Author Topic: NWR Indie Game Developers Thread  (Read 65455 times)

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Offline ejamer

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Re: NWR Indie Game Developers Thread
« Reply #25 on: October 19, 2016, 09:34:44 AM »
I don't know... I'd be less worried about the platform than how good your actual game is. 

If a game is worth tracking down and playing then I fully believe that word of mouth will eventually make that happen - it just might just take longer on a platform that has been flooded with weak games. It also depends on what your target audience is: if developing for yourself and direct friends, or as a learning experience and potential resume point, then having others play the game doesn't matter very much.


I've been looking into PICO-8 lately.  It's a super small "fantasy console" that puts pretty tight limitations on what you can do but has a pretty low learning curve and makes it easy to get some quick results.

Anyone can play the games developed on PICO-8 for free in their browser, but the development tools have a buy-in cost (although you can probably track down a bundle key for just a couple of bucks if you make the effort). Development is done in a subset of Lua, which seems fun and flexible, and has some potential application outside of hobby game dev.

I have a free license for the dev tools from a KickStarter hardware project I backed, and have enjoyed some of the mini-games that are available. Seems like a fun little platform to jam on...  has anyone else looked into it?

If I make anything worth sharing (probably simple tech demo stuff is as good as I'll get), will post links here.
« Last Edit: October 19, 2016, 09:37:01 AM by ejamer »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #26 on: October 20, 2016, 06:42:30 PM »
New screenshot! The enemy on the left is based off a ReDead from Ocarina of Time.

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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #27 on: October 20, 2016, 09:09:53 PM »
I've been playing Mario 3d World. I think to myself Why was I working on a survival horror game?

Phil do you have Unity Downloaded?
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #28 on: October 20, 2016, 10:48:48 PM »
A lot of classmates in my Video Game Design II class are making prototypes for games via Unity, but I have not touched the program. I really should, especially as someone who wants to do game design/dev as a career. hehe
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #29 on: October 20, 2016, 11:35:16 PM »
you could always learn from my sloppily written code.
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #30 on: October 20, 2016, 11:46:16 PM »
I'd have to learn how to code first!  ;)
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #31 on: October 21, 2016, 04:11:12 AM »
well I taught myself how to code in java and c# by watching youtube videos.

When I was in 7th grade in 1996 I taught myself how to program in basic

Basic is pretty simple

you got

do


loop

basically it  causes the program to go in a circle


in between the loop you program conditions

if x then y
if b then a

if this particular thing happens then that particular thing happens

you keep track of information with variable, strings, and arrays

A string is a text type of information.

a variable is a numerical type information or a true/false type of information

arrays is basically like a string or variable but in series form.  Dog[a] Dog[c] Dog[d]

That is the majority of programming.

The main difference in Basic and other languages like Java or C or C# is you don't type out as much stuff.

instead of typing if x then y

you type if (x = example){ y = example }

or

if (x= example)
   {
    y = example
}

in this case your  making an if then statement. You include the condition in the parentheses, and then the course action in the brackets.

now you have to think of programs in functions

all a function is, is a box in which something happens to a variable.

a component is basically the same thing. You drag a script onto an object and it makes that object perform the task in the box.

Here is a simple program you can make for your game. all it does is rotate a box

// Means its there for explaination and doesnt do anything.


//rotateslow
var RotateDirSpeedx : float;
var rotatedirspeedy : float;
var rotatedirspeedz : float;

// at the beginning of a program we declare variables. These variables are floating variables. All that means is they use decimals instead of integers. you get to name the variables whatever you want.  In this case I named it because rotation direction speed axis.

function Update () {
  transform.Rotate(rotatedirspeedx,rotatedirspeedy,rotatedirspeedz);
}

//this is an update function. So every frame there is an update. All that happens during the update is the object is rotated. The amount that it is rotated is determined by the variable that you set. So in the case of 3d objects. They all have an x,y,and z axis.  Real simple

here is simpler program in basic

do
print "hello world"
loop


pretty simple
of course there are mind bending puzzles to solve.

This is the video I started with

« Last Edit: October 21, 2016, 04:28:56 AM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #32 on: November 17, 2016, 04:26:43 AM »
I've updated my game dev/personal game stuff page with a new article talking about some of the enemies in my game, Legends of Adrigal. Check it out, gang!

http://stortzumsoft.blogspot.com/
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Offline Colinjeali

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NWR Indie Game Developers Thread
« Reply #33 on: November 18, 2016, 01:03:39 AM »
Henke

Could I please have Indie Game: The Movie?

My spare key:-
The Walking Dead - Season 1

Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #34 on: December 11, 2016, 11:13:02 PM »
So, I decided to try some unity 2d stuff. Years ago in Qbasic, I had written this game called Space Dudes from Outer Space. Everything was in code, except I had built in a bitmap loader. I've almost got the unity version complete.

I got an Atari Classic console because I couldn't find the NES console. It reminded me that I was quite good at programming on Basic. My old game requires an emulator to be used on a modern pc. The unity version will be a little different. 95% the same.

Maybe I'll port it to android with Touch Controls.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #35 on: January 20, 2017, 02:38:17 AM »
This might be useful for us.

https://connect.unity.com/home
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #36 on: January 24, 2017, 01:22:40 AM »
http://www.fakemusicgenerator.com/

I found this. You can use it to generate sound tracks.

I also made a coding breakthrough today. This week I'll start working on some tools. Maybe Phil can use them to make some games.
« Last Edit: January 24, 2017, 01:25:25 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #37 on: January 24, 2017, 06:43:25 PM »
Hey Phil, how far are you along in your education? I was lucky enough to go to DeVry for a Game and Simulation Programming degree in 2006. Well, I say "Lucky" but when I started they hadn't graduated yet, were still learning how to teach it, had some dud classes, and had a HORRIBLE attrition rate. I'm definitely in awe of people who are self-taught, but I think I really benefitted from a class environment... As long as I supplemented it with tons of stuff outsidr of class of course @_@

Anyways, I've been working around the field one way or another since 2009 (NOT at a game company right now) and my goal this year is to break ground on an "indie" side project and really make serious progress on it.so... Thank you for this thread ThePerm!

Right now I'm pretty much set on Unity, mostly for the promise of multiplatform support it brings. Obviously that won't be as simple as flipping a switch, and there's been plenty of examples of Unity porting requiring more work than devs expect, but that's the risk I'm choosing. Unity is one of the few engines out there that is established, claims a lot of platforms, and also officially provides a path to Nintendo.

It's not even the end of January and I'm already WAY behind schedule >_< I'll try to pop back into the thread when I get some stuff sorted out for this indie attempt of mine. Still have to get my git repos set up!
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A glooming peace this morning with it brings;
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Go hence, to have more talk of these sad things;
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For never was a story of more woe
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #38 on: January 25, 2017, 02:49:30 AM »
What exactly are you working on Kairon, if you want to keep it a secret you can PM me. Are you doing it by yourself, or with a team?

I've had a really odd path towards making video games. I was a huge fan on NWR when it was PGC or its older forms when I was a teenager. I programmed in Visual Basic in high school. I went to school to do game design. I got my first degree doing CG and then I moved into traditional art for my Bachelors. But I'm 32(almost 33) and I've not yet worked in the industry yet. I've had mostly menial $10 an hour jobs at call centers. In my spare time I do art, game design, and I write screenplays. My biggest obstacle is when I run into a wall I just work on another project. The other problem is I have experienced little help. I wish I could team up with some people to do the things I can't figure out how to do.

So, yesterday I figured out how to program Multi-dimensional arrays in unity. I didn't know howto dothis in Java or C, and I really didn't remember how I did this in Visual basic in highschool. The documentation on that was really crappy. I tried to watch some video tutorials, but video tutorials are getting really annoying at this point.  They're so damn long winded. They really don't understand that I need just some example code and I can figure the rest out.
So, I got multi dimensional arrays now, I can now figure out how to program a minecraft style level editor. 

My next thing I need to figure out is if I raycast on the face of a polygon is how does it know where to put the data into a multidimensional array for the chunk data. Also, how would I program it to know not to do anything if it happens to be an edge block. Sometimes this stuff gets so complicated.

This was one of the projects I was working on. I basically have a game that plays exactly like Metroid Prime. The thing I want to do that is really different is have the world made out of voxels and have it destructible. Even cooler is if the game was procedurally generated so not every play through is the same.

Here is a separate Eternal Darkness inspired demo
https://drive.google.com/open?id=0B0i2ilaU2I4iSlBHNUpjSW1kVlE





« Last Edit: January 25, 2017, 04:10:16 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #39 on: January 26, 2017, 06:52:14 PM »
Those are neat demos ThePerm! Are you mostly hunting for the right pre-existing modules and plugins that will get you were you need to be, or are you trying to do more built-from-scratch stuff?

It sounds like you're doing a 3D project, so I say hats-off-to-you sir! Just adding that third dimension seems to make everything way more complex and challenging. I'm only going to be doing my project with my younger brother, so I decided long ago to reduce my scope to 2D. I mean, just thinking of having to find good 3D art is so much more daunting than thinking of finding someone who can do 2D art.

We've only just started, but what I'm hoping to achieve is a 2D SNES-style RPG of the quality we've seen on the eShop and elsewhere.

I know there are other things I can use to make 2D RPGs, but I'm thinking of doing a couple non-standard gameplay systems that would require more flexibility typically not found in "RPG-centric" toolsets. Also I'm just making a bet that Unity will give me some portability paths to a wide range of platforms.

Part of the reason that it's just my brother and me is that I find that unless you have a great group of people sometimes it can be counter-productive to have too many people at once, especially when so much is up-in-the-air and you're basically doing this without pay and on pure volunteer time. I don't want the stres of having to try to convince people to do stuff who aren't as into this as I am, or the guilt when I'm on the other side of that same equation. And if there's a decision to be made, I want to be able to make it quick without rounding people up for a committee.

We WILL need more people in the future, at the very least in sound and marketing, but why bring them on-board now when we have absolutely ZERO for them to do? I've been in enough situations where the artist and sound person and designer are sitting around twiddling their thumbs and basically spinning wheels and feeling frustrated because engineering still isn't at a place where they can have true and meaningful input. I'll expose myself to the added responsibility of other people when I have been able to prove that I can actually fulfill the promises I'm making myself and my brother.

What are you currently wrestling with right now, if I may ask? I can't promise to have an answer, but at least I've been using code professionally for a while so I'd like to think I stand a chance at being actually helpful. Plus, at my current job I'm basically customer support for our users who are basically game developers, so I'd like to think I can do SOME things right when it comes to facing the occasional coding roadblock @_@
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #40 on: January 26, 2017, 07:15:25 PM »
Hey Phil, how far are you along in your education? I was lucky enough to go to DeVry for a Game and Simulation Programming degree in 2006. Well, I say "Lucky" but when I started they hadn't graduated yet, were still learning how to teach it, had some dud classes, and had a HORRIBLE attrition rate. I'm definitely in awe of people who are self-taught, but I think I really benefitted from a class environment... As long as I supplemented it with tons of stuff outsidr of class of course @_@

Anyways, I've been working around the field one way or another since 2009 (NOT at a game company right now) and my goal this year is to break ground on an "indie" side project and really make serious progress on it.so... Thank you for this thread ThePerm!

Right now I'm pretty much set on Unity, mostly for the promise of multiplatform support it brings. Obviously that won't be as simple as flipping a switch, and there's been plenty of examples of Unity porting requiring more work than devs expect, but that's the risk I'm choosing. Unity is one of the few engines out there that is established, claims a lot of platforms, and also officially provides a path to Nintendo.

It's not even the end of January and I'm already WAY behind schedule >_< I'll try to pop back into the thread when I get some stuff sorted out for this indie attempt of mine. Still have to get my git repos set up!

After starting as a student with no major in 2004, I finally graduated this past December with a degree in Media Communication. I also got a certificate in foundations in game design. I've been told by folks already in the industry that a degree in Game Design isn't really important or necessary to get work, so I feel bad for these younger students who seem so happy and excited to be doing a game design program/degree when it really won't do much for them. They should be working on games for their portfolio instead. Regardless, the game design program itself at the college I went to is still in its growing pains period.

I just know how to do RPG Maker MV right now because it's been over a year since I've touched Game Maker. I really want to relearn everything with that program when time allows me to. Meanwhile, my work on Legends of Adrigal continues. I've done new enemy sprites, new songs, and some mapping as seen in this blog entry I made:

https://stortzumsoft.blogspot.com/2017/01/tips-tricks-lets-design-room-in-legends.html
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #41 on: January 27, 2017, 01:41:36 AM »
So, I'm basically combining that Metroid Clone Project with a Minecraft style world builder.

I've figured out a few steps on how to do this. I want to shoot a raycast at the face of a cube and determine if the face is facing (up, down, left, right, forward, back)

Right now I already have code that can instantiate an object in the perfect angle and transform of a hit point. That's not what I'm doing. That is what most the QA questions are aiming to do in unity discussions.

Now I thought about a simpler way to do this, but I still don't find much in the way of answers. If my camera is facing a certain direction, then we know that the face is going to be the opposite direction of where my camera is facing.

// transform the world forward into local space:
   private var relative : Vector3;
   relative = transform.InverseTransformDirection(0, 0, 1);
   Debug.Log(relative);

right now I found code like this. It does something, but it doesn't quite get to what I'm looking for.

I know another way to actually do it, but it is Hack-y and a resource hog. I could simply put a box colider on every side of the cubes i generate, but that will mean I'll have 12,582,912 box colliders on the screen.

Also yeah Phill. In about 2004 I was on track to do Collins College for game design, but I looked them up and they were in even worse growing pains back then. So, I just did studio art.

In high school I used to work on RPG maker all the time as a hobby. So, I know exactly how to make games on there. One of my projects is to basically create RPG maker in unity. I'm trying to figure out this minecraft thing first though as they are inter-related concepts.

RPG maker is really nothing more than a Tile Mapper with a few RPG bits. And it's really simple. If I can find it on one of my hard drives I'll dig out an old project I made.
« Last Edit: January 27, 2017, 01:59:47 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #42 on: January 27, 2017, 02:04:14 PM »
Hey ThePerm, if I understand what you're asking for, I think it might require some math specifically to make sense of 3D space. I'm busy with work right now but I'll try to get back to this soon with an attempt to answer this for you.
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #43 on: January 27, 2017, 06:59:00 PM »
So, Phill. I figured I would work on an RPG maker for unity. It should get me through a bunch of steps before I make it 3d.
It'll have some things better than RPG maker. I'll give you the option for 2d and 3d. I tend to make everything in 3d because collision detection seems to work better in unity that way. So the way it's set up now is the camera is at an overhead(or sideways if you wanted), and it's set to orthogonal.

Kairon, I guess I'll just make all blocks build up.Not quite as convenient, but it works. I can create "Empty" blocks that just delete on start.

Also, if you guys want to check out a nearly complete game I did check this out.
I made a game in Qbasic and converted it to unity.
It would be done if I could figure out how to do a High Scores Menu.

https://drive.google.com/open?id=0B0i2ilaU2I4iWUxYeWUwMzdOZTA

and a 3d version I've been working on
https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE
« Last Edit: January 27, 2017, 07:04:17 PM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #44 on: January 27, 2017, 07:38:26 PM »
It'll have some things better than RPG maker. I'll give you the option for 2d and 3d. I tend to make everything in 3d because collision detection seems to work better in unity that way. So the way it's set up now is the camera is at an overhead(or sideways if you wanted), and it's set to orthogonal.

If you're interested in any 2D RPG Plugins for Unity this side group I'm working with found this to be an okay starting place as far as 2D RPG maps go:

https://www.assetstore.unity3d.com/en/#!/content/43566

Kairon, I guess I'll just make all blocks build up.Not quite as convenient, but it works. I can create "Empty" blocks that just delete on start.

Wait, lemme take a stab at the problem first at least! @_@

Well, lemme just make sure I understand the problem: You want to fire a ray at a cube, and then make sure you know which face of the cube you visually "hit" right? Ala Minecraft where if you hit the bottom of the cube, you can add a block underneath something, and if you hit the side of the cube, you can add a block on that specific face, right?

Because that's definitely doable! Just lemme try please?
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #45 on: January 27, 2017, 07:49:53 PM »
I've been told by folks already in the industry that a degree in Game Design isn't really important or necessary to get work, so I feel bad for these younger students who seem so happy and excited to be doing a game design program/degree when it really won't do much for them. They should be working on games for their portfolio instead.

I can't agree with this enough. And I say this as someone who's got college loans for a Game Programming Degree.

I mean, let's not kid around: a college degree from an accredited institution is VERY useful. But the games industry is very results-oriented, and more convincing than any theoretical degree will be practical results: HAVE you finished a game/project without giving up? DO you have anything to show for this time other than a piece of paper and some flowery words from classmates and teachers?

Also: "You talk a good game. But here's an empty whiteboard, you have 45 minutes to go from nothing to something impressive on it or else all your talk means nothing."

Well, not QUITE that bad, but sometimes it can be that intense. ^_^

I just know how to do RPG Maker MV right now because it's been over a year since I've touched Game Maker.

What you've done so far looks like good stuff dude! I'll have to start fretting over how I'll generate rooms and dungeons in my own project eventually >_<.

I am really impressed with RPG Maker and Game Maker. They have their limitations (some very important ones probably, I haven't fully investigated), but there are real and impressive commercial games that used them. Like I said above, results-oriented.
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #46 on: January 27, 2017, 10:01:30 PM »
ThePerm, is something like this project what you were looking for?

https://www.dropbox.com/s/g42ri39w8o10gu0/CubeRaycastTest.zip?dl=0

I may have misunderstood you, but if so, let me know. This test sample just has a basic Unity cube in the gameworld and lets you click with your mouse. If the mouse click hits it with the raycast, it prints "hit" in the console. Then it goes on to print the basic facing direction of the side of the cube that the raycast hit: up, down, north, south, east, west.

That's what you were going for, right? I assume that once you know which side of the cube it hit, then you can just instantiate your game object above or below or beside the cube as needed, right?

I was afraid this would have me whipping out my old College programming and math books and do this from scratch, but it turned out to be WAY easier than I thought. I think this definitely goes to show the power of a battle-tested game building tool like Unity, and the power of the internet because I basically cobbled this example project together from these two resources:

http://answers.unity3d.com/questions/887694/how-to-detect-an-gameobject-on-mouse-click-using-r.html
http://answers.unity3d.com/questions/128747/detect-face-of-cube-clicked.html

If that's actually something you already knew how to do, please forgive me >_< And explain what I'm not understanding so I can give it another stab? (Also, I'm assuming you're using blocks that are not spinning around in some weird positions, right?)
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #47 on: January 27, 2017, 11:55:56 PM »
The second page deals with what I was going before. I read it before. I think I missed Ultimationz post though. I usually write my code in javascript, occasionally switching to c#. But reading i, it looks pretty clear. And I've never used enum before. Could be real useful.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #48 on: January 28, 2017, 04:46:11 AM »
So, I made a RPG Tile Editor. It functions. I just haven't got to write the IO functions yet.

https://drive.google.com/open?id=0B0i2ilaU2I4iR3RCNWhEbTlPdFk

Try it out.



« Last Edit: January 28, 2017, 08:15:05 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #49 on: January 28, 2017, 05:01:42 PM »
Also, if you guys want to check out a nearly complete game I did check this out.
I made a game in Qbasic and converted it to unity.
It would be done if I could figure out how to do a High Scores Menu.

https://drive.google.com/open?id=0B0i2ilaU2I4iWUxYeWUwMzdOZTA

and a 3d version I've been working on
https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE

Dude, dark! The 3D version is a sorta compelling though, in a "UFO bombing run over farm animals" way.

So, I made a RPG Tile Editor. It functions. I just haven't got to write the IO functions yet.

https://drive.google.com/open?id=0B0i2ilaU2I4iR3RCNWhEbTlPdFk

Try it out.





This is pretty awesome! Hey, exactly how many game projects are you juggling anyways?
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.