The VG Resource

Full Version: The GameDev Lounge 00000011
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
(06-17-2016, 05:28 AM)puggsoy Wrote: [ -> ]This is pretty awesome.
When I have opened the article, explorer.exe closed (my windows bar was gone)...

What do you think about the graphics of the first level and the new title screen of my new game "Balance of Gravity" (Unity 3D) ?
[Image: attachment.php?aid=6780]
[Image: attachment.php?aid=6781]
(There aren't antialiasing)
[attachment=6780][attachment=6781]
(06-16-2016, 08:36 PM)TabuuForteAkugun Wrote: [ -> ]For later, I'll need to find a voice actress who doesn't mind working for free to voice a young adult female of Chinese descent, but please, none of that typical squeaky Asian girl haha.

I guess my voice would be fit for an adult female with a non-squeaky voice, but i'm far too socially awkward and would have to actually train myself to speak as a character for it to sound professional-ish xD. i do have a pre-amp + mic that i use for music but I unfortunately don't have an extra room that i can use for recording voices properly.

but best of luck to you on your search! my advice for looking for voices would be to look on YouTube, since there are many amatuer voice actors who do things for free like voicing for an Abridged series and whatnot. They could even be professional if your lucky enough. c;
(06-16-2016, 08:36 PM)TabuuForteAkugun Wrote: [ -> ]For later, I'll need to find a voice actress who doesn't mind working for free to voice a young adult female of Chinese descent, but please, none of that typical squeaky Asian girl haha.
Search voice synthesizer software. But you have to pay a large sum of money for a quality soft.
I wish you good luck... I advise you to look for an alternative.
Don't worry, JazzGW. If you're awkward socially I wouldn't ask ya to do anything uncomfortable. Wink

And I hate how robotic and unnatural voice synths sound. And I sure hate the idea of paying so much just for a girl's voice in an Indie game made by one guy.

I'll reach out to a former acquaintance of mine who used to be part of a forum called Voice Acting Alliance that did amateur dubs and the like. But for now I'll flesh out the game, its world and gameplay.
I've been approached for voice-acting before, also.
Not really my thing, lol...I'm too self-conscious and stage-fright-y (yet I took choir for almost 7 years, makes sense, right?)

Can definitely relate to the issue of acquiring one, too. For my projects, I'm just not sure there's merit to pay someone potentially TONS to speak for my characters.

Good luck with your search, and your project!
My friend and I are taking a shot at something honestly a little insane, a full-blown action RPG.
lolz!


Anyways, I finally managed to push myself to make some example code of how some of our features/mechanics might work. I'm working with level data atm.

[attachment=6779]

Ignore the ugly placeholder graphics.

I have some really freaking awesome stuff planned (so does he), but we'll see if it gets that far.
No comments for my screenshots ?... I think the plant isn't very realistic in the main title.
@TabuuForteAkugun It's your first commercial game ? How you are going to monetize it (publishing,in-app products...) ?
I will probably sell it on the Wix site I'm working on, and/or on the Steam or Windows stores if possible. I will also release a short trial/demo version. But I'm not going to worry about that right now. The game hasn't even started to be coded yet. But I intend to make it quality-oriented. I intend to make a big adventure, but I want it to be quality first and frills later. I'm a perfectionist developer.

All my character needs now are her hair mesh, textures and rigging. All but 2 meshes are UV-mapped. I even created the bone/node set to rig to and am preparing to set it up over her model. The boneset is made of over 100 nodes for a detailed, quality rig. I'll set her up for animation and code and make her playable in a test map. Basic gameplay is going to be implemented and perfected before anything else. I intend to make a dual camera setup like Super Mario 64 had: close up and further away. I still haven't decided on the controls yet. Am I allowed to sell a game that uses XInput?

So yeah... now I just need to know how the heck to make normal maps. XD
(06-19-2016, 03:08 PM)TabuuForteAkugun Wrote: [ -> ]I will probably sell it on the Wix site I'm working on
Isn't very professional... But if you search for a free website service, weebly is better.
(06-19-2016, 03:08 PM)TabuuForteAkugun Wrote: [ -> ]Windows stores if possible
You can have 3 years for free, as a Microsoft licensed developer.
(06-19-2016, 03:08 PM)TabuuForteAkugun Wrote: [ -> ]Am I allowed to sell a game that uses XInput?
You have to inform the customer. Not everyone have Xbox 360 controller... even if it is ergonomic.
(06-19-2016, 03:08 PM)TabuuForteAkugun Wrote: [ -> ]to make normal maps.
Generate them with CrazyBump. Do you use PBR shaders ?
I forgot to show some WIP pics of my protagonist here. Big Grin

Specular gloss on lips with a gloss map.
[Image: CmE2-3UVEAAmrKV.jpg]

Finished boots with diffuse, ambient occlusion and normal mapping:
[Image: Cl-wgTiUkAA4nqn.jpg]

Sorcia's complete boneset:
[Image: Cl_exu9VEAERElF.jpg]

Straight from my game's official Twitter, hence no attachments. Smile
I think you have to smooth the model or their normals.
And for a better rendering, add an HDR cubemap for some reflections.
Hey Tabuu, if you ever need any help with Unity or some programming problem, just let me know.
(06-29-2016, 03:57 AM)iyenal Wrote: [ -> ]I think you have to smooth the model or their normals.
And for a better rendering, add an HDR cubemap for some reflections.

I did smooth her, actually. And normals are a pain. I tried unify normals in Max, I even tried Vertex Weld. Nothing. And cubemaps... there's no way to add them to Unity 5's Standard shader. In Feud, for example, I had to use the Legacy reflective shader for Metal materials. I had done a cubemap there.
You can smooth the normals in the Unity model importer by changing normals on "Calculate" and do a higher normal smoothing angle.
And for cubemaps, now in Unity 5 you have to setup them in the Lighting window, it will be added automatically to all the Standard shaders.
(06-29-2016, 12:04 PM)iyenal Wrote: [ -> ]You can smooth the normals in the Unity model importer by changing normals on "Calculate" and do a higher normal smoothing angle.

That doesn't work for my model. It makes it look TOO smooth.

(06-29-2016, 12:04 PM)iyenal Wrote: [ -> ]And for cubemaps, now in Unity 5 you have to setup them in the Lighting window, it will be added automatically to all the Standard shaders.

That's for skyboxes, not for stuff like shiny reflections.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20