It reminds me of a lot of the GBA/SNES tricks for making animated cutscenes with still images.
Lol, I'm over here thinking this wondering why everyone is amazed. It's pretty sweet tho :)
In response to Ter13
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Ter13 wrote:
It reminds me of a lot of the GBA/SNES tricks for making animated cutscenes with still images. Lol, I'm over here thinking this wondering why everyone is amazed. It's pretty sweet tho :) |
I'm over here thinking this wondering why everyone is amazed. To be fair, it's a low-effort high-impact effect. |
In response to Ter13
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I used to do something similar with paper.
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In response to Ter13
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Ter13 wrote:
I'm over here thinking this wondering why everyone is amazed. Yep, since we're working out of our pockets we can't really afford to spend a heap of time with something like this. |
Yep, since we're working out of our pockets we can't really afford to spend a heap of time with something like this. I love low-effort high impact. Kozuma's just being a debbie downer. Not everything has to be an attempt to slap your dick on the table. The composition is more important than the small details. |
In response to Pixelcomet
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Pixelcomet wrote:
Ter13 wrote: No, no I really like it. It looks great! But the mechanics behind it are simple, Terd13 [edit] can't wait to see what you do with the new additions to animate :) |
to be fair if he ended up back here after spirit age it probably meant he couldnt find a good project to work on
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It's a lot more complicated than simply finding a project that'd throw money at me to do art. I do freelance work.(namely any sort of money transfer method is a pain in the ass because of where I live.) I have a day job. My project land of fire is mostly a labor of love. It's something I enjoy doing. Since it's my personal project I don't see how me working for free for it sounds that far-fetched.
If anyone wants to throw money at me to make their games look pretty, as I stated in an earlier post I'm open to commissions. And using Epoch and Nestalgia as examples I'd honestly thought the engine had a lot more ground to stand on since both games made pretty nice profits from what i understand. |
I'd say byond is pretty great now for 2D I didn't mean to sound like I was demeaning the engine - or you
I was implying that u wanted to start ur own project |
Get paid $1 million to make someone else's dream game He's either getting money now, or later, except one is a journey he WANTS to embark on, the other is just, a job. |
I offered to pay Yut a few months back to prototype a game for me. It would've taken him no longer than a week.
He declined ( said something along the lines of "the concept has to be worth it in order for me to bother working on it" if I recall correctly ), so it's not like he's a stranger to turning down money. It's no different than what Pixel is choosing to do here. |
I think Lummox/the platform deserves more support. That's why I'm doing my current project on here at least.
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to be completely honest using byond is a terrible decision. there is no way you can justify it unless you're doing it for the challenge or to support lummox because he deserves it. That's one way to look at it, and to some degree I can agree. I consider Byond to be a good stepping stone though. If you are calling yourself making games here, but have yet to finish a single one (for non-technical reasons), then I don't think it would help you much to go to another engine. LoF team and whoever else in the same boat could always do a Byond release first and move to another engine later -- that's my plan anyway. |
In response to D4RK3 54B3R
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D4RK3 54B3R wrote:
I think Lummox/the platform deserves more support. That's why I'm doing my current project on here at least. That and it performs just fine. I've had my woes and that's because (9 times out of 10) I have to find why things are performing poorly on my own, things are just horribly explained around here (sorry but it's the truth). After my particle woes, I found out I was running particle loops every 0.3 ticks and had about 5000 particles active at once for only 3 techniques, which is insane. I've seen posts on tigsource of people using other engines and they go CRAZY over 10,000 particles just because games do NOT do this. Changing my scheduler to run every tick instead of every 0.3 has increased that limit to way over 10k, but it'll still choke which is why it shouldn't be done. That aside, having a well programmed scheduler and making sure you're programming carefully enough to avoid memory leaks should allow as many players per server as your standard 2D web browser MMO. Long story short, BYOND can do it, BYOND does it well. While we didn't test a lot of players on LoF's servers, our most recent test was with our large hand drawn map, with about 12 players, and it ran with absolutely no problems what so ever. No lag spikes, no slowdowns. This was before tick_usage was introduced so you can only imagine how much better it would run now. Assuming client fps goes through without any issues, I don't think worrying about how many players I have on our servers will ever cross my mind (unless we breach an enormous amount which will make me happier more than worried). If you're game looks good, and your game plays good (there are shitty games, as they underperform compared to good ones (there are good games, they're fun and people like to play them for a long time)), then you won't really be worrying about which engine you're pushing it out on, you should be more worried about selling your game because it's actually good and people would enjoy it. Making your game in BYOND is not a terrible decision, the only thing people should be worried about is the web client and Lummox is pushing fixes out on that so actually people shouldn't be worried about anything other than putting some actual effort into making some decent games. People are going to know LoF is made in BYOND, because it plays perfectly fine in it, and if they enjoy the game, knowing the engine won't hurt it. So if you're trying to justify making a game in BYOND, justify being a decent game dev first. This is not shots at Yut, if anything he's justified more than anyone after pushing a game out on Steam... successfully. But this is shots at anyone who really isn't giving it everything they've got to getting their net dream out there. When you're making a game in BYOND, it's no different than using any other engine. Each day I'm working on my net dream that I share with my team, and it feels great, because we're only limited to our ideas and creativity. (don't go spawning thousands of particles in less than 1 tenths per tick, you'll suffer in ANY engine, unless of course they're baked like in UE4, but that's not an option for 2D games). |
unless of course they're baked like in UE4, but that's not an option for 2D games). Ummm... There's no such thing as 2D games anymore. Modern hardware makes no distinction between a 2D and a 3D render because 2D rendering is performed with 3D scenegraphs. A 2D game is really just a 3D game rendered with orthographic projection whether the developer knows it or not. |
I can't move from BYOND to another engine any more than WoW players can truly move to another MMO.
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In response to Ter13
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Ter13 wrote:
unless of course they're baked like in UE4, but that's not an option for 2D games). If you want to be really technical, there's no such thing as 3D on a flat monitor, it's all just 2D acting like 3D. |
If you want to be really technical Not being technical. The idea that the technique of GPU particle baking not working in a 2D game implies that there is a difference between 2D and 3D games' tech. There isn't. |
What it looks like is happening:
Background layer with the trees is being scaled down.
The demon is being translated upwards.
Foreground layer with the gate is being scaled up and faded in.
It's a really neat animation trick though. Real neat.
It reminds me of a lot of the GBA/SNES tricks for making animated cutscenes with still images.