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Hi everyone!
We want to show you the NEW MELEE ATTACK!!! You’ll be able to kick (slash) some asses 😃

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Hope you like it! :rock:


Hi all!

It's been a while since last update. We have two major updates:

  • We're working on our KickStarter campaign: we're making sketches, artworks, the trailer, talking about rewards, goals,...
    We hope we will launch the KickStarter campaign on one or two months but, you know, it's a lot of work if we want a successful campaign.

  • We're moving from Java/LibGDX to Unity: We almost have the first pre-alpha ported to Unity. Why Unity? Because we can export
    the game to more platforms, and the developing process tasks, such as adding assets, creating physics bodies, build planets,... are faster.
    Testing and adjusting parameters in Java/LibGDX is a slow task too (in comparison with Unity, of course).
    Another important reason is the level designing and building, we don't need an specific editor, just an Unity extension.

While the designers are working in all the art stuff for KickStarter, the coders are adding new cool features
(planet jumping, ropes, dash, new enemies, conversation system, ...).

Here you have some of the new stuff:

Mechanized enemy:

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Ghoyold (your co-worker):

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Your personal AI:

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Explosive spiderbot!:

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Hope you like it!

Cheers!

7 giorni dopo

Ah, sad you are leaving libgdx. What additional platforms are you targeting? You find unity easier for adjusting because of the inspector? We've been thinking about an inspector-like UI for embedding into libgdx apps. For me hotswap (editing code in the running app) and proper debugging are where libgdx has the advantage.

Animations look great, as always!

5 giorni dopo

Thank you Nate! 🙂

The main reason is that we want to target consoles (360,PS3,PS4,ONE) if the
KickStarter goes well. I prefer LibGDX workflow too, but developing an specific editor for the level design is a huge task and Unity extensions like Ferr2D (http://forum.unity3d.com/threads/204436 ... rrain-Tool) saves a lot of work.
BTW, an inspector for LibGDX would be great!

Ferr2D is indeed very cool looking! I'm guessing it is Unity specific, which is unfortunate.

Targeting consoles is a problem for libgdx because they don't use OpenGL. 🙁 It could be done, but makes it a lot of work. The easiest way for libgdx is likely via WebGL. I hope we'll be able to work on consoles at some point since libgdx 1.0 has been released.

2 mesi dopo

Well a quick update!

This is a little sneak peek of our Kickstarter Video.

The text goes fast but i didn't realise until the video has rendered.

https://www.youtube.com/watch?v=yU_b0wF7800

I hope you like it!!

JuanluGC ha scritto

Well a quick update!

This is a little sneak peek of our Kickstarter Video.

The text goes fast but i didn't realise until the video has rendered.

https://www.youtube.com/watch?v=yU_b0wF7800

I hope you like it!!

Ow!! They are so cute!!! :love:

18 giorni dopo

Hi again!!

I have a couple of gif that i wanna show you!

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This is a gif of the conversation system.

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and this is the new "hurt" animation for the workers/gunners...

We film the process of creation of that animation. The skeleton is very old and we wanna update this one with mesh/skinning/IK but currently we working in the kickstarter's stuff. We hope finish in a month (more or less)

https://www.youtube.com/watch?v=4bQKCPi508k

Looks great! 😃

Pretty incredible work. Digging all the animations!

un mese dopo

A few more animations !

Here you are the boss of the Intergalactic Trashmen!

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We're working in the cinematics for our kickstarter video. Here you are a little piece.

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We used Skinning and FFD to do this animation. We spend 2 days of work but we think that worth it.

We have made a few more animations but we cant show you... we dont want to spoil the video!

Looks great! 😃 Thanks for sharing.

By the way!!

The new "Auto Skinning Weights" feature is just awesome! (I forgot to say it in the post).
We:create the bones, set the vertex mesh, weights the skinning and animate the fringe in minutes.

Spine is turning in a huge tool. Thanks for all the work @Nate and @Shiu, we couldn't do this game without Spine!

We're pretty happy with the auto weights! 8) 1.9.16 will have Generate on the Edit Mesh dialog. So you just need to do Set Points and click around the perimeter of the mesh, then hit Generate to get a mesh that deforms reasonably. 😃

12 giorni dopo

Project looks great!

Any chance you will change the squid like arms to single image meshes? Or maybe have a big baddie version which uses that feature so the animations look nicer.

8 mesi dopo
Soap ha scritto

Project looks great!

Any chance you will change the squid like arms to single image meshes? Or maybe have a big baddie version which uses that feature so the animations look nicer.

Yeah after we finish our kickstarter campaing we want to change the assets for the main character and enemies. We want to use meshes, skinning, and ik but for now, we can't waste more time. We're working in the game 1 years and half and we need money for continue with this! hahahahaha :rofl:


More gifs!!

New Enemy Flying Bomb:

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A few more animation for our "Jelly Workers":

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The new Ship!:

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The landing animation (Using 2 skeletons)

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We hope you like it!
.


Finally!! After 2 years of development

WE JUST LUNCH THE KICKSTARTER!

https://www.kickstarter.com/projects/glovecat/the-intergalactic-trashman

Support us if you want!

Video is great! Your game has so much art, it looks really nice! Tweeted!

Thank you very much, Nate!

We really appreciate advertising, hahahha

This being difficult to appear on international websites :whew:

many thanks again!

Also backed it. 🙂 Best of luck!

anytime this thread comes up I get this song (I think, I have no headphones atm) in my head

I love your hero :love:

DoobyDude ha scritto

Well I think it looks like Sackboy and Super Meat Boy had a baby 🙂

:heart: :heart: :heart: