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UltimateWalrus

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A member registered 2 years ago · View creator page →

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This is cool!  The look and feel is much improved over the first one.  The mirror boss and final boss were great!  My one critique is that the different fight/hard /timed modes of the bosses weren't different enough to keep it from feeling tedious to go for 100% completion.  The "hard mode" would have felt more fresh if the bosses actually launched harder attacks, instead of just giving the player less health.  I also felt a little gypped when I went straight for hard mode, beat it, but still had to complete normal mode.  So I didn't get all the checkmarks... but I did beat all the bosses, and overall it felt fun and polished.  Good job!

Nice!  The light-and-shadow boss was pretty ingenious --- the strategy for defeating it took some thought, since its way of attacking was so unusual.

This was very well done!  Went into a bit of a bullet-hell trance near the end.  Beating it was very satisfying.  Loved the mood as well, I love SCUBA and bullet hells so it felt like this was made for me!

This is great! It's got a very cute mood to it. I had fun exploring the different paths.

This was a lovely little game! It's a very pure-feeling zen platformer. I loved the ambiance, it gave me chills at some points. Definitely saw the heavy Knytt influence. It might have taken me around two hours to beat due to the secret areas being hard to find, but I didn't mind one bit, I was happy to spend more time in this little world. Well done! My only beef was that it would be better if fullscreen mode used nearest-neighbor scaling rather than anti-aliasing, but you may be at the mercy of whatever engine you used :)

Looking good! I love the secret tunnel.

My suggestions on funding/spending money on freelancers, coming from someone who does a lot of freelance:

If you like making games, you are almost always better investing in yourself... learning how to make that cool shader you want in your game may take a lot of time and effort, but afterwards your experience has grown, so next time it'll be much easier. Spending money on a freelancer might make logistical sense in the short term but if you plan on making game development part of your life, improving your own skills will be much more rewarding long-term.

If you want something done right, you have to do it yourself. The only way for something to match your vision exactly is for you to make it yourself. Collaboration entails compromise, though with the right people it can lead to something new and better. In any case, creativity shines best when it's done in a playful, natural manner, done because you want to. Worrying about demographics, funding, etc. makes it not fun, which taints the end product and makes it turn out worse, so I don't do it :)

2 is an amazing game. I already played through when it released, loved every minute. The look & feel is superb.

Cool! Looking better already. I don't think there's anything wrong with bouncing back and forth between core gameplay coding and polish. As long as you are OK with your game idea, you know it's fun, and are committed to completing the game at this point, all that stuff has to be done anyway, so it's whatever order feels most natural. For my Ludum Dare game Vertico the very first thing I did was make all the music and ambiance before any coding, to set the mood.

If I were doing the camera, I'd try setting up specific cameras for each level and place them what I feel is the most cinematic view that also lets the player see what they need to. I would tie this camera to specific hexes so when they move to a different area, the camera switches. If you'd like, you can still allow the player to manually break from this control, or have not-as-important areas where camera control happens algorithmically. This was used to great effect in Twinsen's Odyssey:







Since you have tank movement this sudden cut wouldn't disrupt player controls at all, but if you prefer you could just have your camera lerp from one position to the next. This technique is definitely underutilized in third-person games --- either it just doesn't occur to people or they don't want to do the work.

Also the hard-shaded water is a neat effect, but you could probably improve its motion by applying a perlin noise function to the y positions of its vertices.

I was surprised to not see Clickteam Fusion here. Hundreds of games have been made in Fusion including big ones like Knytt Underground. It has been around in its various incarnations for almost two decades and is still going strong. It's the engine that Construct directly ripped off (apparently Scirra have even forced their way into Clickteam conventions before trying to market Construct).

Fusion is very accessible to beginners, however as a game industry veteran knowing dozens of languages and engines, I still use Fusion all the time! Almost all the games on my website were made in it. It's deceptively powerful as its mouse-based scripting language lets you lay down the logic for a game much, much faster than in traditional languages. I know Unity inside and out but I can probably make a 2D game around 3-4 times faster in Fusion (no joke).

This looks cool! I definitely like a laid-back puzzle game every now and then, so it'll be interesting to see what it's like when it's done. I'm also a fan of tank controls :)

Obviously the game's a work in progress so this may already be on your list, but a more finely tuned camera would definitely give it a more polished feel. Even just adding some "laziness" to it and not having it react to the jumping would help. But since it looks like you are using tank movement, you have the advantage of easily being able to put in movie-style camera cuts to more cinematic views.

The problem is that graphics cards these days are all designed for 3D Unreal engine-type games (which makes sense, given it's the more difficult problem computationally). In order to do 2D stuff correctly though you have to work backwards. In Beat Bros (Unity game) every quad is first snapped to the nearest pixel, then drawn to a low-res render texture, before it's all blown up to screen size with the point filter. Note that unless the monitor's resolution is a direct multiple of your game's, you will get slight inconsistencies between the pixel sizes. But this is hardly a problem visually on 1080p monitors, unless you are doing a very high-res pixel art game.

Hey! I just watched the trailer but the graphics are quite nice, you guys have clearly put a lot of work into it. I really liked the colors in the spaceship scene where everything is tinted aquamarine. Other scenes seemed too "realistic" colored to me and came across as rather bland/brown (that might just be my personal preference). I'd recommend doing a color pass over the whole game to try and just make sure everything's consistent. Awesome work though!

Hi Jay! Dropsy looks great, I need to try it but I'm waiting till my girlfriend is less busy (we usually play point-n-clicks together).

How was your experience with Devolver Digital? Would you recommend them?

Hi! My name is Sebastian. I make games under the name Ultimate Walrus. Just for fun I was looking for a forum where people share small creative projects, and someone directed me here. I mostly use Fusion 2.5 for my games, though I'm also well versed in Unity and used it to make Beat Bros. I also make music in Fruity Loops sometimes. I'm not a good artist but I try my best and sometimes people like it. My girlfriend is a much better artist and often does the art for my stuff.

I guess I'm just looking for a place where, just for fun, I can share stuff and see what other people are working on without feeling like I'm in "promotion" mode (even though I did post all those links... have to work on that). Kind of like the old RoboSquid forums before they died, if anyone went on that back in like 2009.