This is the second tunnel game I've made in a series.
Music is by Eric Matyas http://soundimage.org/
I used Oculus Medium to sculpt an object to walk around.
I used Meshlab to reduce the polygons and add a textureless UVmap. Here is a tutorial on how to mostly do that:
https://youtu.be/lDiTvu0LKtc
Then I started experimenting with Unity 5's lighting-system. This tutorial was very useful (particularly the part about using a gradient):
https://www.youtube.com/watch?v=eGu9_8HS2uI
I used some image-effects which is a lot more obvious on higher-end machines. I haven't rewatched it, but I think this is the video that showed me how to use those:
https://unity3d.com/learn/tutorials/topics/graphics/image-effects-overview
I'm happy with it. Some of the scenes are much less optimized than others because I was learning as I went along. The various scenes can be summoned by top number keys 0-6. scene 5 and scene 6 are the least performative largely because I was just throwing stuff in and taking it out later. One of the reasons I enjoyed this project and that I am happy it is over is that I feel that I could now do a lot of this stuff with better optimization if I start from scratch (based on things I learned along the way).
10 more games for your Manygames game reader. Download and play it standalone, or merge it with the other Manygames packages.
This megapack includes the following games:
AAAAAAAAAAAAAA (A skiing experience)
Bubble Time
Crash The Game! The Game
Dodgeball Of Additional Death
Here Comes The Cheese!
Little Pine Tree
Maze Of Danger
MONSTER RAMPAGE parts 1 and 2
Pac-Man Without a Cause (A port of sergiocorgana's game)
yo
A really fiddly game that is like Thrust but plays more like Lander if it was 2D and I had played Lander before I started making this.
I'm thinking about what platform I want to code on.
I think Processing has been pretty good to me, and I might stick with it... it lets me use my Java mojo, I've figured out how to do sounds, it can embed in a webpage and make standalone downloads, it has some 3D primitive stuff going on, it's kind of artsy.
The downside is it has a big footprint, in terms of download size and processing power, and its 3D is pretty rudimentary, plus I have to code a lot myself, though I'm slowly making progress on some simple engines.
I prefer to be conservative in picking up toolkits (which is a bit of a handicap my professional life shares as well)
So, criteria would be:
* should be embeddable in a browser ... I think downloads are a big handicap for people tooling around with your game
* I'd like to find some kind of 2D and/or 3D physics engine
Any thoughts? I'm taking a 2 part Flash introduction class, just to try and get a feel if that's something I want to get into. I think of the games at http://www.ferryhalim.com/orisinal/ -- but then again, that clearly has a TON of love in the A/V department that my games likely will lack
I was considering pygame, especially since professinally I think cementing my python skills would be a good thing, but I don't think that's embeddable.
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In general I think I keep meaning to get more into the online indy game community, tigsource and all that stuff. And I have a hope with my new move reducing my commute to like 25 minutes, I might find it easier to find the time. But even then it's tough to for me to focus when I'm feeling angsty about my chances of making something cool. Also, it's so easy to get jealous when someone grabs an idea I've been thinking about, like heat seeking missles and sproingy rope physics.
Two days ago I had an incredible idea for a hilarious, but easy to make game. I've spent some time collecting the basic sources for it, ranging from sounds to art, to ideas, to "implementation/translation". There's just one problem with this idea. It is likely to be highly controversial. It's a parody of a well known game series, but with a strong message, that is likely to upset a fairly large group of people. The presentation is pure Stephen Colbert, where I present ideas in an accurate, but self-contradictory manner.
The game would not be fun, for the most part. Much of the humor would come from this fact. But it would be interesting, and informative.
I sometimes wish Glorious Trainwrecks had private messaging. I'd like to ask SpindleyQ if he feels it's appropriate or not. If I find him on IRC, I'll ask him there. If he thinks it would be too much hassle for Glorious Trainwrecks, or not in the spirit of the site, I'll take the idea in another direction: either as a Shockwave Flash game submitted somewhere else, or as an animation on YouTube.
My first instinct was to make the game in Klik & Play, simply because I've been getting to grips with the system again, and I thought it would be a fun experiment. But the topic may be too serious for the light-hearted nature of our community.
Hey guys, it's been a (big) while since i was gone due to a mass of projects i had to do.
After i know the success of Mr. Cat 3, i planned yet another sequel of the series, and it's going to be more tense than you think.
The sequel will be named: Metal Gear Meow: The Mices of Fate...no it won't be another spin-off.
As i was going to say, it's based off Metal Gear Solid, and i might be going to add text to speech voices, just to feel like it.
For now, here's a screenshot above.
I'm reading Tracy Fullerton's "Game Design Workshop" book. One idea she puts forth is don't worry about playtesters stealing your ideas, your game will be just about as hard for someone else to make as it will be for you, and you obviously have a head start...
Those economics don't quite apply to quick and dirty KotMK-able games, but I'm still a little nervous about sharing because A. i guess i'm "paranoid" about some stealing, but would that be such a bad thing? B. I'm worried I might disappoint people who see this list and what I'm NOT working on
So here is the list from my iPhone "glorious trainwrecks" memo, with explanations, roughly in reverse chronological order
UPDATE Half asleep, I had some more ideas for some of gamebuttons, games where the display and input is all a "normal" HTML pushbutton.
Hello everybody.
It has been a long time. As you may easily check, the last thing I submitted was three years ago. Through this time I have not been dead but had to redirect my priorities somewhat. I was busy, making music and minions.
However, already in 2010 I started working on a project, only this time I wanted to create something gigantic. I have been working on it since, in short bursts of creative passion. It is slowly taking shape. Due to the self-imposed scale of the project, it is going take a long time to complete. It is hard to tell if I am even halfway through.
I intend to use all available levels. Did you know there is a level limit of 255 in KNP? I checked.
There is going to be a backstory, a mystery, a mythology, a bestiary. There is going to be creepiness, solitude, heavy, brooding, melancholic atmosphere.
Since the beginning of this year I made a decision to work on the game at least every other day. The optimistic release date is within 1 year. The pessimistic/more realistic version is 2 years from now.
Although I did not have much time lately, I have been popping by from time to time. I love yous dearly. I hope I will finish the damn thing. It is big and complicated and frightens me sometimes.
Take care!
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