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rebeccagamesti · 4 years
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THIS IS MY LAST POST BYE GUYS HAVE SOME MCHANZO
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rebeccagamesti · 4 years
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menu screen flow chart for overwatch
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rebeccagamesti · 4 years
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to test my win and lose screens, i had to add a button that, when pressed, won the game for me.
the winscreen is like the HUD, but it only appears once the win condition is met, in this case when i press Q
yes im a pro gamer
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rebeccagamesti · 4 years
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Game Over Screen Reviews
Link to article: https://www.vice.com/en/article/3dynbb/20-game-over-screens-worth-dying-for
I  hate the one for Missile Command. I feel like I'm going to have a seizure. It's not pleasing to look at at all, and it looks like it wass created in MS paint by a bored primary school student during an ICT lesson.
I love the game over screen for House of the Dead, I really like how it shows the progress you made on a map before your character just... keels over and dies.
Another really really nice game over screen, it's an illustration of a newspaper with details of your character on it. Although it's stylised and certainly won't work for every game, I can definitely see this sort of thing working. You could also add specific statistics for how you performed.
The only for Friday the 13th is pretty simple, but it works I guess.
The Jackie Chan game over screen is actually hilarious but probably not in the way the developers intended. He's just.. standing there looking disappointed while he shrugs.
The game over screen for Daytona USA is another one that I cannot stand. It just looks so ugly and cluttered.
The game over screen for Cadillacs and Dinosaurs is ugly, but the concept is there. The way the man with the gun points at the screen, counting down and threatening you before finally shooting you when the timer is up is rather intense and dramatic. I like it.
Earthbound's game over screen is quite depressing and sad. The way the character just stands there in the dark void, with a ray of cold light illuminating them. The text is somewhat comforting though, it's weird.
Gon's game over screen is bland and generic. It's very dated, but it works.
I feel like there's way too much text for anybody to bother reading on Fallout's game over screen. It's interesting, but that's only IF you read it. Which I know I certainly wouldn't have bothered to.
I think Kirby Super Star is the most cheerful game over screen I've ever seen. It's bright, colourful, and cute. I like watching kirby sleep though. I already said I love all things adorable. I could honestly sit and watch this game over screen all day.
There is nothing particularly interesting about the remaining game over screens, they're all from old games. And they all say 'Game Over'. Not very interesting.
My favourite has to be Kirby's. Because it's damn cute. Enough said.
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rebeccagamesti · 4 years
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From what I can understand, tilemaps are levels in the game world that are built entirely from the same 'tiles'. For example, instead of drawing the entire world from scratch, you would just draw the building blocks and then use those same building blocks over and over again, to avoid wasting time drawing the same thing. It also makes it a lot easier if you want to edit or expand on the world, since everything is already there for you to use.
In the pictures, you can clearly see the tessellation of the textures, since they are being reused in a pattern.
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rebeccagamesti · 4 years
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Level Design Plan
My game is going to take place mostly inside of airships and such, like in the final levels of Sonic the Hedgehog 2. The cutscene would have the player sneak into a warehouse and overhear a conversation between two sky-pirates and their plan to attack the character’s home island. This would then reveal that the player character has snuck onto an enemy ship to steal resources for their own, which would then set the story of them preventing the attack on their own island.
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rebeccagamesti · 4 years
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Super Jump Top 5 UIs Article Review
Link to the article: https://medium.com/super-jump/top-5-best-video-game-uis-db941d6a9357
As for the first game, I totally agree. The fact that you can periodically see the reflection of your own face in the glass of the helmet adds SO much immersion to the game, that I've never seen before.
Assassin Creed's UI honestly DOES look cool, however I feel like it could do a much better job of actually getting across the information it needs to, rather than just looking pretty. Just because something looks nice, doesn't mean it's practical.
Destiny's UI falls into the same category, it looks nice, however it is confusing as there is little to no text. It doesn't seem very well-organised either. The one thing I do like is the inventory. It's a grid, as per most games, and it gives information when you hover over items. The most important information is displayed the biggest, and there's a graph to visualise the data and make it much easier and faster to digest.
Persona 5's UI is definitely quite iconic. I've never played a persona game in my life, however I could recognise this UI in aa heartbeat. It's black, white, red and bold, and it's got a lot of solid colour shapes. I like it.
I totally disagree with Dead Space being given first place. I've always hated UIs like this. It looks very similar to Borderlands 2's UI, I can't exactly find the words to describe it, but it's 'integrated with the world', as in, it's not your typical UI where it pops up filling the whole screen. It just makes everything so much harder to read and navigate, in my opinion.
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rebeccagamesti · 4 years
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Level Design
When it comes to making a successful game, one of the main elements of your game is the levels and obstacles in it. Levels can come in two formats, gameplay-first or visual-first, where with gameplay first the gameplay is considered before what the level will look like, and visual first is the opposite, visuals come first before gameplay. Games with bad design can have random elements and obstacles scattered without cohesiveness, making it no longer feel like you’re a part of a world, and that the world is a part of you, ruining all sense of immersion. At the opposite end of the spectrum of this level design, you get games like the Donkey Kong series and traditional Mega Man series. The aspect of the levels in those games are the implementation of a new idea, and then consistently building off that idea for the level/world, and then combining those ideas together as a new challenge. One example would be Metal Man’s stage from MegaMan 2, where the main gimmick is the conveyor belts which are present in the level, making fluid movements restricted but not out of the player’s control, and adding enemies in intervals to the mix later on, and general platforming. Afterwards, the level introduces falling spikes from ceilings, and before you know it, you’re dealing with conveyor belts and falling spikes near the final stretch before Metal Man, who uses a conveyor belt in his battle while throwing sawblades from above.
In other cases, levels will reintroduce concepts from previous sections of the game, but add their new concept on top of it, such as the silhouette levels in Donkey Kong Country Returns, which turns the levels in silhouettes, which allows the level to hide disguised enemies, hidden collectibles, and even certain platforming elements under the void black foregrounds. On the other side of the level types, we have visual-first levels, which are mostly seen under the Super Mario and Sonic franchise. Both of these games have wondrous expanses of land to traverse, of eye-catching scenery and realistic environments situated in the world. In these cases of level design, they are even more immersive than traditional gameplay-first levels, as it gives the feeling that they are the character within this world, overcoming obstacles their own way, even more so in 3D sandbox-like environments.
One example would be in Super Mario Odyssey, where you’re able to skip certain obstacles and challenges with skilled techniques, such as in Lake Kingdom where its possible to use a series of platforming air moves to reach a hidden moon collectible (named ‘Secret Path to Lake Lamode!’) which was meant to be accessed way later in the game. A lot of games follow this type of platforming, such as Banjo Kazooie, and A Hat in Time, which allow for free-roaming exploration and little hand holdings, to pull them further into the world. Overall, levels in games are some of the most important elements to a game, even more so since, if you think about realllllly hard enough, you’ll realise thats where you’re playing 100% of the time, and understanding the concepts and techniques to make a level is extremely vital.
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rebeccagamesti · 4 years
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Super Mario
If you’ve ever played Super Mario Galaxy, then you might know what I’m gonna say, but this game was AWESOME. The game now takes the original limitations of Mario’s movement and flips them in every direction imaginable on different planets, making for more versatile and interesting gameplay. You could long jump around a small planet and watch as gravity carries Mario around the orbit. As a platformer, the game shined by breaking normal conventions and utilising already existing ones like collectibles and enemies into it. One thing to note about this game is the stunning visuals and audio to boot. Stages like Space Junk Galaxy, Freezeflame Galaxy, and Battlerock Galaxy all have breathtaking designs accompanied by it’s music, and an immersive landscape that was mostly the centerpiece for your platforming expeditions, a breathtaking experience for me as a child, where I had grew up with Super Mario Sunshine, reminiscing on moments where out-of-bounds areas that looked interesting were inaccessible. The challenge of the game follows Nintendo’s standard formula for 3D platformers of being not too challenging but still being fun to play as you progress, with advanced challenges coming near the end and bonus levels occurring after the main game completion. Additional challenges the game presents are in the form of Prankster Comets, where levels are remixed in one of multiple ways to add a layer of challenge on already existing levels, such as Fast Foe Comets which speed up the level’s obstacles/enemies, or Clone Comets where duplicates of your previous actions follow you and damage you on contact. Despite the praise of the challenges in this game, it suffers from typical gripes that numerous games on the Wii had, such as an overreliance of motion controls for side challenges. When the Wii was still in an infancy stage and publishers and developers were figuring out how to make games for it, it seems like video game companies went nuts trying to add unnecessary “special innovations” whether or not they were good, and Super Mario Galaxy suffers from that syndrome as minigames involving blowing Mario in a bubble and making him ride a ball all the way to the exit were really not fun, especially when the 3 main side challenges using tilt controls were also the final “superlevels”, rather than using the traditional platforming of the game.
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rebeccagamesti · 4 years
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GUYS THIS IS POGGERS BUT I FORGOT TO POST IT YESTERDAY
so i changed my win/lose screen, my first one was actually pretty nice because it was simple and fit with the pixel aesthetic which is why i was hesitant to switch to the other one, but i did it anyway because pretty. its still slightly transparent with a gradient because again, pretty. 
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rebeccagamesti · 4 years
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poggers ok anyway here is my animation engine
it does a jump check, and if thats false then it does a death check, and if thats false then it does a walk check, and if thats false then it sets the animation play rate to 0
also the green line thingy is coming off of the movement input thingy so it can check if youre moving or not
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rebeccagamesti · 4 years
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To create an animation, select the frames that you want to use (They have to be sprites) and it creates a flipbook. I think the default is 15fps so you’re going to have to double click it and change the framerate to whatever you want.
Put the flipbook animation underneath the mesh in the hierarchy.
I made the static sprite invisible for now, which I simply disabled underneath the ‘rendering’ tab.
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rebeccagamesti · 4 years
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the background is red but like half opacity so you will still be able to see the game in the background
also i dont like how some of the letters are different width soooo i might fix that
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rebeccagamesti · 4 years
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im MAKING an game over screen. making my own font too because all the other ones are ugly :blush:
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rebeccagamesti · 4 years
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Game Over screens
This is Sonic the Hedgehog 2′s game over screen. I personally find it quite sad but I’m a pro gamer sooooo I wouldn’t ever know what it looked like. (Plz dont call me a noob I did this deliberately.)
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rebeccagamesti · 4 years
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Win Screens
Sonic the Hedgehog 2′s win screen is quite nice, although hard to read. It shows you what your score was and then adds it to your total score.
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rebeccagamesti · 4 years
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Ivan Dixon
Ivan Dixon is an animation director, illustrator and designer based in Melbourne, Australia. He has worked on many projects, including music videos for both Childish Gambino and Gotye. 
Ivan Dixon does not have one defining style, but rather a few. Firstly, he has this pixel style. It’s very interesting how he does not use an outline, and he uses simplistic dark dots for the eyes. He also shades one half of the body to give it more depth, otherwise it would be much harder to differentiate between the limbs. I should also note that these are just still frames from animations- his animation style is fun, he adds a lot of bounce to their movement.
Second of all, he has this cartoon style, which is not surprising since he is currently working with Hulu to produce a TV show. It’s just about what you would expect from a cartoon TV show. Extremely exaggerated features, such as the circular heads. The colour scheme is also very mixed, giving the characters variety which is very appealing.
I think it would be useful to study his pixel art more, I really like how he manages to take away so much of a character yet still make them recognisable. But that also comes down to the character design, as well. 
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