I use the Ultimate Game Tools Fracturing package for deformation, and the Steamworks wrapper at Steamworks.github.io
I use the Ultimate Game Tools Fracturing package for deformation, and the Steamworks wrapper at Steamworks.github.io
Disregard? That video was AWESOME. I took notes as I watched it and it reminded me of how I really wanted to make Paper Cowboys.
Sometimes I tend to get bogged down in the details like network synchronization, and forget the fundamentals. I definitely have some changes earmarked for the next build.
Thank you anon.
That's actually a yak :) Anyway I hope to get it done this summer.
Almost all of the art was MS Paint actually; I did use The Gimp for certain edits though. :)
The article thumbnail was actually an angle from the Unity Editor I sorta navigated into while I was working...I immediately realized it would make for a great image to keep around!
That's the plan! I wanted to weed out some bugs now, then post it on GameJolt. If that goes well, I'll post it on Kongregate before Thanksgiving. I'll also give it a spin on Greenlight Concept after I finish the trailer; couldn't hurt.
Before anyone says it: Yes it's wrong to take a movie of a multi-player game with one player in it, but the Photon network cloud is down in my area at the moment. I'll post a new video when it's back up!
I finally got it to happen...stuck almost immediately near the pivot of the left flipper.
I also noticed the music skip once.
Since I haven't tried it with any other model besides tron1.dae, my answer is: "In theory, yes." You would have to make a model that fits the same dimensions and orientation as tron1.dae which comes with the game. The two issues are:
- The game wasn't optimized for complex models, so it could look pretty wacky if you try importing some random stuff. In all cases, the collision bounds remain constant.
- The other limitation is that the whole model is imported as one color. That will need addressing in a future update.
(Edit: This should have been a reply to a previous comment...oops)
I applied to have Dominoze distributed on Desura last year actually; and it wasn't worthy.
I'm glad you asked because it goes right back to the point about execution: I firmly believe that the game mechanics can be a lot of fun; but in its current form, Dominoze is dull, overwhelming, and clearly made by someone with an engineering focus over a game development focus. It was also entirely made with very little feedback and no community involvement at all.
I'm resuming Dominoze development in 2012. I'll start with some radical changes to the content, get the community much more involved (including letting everyone make their own content), and going with a simpler, more light-hearted cartoonish/cell shaded feel and maybe a storyline.
I released two iPhone/iPad games to the app store with what I think are original mechanics; one being a game where you pull ramps down with your fingers to guide marbles into a barrel (Tiltz), and another that is a cross between pinball and an alien shooter (Hyperspace Pinball). They did better than nothing, but probably got as many total sales as a viral app does in five minutes.
I think being original is only part of the equation; there's also the execution (I chose to keep the games minimalistic; no story, no cartoony graphics) and hitting the ground trying to get as many eyes on it as possible. This is in hopes that even one prominent reviewer or editor who doesn't require a cash advance sees it and says "Hey this has my attention! I want to learn more and write a story about it!"
...I suppose that leads up to the final part of the equation: "Do your best at what you love to do until you succeed and go beyond success"
I read your comment on Indiedb.com , kudos to your success with the release of the free version of your app! I'd like to know what happens as you try different things with your mobile apps; I hope my blog can give you some ideas too.
I started on my own twenty years ago; self taught...but I still learn something every day! The learning never stops!
7/6/11 Update: More bug fixes (Expand the description to see them all).
7/3/11 Update: Removed level transitions for a seamless flow, added "ball guard" in between flippers when ball is launched, added level difficulties.
The more I use it, the more I see the shape placement interface needs changed. The next release will definitely be more intuitive and easier to build with.
Yikes...I haven't been here in way too long.
Razerz: Try running the Dominoze Updater and see if it still happens. Did you run it as a standard user (as opposed to Admin)? Are you on Windows 7? I did fix a bug not too long ago where Dominoze was trying to "make itself at home" in the program files folder instead of the documents/application data folders.
I really appreciate the feedback everyone has given to the project so far. Since the initial release, there have been two updates with various bug fixes (the game comes with an updater you can access from the Start => Programs menu). I have a third update in the works which includes fixing the "gear going crazy" bug, and there's a few content-specific issues that need cleanup.
Please stay tuned; early next year I will announce openings for the closed beta. It will include more puzzles to solve, and the Dominoze Editor to make your own puzzles with.
Gamieon
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Gamieon is a one-developer part-time studio focused on creating video games for the desktop and mobile platforms. Since 2010 Gamieon has developed and released six games as well as six more prototypes. Including beta distributions, Gamieon's products have netted a combined 300,000 downloads! Below this bio are images from all my games and prototypes. Check them out and don't forget to follow me on Twitter @[Gamieon](members:gamieon:321769)