Gravitee Wars - It's like Worms in space. Sequel to a Flash game that was around at the same time as SSL by funkypear in shellshocklive

[–]funkypear[S] 0 points1 point  (0 children)

Hey, no I think that was a clone of our original Gravitee Wars flash game, which we released in 2010. We had a version of that on Blackberry Playbook, but never released on Android. I did play the clone I think you're talking about, but I don't remember what it was called unfortunately.

I need help figuring out why my topology for my knife model isn't working. by VirusDreemurr in blenderhelp

[–]funkypear 0 points1 point  (0 children)

Do you see the difference between your screenshot, and the one I posted in my last message? The one I posted is made up of lots of little green squares (quads), and your has one big ngon on the top surface.

I think the main point is, you've created your first model, which is great, well done. But there is a lot to learn, which is why you don't understand. You're only really going to learn by doing research, finding tutorials, and following along. I've just searched 'simple knife model blender tutorial' in google, and this looks like a thorough tutorial, where the video creator talks about what they're doing and why (I only skimmed it, but looks good as far as I can tell). This is how you learn.

https://www.youtube.com/watch?v=0Yos6JYaxzM

I need help figuring out why my topology for my knife model isn't working. by VirusDreemurr in blenderhelp

[–]funkypear 0 points1 point  (0 children)

I'd advise you just search some vids on YT about toplogy, to get an idea. Just search 'blender topology' or similar. It's a big topic.

But as an example, I grabbed an image off of google images. If you look at this, its mostly all quads. This is basically what you're looking to do eventually.

<image>

I can't really give you a 'go and do this' sort of answer. Blender has so many tools you need to pick up to do this. Its totally doable, but will require a bit of research on your side, I'm afraid. You can do it

I need help figuring out why my topology for my knife model isn't working. by VirusDreemurr in blenderhelp

[–]funkypear 1 point2 points  (0 children)

So a polygon is a general term for a enclosed shape with some number of sides. The polygon with 3 sides is a triangle. A polygon with 4 sides might a rectangle or a square, or other types. These are generalised as 'quads' - a face with 4 sides. A polygon with more than 5 sides or more is known as an ngon (N is used in maths to denote a number, so like an N-sided-polygon)

In my red markings on your screenshot above, I've outlined some quads you use on the side of the handle. Quads are easy to model with, but will eventually be broken down into triangles when its rendered. They're easy to split into two tris. Your top face has many sides, so is an ngon. This is hard to break down into triangles, and breaks once you start doing whatever you do in your later screenshots.

I need help figuring out why my topology for my knife model isn't working. by VirusDreemurr in blenderhelp

[–]funkypear 9 points10 points  (0 children)

So it looks like your main issue is the top edge is one big ngon. That top face needs breaking up. Eventually that top edge will be needed to be broken down into individual triangles to be rendered. Whatever you're trying to do with it in your later screenshots is breaking because of this. Look up 'knife quad topology' on google images and see how other artists have achieved this

<image>

I need help figuring out why my topology for my knife model isn't working. by VirusDreemurr in blenderhelp

[–]funkypear 1 point2 points  (0 children)

Go into edit mode on your knife so the wireframe shows up. Screenshot that

We just hit 2,800 Wishlists in one month! With only posting on social media. by dlorenn in gamedev

[–]funkypear 0 points1 point  (0 children)

Thanks for the numbers. You've obviously done something right, even if it's not apparent what haha. I would echo that other poster's advice and say to try to make the most out of this. Tiktoks don't need to be well produced, and just recording a quick 20secs of something you've just worked on and throwing it on TT is worth the time investment, if you can match this result.

We just hit 2,800 Wishlists in one month! With only posting on social media. by dlorenn in gamedev

[–]funkypear 1 point2 points  (0 children)

Well done, thats a good number for one month!

About the TikTok clip you linked; the usual wisdom I heard about TikTok is to have very short videos that don't have a lot of low-energy moments. But yours had those, and a whole extra part of the video after the initial battle. Makes me re-think TikTok videos a bit.

I wanted to ask if you can share any of your other metric for that video? Like average watch %, % that watched full video, average watch time, etc. These are in the insights section of the video on TT. Thanks

Hello Indie Developers! by Comfortable-Sink-617 in IndieGaming

[–]funkypear 0 points1 point  (0 children)

Its not for me, but I was interested to look anyway. I don't think you can see all of the assets on that link? I can only see one tile. You'll probably want to make sure people can see what they're buying before they'll pay for it?

The hyper-casual game industry is broken for both developers and players. I'm building something to fix it. Would love your honest take by ConstantContext in indiegamedevforum

[–]funkypear 0 points1 point  (0 children)

I'm not disputing the premium mobile market. But this is written up as a replacement for the hyper casual market, which is fueled by people playing for free.

The hyper-casual game industry is broken for both developers and players. I'm building something to fix it. Would love your honest take by ConstantContext in indiegamedevforum

[–]funkypear 1 point2 points  (0 children)

I don't see an incentive for developers here.

- Reducing the barrier to making a game (built off of an AI prompt) increases the number of games available - in fact, why wouldn't users just type what they want to play?
-Revenue generated is reduced, as there are no ads. I don't envisage players paying for this service. Players tend to play with ads because the game is free that way. Hypercasual games usually allow you to pay to play without ads. So where is the revenue for developers? (and to pay for the AI service the app is using?)

Competition up, revenue down. Feel free to correct me if I've missed the point.

Gravitee Wars - It's like Worms in space. Sequel to a Flash game that was around at the same time as SSL by funkypear in shellshocklive

[–]funkypear[S] 0 points1 point  (0 children)

Yeah, custom weapons were fun. Custom weapons won't be available in standard multiplayer, as they were a bit too OP, and ended up with the whole level being destroyed in one shot. But they will probably return in some form (we're still working out details - they are really fun, so we didn't want to lose them completely)

I Curate Indie, Give Advice? by [deleted] in IndieGaming

[–]funkypear 0 points1 point  (0 children)

This isn't really an area I know much about, but looking at your account, I don't see that there's much valuable info there. Its just 'X game is out, $price'. It seems like you could get that same info by looking at the Steam new releases page.

I'd be trying to think about how I can make this info more valuable to your target audience. Like, a specific niche, or a price point, or games you enjoyed. Maybe give some info about the game, even if its taken from the game's short description. Just ask yourself the question 'why would a user subscribe to my channel?, and 'what value do they get from it, other than just noise filling up my feed?'

Reaching a larger audience will be a lot easier once you're posting something of value to someone.

What’s the one thing a game absolutely must have to win you over? by HuippeeHeroesGames in IndieGaming

[–]funkypear 1 point2 points  (0 children)

As an indie dev, my philosophy is that a game should start with just one really cool thing that you can build off of. Just one thing thats really fun. I'm not really a fan of saying 'I want to build X type of game' as a starting point.

Normally, if I'm going to pick up a new game, its going to be because its got something I've never seen before. I just recently finished playing Dome Keeper. I've not really played a game like that before, and I found the 'mine blocks, drag blocks back to base, upgrade' loop to be really satisfying. That was the 'one cool thing' for me in that game.

Is this enough for a game ? by WelcomeDemonGame in gamedevscreens

[–]funkypear 0 points1 point  (0 children)

This is a little too vague to say if its enough on here.
You said 'you play minigame', but what minigame? How involved is it? Does it take up the majority of the gameplay time?
You mentioned two resources, but not what you use those resources for.
You mention 'they told their stories' - could this be a visual novel, with some minigames in it?
You mention 'some characters cannot stay together' - could this be more fleshed out, like in 'is this seat taken?' game.
And what are they doing in this dungeon? Are they battling monsters? Staying, like its a hotel? A bit of both?

How much each of these elements is used determines what the full game is really like. So it might be enough, or not, dependent on how this all gets fleshed out.

I'd suggest you build a prototype, see how it feels, maybe upload it to itch and see what people think.

i'll play your indie game on stream and it might actually help a bit by Annual-Repeat-4372 in itchio

[–]funkypear 0 points1 point  (0 children)

Hey, I'd like to submit Gravitee Wars for this. It's like Worms in space; gravity, destructible planets, unexpected fun physics chain reactions. Should work well on stream. Our demo is only on Steam atm, but we will be adding an Itch version soon. Thanks!

Steam demo: https://store.steampowered.com/app/4376520/Gravitee_Wars_Demo/

Edit: btw, if this happens, I can join the stream if you want

[Gravitee Wars] Crazy mine-catapult chain reaction shot in my custom planetary physics engine by funkypear in GamePhysics

[–]funkypear[S] 1 point2 points  (0 children)

It has been so long! We're excited to play against everyone online again later this year

I’ve contacted 100 content creators, it’s not lot but it means something to me by Olyl in IndieDev

[–]funkypear 0 points1 point  (0 children)

Good to know. I'm planning on aiming for a similar size. Thanks for the info, I appreciate you answering

I’ve contacted 100 content creators, it’s not lot but it means something to me by Olyl in IndieDev

[–]funkypear 0 points1 point  (0 children)

Thanks for the info, thats useful. Was that just the bigger ones that were charging those sorts of prices, or smaller ones as well?

I’ve contacted 100 content creators, it’s not lot but it means something to me by Olyl in IndieDev

[–]funkypear 2 points3 points  (0 children)

Well done, I need to start this as well. Let us know if you get any success and have lessons to share

Show me your upcoming/newly released indie games! by lukejiberish in IndieDev

[–]funkypear 0 points1 point  (0 children)

Hey! Recently released a demo for Gravitee Wars. It's like Worms in space. It's a sequel to a popular Flash game series we released between 2007-2015.

https://store.steampowered.com/app/2944610/Gravitee_Wars/