IP Incubator Club Thread 2013: Bi-Week-006: June17-June 30- 2013

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Old 06 June 2013   #31
Originally Posted by malcolmvexxed: Turns out anything that uses functions including a currentLabel type of operation or the alternative which was to push the current letter into a variable manually whenever a new mouth animation needs to be run causes problems. Essentially the most reasonable way to do this would be to use "enterFrame" as the event listener, but enterframe (a) has to be escaped b/c it runs once per frame until it's removed and (b) causes problems getting the frame animations to play after the escaping is done. So this removes the ideal solution which was to assign a "this" or "currenttarget" based logic to the function and then just apply that to whatever face I'm using lip sync on. Instead I'm avoiding events entirely and just manually calling the animation from the stage. At least I know now that the more involved actionscript way doesn't work and can move on. Lots and lots of hours wasted though.


The only waste is if you learned nothing.
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Old 06 June 2013   #32
Quote: Unity is definitely the way to go if you're a single indie developer, and I agree, it's very good for building a quick prototype just to test out an idea. When I originally came up with the idea for Pole Force One almost two years ago, I threw together a really quick prototype using a test model I animated and some stock city assets, just to see what it might take to build a 3D side-scrolling game. I wouldn't consider this at all a representation of what I will be making, but it's definitely good to make these little prototypes to test out an idea and see if it's feasible.


Do it! Make one of those old school Ninja Gaiden style games. Remember the one we played at the arcade when we were kids.

This would so rock
http://www.youtube.com/watch?v=q_jy6wi9DqA

Awww I miss those days. I think those games were so much fun. 2d sidescrollers are the best.

Here is another favorite
http://www.youtube.com/watch?v=lMx4iLp-EAc
 
Old 06 June 2013   #33
Originally Posted by earthboyjacobus: Do it! Make one of those old school Ninja Gaiden style games. Remember the one we played at the arcade when we were kids.

This would so rock
http://www.youtube.com/watch?v=q_jy6wi9DqA

Awww I miss those days. I think those games were so much fun. 2d sidescrollers are the best.

Here is another favorite
http://www.youtube.com/watch?v=lMx4iLp-EAc


I agree. When I first saw Grant's prototype, it instantly reminded me of Double Dragon. Those were the days.
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Old 06 June 2013   #34
Head up guys,
I am working on a game for work, but first I need to do some tech tests in Unity to see its viability.

I am in the process of doign some concept art.
More soon.
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Old 06 June 2013   #35
Double Dragon, Street of Rage, Battletoads, Scott Pilgrim vs the World... definitely going for something in that realm of gameplay, but adding in things like leveling up, attack / skill trees. More details to come!
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Old 06 June 2013   #36
Originally Posted by grantmoore3d: Double Dragon, Street of Rage, Battletoads, Scott Pilgrim vs the World... definitely going for something in that realm of gameplay, but adding in things like leveling up, attack / skill trees. More details to come!

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Old 06 June 2013   #37
Now you make me want to do a game. I have a friend doing a challenge. A game a month. Some of them look pretty good.

HE is using Unity and some other thing connected to Unity to make it easier to use.
http://www.flyingrobotstudios.com/

http://www.youtube.com/watch?featur...d&v=vJUJw46aJGo
 
Old 06 June 2013   #38
I would love to be able to program to make some cool games. Most of them would probably be scroll play. That 3d version grantmoore did was pretty nifty

Okay so I wanted to update ya'll.

One thing that went right this week

I now have a more solid website up and running. Right now it is more blog than anything but will be updated more and more to show the process of creating a cinematic comic

Also this week I should be receiving my Yiynova and start doing some rotoscope work. I can't wait.
 
Old 06 June 2013   #39
You guys are making me question which project to prioritize now! I personally love the side-scroll beat 'em ups and think a lot of people would identify with that more than my more artistic game... which I could leave as a personal side project. Hmmm... going to have to ponder my plans this weekend.

In other news, when my contract is up end of July I'm probably going to spend Aug-Dec working almost full time on my IP's (a little client work on the side). So I've been working on a plan to make sure I accomplish a lot during this time and prepare myself adequately.
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Old 06 June 2013   #40
I say do both. Concentrate on one treating it as your full time job while you are off and treat the other one like your after hours project of love but not to seriously on the secondary. Just do it during burnouts of one project.

Just stay productive during those months off!
 
Old 06 June 2013   #41
Originally Posted by grantmoore3d: Double Dragon, Street of Rage, Battletoads, Scott Pilgrim vs the World... definitely going for something in that realm of gameplay, but adding in things like leveling up, attack / skill trees. More details to come!


Those games were cool... but the only thing I always thought could be improved was if there was a way to alter the levels so they didn't always become repetitive "beat'em all up to get to next part" type of games.

Now.. if you had VEHICLES in the game..like bikes that you could ride to sort of zip by the level until you lose the vehicle in a kind of Excitebike-meets-MadMax temporary gameplay aspect... or even small one-man copter things that allowed you to go up a level to short cut a few places with the alternative being to fight the goons to go one floor up at a time with elevators?

That would be SO cool.

Also if you could do it such that you could fight in 8 directions and not just left or right? Thanks.

http://www.youtube.com/watch?v=drDFK1U_qB4

http://www.shacknews.com/article/79...me-its-personal

What epic writing!
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Old 06 June 2013   #42
Originally Posted by grantmoore3d: You guys are making me question which project to prioritize now! I personally love the side-scroll beat 'em ups and think a lot of people would identify with that more than my more artistic game... which I could leave as a personal side project. Hmmm... going to have to ponder my plans this weekend.

In other news, when my contract is up end of July I'm probably going to spend Aug-Dec working almost full time on my IP's (a little client work on the side). So I've been working on a plan to make sure I accomplish a lot during this time and prepare myself adequately.


It depends on whether or not you've wanted to really use your time to get an IP that can maybe support you in the future (the one you think will sell better) or one that will make you happier?
 
Old 06 June 2013   #43
@Grant: Or or... what if to solve ALL those gameplay issues I talked about you actually had the characters wearing EXO-FRAMES!
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Old 06 June 2013   #44
@malcolmvexxed - You make a very good argument. I think if I'm going to be using my personal savings so I can invest my time into an IP I should pick the one that I feel has the greatest commercial viability. Every single time I even mention the premise for Pole Force One, people light up and get excited for various reasons... I think it's obvious which one of the two I should pick right now. Thanks for the helpful comment.

@CGIPadawan - Your comments are seriously making me laugh, keep the requests/suggestions coming. In the first level you're actually going to go into the subway and fight on a train, but adding in some sort of vehicle sounds awesome. I'm also thinking about designing the levels so you can take multiple paths, for example, maybe you use an explosive on the street which opens up a sewer section... or you climb to the top of a building and fight roof-top to roof-top. Stuff like that is fun and add replay value.
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Old 06 June 2013   #45
Originally Posted by grantmoore3d: @malcolmvexxed - You make a very good argument. I think if I'm going to be using my personal savings so I can invest my time into an IP I should pick the one that I feel has the greatest commercial viability. Every single time I even mention the premise for Pole Force One, people light up and get excited for various reasons... I think it's obvious which one of the two I should pick right now. Thanks for the helpful comment.

@CGIPadawan - Your comments are seriously making me laugh, keep the requests/suggestions coming. In the first level you're actually going to go into the subway and fight on a train, but adding in some sort of vehicle sounds awesome. I'm also thinking about designing the levels so you can take multiple paths, for example, maybe you use an explosive on the street which opens up a sewer section... or you climb to the top of a building and fight roof-top to roof-top. Stuff like that is fun and add replay value.


I like to hear that, it's always good when you have an indie idea that can make some real cash for you. I feel the same way about a game I want to develop.
 
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