So Project Spark now has rainbows. It's a thing. I can only think of one person who would have asked for such a thing, but they now have it. The rainbow, like everything else in Spark, can have it's colors tinted, so they don't HAVE to be rainbows, but for now, and forever engrained in our minds, they are rainbows.
Additionally, there are a few other props/effects, but that the two rainbows in the pack kinda steal the show. The rainbow can either be a card (which ...
Zack joins me on the 34th episode (not 35th, whoops) to discuss the upcoming Treasure Trove and the additional 2D shadowless icons being added to the existing icons pack. Other topics such as Conker are raised, and towards the end Zack gives a hint about the next content pack, which I'm not sure if is serious or not....
In tomorrow's tutorial, Zack will show you show to make cool portals, check it out live at noon Pacific on twitch.tv/project_spark or if you miss the live version, I will grab their video after they upload it to YouTube....
In this week's Extra Credits Highlight, they break down what a choice is, and how it can be used to promote conflict within games, in order to make them more interesting to the user. Keeping this in mind while making your level in Spark should help to keep the players attention, and perhaps draw more users in through word of mouth....
Today's stream had a pair of surprises, both of which involved giving more stuff to users. One will give additional content to users who had already obtained the 2D icons pack, while the other was basically a bonus give away to users for logging in each day.
The 2D icons are the easiest to explain, so will start with those. They are adding 35 2D icons to the 2D icons pack. They are shadowless. They are higher resoultion and scale better as a result. They are mostly geome...
On this latest SparkCast, Brian joined me to talk about the things they can not yet talk about, and Jeff Guy risked the existance of Project Spark to stop by and chat about his role and journey to Team Dakota, Conker, as well as the future of Project Spark. It was certainly awesome to have him on, and we sincerely thank him for his time!...
Today at noon Pacific (3pm Eastern), Zack and/or Brian will be covering what Brian has dubbed "The Isle of Misfit Kode", explaining the basics of kode tiles which are relatively easy to use, very powerful, but underused by the community. In some cases, they could have an entire stream on the depth of possibilities provided by the tiles presented, but this will be an overview stream.
http://twitch.tv/project_spark to watch live today and interact with them, ask all the questions you n...
The Get Started Bundle contains the Nomadic Warrior (basically the female version of the Male Fighter, but has a much cooler helmet, one of my favorite pieces of equipment in the game, actually), her sword, a stone sword and 3 days of Spark Premium.
If you have already purchased this content bundle, it will do you no good, as the 3 days of Spark Premium will not be triggered a second time. If you already have Spark Premium, but have not yet purchased the Get Started Bundle, the three days...
Extra Credits was recently approached to do a series of videos by Unity, another game creation engine, based on creating your first game. Even though this is meant to be towards Unity, most of the content is relevant to Spark, and in many cases, you'll realize how much work is done on our behalf by Team Dakota. I believe today was the final episode in the series, so I will post them all together, and do a brief discussion as it relates to Spark after each.
In the first episode, th...
Brian was joined by award winning lead concept artist Jedd, and Matt from the design team, who had done all of the level art for Champions Quest, to critique and do a makeover for a user generated level.
Jedd personally likes to take ice bergs from the arctic biome, recoloring them and using them to cover large swaths or area, instead of just using terrain. In general he thinks the desert and arctic biomes could be integrated more into UGC.
Matt suggests starting on the large scale first...
When playing Project Spark you may have been playing some UGC when you stumbled across a game made for the Xbox with Xbox controls. This makes it difficult to play on PC due to not knowing what buttons to press, sometimes making them unplayable.
Here are the PC equivalent controls to the Xbox so you can play Xbox games on your PC
Since joining Spark as an alpha tester last year, I have spent the majority of my in-game hours building prop assemblies for myself and others. I believe this focus has allowed me a lot of insight into the various tools and features of the editor, and I'd like to give my perspective and some suggestions on how to make it easier to use and more intuitive for new users.
Overall I find it to be relatively easy to use, and generally powerful enough to accomplish anything we as a co...
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This is an early prototype in game screenshot. Showing basic black cube walls and various enemies.
This also shows an early version of the lighting system, which is designed to only light up the area around the player that can be seen by the character.
Customizable loading scene. This can easily be changed/swapped or modified to suit.
The player is repositioned in the world and it's brain disabled while the floor is regenerated. Usually around 1-2 seconds depending on the size of the floor.
An example or the exploring map feature. This feature can be turned on or off. Only sections of the map visited by the player are visible. The players location is shown in this version by the hologram white cell. In the future this will be a 2D UI icon of the player as well.
A starter kit for creating endless dungeons.
Randomly generate unique and interesting dungeon floors. Endlessly.
Generator uses cellular automata algorithm, similar to Minecraft random generation.
Will be highly customizable. Alter size and shape of each floor and rooms within each floor. Change how environment props/ enemies are spawned. Choose between custom wall props or terrain modifying.
The size of the floor generated at a time can be sized to your liking. a floor that would take a user 5 minutes to cover with no enemies or activities is generated 1 second, a floor that would take 15 minutes is generated in 2 seconds. It's fast!
Starter kit will include all the bare minimums for a fully functioning endless dungeon crawler for anyone to remix, add to or completely re-write.
- Obviously endlessly generated dungeon floors
- varying enemies
- traps / chests
- Village to travel back to with a shop.
- map view
- optional discovery map view, player only se map they have visited.
- XP system
- Loot drop system