At 12/21/23 08:14 PM, WiddlyDangy wrote:At 12/21/23 01:02 PM, Chucky9 wrote: I bought Sonic Frontiers like the other day or something since it was on offer in the psn store.i played the game last year, i personally think it's okay, the gameplay is still no Generations or Unleashead day stages level, it feels like Sonic Forces but with a good level design, i think the best part about the game was the Super Sonic boss battles, Sega after two decades finally made a decent Super Sonic fight...
Is Sonic Frontiers good in your opinion? I think it looks neat but I haven’t played it yet.
The game has heavily changed since last year, updates, free dlc, and all; Although the game is still a 7/10 game imo
At 10/29/23 10:04 PM, JustZar wrote: Pretty sure this has been asked here but, I am trying to get into 2d animation I have done some 3d stuff in blender before but no 2d yet. I just started using adobe animate this weekend liking it so far. I have been watching tutorials and stuff but was wondering if the NG community has any advice.
my only complaints so far is no stabilization(maybe I am spoiled with clip studio paint) but I downloaded Hej Stylus.
Watch a couple of tutorials (I recommend Alan Becker Tutorials) and just mess around and experiment.
Always make a storyboard. It helps so much with planning and gives you a rough idea of what you’re doing. Don’t make the same mistake I did with my first 3 animations.
Lastly remember that animation is just another form of visual storytelling. If the story is trash, the animation will also be trash. I had to learn this the hard way through my earlier animations.
I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.
I'm thankful to God that I discovered Godot.
Definitely not Unity anymore:(
At 3/28/23 08:24 AM, blit-blat wrote:At 3/27/23 10:04 PM, Derpydino17 wrote: I just started using Godot a few weeks ago, and it's been pretty great so far. It reminds me of flash for some strange reason.I know exactly what you mean, I have the same feeling too! I think it's because of the use of Nodes remind me of movieclips and just how easy it is to preview work.
But yeah, +1 for Godot as well. Everything I've made from A Spaceship Called Stability onwards is made in Godot. As well as great HTML support, publishing to Android/iOS is also really easy - I've published a number of games on mobile with Godot!
Exactly! The node system is so similar to Flash’s Movie Clips. In general, the engine almost perfectly captures what made Flash so fun to use. I hope Godot can one day become the new Flash, especially due to its open source nature.
I have one question. How well does Godot run videos in HTML games on the web. I was trying to implement cutscenes in the most recent game I made with Unity, but the engine’s WebGL player didn’t support playing videos locally. They must be hosted on a CORS enabled server, which was far too slow for me.
At 3/26/23 11:40 AM, TomFulp wrote:At 3/22/23 07:29 PM, Mohsroom wrote: Im getting back into newgrounds and im wondering if there is a good game engine to start out with. ngl i only have experience with Roblox studioI've been getting the impression more and more games here are being made with Godot, which is free, open source and appears to be making great improvements over time. Godot feels like a solid choice for anyone getting into game development, although I haven't tried it myself yet:
https://godotengine.org/
If you're focused on 3D, Unity is still probably the best but their web exports tend to be the bulkiest. It's probably the closest to working in Roblox Studio:
https://unity.com/
I do feel like a lot of my favorite 2D games here in recent years have been made with Game Maker 2 but I get the impression it's getting harder to do web export with GM, maybe due to their focus on a partnership with Opera's game-specific browser. Would be curious to hear anyone else's thoughts there. I'll also note GM isn't free and web exporting costs extra.
https://gamemaker.io/en
I also like Construct but I don't see as much game output from that nowadays. I still think it's great, though:
https://www.construct.net/
I just started using Godot a few weeks ago, and it's been pretty great so far. It reminds me of flash for some strange reason. Maybe it's due to how quick it is to get a simple game running. Though, its language (GDscript) syntax takes a bit of getting used to since it's very similar to Python.
At 3/22/23 02:18 PM, Spaggo wrote:At 3/22/23 02:10 PM, DoctorStrongbad wrote:Man i dunnoAt 3/22/23 01:57 PM, TomFulp wrote: Some not-so-fun news today: we have closed the General and Politics forums. These forums will remain archived but in a locked state, where new posts and replies will not be accepted.We aren't looking to recreate General and Politics in the remaining forums, however. If you are looking for a new place to argue about politics, we ask that you find it elsewhere. You’re welcome to post about issues that are important to you on your blog but a dedicated thunderdome doesn't belong here.This has an April Fool's vibe to it. I'm going to go ahead and call it now.
Theres been drama in general as of late
What drama? I haven't been on the BBS in a while.
Woah what? That came out of nowhere. Welp, good bye general chat, it was fun while it lasted.
At 3/8/23 12:40 PM, Snug-Bug wrote: Failing, probably gonna have my phone taken away and i wont be able to communicate with my dev team and make games anymore becuase my mom thinks the only thing that matters is a letter and score on a peice of paper
Also i have no friends
I can relate.
Maybe it's just me, but it gives me old-school flash game & stickman fight animation vibes.
Especially when it's alternative rock, techno, or trance.
This game is excellent! It recreates the look and feel of classic ZX Spectrum games while also feeling great to play.
I was also shocked by how smooth the controls are. Most games made during the period didn’t have the best controls, but this game manages to surpass those old games while also feeling authentic.
Someone front-page this gem. It truly deserves it in my opinion.
At 1/27/23 03:38 PM, Derpydino17 wrote:At 1/19/23 10:55 PM, DoctorStrongbad wrote:Oh, it’s a 2d speed based platformer where a girl must escape from a dystopian city. It’s called Ruby’s Journey. I’ve been working on it since 2021 but had to restart at some point.At 1/19/23 08:03 AM, Derpydino17 wrote: I may not participate this year since I still got a game to finish up in Unity. Good luck to everyone working on their projects!Which game are you finishing up?
@Derpydino17
It’s basically done now, but I’m still figuring out how to get the cutscenes running on WebGL.
I’m totally switching to a new engine after working on Ruby’s Journey. Unity 2D has way too many features that it makes the engine feel super bloated and slow, especially for my computer. I may decide to switch to Flash or Godot.
The main issue I have with Flash is that level sizes are very limited, which makes designing levels for high speed platformers difficult without a tile system. Also AS2 is super slow as well. I can’t wait for ruffle to add AS3 support.
The issue with Godot is that I’m unable to play pre-rendered cutscenes on the web. I also hate the syntax.
Unpopular Opinion: Python’s syntax is absolute garbage, and so are languages that try to copy it.
At 1/19/23 10:55 PM, DoctorStrongbad wrote:At 1/19/23 08:03 AM, Derpydino17 wrote: I may not participate this year since I still got a game to finish up in Unity. Good luck to everyone working on their projects!Which game are you finishing up?
@Derpydino17
Oh, it’s a 2d speed based platformer where a girl must escape from a dystopian city. It’s called Ruby’s Journey. I’ve been working on it since 2021 but had to restart at some point.
It’s basically done now, but I’m still figuring out how to get the cutscenes running on WebGL.
I may not participate this year since I still got a game to finish up in Unity. Good luck to everyone working on their projects!
I think it was super Mario bros crossover. This was before I even made an account here.
At 11/6/22 12:46 AM, Zymbot wrote: As a non-Twitter user, I shall look on and laugh.
It’ll be Fun and games until the Twitter folks invade here, like what happened with Tumbler.
Mine are Sonic Unleashed and Mirror’s Edge, because both games have an insane amount of exploits that can totally break the game. Also both games were also designed with speed in mind.
Sonic unleashed
Mirror’s Edge
At 4/24/22 03:32 AM, Scanline3D wrote: I really like both the "Evil version of the MC" and "David V.S Goliath" tropes
The first one because i like seeing alternate versions of the characters that use their core ideas and twist them to create a completely new perspective, for example: Shadow The Hedgehog, Venom, Megatron, etc.
And the ladder because i like seeing seemingly weak characters defeating such an imposing figure by using clever tactics, figuring out the opponents weaknesses, or by just having a surprising amount of luck, some of my favorite matches being: The Chosen One V.S Frank Horrigan, Kratos V.S Ares, Cole MacGrath V.S The Beast, etc.
i specifically agree with the latter. I love seeing “weak” characters beating huge imposing threats. It’s one of the reasons why I love Dark Souls and Zelda.
The shrek 1996 test was apparently just (partially) found.
I'm excited that the show will have a darker tone. The series also looks a lot more higher quality than the other star wars shows.
You know, speaking of Rubikour, I genuinely think it feels pretty damn fine as far as platforming goes.
The speed feels just right, the jump is great, the camera follow is done properly – it could just use new mechanics (wall jump, traps…?), better animations (landing, jumping back looks weird) and environments.
Thanks! I had spent about almost 2 months working on the controls alone.
At 6/23/22 04:22 PM, RaIix wrote: I really like this video by Jonas Tyroller: 5 Reasons Your Indie Platformer Game Sucks.
Essentially some non-obvious tips to make your platformers more enjoyable. It has code examples specifically for Unity, but the design tips apply to platformers everywhere, and the code won't be that different.
Things like:
Also, the indie platformer world is a vast ocean, so try to think of a reason, or a new game mechanic, why your game is unique. But don't try to be unique at the cost of harming the gameplay. :)
There are various cool tricks you could do with the camera for specific gameplay vs. cinematic feel (e.g. zoom, room transitions) – see here for inspiration.
You can also consider things like squash-and-stretch which is more of an animation principle, but adds to the gameplay feel of it (but obviously don't do this in e.g. a pixel-art platformer).
Your game, Rubikour, could imho use some “impact” when you land – since it feels like you weigh nothing at all. You'll probably know Fancy Pants – check how it deals with landing, and with jumping on a trampoline.
In regards to feel and impact, I would recommend controller support with vibrations after a “really hard” landing – but, well, not sure how simple that is to implement in ActionScript.
You know, speaking of Rubikour, I genuinely think it feels pretty damn fine as far as platforming goes.
The speed feels just right, the jump is great, the camera follow is done properly – it could just use new mechanics (wall jump, traps…?), better animations (landing, jumping back looks weird) and environments. The game's icon and menu make it look like crap, but it really wasn't half-bad, even though, obviously, it could use more work.
I also usually dislike games that make you start from scratch without any gameplay changes or progress made whatsoever – because of course you usually lose almost at the end, and repeat the initial bit ad nauseam just to get closer to the finishing line bit by bit – but this was short enough that I didn't mind (but I'd add a pause for games with a timer, and wouldn't make it black if you have black lines in the background). Consider checkpoints, opening shortcuts, new levels or anything else other than “memorize where the obstacles are and run”.
Edit:
Yeah, and sounds. Don't underestimate sound effects, they add a lot.
Music is secondary, but you can play with it as well – e.g. by making it start slow and become increasingly “intense” once you pass certain thresholds if there's a timer or a boss battle. Check for example the Ginso Tree escape sequence from Ori.
Thank you so much for the advice! I'm also super thankful for the little critique of Rubikour, since I haven't seen much criticism of it yet. I've also been working on a sequel and your critique has helped me avoid repeating the same issues that were present in Rubikour. Thank You!!!
At 6/21/22 03:34 PM, Gimmick wrote: I haven't made a platformer in a while but two tips I can give are:
Thank you!
At 6/19/22 08:42 PM, DrunkGecko wrote:
The funny thing is that the rest of the episode is just as weird.
I'm working on a 2d platformer (again) and I'm wondering if anyone has any level design tips they would like to share.
It’s was apparently the very first animated web series made in flash, but there’s barely any information on it.
Many of the episodes are also lost. Only 10 out 100 episodes remain on the internet.
At 6/1/22 04:05 PM, Gamerwolf5958 wrote: What kind of music do you listen to and what are some of your favourite songs? It can be any kind of music.
My favorites would be:
Either learn guitar or piano.
At 5/28/22 12:11 AM, Template88 wrote: havent seen them but what was awesome about them
I can't name more since I don't want to spoil it.
Also one of the inquisitor actually dismembered someone's hand.
it Looks like disney's lightsabers are finally working properly.