How is it a cheat that only Blender can do? I would imagine it is also possible to have as many animations running as you want if you prerender them to either sprite sheets or, as you mention, a pre-baked model collection that is duplicated across many, many empty object containers. You can do similar tricks in Maya and 3DS Max. Mind you, it's easier in Blender to manage these objects in the scene. Also, it isn't really a necessary trick if you're rendering for videos unless the models are extremely detailed and the lighting is not Cycles-based. ;)
Oh and I don't really like the video explanation because it does not give a tutorial. The patreon page doesn't explain anything and most viewers will wonder where the tutorial is. It is not obvious where your tutorial is. Do you have to be a subscriber on Patreon? I don't know. The URL given isn't even a proper public address. Remove the "&u=143130&alert=3" part and you're good to go.
I am an artist/programmer who has made plenty of small, simple games in Flash and made attempts to make very large-scale games in Flash with no real success. I would like to work on and am working on Unity 4.x Pro games. I have considered making some small games in Unity for the Android/mobile market, but I really want to focus on big, exciting games for PC.
"Other rograms require you to break your tileset and mix it up, etc. etc. XMLegen doesn't require the picture, even!"
I don't see why anyone would want to make tilesets without the tileset image unless it's a text-based game. That said, XML generation is a nifty thing. A lot of people could learn from your source code. Thanks for sharing.
capbros: May I use ths quote in promo materials for the game?
Sure. You can quote it and cite it to TapSkill if you like.
Also, that blog post is nice. I especially like the part where you include a shader's code. What all did you use to make the game, though? That should be what you start with. For example, what programming language(s) did you use? Did you find any libraries or frameworks insanely useful?
This is like Pac-Man meets Gauntlet, and I like it. I got to lvl 12 or 13 on my first go. The menu design is nice and simple, and I like the use of keyboard controls to navigate the menu, but it would be nice to have the option to just type my name rather than having to select letters/numbers from an on-screen arcade style keyboard.
I'd like to read up on your game dev blog if you have one. :)
Revolution sprites are OK, but LPC sprites are more interesting IMHO. The Revolution collection reminds me of the GBA DBZ RPGs. I noticed there was the "dragonball" tag on all of them, too. I wonder if that was more than an inspiration. Anyway, the Revolution weapon set looks nice: http://opengameart.org/content/the-revolution-items
You could also use the site's "BROWSE" section to find the art you want to use. Granted, the search tools are less than stellar, and items are not categorized very well, but you should be able to find a lot of very useful graphics. Check my submissions and let me know if you like the style of anything there, because I would consider making more of something if I knew it would be used.
I wouldn't mind an art site that tried to compete with DeviantArt, because I really do not like DeviantArt. Most art sites like DA disappear after 2-3 years for lack of funding or lack of interest or just poor implementation and not enough time to fix it. I could help with development, but I'm busy already and really can't volunteer for such projects. However, I would definitely post some of my doodles. ;)
I'm not fond of most of the Blender movies from an entertainment point of view, but I love the technical improvements they develop for Blender. If I had money to spare, I'd support the project simply to help fund the development of future versions of Blender and promote the use of Blender in the industry.
How is it a cheat that only Blender can do? I would imagine it is also possible to have as many animations running as you want if you prerender them to either sprite sheets or, as you mention, a pre-baked model collection that is duplicated across many, many empty object containers. You can do similar tricks in Maya and 3DS Max. Mind you, it's easier in Blender to manage these objects in the scene. Also, it isn't really a necessary trick if you're rendering for videos unless the models are extremely detailed and the lighting is not Cycles-based. ;)
Oh and I don't really like the video explanation because it does not give a tutorial. The patreon page doesn't explain anything and most viewers will wonder where the tutorial is. It is not obvious where your tutorial is. Do you have to be a subscriber on Patreon? I don't know. The URL given isn't even a proper public address. Remove the "&u=143130&alert=3" part and you're good to go.
I am an artist/programmer who has made plenty of small, simple games in Flash and made attempts to make very large-scale games in Flash with no real success. I would like to work on and am working on Unity 4.x Pro games. I have considered making some small games in Unity for the Android/mobile market, but I really want to focus on big, exciting games for PC.
"Other rograms require you to break your tileset and mix it up, etc. etc. XMLegen doesn't require the picture, even!"
I don't see why anyone would want to make tilesets without the tileset image unless it's a text-based game. That said, XML generation is a nifty thing. A lot of people could learn from your source code. Thanks for sharing.
capbros: May I use ths quote in promo materials for the game?
Sure. You can quote it and cite it to TapSkill if you like.
Also, that blog post is nice. I especially like the part where you include a shader's code. What all did you use to make the game, though? That should be what you start with. For example, what programming language(s) did you use? Did you find any libraries or frameworks insanely useful?
This is like Pac-Man meets Gauntlet, and I like it. I got to lvl 12 or 13 on my first go. The menu design is nice and simple, and I like the use of keyboard controls to navigate the menu, but it would be nice to have the option to just type my name rather than having to select letters/numbers from an on-screen arcade style keyboard.
I'd like to read up on your game dev blog if you have one. :)
Revolution sprites are OK, but LPC sprites are more interesting IMHO. The Revolution collection reminds me of the GBA DBZ RPGs. I noticed there was the "dragonball" tag on all of them, too. I wonder if that was more than an inspiration. Anyway, the Revolution weapon set looks nice: http://opengameart.org/content/the-revolution-items
You could also use the site's "BROWSE" section to find the art you want to use. Granted, the search tools are less than stellar, and items are not categorized very well, but you should be able to find a lot of very useful graphics. Check my submissions and let me know if you like the style of anything there, because I would consider making more of something if I knew it would be used.
I wouldn't mind an art site that tried to compete with DeviantArt, because I really do not like DeviantArt. Most art sites like DA disappear after 2-3 years for lack of funding or lack of interest or just poor implementation and not enough time to fix it. I could help with development, but I'm busy already and really can't volunteer for such projects. However, I would definitely post some of my doodles. ;)
I'm not fond of most of the Blender movies from an entertainment point of view, but I love the technical improvements they develop for Blender. If I had money to spare, I'd support the project simply to help fund the development of future versions of Blender and promote the use of Blender in the industry.
I never use it, and I'm not fond of the QT library, but if you want to start a new project in C++, I need a project to learn SDL2 with. :)
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