4r Da Sqaw
we're not kids anymore.

titsay
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occasionally subtle
KIROKAZE

pixel skylines

Andulka

❣ Chile in a Photography ❣

tannertan36

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styofa doing anything
"I'm Dorothy Gale from Kansas"
Claire Keane
TVSTRANGERTHINGS
Xuebing Du
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Kaledo Art

roma★
PUT YOUR BEARD IN MY MOUTH

⁂
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@executabledream
4r Da Sqaw
Hey guys, I’ve come such a long way on this project, and this is my big chance to make it happen! Starting tomorrow I’m going to revamp the entire Tumblr account and make a solid effort to redo it as a devlog again. Please check it out and follow me on Twitter for more frequent updates!
http://twitter.com/VeakXP
Tri Wing Kickstarter is now Live!
Hey guys, so I haven’t been on Tumblr much, but I’ve been hard at work on the game. You can find me on Twitter (http://Twitter.com/veakxp) for more frequent updates, but I’ll try to update things here a little more as well! Thanks for the support! Be sure to share this!
https://www.kickstarter.com/projects/veakxp/tri-wing-a-real-time-action-grid-based-card-game
GUESS WHO’S BACK!!! OK, so I’ll spare you the details of all of my personal stuff for now. Maybe one day I’ll fill the gap. For now, all you need to know is that my game is in a SEMI-playable state, and I’ve begun taking feedback and input from people for a Kickstarter in August. There is a lot more detail on Reddit (I’ll ink it below). Even more progress has been made since the time of this recording, so please join the discussion and share this with friends!
If you watched this, I love you
2016 Updates
OK guys, so I know it's been a minute since I've given you some form of update, but life caught up with me again. Finals took most of my time from me and I also got a new job and a girlfriend. I've also been working out more and doing rock climbing on my free time instead of coding. I'm getting back into things soon, but I've recently applied for a few internships and I need to spend the next couple of weeks brushing up on my coding knowledge to make sure I'm mentally prepared for any interviews that might head my way. I think I'll be coding again towards the end of the month as school starts up, and he first things I will be attending to will be restructuring my code and adding comments in the event that I get busy with life again. Rookie mistake, but being away from my game for so long without leaving comments set me back further than I had anticipated haha. After that will come bug fixes, then I start adding cards and some art for an alpha test. Thank you all for your support and patience. -Vince
Updates on My Workflow
Ok guys, school is doing an excellent job of keeping me busy. I have a ton of essays coming up and midterms are along the way as well. On top of that, I have a new eight week class that just began as well (pro tip: NEVER take eight week courses unless you’re really brave, committed, or a total masochist). Plus, I’ve been using the off time to better my health and exercise or relax a bit. There’s also the possibility that I might have a new job as well, so we’ll see in the near future haha. Overall, it’s looking like I won’t get back into a serious workflow until next month, which isn’t what I planned for, but I made a serious agreement with myself to take school seriously. In the meantime, I will work on some animations and art stuff in my off time while I take breaks from coursework since pixel art is a nice break from my studies. On top of that, I’ll begin laying out a roadmap of the game’s development cycle over the next few months, so that I can keep track of things and publicize them for anyone curious to see. As far as pre-alpha goes, I think I’m actually going to withhold it from the public due to a certain video discussion that I watched awhile back. I’ll go more into detail with that later. For now, know that I am alive and the game is still happening. I just have some stuff to take care of first. Here’s an early animation of something I have planned for TW while you wait:
Just a quick update
So I've been super busy with school and work, so I've had very little time to actually work on Tri-Wing lately. It's that time of the years where midterms are sucking all of the time out of my hands, so I'm doing what I gotta do haha. Hopefully around mid-November I'll have some time to work as well as an announcement I would like to get across at that point. Until then guys, I'll try my best to get back to work!
WE’RE GETTING SO MUCH CLOSER TO A PLAYABLE STATE, LET’S GOOOOOOOOOOOOOOO!
I got too hyped and reblogged on my personal blog haha
So I’ll post an update about TW later, but for now here’s a doodle I started in Government class haha. I’ve started using Photoshop now in preparation for a future project (that will not be announced for awhile). Anyways, school has kept me kind of busy (even though I still doodle), but I’ve been working on stuff so stayed tuned!
Holy fucking shit. YES.
(via https://www.youtube.com/watch?v=HLyRRbtdUY0) Sorry it’s been awhile since the last update! I’ve been busy with school haha
EDIT: This post is inclusive to ALL art forms.
Likes can only go so far for artists. Artists may exclusively upload their artwork to tumblr, or don’t have the time to use other sites and prefer tumblr over deviantART due to its simplicity, but the tagging system can make it harder to navigate. Many artists on tumblr tag with high-traffic tags or use their own tags to prevent tag clogging which eventually become lost. That’s why it’s very important to reblog an artist’s work.
I’m not trying to push you to ruin your blog’s aesthetic or something, nor am I saying that “you must absolutely reblog your favourite artist’s work or you’re trash”, all I’m saying is if you truly want to support your favourite artist, instead of just liking their posts, try to reblog them once in a while. The more reblogs they receive, the more exposure/notes/followers they may receive, and it’s just one of the easiest ways to show you care about them.
*This does not mean to reblog unsourced artwork or works reuploaded to another person’s blog without permission (re:stolen). Nor does this mean to reblog artworks without the artist’s consent, even if this case is slim.
Thoughts for the future
These past few weeks have been kind of strange for me, as I’ve felt a strange mix of emotions while working on Tri-Wing. Perhaps I had issues with the code at first, and I began to feel uneasy about the stability of the game, or perhaps it was due to my perfectionist tendencies and lack of experience that halted my progress and created a sense of frustration. I’m really not too sure, but what I do know is that over the last couple of weeks I have not been fully satisfied with my work. I found myself asking questions like “What are you doing to do if it isn’t up to your standard?”. I really just felt so incompetent.
A few nights ago I was clearing my email inbox when I saw my old Alpha code for the game “Duelyst”, a game in which I drew some inspiration from, and decided to give it a whirl. I got through some of the tutorials and decided to stop playing it because I knew I would love this game. I thought to myself “Why can’t I feel this way about my own game?”, yet something was still missing. It wasn’t the fact that the game was still incomplete and the card system had not even begun yet, nor was it the fact that various combat mechanics are still in early development as well, but it was the simple fact that I felt insecure. I still kind of do, honestly. My game lacks a real lobby due to my own inability and personal constraints, it doesn’t have the most stable netcode, but it does work, it lacks many crazy online features and cloud saves that most games have, and I feel bad for not being able to do that much. It’s one game and I’m one newbie, so it’s to be expected, but I still feel bad about it.
I’ve been trying to find the inner motivation to work on this game once my exams are through with next week, and it was so hard. There’s still so much work to be done! I need to begin the card system, then I have to make card attacks (which includes coding them, doing the art and animations, etc), then I have to add all of the sound! After that, I have to port it to Android and try to get local Bluetooth multiplayer working in the future and then make a website! There’s so much to do, it’s just so stressful, when I could just be spending my free time doing other stuff.
I’ve been watching a lot of videos and reading articles about Indie games. Few of them ever “make it” in the gaming world, and often times they just get lost in a sea of games. I thought about how to present this game. Do I move away from the pixel art look? Do I add some crazy features? While I have considered a material (flat/solid) design, I don’t think I could change what I already have going for me. I like the look of this game. It means a lot to me. The style is strongly reminiscent of the Megaman series, which is something I wish to pay some homage to.
Speaking of Megaman, I actually played some Battle Network 6 with my buddy today. We grabbed our GBAs and played a good 5-6 sets, and I forgot how much I loved it. I forgot how crazy the dynamics were and how fun it was just to shout some stupid stuff at my opponent cuz we were having a good time. It made me reflect really hard on Tri-Wing, because my original purpose was to capture that essence. Tri-Wing won’t have super big lobbies. Tri-Wing won’t have super complex matchmaking systems or anything like that. The most important part of Tri-Wing that I will try my best to create is the gameplay, because I want people to enjoy that the most. I have to accept the fact that I am still just a new guy in game development with no real training and that of all projects, my first one will not be perfect, and that’s ok. It doesn’t mean that I won’t try my very best into making it the best game I can, and you can bet that I will. I don’t ever see myself not improving on this game as I grow older, because I want to see this game evolve with my skills as a game developer. I hope you guys will understand that, and I thank you all for the support. The card system is coming up next.
Ok so I’ve been pretty busy with school and work, and this just hasn’t been going smoothly. There’s always errors in which I cannot explain with the lobby. In theory I should be able to get it set up, but it just chooses not to work with my game. I can get it working on like every sample scene, but just not on my game. I decided to make the game just work via direct connection without a lobby. Up top is a screenshot of the current menu. The right-side of the menu changes depending on what you press on the left, so it initially starts off as blank. The deck editor also comes up and down on click, and I just need to hook up the buttons. I’ve also done some general code trimming in order to up the overall efficiency as well.
I have exams for the next week and a half, so I can’t work on this as much as I would hope. This workaround will have to suffice for now, because I’m tired of not making progress. I hope this is the only time where I’ll have to do this, but I MUST move on. If the demand for the lobby system grows high enough, I’ll try to update the game ASAP.
Some Lobby Updates
HOLY SHIT, this lobby is frustrating me. I managed to get some work done on it, and quite a bit is finished. In fact, its semi-playable now...sorta. There are some strange bugs that shut down my lobby and forces me to quit the game every so often, and I have no clue why. On top of that, the code itself looks like a mess. Imagine a boat made out of mismatching wood used to patch a bunch of holes in order to stay afloat. That's basically what my code looks like right now. It literally randomly started working on me when I was expecting it to crash, and I have no clue how. Sure I could keep working on it now and attempt to carry on with what I have, but something tells me that I'm going to regret it in the long run. I'm actually really unsure with what I should do right now. Earlier this week, the NetworkLobbyManager object I was testing never worked, so I went about this workaround. It's looking so sketchy that I want to scrap it, but reworking the whole network is a hassle. I could always try to improve on my existing code, but anything could go wrong with it at this point (thank you, backups). I'm really at a loss, right now. I think I'm going to go back and do some more tests with that old NetworkLobbyManager. I'll review my existing code tomorrow after sleep. This whole thing is making me anxious. I've never had this much trouble before when coding, and it's becoming a nightmare. I can't wait to figure of a solution
The Future of Tri-Wing’s Multiplayer
In the last few days, my views on multiplayer and lobbies have shifted all over the place due to potential options, features, and setbacks. Today I have a new proposal. Before I begin, allow me to say that my handwriting is AWFUL on touch screens. Please don’t judge haha. So the main reason I chose UNET as my networking solution is due to its simplicity. One of the biggest problem that I’ve encountered with that is the lack of options that are available in this early state. For instance, I am having a hard time setting up a dedicated or master server of sorts. The reason I want this is to promote more gameplay among players with less hassle! I don’t want players having to share IPs with EVERY opponent. That’s just annoying. I’ve considered going back to Forge Networking (as pictured above), as it has a lot of what I’m looking for. I just don’t want to have to re-code a lot of my shit, because that will include some major setbacks. The lack of a server browser is really discouraging though. We’ll have to see. I’ve posted some questions on the Unity forum, and if things don’t work out by Thursday, I’ll give Forge another try now that I understand some basic networking concepts.