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Post by Blyka on Jan 26, 2014 11:29:34 GMT -5
emjeeman Dude... seriously? You just sent the YouTube message last night; hasn't even been 24 hours and you've hit me up at YouTube, MMLS PM, MMLS topic, TLT Twitter... there's nothing elusive about me; I'm just a busy man who can't respond to everything within minutes of receiving it. *ahem* Anyway yeah, your original YouTube message has been replied to. Thanks for playing, and welcome to the forums, should you choose to stick around.
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Post by Blyka on Jan 5, 2014 22:10:10 GMT -5
I'm later than usual on this, so I'll try to be brief...ish. @ Santa MeltyYou're welcome! I had a number of ideas floating around but this seemed the most appealing and achievable given my artistic inability, so I'm glad it worked out with your original idea. And likewise, many thanks for fulfilling my prompt. Glyde art is always fun, and you really captured the sheer... pain of the moment, so kudos to your expressive ability. XD @ AvegodroAlso thanks for the fulfillment of my prompt. Nice job on the overall colors and effect, and I'm digging the background; it would make good wrapping paper. @everyone A shame we didn't make full participation this year, but we still managed to outdo last year so great job everyone. Thanks for keeping this tradition alive and well. It's a fun one. ...but I don't see any kind of Barrell reference anywhere. Am I missing something? I was planning to put Data atop a barrel for the full effect, but in the interest of time I chose to follow the rules literally when you said " incorporate elements from a second Secret Santa 2013 prompt". Hope that was okay. XD 'Twas in fact the same pose, line traced in Corel Draw (with some obvious changes). Likewise, Trigger and the Mammoo were drawn over screenshot references (free hand mouse with the brush tool, for what it's worth). Needless to say I felt pretty guilty doing any manner of tracing- a bit like cheating, really- but the real focus of this picture was the coloring, shading, styling (with an emphasis on the sharp foreground vs the blurry background), and overall atmosphere. And even tracing still took me some hours, so it counts for something... right? But yeah, it was all about playing in Photoshop, something I don't think I've done in an artistic capacity in quite some time. Pretty sure the only layer styles I used were for the whiteness and inner shadow of the foreground cracks, Data's subtle shadow against the rock and the sky gradient. Everything else was brushes. And it's hard to see at the finished size, but the brand name on Data's guitar is "High Necked". Details are always fun. XDMy thanks to those who commented on mine, and again, thanks to everyone for their contribution to this tradition! Hope the New Year is treating you all well so far.
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Post by Blyka on Dec 30, 2013 14:04:25 GMT -5
New post is up on the Development Blog: Looking Back On 2013Naturally it's a summary of this year's progress, but there are also status updates to be had so be sure to check it out.
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Post by Blyka on Dec 22, 2013 14:59:08 GMT -5
I was determined this year to avoid rushing on the due date like every other year, but alas, strange prompts and other business pushed my starting to the 20th and I just now sent it in. So it goes. Good luck to anyone else aiming to finish today. Merry Christmas to all! Looking forward to seeing this year's turnout.
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Post by Blyka on Dec 8, 2013 12:15:28 GMT -5
A Holly Jolly ChristmasI had a better prompt that I didn't use last year, but I can't for the life of me remember it. So, I'll go with another vague Christmas-themed one. 'Tis the season after all. And sign me up for the Premium, naturally.
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Post by Blyka on Oct 29, 2013 10:57:13 GMT -5
Really don't want to hijack this topic into a Unity discussion, but I felt compelled to clarify a few things. Blyka's example isn't entirely accurate, as C# and JS are both fully capable simply assigning to transform.position.x = 5; directly, as in the JS example Attempting the JS style assignment in C# logs an error to the console; just tested again. Unless you know some cool magic that many C# users are missing out on. I use the languages interchangeably as needed, most do Um, if I'm understanding you right, I'd have to say using the languages interchangeably should be absolutely avoided if possible as JS and C# have some snags in communicating with each other (at least that was true when I used JS). Can't really think of any good reason to use them interchangeably either, unless you need to use advanced scripts created by someone else in the other language that you can't find an equivalent for in your main language. JS can only dump the "public" access modifier because JS variables are implicitly public, whereas C# is implicitly private. So if you wanted to declare the two variables as private you could say: C#: int newVar = 0;JS: private var newVar : int = 0;Again, I guess it's a matter of preference. Anyway yeah, I'm sure other folks in the Unity Community could outline language comparisons far better than either of us, so definitely check out that link I posted and search around if you're interested Rockman Striker.
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Post by Blyka on Oct 27, 2013 19:09:03 GMT -5
I guess I'm going to try C# as you suggested, although I believe Javascript would suit better my "tastes" I perceive is cleaner but correct me if I'm wrong, i've never get acquainted enough with python so I'll try one of the other two, it's not a problem for me, I can learn programming languages quite easily when I focus on them. Yeah, JavaScript usually appears more lightweight and often makes things much simpler. For example in JS you can say: transform.position.x = 5;While in C# the equivalent is: Vector3 temp = transform.position; temp.x = 5; transform.position = temp;This particular instance is what annoys me most since switching to C#. While it can be irritating that way, C# does have a lot of pros to enjoy- one of my favorites being that it's a big language used elsewhere besides Unity, which means documentation, examples and helpful resources are all over the Internet. JS on the other hand isn't really JavaScript (many call it UnityScript) so you won't find much for it outside of Unity circles. Anyway, if memory serves both languages are equally capable in the end so it's really a matter of preference if you find you'd simply be more productive in JS and don't need C#'s advantages. Language topics are in abundance around the Unity forums ( this one looks quite informative), so you can read up if you're interested. Happy learning either way.
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Post by Blyka on Oct 20, 2013 18:52:06 GMT -5
Blyka, you and fAB and I have already had the discussion about this fandom and their odd obsession with all things Reaverbots. I'm, quite frankly, surprised that you're surprised that Reaverbot modeling progress would be considered anything LESS than the eighth wonder of the world. True, true. I suppose I should have used Gold City modeling to illustrate the point, which is that we do in fact update regarding miniscule details. I think we've come a long way since the old days of developing full games in dead silence. XD While there might be some interest-holding merit to saying we have nothing to say on a weekly basis, both of us would really much prefer to just post when there is something to say. And when there is we usually do. Despite our no-guarantee policy regarding update frequency we certainly don't want to let anyone down or lose interest, but our circumstances this year have just been unfortunate and not at all what we intended. We're constantly working to improve them, and we hope to eventually get back to a point of more frequent legitimate updates. For what it's worth I think of TLT every day even if I'm not able to work on it... but I doubt a stream of "Thinkin' 'bout TLT today. -Blyka" would hold interest very well. Thanks for your continual passionate support, though. It certainly provides additional incentive to know that new updates can turn said support into excited feedback rather than demands for more updates. But seriously, we really appreciate anyone who's still following TLT for their ongoing support and enthusiasm while we're otherwise detained, and we can't wait to start delivering some much needed updates.
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Post by Blyka on Oct 20, 2013 18:39:03 GMT -5
As one who works in Unity full time I'd throw in another enthusiastic vote for switching to Unity, but seeing as that was originally your top choice and there's already been abundant support for it I'm guessing it's not necessary. XD Assuming you're going that route, I'd like to add to satoh's comments that the Unity Community is definitely awesome for personal help and perusing existing information (in fact I've generally never had to ask questions because they've already been answered in one place or another). Also, Unity's own tutorial content seems to have improved considerably in recent months, so it might be a good place to start learning basics at. One important consideration when starting out in Unity is deciding on a programming language (as it's an unnecessary headache to switch later on). If you've used Python extensively in Blender you might feel more comfortable with Boo; it's not very well supported in the way of documentation and community use, but it is an option if that would save you language-learning time. Otherwise, C# would have my full recommendation as it will serve you better in the long run, but JavaScript is easier to work with most of the time if you prefer your scripting kept on the simpler side. Anyway, I've always been a silent but strong supporter of this project, so it would be awesome to see its productivity and quality thrive with Unity's power. Major kudos to you for sticking with it after so long, and I'm definitely looking forward to seeing how it develops from here on.
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Post by Blyka on Oct 20, 2013 14:03:38 GMT -5
As the site's Q&A says, "... we will be sharing most of our progress through the Development Blog as it unfolds, but there's no guarantee regarding frequency." Still, we really appreciate your ongoing enthusiasm for the project, and I'm right there with you on looking forward to more frequent updates. We've just been so busy since... well, all year really, that it hasn't been the best year for poor Tuttle. We're trying, though. And I do have some new things I wanna try when I get the chance that I'm hoping will speed up engine development, so fingers crossed. And while I'm at it, Dashe... I noticed your comment at GMOTM, " Generally their update philosophy seems to be "unless we think it's the eighth wonder of the world, we probably won't talk about it too much." I never realized you thought bits of reaverbot modeling progress qualified as the eighth wonder of the world.
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Post by Blyka on Sept 26, 2013 13:10:05 GMT -5
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Post by Blyka on Aug 14, 2013 13:57:40 GMT -5
I think it would be kool the after going through a ruin and get what your after but wait no boss??? and as u leave the ruin the ruin entrance itself actives and it a reverbot boss that u have to defeat lol l8er if u want to go back to the ruin there is a hole in the ground to get up ^^ That's certainly a neat idea, but I'm afraid it doesn't qualify for what we're looking for in this Event as it relies on boss design and inner ruin structure. We're just looking for designs of the surface portion of a Sub-Gate entrance. For example, if you'd like to design an entrance that was styled like a large, rusted reaverbot or some such but doesn't activate when you leave, that could work. ...if conversing a little bit is bad for this topic... Certainly not, as Dashe said. These Event topics aren't just for submitting entries, but for any manner of discussion relating to the Event. So I was looking at the concept art for the islands..so are the houses in Dashe Island Japanese themed? They appear to be with the design and roof type. I suppose they do look that way, but that's probably not the final intention. As stated this is all just "concept" art, and the direction of it is pretty loose right now.
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Post by Blyka on Jul 2, 2013 20:38:58 GMT -5
@ DasheThanks! @ ChizThanks for the congratulations, and we appreciate the feedback! On the simplistic nature of our games, naturally we have many more ambitious goals, but with finances the way they are we're currently focused on getting a product line built up with titles that can be developed in a reasonably short amount of time while having the kind of casual appeal that seems prevalent on the App Store (yet still trying to keep within the range of games we enjoy making). Despite that you might be surprised how long even the most simplistic games can take to finish, especially when having to contend with iPod/iPhone performance issues. Also, not sure what you mean by "retooling of that old Clowns game"; Starlight Blast is actually a considerably enhanced and polished take off of my Fireworks fan game (for which I wasn't aware if the same mechanics had been done elsewhere or not).There's a long story behind the educational heart apps, but they're a completely separate issue from our game development. No need to concern yourself with them. Concerning the name "Dahku", you're correct in that it has a Japanese origin, though in the realm of our personal vocabulary it's evolved over many years to the point that the origin is basically irrelevant. It more or less works for us as a form of "awesome". We wanted something unique and of personal significance, and after carefully considering and throwing out a few dozen name ideas we finally settled on it.
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Post by Blyka on Jul 1, 2013 19:00:42 GMT -5
Hey all! Throughout my years of game development I've had a number of people express an interest in seeing what original games I could create beyond fan games. If you happen to share that interest, read on. fAB and I have mentioned a few times through TLT that our lack of time for progress is often due to trying to get a company off the ground. Dahku Creations is that company, the primary focus of which is currently creating games for the iOS market. This officially makes us "professional" indie game developers, so... yay? Perhaps it might inspire a bit more confidence in TLT at the very least. So far we've released two games, with more in the works. Here's the trailer for our latest title: Not sure how many MMLSers care for (or can even afford) iOS devices (we wouldn't have them ourselves if we weren't developing for them), but we thought some of you may find it interesting nonetheless. And of course, we'd appreciate any support so if you want to help us out you can spread the word to anyone you know who may be interested and if you try our stuff, be sure to leave us some feedback!
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Post by Blyka on Jun 10, 2013 18:41:57 GMT -5
If you've played the Mega Man Christmas Carol games, I'm fairly certain they were made with this engine (or helped develop it. They're Blyka's games, so it might be a bit of a Chicken or Egg situation). Actually, the Mega Man Christmas Carol games were made by ACE_Spark of Sprites Inc., and were created with Multimedia Fusion 2 if I'm not mistaken. So, I can't imagine my engine having had anything to do with them. Balthazar- I should add that my engine was made in Game Maker 7 (though it probably works in GM8) and I've heard it has some difficulties in GM Studio (or whatever the latest product is). Still, if you find a skilled GM user and want an authentic Classic feel it might be worth a look. Anyway, this project looks interesting. Naturally I'm skeptical of any fangame in this particular stage, but the simple fact that you're handling the graphics yourself is certainly more encouraging than most projects out there. Best of luck in seeing this through!
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