>I'm surprised you've gotten that from such short footage
Wishful thinking, maybe. I love those games. Conceptually, I like how the planning phase looks. Obviously it needs a bunch of polish. Feel free to shill on /v/ when it's looking close to done.
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Better remember to make sure your game is female compliant
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>>331561121
Amazing when you have a team of programmers to fix stuff that you need in order for the game or visual feature to work.
Otherwise updates frequently break features, so it's recommended to chose one version of the engine and don't update. Some stuff might not work correctly or at all.
If you are an artist, asset export-import process is a bit unpleasant since they require you to install their plugins for software you use. But once everything is set up, it's a fairly smooth sailing.
Editor is fairly straightforward and easy to use, although anything in-depth requires programming.

The editor requires you to login at every startup, so if their login servers are down, you're out of luck. A friend of mine could not work at all for the last week or so because of that.
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>>>/vg/
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>>331561418
Thank you!
We'll keep working to complete core mechanic and polish UIs and more.
I'll be bothering /v more along the road.
Please share your ideas!
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>>331562029
No time, gotta jet. There's another thread going actually. Maybe ask there.
>>331540102
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>>331562628
Thanks!
Thread replies: 32
Thread images: 12

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