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#unity game development course#unity game development course in ahmedabad#unity 3d course#unity game development#3d game unity#unity 3d game development#complete c#unity game developer 2d#unity game training#the complete unity game development course#best unity game development course
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Game Asset Creation and Integration in Unity Game Development
Game Asset Creation and Integration in Unity Game Development is a crucial skill for bringing your game to life! From designing high-quality 3D models to integrating animations, textures, and scripts, mastering asset creation ensures a seamless and immersive gaming experience. Whether you're an aspiring game developer or a seasoned pro, understanding how to optimize assets for Unity can elevate your projects to the next level.
Ready to create stunning game worlds? Learn the best techniques, tools, and workflows to streamline asset production and integration. Turn your creative ideas into playable reality with expert guidance!
Start your journey in Unity game development today and transform from a Gamer2Maker!

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Best 3D Game Development Courses in Dubai - VRAcademi
The main goal of VRAcademi is to teach virtual reality development skills for 3D game development and virtual reality.
#vr course#virtual reality courses#vr development course#ar vr courses#vr classes#vr training courses#ar and vr courses#vr course in dubai#augmented reality courses#vr unity development in dubai#3d game design in dubai#virtual reality technology in dubai#3D Game Development Courses#vr game in unity in dubai#3d game programming in dubai#3d game development in dubai
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Ad | Hi folks, I'd previously been getting into the swing of posting Humble Bundle deals and the charities they were helping. With any non-bundle purchases helping to raise money for Endometriosis research and support. Then Humble decided to outsource their partner program to a system called 'Impact' which has honestly been a massive pain to get my head round. Looks like I can't link to bundles directly and they only give me the above link to share.
There is currently:
The TellTale Games Bundle featuring Batman, the Expanse, the Walking Dead, the Wolf Among Us - Currently raising money for Save the Children
The Sid Meier Collection with every Civilization game and DLC I can think of - Raising money for Covenant House and Michael J. Fox Foundation for Parkinson's Research
Math for Programmers Book Bundle which contains a whole bunch of data science, cryptography and Python books - Raising money for Girls Who Code
Learn Unit Game Development Course - From Shaders to 3D to a course on Game Feel - Raising money for Oceana
Super Game Asset Bundle for Unreal, Godot, and Unity. Over 7000 audio, visual and environmental assets - Raising money for Direct Relief.
Not sure if this format is okay, it requires you to visit the link and navigate but hope it helps? Let me know.
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3D character commissions
these are rough prices for my 3d comms. i have not taken 3d comms before. note rough prices, these prices can change wildly depending on how simple or complex your character is.
iam comfortable with low to medium poly modeling, and likely wont go extremely high poly with any comm, regardless of payment. i do not work with subdivision modifiers. i have modeled mostly humanoids so far, digitigrades arent entirely out of the question but im not very experienced with furry models and animal anatomy, as a note.
i currently only use paypal. i would like payment upfront, but only after ive discussed the price with you and the details. ill explain any aspects that are unclear to you, if it impacts your decision making, e.g. if you dont know what the difference between two rig types is, i will explain to you what the differences are, and which option you might want, depending on your needs. because of all the layers of making a 3d character model, i will most likely have to work with you very closely for each added step. i will make sure to review with you before giving you the final product. if for any reason i realize i cannot finish the commission, i will refund immediately.
if i have to dismiss your commission (before payment) for other reasons i have the right to do so.
im not sure how many slots i will take, so for now i will say 5 slots.
because its hard to price 3d character models, the below prices refer only roughly to a humanoid type model. these prices do not account for characters which are chibi-like, have exaggerated proportions, or are simplistic in design.
ill use these two models as examples as a sort of way to guess how much you might need to pay (for a humanoid model)
model in a t pose (without anything else, no texture no rig): 20-30€
the first model has segmented limbs, the second has a continuous mesh (except for the head, which is a seperate object). the first model only has mittens for hands, and a thumb each, whereas the second has 4 seperate fingers and a thumb each.
because of the fact that the second model has actual fingers instead of mittens, and more modeled details like the collar, flared pants and sleeves, i would charge more for the second model.
+texturing: 10-30€
this can be difficult because i have more than one style of texturing. some of my methods are lazier while some are more standard. the lazier methods usually make it a little harder to edit the models textures in post, or might even eliminate the need for a proper texture, or simply have other advantages/disadvantages. most of the detail in the first model are simply painted in rather than modeled, to save on model complexity, whereas details in the second model are modeled in rather than textured in.
1# has traditional UVs and textures, whereas 2# has alot of broken up and stretched UVs, due to the fact that there is no noise in his textures, making it impossible to see seams even on a stretched UV. you can see how several UVs are layered on top of eachother, in order to make the suit's pinstripes without dedicating space to every single UV. this makes 2# harder to edit in post.
i would charge more for the first texture, as its painted and has more detail than the second, which is solely flat colors.
+weight painting (with a rigify rig, or a vrchat rig): 10-15€
1# has a vrchat rig which is perfect for porting into unity and uploading to vrchat, as the bones are all named according to the vrc armature naming conventions. this rig type is not as suitable for blender. 2# has a rigify rig, which has many useful features especially good for animation. it is very good for blender, but not for outside of it.
im not charging for a rigify rig or vrchat rig, as rigify is a rigging tool, and i have a vrchat rig preset, these both are free tools i wont charge for. im only charging for the time i spend setting these things up, and of course, im charging for the weight painting.
some extras would include things like shapekeys and drivers, for example shapekeys for visemes (lipsync in games like vrchat) like in the first image, expressions in the second image, and drivers for things like correcting elbow and knee bends (so they dont look as jagged), where i wouldnt say id make those very expensive, maybe 10 euros or less, but it all depends on complexity, and the amount of shapekeys needed.
props can also be included, though again this can vary wildly in complexity and amount, because it can range from a simple cylinder for a cigarette to a modeled gun or other weapons. this would however not be that expensive, except for props that are exceptionally detailed, you know how it is. higher complexity, higher price. something as simple as a cigarette or cig might even be free because its literally just a cylinder.
(also that first model of the minato is not ripped from the game, i modeled it with direct reference of the original minato model though. the model on the top is mine, the bottom is the model ripped from the game, just to make that clear haha)
at the end, i will provide you with the entire blend file as well as all the needed textures, and i will send you a simple turnaround/pose render for free. this can be a gif or a simple png. i will send it through email or through a drive link if needed.
in the end, you'll need to discuss with me about which character you want to commission, what your wishes are, so i can kind of gauge the price, as these are not precise prices.
dm me directly please, we can then continue discussing there.
here are some of my other 3d characters (mostly tf2 hehe)
^ this character belongs to @\straightyuri
^ this character belongs to @\averageludwig
#commissions#3d commissions#this post is long idk i keep not wanting to start with making a pretty commission sheet#idc...#emmet arty#i also dont know all the people who asked me for 3d comms oh god#uhh#lets just hope they somehow see this
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THE QUICKEST
SHIFTING GUIDE ...
you’ve heard it all—get off social media, stop stressing, listen to yourself, and just do it. these suggestions have their place in the sun, but they're impractical for someone who isn't ready to wait years for their mindset to shift. start here:
¹ ˙𖦹 *∴ BLOCKAGES
blockages are misunderstood. we often think of them as pesky little things to get rid of, to struggle with through thick and thin—until, finally—we're free of them, a century from now!
...no. think of blockages as imbalances, and you'll probably understand shifting in a way that actually helps. why? they’re imbalances between thought and action. see, we’re conditioned to see thought and action as linked, but what if they aren’t?
i tested this theory for a while, and realized, maybe thought and action exist in all dimensions—not just 3d or 4d. of course, we have to understand what a dimension is.
dimension ; (n) the minimum number of coordinates needed to specify the position of a particle or system within a space // an aspect or feature of a situation.
4d/3d are often taken as the only two planes to exist because they're the ones that interact with the human experience the most. In reality, planes are “filters” of the overall experience, which we label to simplify things.
EXAMPLE O1 — imagine you're feeling anxious about something (4d). you can’t touch anxiety with your hands, but it affects your thoughts, body, and behavior. it’s a layer of experience that isn’t visible in the 3d world but deeply influences it.
EXAMPLE O2 — when you imagine a future event and experience the emotions tied to it (like joy or fear before it happens), you’re using your 4d (emotional) and 3d (time). this “mental projection” shows how these layers beyond the 3d manifest and shape your physical reality.
¹˚² ˙𖦹 *∴ DIMENSIONS
i'm going to get complex for a second, if only because it might help you understand better, later on. let's look at the 3d, 4d, 5d, and 6d—each of these represent a distinct level of awareness and experience.
3d (physical) is our material world—what we can see, touch, and experience directly. it is a mode of experience, not operation like the others.
4d (emotional/astral) is our inner world—our feelings, thoughts, and emotions that shape reality beyond time.there's a growing awareness of the importance of emotions, thoughts, and intentions in shaping reality. time becomes more flexible, and experiences such as lucid dreaming and astral projection are common. this is not the astral plane, just the filter were we perceive it.
5d (unity consciousness) — living in harmony with everything, duality dissolves and so does desire. most authentic gurus are seated here.
6d (pure thought) — i think therefore i am applies here. you can access higher planes of existence and have a deeper understanding of the universe's workings. the consciousness can transcend physical limitations, this is the seat of reality shifting/transmigration and reality creation/alignment.
when your internal thoughts are operating at a higher level of awareness (like 4d, which involves inner self and emotional resonance) but your physical actions are stuck in the immediate, 3d environment (based on immediate, tangible experiences), a disconnect happens.
EXAMPLE O3 — you start thinking about financial abundance, a million dollars in your bank account (4d), but only take actions that align with the (3d) physical reference to financial scarcity. so you're worrying about the rent, feeling bitter at others' successes, wondering if you'll be stuck here forever etc.
thoughts and actions must occur on similar dimensions! this doesn't mean that you should have one without the other—only that a 5d thought (bliss, love, compassion) can only be backed by a 5d action (opening of the heart) to have 3d expression (volunteering at homeless shelters). the same applies to shifting.
² ˙𖦹 *∴ HIGH DIMENSION ACTION
good, now don't worry too much about dimensions. it's only a preface to understand the kind of ‘action you need to take here.’
what i've clarified, is that action isn’t limited to physical movement; it is mostly an expression of an internal shift. the real action required for shifting is acceptance—a conscious choice to embrace the target reality you want without resistance or doubt. this is not about methods or effort but about being and allowing.
²˚¹ ˙𖦹 *∴ NON LOCALITY
where do the dimensions “exist” then? often people think these dimensions are outside if them. while they are beyond the human experience, all of these things are still within ‘you’—not you the human, but what we call non-local consciousness, meaning your awareness is not confined to a physical body or present moment. it’s the idea that consciousness exists beyond time and space, often evidenced in quantum entanglement.
in quantum mechanics, particles can be entangled, meaning their states are linked even if they are separated by vast distances. this suggests that information, experience,consciousness can exist outside of the traditional space-time continuum. deja vu or intuition are theorized as ‘you’ catching glimpses of that non-local consciousness.
³ ˙𖦹 *∴ SHIFTING SIMPLIFIED
O1 — you're shifting to your desired reality (dr). instead of obsessing over every detail, you get cozy with the thought that you're everywhere, you're just remembering that. you let yourself remember what it feels like to be in your dr w/o judgement.
O2 — you start thinking about your life in your dr, how do you live, what do you do, what have you planned today, who are you with?
O3 — you enjoy that experience, because you truly are there, not overloading your mind with the need for a “right moment/mindset, ” perfection or approval from others. it’s not about feeling certain; it's about allowing the shift to occur as part of your natural reality.
O4 — you live your life like this, experiencing what you want. without much notice your dr becomes 3d.
that's all, very simple. but there are still some folks who have to get comfortable with the wild amount of freedom and effortlessness that comes with shifting. if you're like that, here's what i've worked on that has helped me shift before.
⁴ ˙𖦹 *∴ YOU WANT TO SHIFT SO
you want to shift so — you start seeing doubt as a passing thought, not a limit. doubt doesn't have to dictate your shifting unless you want it to.
ask yourself: “what am i doubting? does this really affect my ability to shift?” you’ll realize it doesn't. to shift?” You’ll realize it doesn't.
you want to shift so — you take baby steps. If shifting feels difficult, write down what makes it hard/uncomfortable. ask yourself why these specific parts were difficult. were they emotionally uncomfortable? did they seem “impossible” or unfamiliar? what was uncomfortable about it? practice applying the acceptance / detachment principles to these small aspects first.
after you’ve resolved the discomfort, attempt slightly larger shifts, applying the same principles until you’re comfortable shifting larger aspects.
you want to shift so — you stop seeing “I can’t shift” as a dead end. Use the emotion behind it to dismantle the belief.
say something like, “you know what? i actually can do this,” or “it's not hard for others, it really doesn't have to be hard for me.” this is a soft/reasoning construct that eases you into it rather than going, out of the blue, “i'm the best shifter.”
you want to shift so — you stop trying to ‘go’ somewhere. you’re not going anywhere—so you get familiar with the fact that you're everywhere. consciousness is non-local, beyond time and space. Accepting this truth allows the shift to happen effortlessly.
you want to shift so — you learn to accept that you already have. what is acceptance? when you familarize yourself so much with a belief, that the struggle becomes boring/pointless to maintain. You no longer overthink when or how. You feel calm, and the tension dissolves. You stop questioning and forcing outcomes. This shift happens by simply aligning with your desired reality and embracing it as your own.
— saia,

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soo... I think I accidentally began to make a Silmarillion Fangame...
For some unknown reason i was like "I wanna make textures :D" but i didn't want to model shit, so i just used VROID studio as a painting book... but then i was like "ummm, i never tried to draw a character an then tried to make it 3D in vroid" so uh-

yeah...
and then i was like "let´s drop this bad boy in Unreal to see how he looks" and because, well, i don't know why i decided to try to make him look a bit 2D? like he was drawn? like doing the complete opposite of what i just did?
so this is what he looked when i began to play with post process stuff
and because i wanted to look around and stuff i added a little guy i had, and it turns out that he was really little and i had to make him a box to take pics of Fëanor's face
Then i did more stuff and i ended up with these cute flowers :D
And then I said fuck it, i think I'm making a game...
So the thing is that doing a game doing a game while being a one person studio is a biiiiiit difficult.
By that i mean i had to try to keep my head leveled in what i could do, so I ended up with this...
Tecilwë's Adventures in Arda
(yeah, i don't have a name for this)
So, you play as Tecilwë, a noldorin journalist that travels around trying to document the best stories of Arda. You can find out what is happening around by talking with people, sneaking around or finding clues. Then, you can write your take on what happens, and depending on what you say, how you say it and what secrets do you keep your reputation as a journalist and your relationship with the different character you find can change for better or worse.
A little bit about Tecilwë...
Q Tecilwë Autanna - S Tegilu
Tecilwë - The one who writes [tecil “pen”, wë “person”] or as i like to call them "El pibe birome"
Autanna - the lost sign, the fool sign [au “away, lost”, aut “fool”, tanna “sign, token”]
A young lore master from Tirion. Studied under Rumil, and is excited to document all that happens in the course of the story.
Curious and eager to learn. More often than not ends up in trouble for documenting what was not supposed to be seen.
Tecilwë believes in the power of the word, and on how truth is composed by those who write it.
Not often remembered, wants to be remembered as one of the great lore masters. But the curse of the Noldor runs deep…
Basically a player insert
Y alto chismoso
What i have for now in gameplay is that you can run around a location (and you'll be able to travel to different places, but time passes so, for example, if you leave Aman you cannot go back, or if Gondolin fell then you cant go there). There as i wrote you can talk to people and find out stuff, and all what you find you write in your journal, which you can check to remember what you have seen. With all of that you can unlock new dialogues, and when you get enough information you can end the day and write like a newspaper or magazine. If, for example, you found that gasp Maedhros and Fingon are being two love birds behind a tree, you can write about that in different ways. A- You just say thing as they are. B- You say that is great to see the unity in the House of Finwë. C- Accuse Fingon of corrupting the innocent eldest of Fëanor. D- say nothing about this. With A you get lower relationship points with Russingon for exposing them. B gets you a good realtionship with them, but lower with Fëanor. C gets you a good amount of points with Fëanor, but the other two will hate your guts. And with D, nothing changes, but you can confront them about their relationship and tell them to be more careful if they want to keep it a secret.
Also if you write a lot about gossip stuff you will lose credibility and that is kinda a way to not being remember as the great Lore Master you want to be...
Also i love how FIngon's hair is coming out. This is like a first draft but it was fun to make.
Also this motherfucker is so fucking tall
And this is one of my favourite screenshots from when i had Fëanor as the playable character
(also here is really noticeable that i added lights to their eyes, and it switches form golden to silver light)
In short, a gossip simulator
Also i cannot wait to make the "Who is Gil-Galad's dad" level
Version 0.1.0
Other updates
#silmarillion#silmarillion fangame#3d art#vroid#unreal engine#feanor#maedhros#fingon#russandol#game idea#my art#Tyalië Myatil
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Rayman Together Community Spotlight #4 - MarkedAsUnreal

Introduction:
Rayman 3: Hoodlum Havoc was published by Ubisoft Paris and released on February 21st, 2003, in Europe and in March 2003 worldwide. That was almost 22 years ago. Feeling old yet? Well, Ubisoft did release Rayman 3: HD in 2012, but we won't talk about that. Rayman 3 is undoubtedly a fan favorite in the series thanks to its whimsical but very risque adult humor. The game is also critically acclaimed thanks to its very fun and diverse 3D platforming and its exceptional cast of characters and enemies. Nothing has ever come close in the series to the success of Rayman 3, in my opinion. And while I wait in hope for Ubisoft to bring back Rayman to his core 3D roots, I can't help thinking, Why doesn't Ubisoft just remake Rayman 3.
Fortunately, this is no longer an issue. For this latest Rayman Together Community Spotlight, I have the pleasure of interviewing Marked As Unreal, a Rayman fan from Poland who is working on the Rayman 3 Fan Remake on YouTube. This ground-breaking development blog focuses upon reimaging Rayman 3: Hoodlum Havoc using Unreal Engine 5. The development process has been fascinating to watch, and this has become undoubtedly a favorite fan project of mine. The results have been spectacular, and the game looks simply incredible. You can see the results for yourself below from these comparison shots.

(Rayman 3: Unreal Engine Fan Remake)

(Rayman 3: Hoodlum Havoc)

(Rayman 3: Unreal Engine Fan Remake)

(Rayman 3: Hoodlum Havoc)
So sit back and relax as this latest community spotlight takes you into more detail about the genius behind the Rayman 3: Fan Remake and a more personal insight into this amazing community project.
Spotlight:

1. Please introduce yourself.
"Hi! I’m Mark. I’m a gaming enthusiast from Poland who dreams of making his own small indie title one day. To help me achieve that goal, I’m currently trying to learn game development and Unreal Engine by remaking one of my favorite games of all time, Rayman 3. I didn’t have much coding or Unreal Engine experience prior to this project, but I did work as a 3D artist for almost 4 years. The most notable project I’ve worked on as a 3D artist was “The Medium” by the Bloober team. What was really awesome about this project is that its art style is based on Zdzislaw Beksinski’s paintings, who is a painter that I am a big fan of."

2. What do you do for a living?
"For most of the year I work at a campground doing maintenance, but in the summer I work at an ice cream/waffle shop."


3. What do you enjoy doing in your spare time
"I often play games and watch various shows when I’m looking to have a chill time. There are many games which I would consider my favorites, but to name a few (besides Rayman of course), there are the old Halo games, the Dead Space series, Old School RuneScape, Subnautica, the Bioshock series, Portal 2, Undertale, from software games, or the Respawn Entertainments Jedi series. As shows are considered, I lately find myself really enjoying anime. My favorites are Vinland Saga, Attack on Titan, and Jojo’s bizarre adventure. Jujustsu Kaisen is also really sick. Regarding more active ways to spend my free time, I really love bouldering (it’s a type of rock climbing) and snowboarding."


4. What got you into the Unreal Engine project on Rayman 3?
"Learning game development by trying to recreate one of my favorite games just seemed like it could be a ton of fun (and I wasn’t wrong, because it is a blast!). And I decided to go for Unreal Engine because I really wanted to try out the new features everyone was talking about (Nanite and Lumen). The fact that many AAA companies use Unreal Engine to make their games also made it feel like a better choice than Unity."
5. Tell us about your experience on the project with Rayman 3.
"The hardest part was the start, of course. I didn’t really know Unreal Engine, so doing the simplest things was a challenge. Every step required me to go through a tutorial first. Also, I started this project with the most complex part, while still having very little programming knowledge, which was coding in the characters movement and collision. On one hand, this was maybe not the wisest thing to start with, but on the other, I wanted to start with the hardest and most important part, to know if there is even a point in trying to make this game in the first place. Otherwise, I was at risk of doing something easy for half a year just to hit an unpassable wall. But you know, the greater the challenge, the greater the satisfaction once you overcome it. So, satisfying and fun are two main words that I would use to describe my experience working on this.
What’s also an amazing feeling is to have this complete freedom and agency over the project. I can make it look however I like, I can work on whatever I feel like working at the moment, and I can work at a pace that I feel like working at. It’s an amazing luxury that’s only possible because this is a passion project.
I’d also like to mention how cool of an experience it was working on the Teensie highway part of the level. Because of how surreal and random that part is, working on it felt very fresh and different. Not to mention that it was a nice way to see how much I’ve grown since I started this project, because while coding in all the logic for the surfboard Rayman, I could see how much easier this was for me to make in comparison to the regular Rayman that I was making when starting the project. Granted, the surfboard Rayman is much simpler in terms of complexity, but still, I felt like I could see a noticeable difference in my skill level.
Finally, I can’t leave this question without mentioning what a great laugh I had when putting in all the drunken Teensies around the Heart of the World area. I love those guys, and creating all those little stories (like the two teens fighting on a ledge) was such a fun experience."
6. How has it been for you personally revisiting Rayman 3?
"To be honest, this doesn’t really feel like I’m revisiting the game, because I replay Rayman 3 fairly often, so it kind of feels like this game is never far off."

7. Are you planning to recreate the whole game in Unreal Engine?
"I’m sorry to say that no, I am not. It’s like I said in one of my first videos: this was always meant to be a learning opportunity for me, as well as a way to get a grasp on what project scope seems realistic for one person or a small team. If I had unlimited time, then I would love to recreate the whole game, because I love working on this. But the sad reality is that I'd probably be well in my 40s before the whole game would be remade. I’d like to be younger before I start working on my own games.
I’m not yet sure where exactly I will stop, but I am going to finish the fairy council level and share it, so everyone will have a chance to play it.
I haven’t really ever mentioned, though, what my plans are for the project; once I decide, it’s time for me to move on, so let me reveal them right now. My plan is to share the whole project for anyone to download and create a Discord server that will act as a hub for the project. I will be there to assist and help anyone who would like to make something using my remake (like continue from where I left off, make their own custom levels, or even just use some parts of it to create something else entirely).
8. Has anyone at Ubisoft or within the gaming industry approached you during your time sharing your development blogs on YouTube?
"No, no one has."

9. Are you planning to do any other Rayman games or any other videogames in Unreal Engine in the future after you have finished with Rayman 3?
"After the Rayman 3 remake, I will start making my own title. I already have a pretty clear idea of what that game is going to be; however, I’m not going to share that information yet. There is a lot of work left in this project, even just for the first level, so I’m still keeping my focus on the remake."

10. You are also a fan of the Unity Engine; can you tell us why?
"I just really enjoy working in it. It’s really cool that anyone can just download this software and start creating a game. I really like how the software is structured. I feel like it's really daunting at first, but once you get the hang of it, using it just makes sense. Nowadays, I don’t really need to revisit many tutorials on how to do some things because I find the whole user experience pretty neatly organized and logical. What’s also really cool is that a lot of features are pretty cutting edge and yet still free to use (this is a bit of a double-edged sword, however, as new features are often pretty risky to use as they are not yet properly tested for production)."

11. How did you get into the Rayman series?

"My first Rayman game was Rayman 1 on the PS1. I was probably around 4 years old or something like that, so I think that it goes without saying that I didn’t beat it back then (and still haven’t, but I never really went back to try). Then, if I’m remembering correctly, I found Rayman 2 lying in a supermarket on a heap with other games and managed to convince my mom to buy it. I was probably around 6. This one I did manage to beat, but it took a long time. Some parts were really challenging back then. Also, it was really hard for me to figure out that I needed to backtrack in order to help Clark. Then I think I got Rayman 3 around the time it came out, so I was probably like around 8. So old enough to beat this one without too many issues. This is also the one that I liked the most at the time. I vividly remember how the first time I booted Rayman 3, I had this weird bug where the left key didn’t work, and I thought that maybe this was intended. I figured that since Rayman doesn’t have his hands (because Globox runs off with them), he has problems with keeping his balance, and that explains why I can't run left. Let me tell you, trying to catch that barrel without the ability to run left was pretty impossible, haha. Luckily, rebooting the game fixed the issue."

12. What is your favorite Rayman game and character?

"My favorite game is either Rayman 2 or Rayman 3, depending on my mood. Both to me have their respective strengths and weaknesses, but both are absolutely amazing. Rayman 2 is unmatched in its atmosphere and level design. Rayman 3 has really fun combat encounters, and I like the characters (design and writing) much more. And the whole Knaaren desert level is just so awesome! When I was a kid, my favorite character was straight up Rayman, but now it’s definitely the teensies. Though Globox from Rayman 3 is a close second place. Whenever I play Rayman Legends, I usually play as a teensie (but if I don’t feel like playing as a teensie, I always go for Rayomz)"

Thank you so much for being a part of my community spotlight, Marked As Unreal. It was a pleasure to read and see some of the creative processes behind the Rayman 3: Fan Remake. I look forward to seeing everything once it's complete. I wish you all the best with the development and in your future projects.
Please don't forget to support Marked As Unreal. If you are eager to see more, I have included links to their social accounts below. Have a good weekend, Rayman fans. See you next time.
MarkedAsUnreal Links:

https://www.linkedin.com/in/marek-holubowski/
Rayman The Boardgame:
Rayman fans, don't forget Rayman: The Boardgame Kickstarter campaign ends on October 8th. There isn't much time until the end of the campaign. If you haven't already, don't forget to pledge and don't miss out on this amazing board game and some amazing bonuses.
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I tried to make a mock-up of my own alternative take On My Little Pony: Generation 5.
I had a lot of fun designing these, I won’t lie. The main idea was to bring back the mane (main) cast of characters all having drastically contrasting, strong personalities and color palettes. I think that was what G4 succeeded best at, and would probably (I’m no expert) increase marketability and make people want to buy the toys more.
I took inspiration for the new art style direction from an MLP G4 manga cover , not sure if it’s official or not, but I like that style a ton, I think it’s super cute and would be a good direction for a new show. This is of course operating under the assumption the new generation would just stay 2D instead of branching to 3D animation. I tried my best to mimic the style , I don’t think I did the best at that, but that art style on the manga cover is what I think they should go for. Maybe with a more pencil-textured brush for the outline. Feels unique from G4, but still cute in my opinion.
Instead of Friendship or Unity, the unifying theme tying all the characters together would be Artistic creativity and using it to express yourself. All the characters would represent a different form of art. The main villain being a bat-pony with wings and a horn, a mad scientist type who builds robots and gadgets to fight the main cast with the goal of stealing their art and feeding it through big, industrial machines to pump out hodge-podge mashed together copies and create her own art museums to profit off of them. They have to fight to take back their art and create works that express who they are without it being stolen or mass produced by machines and robots. She’s kind of inspired by Opaline but I tried to give her an alternative design. I also took a bit of inspiration from Dr. Eggman from the Sonic franchise. In general my take on this generation is kind of inspired by Sonic with these animal characters fighting against robots and industrialization. Specifically the Sonic Boom Cartoon with the beachy setting and vibes.
We also have the main character, Aqua Seastar, a yellow unicorn who’s got a very curious, inquisitive, detective type personality, ( very clearly my version of Zipp from the Make Your Mark Cartoon, because I actually liked the personality they gave her there, a lot) she’s constantly trying to solve all the mysteries that crop up around the island and poking around to learn new things. She’s also an aspiring animator who wants to make a cartoon about a detective squirrel inspired by her own adventures.
Speaking of characters from G5 I’ve based these characters on, Cloudy skies is basically my version of Izzy. A very similar personality, ( particularly how she’s characterized in the movie A New Generation, I think that’s where she’s at her best) just with the added twist of her being the motherly one of the group and a bit protective and neurotic about other’s safety. Also inspired a bit by Wammawink from Centaurworld or Ragatha from TADC. She’s the arts and crafts pony , with yarn and sewing needles in her hair. She’s also a Pegasus and I swapped her mane and coat color cause I figured we needed a blue pony.
Shellda is basically my answer to Sparky, a baby sea turtle who was orphaned and no one in the sea cared for her because she couldn’t keep up and would just “slow them down” . She eventually gets adopted by the main cast as a little sister figure and starts off shy but really comes into her own over time, gaining more confidence and becoming a watercolor painter. Also she can talk. She’s more of a toddler than a newborn.
I tried to imagine this setting as playing into being on a beach / island way more . Maybe coral reefs instead of trees on the surface , mythical creatures the ponies could encounter like in G4 , but specifically based on sea and marine animals. Like crabs made of rock or something. A stage in the center of town for GlimGlam Hot-Trot to perform on that looks like a giant clam. Whenever they travel off the island they could do it on a big pirate ship instead of a hot air balloon or a plane. Stuff like that.
This generation would also have modern tech but mainly for the sake of creating art, like art tablets and programs . As well as Dr. Nightwing and Terra Byte being inventors who create gadgets.
Overall , I have way too many ideas to go over in one post but I put a lot of thought into this and I hope you guys like it. What are your thoughts ? Do you have any questions about any specific characters or anything ? Let me know, cause I love MLP especially G4 and I had a lot of fun making this. Might be using these characters again sometime, soon.
If you would like to support me , feel free to check out my Kofi page , I offer commissions and you can also just donate if you’d like to , but please don’t feel pressured. I hope you enjoyed the art and have a good rest of your day ! 💕🧡
#my little pony#my litte pony friendship is magic#my little pony make your mark#mlp fim#mlp g4#mlp mym#mlp g5#my art#artists on tumblr#digital art#art#artist on kofi#pony oc#pony ocs#oc#original character#ponies#mlp#mlp art#mlp oc#mlp redesign#mlp g5 redesign#pony redesign#redesign
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At this point I don’t know what the creative industry expects happening when they put more and more tools behind a paywall for stuff that you need to learn for the industry to get an entry somehow.
Most of artists and people from other departments in the gaming industry for example are self taught especially in the field of 3D. It’s still a very young industry so of course for the most time there weren’t schools so you taught it yourself. And it still is so in parts. Many people were hired that way.
Even with a degree you still need to be active and learn and look at new developments from time to time. You need to aquire those yourself. And it gets expensive more and more with every year when you have no company that helps out with company floating licenses. With unity and now (maybe) unreal it’s another step to making things difficult. And it will result in less people trying and therefore less senior potentials and therefore smaller teams, therefore more crunch to those that are already in the industry and less new input like ideas etc(additionally with the fact that companies shy away from actually hiring juniors atm). It will become a vicious cycle.
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i dont understand the whole "unity" thing. what is happening? all the game devs on my tl are talking about it
Alright so starting from 0:
To make a game, you need to do a lot of things: display objects, animate them, physics, collisions, etc. This, is a lot of work, so while you can do them from scratch, and some people do, most people will use a game engine.
A game engine is a software that does many of the reccuring things in a video game. For example, it handles the displaying of 3D objects. But it doesn't do the whole game, even with an engine, there's still a lot of work to do.
What most devs will do when making a game, is that they'll use an engine as a basis, and then build above it.
Now, we have several options to choose from, when it comes to game engines. One of these options is called "Unity". Unity is one of the largest game engine, with a reputation of being great to learn for beginners.
And many people, me included, spent of fucking lot of time learning Unity, and developing tools for Unity and all was good.
But everything changed when capitalism attacked.
A few days ago, Unity announced they would change how they would bill developers for each time their game would be downloaded, above a certain threshold. Which made a lot of devs angry.
First because it counted once for each device the same user would download the game on, then once for each time he reinstall the game, then once for each pirated version etc. Also it was retroactive so there are games that will be withdrawed from Steam, like cult of the lamb and such.
So of course we got angry and they backtracked on a few things. I'm still gonna change engine because fuck them.
But swapping engine isn't an easy task. If you're working on a game, you'll have to redo most of the code. If you made tools, all these will be useless. So some people are stuck with Unity and their unfair practices.
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Learn 3D Game Development from Scratch - VRAcademi
VRAcademi is an open online live digital learning platform that focuses on disseminating information about virtual reality development.
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My List of super Old Browser Games with Dinosaur Thematic/Lore/Gameplay
There are Flash and Unity
These games I first played more than 10 years ago, and by re-opening them, I had a nostalgic experience. Here only remarkable and memorable games what deserve their ray of glory, yep.
Non-playable games are crossed out by red diagonal: "Jetpack Brontosaurus" (3D) was very poorly archived on FlashPoint, and the second one "Век Рептилий: бои дино!" (it used to called " Dino Crisis: Затерянный мир!") is a 2D multiplayer from Russian social media VKontakte, and its servers have been closed long time ago. So yeah, all most of them still playable! I have info/files each of 'em !!! For example, Lego ones needs .exe for launch. There are many ways to play them!
Rest titles for search: 2D: Eggstinction, Dino Run: Marathon of Doom!, Lego: Dino Outbreak, Dino Panic (2x), T-Rex Rampage: Prehistoric Pizza (Hot Wheels), Dino Paint, Gone Fishing (baryonyx), Robot Dinosaurs That Shoot Beams When They Roar, Dinosaurs and Meteors, Prehistoric Shark, Battle of Giants: Dinosaurs, Donald the Dino, Ice Age: Dawn of the Dinosaurs, DINOK, L.A. Rex, One Man and His Dinosaur (shepherd-theropod), Lego: Dino Archeological Dig, Obama Jurassic Park, Dino Soars!, Dino Duet, Me and My Dinosaur, Caveman Climb, BM REX, Dinosaur Killer 3D and of course Google Chrome Dinosaur. 3D: Dino Storm (Wild Western), Off-Road Velociraptor Safari (developers of Jetpack Brontosaurus)
Someday I will make fanarts and video about paleo games with my voice!!!!!! not in english, cause I'm very poor in english(( P.S. I tried to upload post in r/Dinosaurs, but my suggestion been ignored for 3 months
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i think a topic i'd love to hear more about is something you wrote about before - the concept of not forcing yourself to imagine. why do you think people force themselves? i think it may be the pressure to change the 3d. have you ever been in that position? what do you think is the remedy to it?
oh, yeah. for sure! so, by the nature of existence, we can't really say what other people's experiences are like—only how we individually experience reality. this is something i'm working on curbing myself because i tend to veer into "we" territory since i was used to using that in my old coaching space.
so while i can't speak for what other people's experiencing of themselves and reality is like, i can definitely speak to my own! and if what i say resonates for you (whoever is reading this), then feel free to take this for a bit of your own self-reflection.
for the sake of simplicity and clarity, i'm going to use the term "to imagine" as a blanket term for affirming, visualizing, or any other use of awareness to experience yourself differently.
whenever i forced myself to imagine, the forcefulness was stemming from two main causes:
(1) because i saw the "use" of imagination as a means to an end. i thought i "had" to imagine in order to receive my desire. imagination was the process/requirement to fulfill, and my fulfillment was conditional upon it. this perspective inherently implies separation between me and my desire because imagination is what "fills in the gap."
as a result, i often imagined from a place of "i am not that which i desire to be, and i have to do this to get what i want." so, i was pushing myself to do this thing, with an underlying fear of nonfulfillment as the foundation for this imaginal act. so, even if i was exhausting myself to death affirming or visualizing, i was convicted of being a self who was not what i desired to be. so, you can guess what manifested: nonfulfillment. it was a perfect manifestation of who i said i was: a person who doesn't have what they want.
(2) i trusted my "efforting" more than my being. this is understandable because of all our conditioning and blah, blah, blah. but i don't want to give that too much credit or it gets easy to use as a crutch. i thought that success (i.e., fulfillment) was dependent on how hard i tried. so, i would be obsessing over every detail in an imaginal scene or getting it just right and perfecting the fuck out of it, which, of course, was not fun whatsoever.
i was caught up in my ego around my performance because i saw my fulfillment conditional upon how well i executed this imaginal act (the detail of visualization, how much i affirmed, the hours of saturation, etc.). when you perceive fulfillment as conditional upon your doing/efforting, then you set yourself up to be, well, really tired. lbr. because you're always going to be asking yourself "was it enough? did i try hard enough? did i work hard enough? did i affirm enough? saturate long enough? do it right?"
so, once again, i created a gap between fulfillment and nonfulfillment, and imagination, specifically the "correct" use of it according to an authority other than myself, was what i needed to be fulfilled. then, i'd look to the physical world (seeing it as separate from me) to validate that i had "done it right" by showing me the evidence of my fulfillment (i.e., did i get my shit yet in the 3D????). and this just created a never-ending loop of trying harder and harder to imagine "correctly", then not getting my desired external result because i was still convicted of being a person who was unfulfilled. cue: serious burnout.
and this is why i'm always talking about unity and understanding yourself as god/being in perfect unity with ALL things, including your desired experience. because seeing that fulfillment just is and that i'm already one with it, all it takes is me choosing it, has brought so much fun, ecstasy, and joy back to the experience of being again.
when i imagine, i'm not doing it from an assumption of nonfulfillment. i'm choosing my desired end and giving it to myself. every affirmation/visualization is me giving myself what i want. it's me saying yes to the perfect and total fulfillment i already am.
tom's video yesterday mentioned the distinction between a desire and desiring. there's nothing wrong with having a desire because if you have a desire, you just fulfill it by choosing it. they're one in the same. but if you're desiring, you're perceiving yourself as separate from that which you want, so ofc you're gonna push yourself to do all these processes and techniques thinking you have to in order to be fulfilled.
so, again, people can come into my inbox all they want and say "i know i am god, but—" and i know instantly that you don't actually understand what that means. because if you did, there's no "but" after that statement since god is literally EVERYTHING. how can there be a "but" to everything? to all that is?? to the absolute?? god just IS; god is all of existence itself. there's no "exception" that can ever be applicable here, so you're just quoting scripture back at me to justify your limitations. weird flex, but ok??
and this is why i'm always saying the first principle of manifestation is "be still, and know that i am god." and if it just sounds like WORDS to you or an intellectual concept, then you need to reflecting inwardly and ask yourself "who am i?" get curious until you see for yourself. set the intention to have your "aha" moment or to receive the explanation in a way that resonates with you if that phrasing doesn't do it.
otherwise, your fulfillment is always going to be/feel conditional upon a technique, method, process, or performance, and you're forcing yourself to do all this shit fearing you're not going to get what you want the whole time... and as edward art said, fear is just the misuse of imagination. guess what manifests!! because we're god all the time, whether we're conscious of it or not. so you being convicted of being someone who isn't fulfilled is just going to give you more nonfulfillment because you are reality; there is no separation.
#answered.#jfc this got long and rambly. but you all should be used to that by now from me.#sorry!#law of assumption#manifestation
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Don’t just follow trends—create them with the power of our graphic course in Andheri at Reliance Animation Academy in Andheri
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ManaPost 18 - The Return!
Hi. It's Y. ...Has it been over a year since the last you've heard from us? ...Yes. If you haven't joined our discord server, that is. (Shameless plug) I realized over that time that I really do a lot better without the pressure of making something presentable so quickly! I've been doing a lot of work on Manaport this whole time, and I'm very excited to share it all with you! So... Enough with the serious greeting! This is the 18th ManaPost, and it's stuffed full of nerdy stuff I've been waiting to show off! I'm happy to be back! :D
Switch 2 Godot or Something
Of course, as we explained in ManaPost 14... A majority of our efforts in Manaport's development around the end of 2023 was dedicated to essentially translating Unity scripts (usually C#) to Godot (usually gdscript). This took a lot of time (especially for a rather novice programmer such as myself...) Rewriting what we had in Unity took a good few months alone. Combine this with my last year of high school and burnout... The first iteration of our port to Godot took quite a while.
"First" Implies a List...
...Let me tell you a bit about Manaport's rather turbulent development over the past... Almost 5 years. Manaport started development on the 25th of May, smack-dab in the middle of the 2020 pandemic as an idea I had to take my mind off of the woes of staying in my room all day. I gathered a few of my friends and we started throwing ideas at each other.
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This was the culmination of our efforts! I didn't even code this. I had no idea how to code. I had only done the spritework. Manaport originally started as... A Sidescrolling RPG. It was so cool to me to see an idea that I had come to life. I had spent a lot of my childhood making stuff in games like LittleBigPlanet, always wanting my next project to be my next magnum opus or whatever. I dream big, if that wasn't obvious.
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This was... after I got my hands on actual programming for the first time. Manaport was now a proper traditional Action RPG. I remember trying to sort through every little bug I found... Giving up practically hundreds of times only to remember how stubborn I am and just keep trying. We had restarted once before this video, however there is a distinct lack in media from that era, unfortunately.
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This... This era felt like the start of something proper. I was proud of this title sequence alone, and there was practically no game behind it! I had coded a lot of the stuff from this era myself, and it was the subject of my high school computer science final exam, actually. I did pretty well on that.
Three Dimensional!
Starting from the first ManaPost EVER is the start of Manaport's journey as a 3D RPG. Now... you may have noticed that we've definitely changed the definition of Manaport as a game over the years. Started as a Sidescrolling Turn-Based RPG, then a Top-Down Action RPG, then a 3D Action RPG... What's another change, right?
Fourth Time's the Charm!
This will hopefully solidify this era of Manaport as the last one. Development may be turbulent, but... I've learned not to set expectations. I do this for fun! It's fun to make stuff and see what sticks. Without further delay... Here's a compilation of my work on Manaport from just this month alone. On the Manaport Github repository... you can actually see how much work I've been putting into the game in this stage. Of course... a lot of this stuff is quite technical, so here's the first major change.
Try Taking Turns; Sharing is Caring!
Manaport has returned to its roots as a Turn-Based RPG! Hopefully for the final time... We ultimately decided that Manaport would be better off doing away with all of the feature creep that unfortunately claimed us for the last couple of years... When I, Y, first came up with Manaport, when it was just a little idea in my tiny brain... I wanted it to be a fun, story rich Turn-Based RPG, something akin to Paper Mario and the like. It's been almost like some kind of nostalgia trip going through old ideas I had and applying them with this new knowledge I have about games. I started off by playing a bunch of games that have been on my radar... Honkai: Star Rail, Persona 5, Undertale (if you can believe I haven't even finished the game yet...), heck, even a bit of the Paper Mario series. I wrote a bunch of stuff down, drew up a bunch of design documents, and got to work! This was the first time that I felt like I was doing game development the right way. I always felt like I was sort of... mashing stuff together without any kind of method to the madness, but with 5 years of (hobby) experience behind me, I could properly see what the next step was. I've been planning everything out... Consulting friends for their input... Heck, I even built the game a few times to send it to friends for actual playtesting. The first item on the agenda was getting a battle prototype made.
Finishing this part of development alone was a lot more satisfying than I thought it would be! I mean, these are definitely just A-Posing cats and red beans, but this is something magical! I can build off of this, but it still works so well! Not an error in sight! :D This took about... a month start to finish! You could call this a game, I think! It's great! When it comes to combat in Manaport, you can chose your Basic Move, which will likely be a basic attack of sorts... Two Skills, or use an Item. All three of these acts will end your turn, so sometimes you might have to actually choose wisely. One thing I did see in a lot of modern Turn-Based RPGs is an auto mode... I'm still considering adding that, but for now, this is the basics of battling. Kill the red beans... Simple as that! Next up was the Overworld!
Admittedly, this does look quite rudimentary right now (Mainly because a lot of my work recently has been on bug fixing and refinement), but hey! This is more than impressive to me, and that's what matters! Obviously... in turn based games, the overworld is the space between battles. Nothing major here. You can walk around... with your A-posing trio of feline friends. Oh, and there are Party Formations, essentially defining a way for your party members to follow the leader. With Laurie, they're walkin' single file! With Mirabelle, the others take up a more protective position... And with Winsley, you can find Mirabelle and Laurie standing back. That's it. Not the biggest update, but it gets the job done!
Then... heh. Then was making the game look a little nicer!
Manaport was foretold to look like a PS1 title... so it's gotta look the part! There's a great deal of new customization options for how crispy crunchy absolutely retro lookin' you want your game! From PS1 resolution and the funky looking affine mapping, to crisp, 1280 by 960 gameplay! Stylish. Slay. So demure, I think.
Thought I Was Dead
In honor of this wonderful update... I have prepared an accompanying Demonstrational Showcase video! Of course... tossing a bunch of pictures in your face is nice, but hey, who wouldn't like watching a short presentation! Pretend I am a small child... showing you a silly project on my tablet... Hanging this up on my fridge and saying I did a good job.
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And I'm Gone!
Aaaaaand that's it! A short Manaport retrospective... and now a Manaport prospective(?)! This month has been amazing for development, and I can't wait to see what I get done in February! I'm excited to be back sharing my progress updates with you, dear Reader! What I've learned from all this time is that I will no longer overpromise and underdeliver! Expect absolutely nothing from me! But please, do remain support of us in the future. Thank you very much for reading.
Y
#indiegamedev#manapotion#game dev#game development#indie games#indie game#video games#ps1#ps1 aesthetic#ps1 graphics#retro aesthetic#thank you for reading :)#Youtube
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