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About SnowFox

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  1. SnowFox

    Creating a dev log in mid development?

    That's a fair question. I'm new to making games so I guess I'm just trying everything to gain attention. Here's the thing, I don't really think I'm going to release it commercially. My main goal was to get it good enough to publish on a hosting sight like Armor Games or something like that. The other thing is that I'm trying to build a portfolio for myself for potential work in the future, and I've been told that devlogs are a good way to show your progress and such. I guess really, I don't know why . I'm honestly happy just coding and making the game on its own, but I thought a weekly log would be worth investing time into.
  2. SnowFox

    Mr. Chomper's Data Adventure

    Album for Mr. Chomper's Data Adventure
  3. SnowFox

    Dev Log 1

    Those wiser than I have recommended I start writing updates to my game development. This game started off as a simple 3 level game made for my friends, based off an RP story we had come up with together. The reception was so good that I wanted to continue development. Naturally, I drew inspiration from our RP story and came up with a new boss. Please allow me to introduce Gwain, a counter virus program designed for offensive capabilities against our little Dino virus friend. Gwain was described in our story as being the program/robot that took the form of weapons. This made his design choice obvious. He had to look like a sword. I'm relatively new to pixel animation, but I managed to make a decent clip of the boss taking the full form of a sword to charge at the player. He is also capable of raining lasers from above to kill the player. This boss is not officially part of the game yet, but if you would like to check out the boss fight enter code: prototype to access his solo boss fight. If you do decide to take a look, please let me know what you think! ART: Like I said before, I'm not experienced with creating pixel art, but I'm pretty proud of how it turned out. The animation was actually not too difficult. I'm using Clip.Studio which has a built in Animation program for 10 second Clips, so I was able to mess around with it before importing it to Unity. CODING CHALLENGES: The most difficult coding problem I had was getting Gwain to rotate, pointing his point at the player. When I got it to work, it didn't feel like a smooth movement. Gwain would snap lock on to the player in sword mode and then snap back to its original position before returning to the center. After a bit of google searching I managed to make the movement more fluid. The other challenge had to come from the laser beam. Having it fire when I wanted to wasn't an issue, but the putting the "impact sprite" where I wanted it proved difficult. I could have easily just set a position for it to spawn, but I wanted to make it consistent in case I wanted to move the lasers to different heights, or even move them sideways. I ended up figuring out an equation to get it where I wanted every time (pseudo code: spawnPoint = otherCollider.y+ halfColliderHeight + halfLaserImpactHeight). Up next, I'm working on a new boss fight against Lancelot, the Shield program. We'll see where it goes from there!
  4. SnowFox

    Mr. Chomper's Data Adventure

    You have created a virus called Mr.Chompers.exe. Your goal? Hack into places and devour their data. But beware, others may have programs of their own to stop you!
  5. Hello! So, I’ve been working on a game for GDWC and I’m about a couple months in development. The deadline is September so I still have time. I realized a bit late that I could have been working on a Dev log along with it. Is it too late to start? How would I go about doing that mid development?
  6. If you want to use Unity Engine, might I recommend a course on Udemy.com? https://www.udemy.com/unitycourse/ This is a course I’ve personally taken, and it teaches you the basics in a very engaging and fun way. The price might look a bit intimidating, but Udemy frequently has sales for their courses. I got this course for as little as 11$. Highly recommended for starting out!
  7. Hello! Reading up on advice for beginner game devs one of the points of advice was to start a Game Dev Blog. I looked a few up and many of them discuss game development of their own projects and such, some reviews on other games. For my purposes, is it wise to put energy into a blog? I don’t have a major project to promote yet, though I’m considering reworking an old game jam prototype. I hesitate to try due to how small my projects are in comparison. Any thoughts on Game Dev Blogs?
  8. I’m currently working on a game of the escape puzzle type. So far I have three characters you can switch between: the strong one for pushing blocks, the one that can swim, and the tiny one that can fit into spaces. I have one level set up that highlights their abilities, and I’m working on designing further levels. For those with experience, how do you develop puzzles in your games? Do you have any recommendations for mine?
  9. SnowFox

    What’s your game plan?

    I live in California. I took a look at the game dev map, and I feel I’m at. A bit of a disadvantage. I’m my city there aren’t that many companies when compared to say Los Angeles. But maybe I should try my luck with local companies? How does one even start networking. Is it as simple as contacting them outright?
  10. SnowFox

    What’s your game plan?

    I can see why that would be a priority, but it's one of the things I have little experience with. I live in the US and have a Bachelors Degree(Though not in computer science or anything related, whoops). I feel kind of weird trying to network when I really have nothing to show for it, which is why I figured to put it lower on the list.
  11. As a new developer, I love making games and hope to one day I can make a hobby into a sustainable career. Of course, this has been no easy challenge. For any aspiring full time devs, what’s your game plan to get into the industry? Mine is as follows: -Create a short but fully polished game experience. -Get it published on a site. (Itch.io, Armorgames. Etc) -Rinse repeat a few times -learn how to network -Create a site to showcase my finished games -Apply to wherever I can with what I have. Does this list seem too broad? Would it be better to prioritize something else? Im curious to know how other people are planning.
  12. Hello all! I was wondering if anyone had some pointers regarding making portfolio sites. I've done some research on the fundamentals and am currently experimenting with web layouts. My main concern is that maybe I'm doing this too early? I already have an itch.io site with a few games and prototypes posted. My problem with itch.io is that it doesn't feel quite professional enough (even though I'm not a professional either, hypocrite). But I feel I could organize my projects a lot better if I made my own site, separate prototypes from finished games and whatnot. For a guy who's just starting to code and make games, is it wise to invest time in creating a portfolio site?
  13. SnowFox

    Mr. Chomper's Data Adventure

    Album for Mr. Chomper's Data Adventure
  14. SnowFox

    Mr. Chomper's Data Adventure

    Album for Mr. Chomper's Data Adventure
  15. SnowFox

    Mr. Chomper's Data Adventure

    Album for Mr. Chomper's Data Adventure
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