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Cubey's Adventure
show user profile  digital3ds
Spent the last 2 weeks making a game prototype for a developers position at a company called Fuhu

here's some screeners




Got the idea for the boss battle from the "Jesse make's a game" thread : ) it was to fun not to capitalize on

you can play it here if you want: https://dl.dropboxusercontent.com/u/77365787/build_b/build_b.html

if you're using chrome there's a glitch where it might freeze the first time you left click - you just need to open a new tab, then go back to the game tab

Nothing special, but it was fun. Glad to hear your thoughts!

** just got some feedback from their lead programmer, so I'll have some changes to make : )
- Mike Sawicki




read 939 times
5/19/2014 10:11:39 PM (last edit: 5/20/2014 2:24:35 PM)
show user profile  ScotlandDave
Digital - this is badass! Really impressed..

The little run cycle is great and the controls work really well.. The hit detection on the tree branches is quite unforgiving - ie it`s easy not to land on them / fall off. Loved the clouds idea.. And the top-down game brings some more fun into it.

What`s the deal with the environment is that stock unity stuff or did you create that?

Any way to get some AA on the guy ( esp at his feet )..


Website | Blog | Contact | Vimeo

read 921 times
5/19/2014 11:15:59 PM (last edit: 5/19/2014 11:15:59 PM)
show user profile  digital3ds
thx dave - Some objects I made (all the close up objects), and some I bought (trees in far background)

here's a couple of the objects I made


My buddy Matt sculpted the mesh for the log ^^ I textured it and turned it into a game asset



The ground is just unity terrain, kinda works like zbrush, you can sculpt it, paint your own textures, etc

- Mike Sawicki




read 905 times
5/20/2014 3:13:53 AM (last edit: 5/27/2014 9:16:07 AM)
show user profile  BishBashRoss
Impressive. A couple of things I noticed on my first play.

Didn't really get the clouds mechanic because the notice that came up disappeared straight away (I guess I pressed a button) and I couldn't figure out how to get it back. I ended up just mashing jump when passing through them.

In the twin stick style room, the first time I got there the target was offset from the direction I was shooting.





read 877 times
5/20/2014 11:43:52 AM (last edit: 5/20/2014 11:43:52 AM)
show user profile  digital3ds
Oh wow - that sounds like you were playing an old build somehow - that offset target thing was a big pain in my ass for a while... same with the cloud message - maybe Ill put the next build in a different folder just in case - thx for the info

I've fixed the jumping inconsistency, increased the size of the final play area, and now have the enemies spawning all around the player instead from one row.. also added a machine gun mechanic : )


- Mike Sawicki




read 875 times
5/20/2014 11:52:51 AM (last edit: 5/20/2014 11:52:51 AM)
show user profile  Dave
Lovely trees there, are you sculpting those? Then doing re-topo, unwrap, texture?

"I flew over Egypt once"

read 870 times
5/20/2014 12:07:35 PM (last edit: 5/20/2014 12:07:35 PM)
show user profile  LionDebt
Nice - got to the topdown bit but then... seemed stuck?

cloud mechanic didn't really seem to work for me - I got the message, but at most I could only still double jump - maybe reduce the rigidbody gravity for the player when in clouds?


edit: final score 1190. Stupid forest wisps are op. Not sure what happened on first play through - but I got to the end bit (top-down) and nothing happened. Also, not sure if intended but if you spam/hold spacebar and hit a cloud you go flying mega high - only way I could get them to work for me in any way.

read 865 times
5/20/2014 12:19:37 PM (last edit: 5/20/2014 12:29:32 PM)
show user profile  khamski
It's awesome.
What did you use to create it?



read 857 times
5/20/2014 12:50:50 PM (last edit: 5/20/2014 12:50:50 PM)
show user profile  digital3ds
Ha nice Ld that's a better score than I've gotten until this new build - nothing happening in the final boss area sounds like a collider issue - there's a small one around the last tomato that activates the final sequence - I will make it bigger for the next build, thx

Thanks guys - Dave, yea sculpted and textured in zbrush, retop in Topogun, unwrap in Max

I use Topogun to do pretty much all of my map generation now (ao maps are crazy good from topogun, same with diffuse - stupid fast, normals too), unless a mesh is too high poly - then I'll use xNormal and Max

Build 002

again there's the click glitch if ur in chrome, just open a new tab and then jump back to the game - Jumping is fixed, clouds now let you jump more (there's really no reason for them except to introduce a game mechanic) - also you shouldn't be able to jump ridiculously high since I changed the jump entirely, enemy stage set-up better

I have a great place to hide a "golden tomato" for the next build, which will give you unlimited machine gun power : ) : )

- Mike Sawicki




read 850 times
5/20/2014 1:47:34 PM (last edit: 5/20/2014 2:06:14 PM)
show user profile  mrgrotey
Really Nice work! character and objects dont match the visual quality of the background but its still an awesome effort from one person :)




read 802 times
5/20/2014 11:45:16 PM (last edit: 5/20/2014 11:45:16 PM)
show user profile  Nik Clark
A great game!*

I really enjoyed it. Right up until I died in the top-down bit that felt like robotron. Great stuff.



*if you're right-handed.





read 794 times
5/21/2014 12:25:00 AM (last edit: 5/21/2014 12:25:00 AM)
show user profile  digital3ds
Thanks a lot guys

I've been asked to modify either the boss area or the side scroller part, and I'm thinking I will turn the side scroller part into more of a platformer than it currently is

I agree with the characters, and for my next submission I'm thinking about replacing the sphere enemies with either a better looking ghostly spirit type of character, or adding some bee's - maybe both

If anyone has any ideas on how to make the platformer or boss area better I'd love to hear it! ()didn't think about left handed gameplay : (
- Mike Sawicki




read 792 times
5/21/2014 12:42:57 AM (last edit: 5/21/2014 12:42:57 AM)
show user profile  soontekk
i love it Mike, well made!

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 759 times
5/22/2014 10:27:01 AM (last edit: 5/22/2014 10:27:01 AM)
show user profile  LionDebt
platformer area:
+ Tighten up the character controller so that moving + jumping feels more sturdy.
+ Create collision meshes for the trees instead of using the actual tree mesh
+ Some kind of z-depth shader or fog solution to better blend playable game area Vs. background/foreground elements
+ Variation: maybe temple-like? Stones, pillars, archways etc... these could also move to give it a more classical platformer feel
+ Loot? Machinegun is one thing, how about crystals to unlock doors / activate lifts etc.
+ Hidden areas / bonuses.
+ Storyline element to segue from sidescroller into topdown area - why have you pissed off the forest wisps etc?

edit: Where are my manners! Just a few suggestions... think my morning coffee hadn't quite hit the spot yet. Don't think I said so already but really like the artwork and effort you've put into this - if you need any advice/tips on unity/c# don't hesitate to ask me. Good luck on getting the position :)
read 749 times
5/22/2014 11:07:11 AM (last edit: 5/22/2014 11:42:13 AM)
show user profile  khamski
But what did you use to create a game?
Is it some UT tool ?


read 724 times
5/23/2014 10:19:57 AM (last edit: 5/23/2014 10:19:57 AM)
 
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