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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Water

Member
Oh yeah, posting that previous screenshot reminds me I have a question about the Unity 5 shaders. I'd like the small quads on top to be completely transparent when they aren't showing a color, but they are showing grayish. I'm using Standard shader, Transparent rendering mode, and the default Albedo color has transparency (alpha) set to max. It doesn't matter what RGB value I give it, I tried both white and black and it stays gray translucent anyway. Also, I disabled cast & receive shadows on the prefab. Any ideas? Is the Standard shader incapable of rendering ( = not rendering) completely transparent material?
Good thing I asked since it got me off my ass to solve the problem. Turned out to be simple.

I noticed the extra color I couldn't get rid of was some kind of specular because it reacted to camera orientation, and the "metallic" setting of the standard shader doesn't seem to have a neutral value that would get rid of it. What fixed things was to switch to "Standard (Specular setup)" whereupon I was able to actually disable specular by setting it to black.
 

Ito

Member
Thanks to everyone that posted answering my question about the backgrounds!

If anyone's curious about it, I'll stay with C, but with some changes on the foreground.
 

MagicD

Member
I like it that way (with the shorter range). The range is still long enough to keep a distance between you and those specially powerful monsters (so you can dodge their attacks).


--

I'm working on a desert/canyon level for Spirit Huntress, and I have finally assembled all the assets I need to keep going.

However, when setting the backgrounds and foreground to get the usual parallax effect, I can't decide if these look better with or without blur.

A: Sharp background & foreground: http://i.imgur.com/my2T2XD.png

B: Blur on background and foreground: http://i.imgur.com/MVOOF9P.png

C: Blur on background and foreground (alternative darkened foreground): http://i.imgur.com/LzSKiYL.png

What do you think, GAF?

Personally, I like C better. But some friends already told me that they don't like how the blur effect looks on the foreground.

Def C. Draws your eyes exactly where they should be.
 

Popstar

Member
I'll reiterate I'm not an artist and don't come from an art background, but I'll cover what I can figure out from my use of the following
Thanks. I think I'll skip on the Substance stuff since that seems a bit more advanced and specific than what I need for my own use.

I'm going to watch for 3D-Coat going on sale though.

Also, does anyone know if is it good to grab the Steam version of Blender, or better to just download from their website?
 

missile

Member
melt_gravity_n1.gif


Old-skool screen transition or die trying! :)
 

Fou-Lu

Member
I have been trying out stencyl, it seems like a nice tool for someone like me who can program, but not very well. Really like the block building events system. What are its limitations? Could I manage to make a turn based RPG in this thing for example?
 

Blizzard

Banned
Note that if you're considering picking this up for work, this is the "Indie" license that has revenue restrictions (100k I think) and also disallows sharing work with the "Pro" version.

They seem pretty cool about letting you upgrade licenses later though.
Yeah, I was confused because you could not install it on Steam without clicking Agree to an old $10,000 limit license from 2014.

However, I posted on the Steam forum and one of the developers updated the EULA within a day, so that was cool. The EULA says:

For the avoidance of doubt, if you are a permitted user of Substance Painter Indie License, you may commence a project using only Substance Painter Indie and subsequently upgrade all (but not less than all) of your licenses to Substance Painter Pro.
 

Kyuur

Member
Site with opening teaser is up. Yeah, now. I hope at least some of you can give it a minute.

We're using Unity, with Spine for skeletal animation. We're going for a straight-lines-only aesthetic, which I think is unique.

Style is pretty rad! Music and composition made for a great trailer, good job on that! What kind of game?

---

If anyone is interested in regards to my previous woes about exporting Marching Cubes meshes out of MagicaVoxel, I spoke a bit with the author on it.

Exporting the meshes themselves is no problem, but the textures are a bit of a problem. In MagicaVoxel the MC is actually done using a geometry shader. I stomped around the internet looking for some ideas on how to work around this with texture coords and couldn't find much.. so I've settled on writing my own MC geometry shader for UE4 (which should hopefully yield similar results).

The algorithm is rather well documented so I just need to learn the ins and outs of HLSL now, and any particularities with shaders in UE4!
 

Lautaro

Member
Gah! I need to make a launch trailer but I feel uninspired!

I know that I need to make it a minute length or less and I need to actually explain my game (which I failed to do in my pre-alpha trailer) while keeping it interesting. A guy behind Sunless Sea told me that I shouldn't put a logo in the first seconds but something that grabs the attention...
 

missile

Member
^ Thx! :+


Always loved this effect.
Good shit missile.
Of course! :) Well, you may used it to fade your PROGRAMMER in and out.
How is your game going?

Here are some experimental, well, glitch transitions based on a concept I'm
working on for my CRT simulator. It's about over-modulation of a carrier wave
and its consequences. In a TV receiver it can cause, next to many other
faults, partial lost of the horizontal sync signal. There was a reason why
broadcast video was kinda desaturated. Hence, the de-sync behavior also
depends on the modulated video signal (image), which I'm experimenting in here,
yet applied to screen transitions for the fun of it;

glitch_transition.gif

luma controlled

glitch_transition1.gif

chroma controlled
 

Lautaro

Member
Ok, here's my WIP trailer for the release of the game in early Access:

https://youtu.be/SiL2M32pl20

Can I please get some feedback? I'm interested in knowing if the text is clear and sounds right for english native speakers. I also tried to explain the mechanics of the game.

I'll probably upload a definitive version when the Steam sales are finished.
 

Popstar

Member
Your font choice immediately pops out. i don't think using a display typeface for blocks of text is a good idea.

Exo 2 or something similar might be a better choice. Mixed case is easier to read quickly in any case.
 

Lautaro

Member
Your font choice immediately pops out. i don't think using a display typeface for blocks of text is a good idea.

Exo 2 or something similar might be a better choice. Mixed case is easier to read quickly in any case.

Thanks for your feedback, I'm experimenting with that font right now and it certainly looks clearer.
 
Ok, here's my WIP trailer for the release of the game in early Access:

https://youtu.be/SiL2M32pl20

Can I please get some feedback? I'm interested in knowing if the text is clear and sounds right for english native speakers. I also tried to explain the mechanics of the game.

I'll probably upload a definitive version when the Steam sales are finished.

Okay, let's do this.

0:03 - "Lead the last fleet of humanity to safety across a non linear campaign and random encounters."
ttk's notes: Are the campaign and random encounters separate, or are the encounters part of the campaign? If they're part of the campaign, use "with" instead of "and." "Non-linear" should probably be hyphenated.

0:07 - "Explore unknown sectors of the galaxy"
ttk's notes: OK

0:10 - "Command your ships in a 3D environment. Assign orders in real time to groups or individual ships."
ttk's notes: First sentence seems unnecessary. I mean, we're looking at the trailer. We see what the environment looks like.

0:19 - "Or zoom to the action."
ttk's notes: What is the "Or" in contrast to? Are you doing anything in zoomed-in mode other than watching the cool animations and effects? Also, you need to use "in" or "out" with "zoom." I'd recommend dropping the "Or" and giving a little more excitement to the statement. Examples:
- "Zoom in for an up close and personal view of the action!"
- "Zoom in to focus on the action, then zoom out to plan your next move."

0:27 - "Gather resources, reinforce and upgrade your fleet."
ttk's notes: Are the resources used to reinforce and upgrade your fleet? If so, swap out the comma for a "to" in order to make it more direct.

0:35 - "Research and trade to unlock more powerful ships and weapons."
ttk's notes: You can possibly show off more of the scope of your game here and make it sound more interesting: "Research new technologies and trade with alien civilizations to unlock better ships and more powerful weapons."

0:45 - "Battle against hostile and mysterious alien fleets."
ttk's notes: You can probably spice this up a bit. "Defend the fleet against hostile alien threats." That sounds more dramatic and immediate, with clear stakes, as opposed to the original.

0:54 - "Your choices will decide the fate of your race. Decide wisely, commander."
ttk's notes: It's technically correct, but saying "your race" could be more specific. Additionally, it'd be better to avoid using "decide" twice so quickly. Suggested alternative: "Your choices will determine the fate of humanity. Choose wisely, Commander."


As the previous poster said, the font choice is a mistake. It's too hard to read quickly, and what you want is for people to read it very quickly and get back to looking at your cool graphics and gameplay. It's fine for the game title, but for everything else it should be something more readable.

This includes the final screen where it says the platforms it's available for and release date.

As for the text on that screen:
What is available? The early access? Or the final game WILL BE available? It's not clear.
Either say, "Early Access available for PC, Mac, and Linux" or "Releasing on PC, Mac, and Linux" if it's coming later.

Lastly, it should say "On Steam," not "In Steam." And you don't need the comma between the month and the year. It can just say "July 2015."
 
I've been making a bit of progress on my TinyOutrun* - I've added the ability to save off a screenshot to the SD card, so I can (with a bit of messing about copying files around) upload animated gifs, like this:

output_7Umc6x.gif


(* it's a thumb-sized version of Outrun, running on an 8Mhz Arduino chip, with a 96x64 pixel screen... I did a video of it on the actual hardware here:
https://www.youtube.com/watch?v=GYmHtBGt6fU)

(edit: update - added some scaling & trees:
output_tQkeEi.gif
)
 

missile

Member
I've been making a bit of progress on my TinyOutrun* - I've added the ability to save off a screenshot to the SD card, so I can (with a bit of messing about copying files around) upload animated gifs, like this: ...

(edit: update - added some scaling & trees:
output_tQkeEi.gif
)
There you are! :) Ohh ... I love such projects. Pretty cool! What's up next?



Edit: +1 for timetokill's detailed dissection! :+
 

Nosgoroth

Member
Style is pretty rad! Music and composition made for a great trailer, good job on that! What kind of game?

Thanks! We spent the last three days tweaking the music because it sounded too overbearing. The game will be a mostly realistic/mundane multiple-path VN-ish thing with lightweight RPG make-believe combat between kindergartners. We're still iterating the combat system, but we're almost all done with the script.

My next immediate step is making nice-looking world space textboxes, they're going to be important.
 

bsp

Member
k3kwkox.gif


GRhOMB9.gif


oven tek wip. you can set temperature and cook timer and things will cook faster/slower depending on the heat. replacing num pad with a dial so you don't have to meticulously click on small numbers.

stove top will work eventually
 
There you are! :) Ohh ... I love such projects. Pretty cool! What's up next?

Thanks! :D
I'm not sure - I've been thinking about adding other vehicles, or maybe leaving Outrun where it is and writing the Wolf3d style maze renderer!
I got sprite scaling working (but only 0.25/0.5/1/2/4, etc - using int scaling, as floating point is just too slow!). I've got ~6k of static memory left, and 600 bytes of RAM, so I could probably fit some traffic/vehicles in there without too much trouble!
 

Niwa

Member
How many of you work with a MacBook? :eek:

I'm on the edge of buying a new Laptop but I don't know wether a normal Laptop or a MacBook if I also want to do some development.. :s
 

Blizzard

Banned
Does anyone have a particular site they would recommend for general game networking protocol advice? My game is turn-based strategy so I will thankfully not have to deal with realtime motion prediction and such, but I wondered if there were a particularly good reference on things to do and pitfalls to avoid.
 

Water

Member
How many of you work with a MacBook? :eek:

I'm on the edge of buying a new Laptop but I don't know wether a normal Laptop or a MacBook if I also want to do some development.. :s

I work on a Macbook Air some of the time. What kind of development?
 
Just reasking the question again.

Sorry man, the only actual UV unwrapping I've done manually is the boring and laborious marking seams in Blender method, so from that perspective 3DCoat is amazing, but I have no idea if Roadkill is a better choice (although it looks like its free...?) as I don't have access to any "real" 3D modelling apps, and it looks like that is all that Roadkill supports from its webpage.
 
^ Thx! :+



Of course! :) Well, you may used it to fade your PROGRAMMER in and out.
How is your game going?

Here are some experimental, well, glitch transitions based on a concept I'm
working on for my CRT simulator. It's about over-modulation of a carrier wave
and its consequences. In a TV receiver it can cause, next to many other
faults, partial lost of the horizontal sync signal. There was a reason why
broadcast video was kinda desaturated. Hence, the de-sync behavior also
depends on the modulated video signal (image), which I'm experimenting in here,
yet applied to screen transitions for the fun of it;

glitch_transition.gif

luma controlled

glitch_transition1.gif

chroma controlled

Would really be cool to see this type of transition if you are using some effect of the parallel universes mStudios!
 

Dynamite Shikoku

Congratulations, you really deserve it!
Ugh, didn't realise Apple's developer free went up $50 now that iOS and OSX are combined. Now I have to make $150 this year to break even. Heh.
 

Mikado

Member
Does anyone have a particular site they would recommend for general game networking protocol advice?.

An oldie but a classic: The Tribes2 model works well for many Entity/Component type games and is the basis of a lot of modern netcode approaches.

And of course a high-level description of the Unreal networking system.

You can use something like RakNet (now owned by Occulus/Facebook but available for free commercial use) to cover a lot of the low-level details.

Edit: Was looking for the original talk of this but I can't seem to find it anymore. Here's a re-recording
 

_machine

Member
Another blog update on Ancestory - video and some stuff on our level design process

Tomorrow's luckily a Finnish national holiday so there's finally some time to get a bit of rest; been having a flu since last thursday (partied too hard Housemarque's 20th anniversary and 8hr trip back in a cold-ass-bus with not much sleep) and it's been week full of mechanical work and number-crunching with designing our progression, but things are progressing fast for us, even though we've had to delay the release a bit towards the fall. It's great to be able work full-time on the project from now on though, makes it a lot more focused than the shorter weeks.
 

missile

Member
Thanks! :D
I'm not sure - I've been thinking about adding other vehicles, or maybe leaving Outrun where it is and writing the Wolf3d style maze renderer!
I got sprite scaling working (but only 0.25/0.5/1/2/4, etc - using int scaling, as floating point is just too slow!). ...
I few pages ago I wrote some interesting texts (I hope so, at least) about
scaling using Bresenham's integer line drawing algorithm (Part 1) and later
showed how his algorithm basically computes a division (slope of the line) by
repeated subtraction. This intrinsic property of his algorithm is the reason
why it works for scaling as well, because we need to compute a division as
well when doing fractional scaling. I further showed in Part 2 how his
algorithm, now used for scaling, can be cast into a division algorithm based
on repeated subtraction. As a result, my algorithm at the end of Part 2 answer
the question when to drop and when to replicate pixels while scaling. It's
beautiful! :)

If you don't know about this already, you may like to read about those dirty
pixels of mine. xD

Part 1: http://www.neogaf.com/forum/showpost.php?p=167307360&postcount=5176
Part 2: http://www.neogaf.com/forum/showpost.php?p=167518422&postcount=5213

Now you may say;
"Wait, I need a 2d one!"
"And it should be all integer as well!"

Well, if we can replace one division with repeated subtraction, we may as such
replace another division by applying the same algorithm again, i.e. by
applying the algorithm I showed near the end of Part 2. Given the simplest 2d
floating-point scaler, we have two loops, i.e. foreach y { ... foreach x ...}
running over the destination image, and two divides (ratio=p/q, with p, q
integer). The inner loop over x and its ratio (srcX/dstX) can be replaced by
calling stretch_line_bhm. Ok. Now we are left with the outer loop over y and
its scaling ratio (srcY/dstY). This loop will be transformed into a repeated
subtraction loop of the same form as stretch_line_bhm itself, yet instead of
updating imgDst[x] = imgSrc[y], you call stretch_line_bhm.

I have it running; fractional scaling, all integer, and C code. Just a couple
of bytes. I could post the algorithm, but I won't -- at least not until you
tried yourself for awhile. I just don't want to spoil your party discovering
some of the things yourself. :+

And btw; Even if you start to make a Wolf3d, you will meet fractional scaling
again, if you want to have texture-mapped walls at least.


Holy shit, somebody is using our arts hahaha.

It looks great man! You using Unity for this?
also, by any chance, are you releasing any source code of these effects?
Seem like I should start to sell Unity effect assets. Aren't there many
already? However. Well, the code isn't that hard. It was just meant as an
exercise for the 1d scaler I've given away recently. It goes something like
this;

Code:
take two pix{1,2}

int y = 0;
for each column of the screen/window
  scale column of pic1 into range [0, screen_height-y] and draw into 
    screen column of range [y, screen_height]
  scale column of pic2 into range [0, y] and draw into screen column [0, y] 
y++

If you increase y, pic1 will get smaller while pic2 gets larger up until you
hit the screen height where pic1 will be gone with pic2 fully scaled to the
screen height.

To get some cool effects you need to control y individually for each column.
I've set up a little data structure for each column to manage y. As you can
see in the animation, the columns do fall in an accelerated fashion, i.e. they
fall under gravity. Hence, y can be considered as a particle p with its data
structure containing stuff like the force due to gravity (or whatever), an
entry for the initial velocity etc.. The force then is two times integrated
to get the new position for y(t), i.e. p[x].y = 0.5f*p[x].f*t*t + p[x].v0*t
with f force, t time (with t0 = 0), and v0 the initial velocity. To make the
effect look the way it is, you just need to randomize the initial velocity
such that some column are more ahead than others when time starts.

You can tinker around with the initial velocity (take some cool functions
here). But the fun starts when you modify the force term, or define a whole
new function for p[x].y altogether. Of course, you have to take care of all
the boundary conditions!


How would writing a new operating system help him with this?
That's an insider. ;)
 

Blizzard

Banned
An oldie but a classic: The Tribes2 model works well for many Entity/Component type games and is the basis of a lot of modern netcode approaches.

And of course a high-level description of the Unreal networking system.

You can use something like RakNet (now owned by Occulus/Facebook but available for free commercial use) to cover a lot of the low-level details.

Edit: Was looking for the original talk of this but I can't seem to find it anymore. Here's a re-recording
Thanks for the links! I know netcode is criticized for a lot of games, though it can be hard to know when it's the netcode and when it's actually the ping and routing between players.
 

Mikado

Member
Thanks for the links! I know netcode is criticized for a lot of games, though it can be hard to know when it's the netcode and when it's actually the ping and routing between players.

Netcode is interesting. Once you get past the low-level implementations of punching a NAT hole, sending UDP datagrams and building some RPC and state replication code (which all ends up being pretty similar in every engine), you find that the difference between a "good" implementation and a "poor" one really depends on the domain-specific knowledge you (as the network programmer) have of your own title.

The things that are "smart" to do for a hitscan, PVP first person shooter are not necessarily the smart things to do for, say, a 4-player co-op hunting action game. There's a GDC vault halo talk floating around about this somewhere too. Basically you can't completely remove latency from a networking environment - you need to hide it. And where you can hide it depends on the details of your title.
 

UsagiWare

Neo Member
Site with opening teaser is up. Yeah, now. I hope at least some of you can give it a minute.

We're using Unity, with Spine for skeletal animation. We're going for a straight-lines-only aesthetic, which I think is unique.

Thanks! We spent the last three days tweaking the music because it sounded too overbearing. The game will be a mostly realistic/mundane multiple-path VN-ish thing with lightweight RPG make-believe combat between kindergartners. We're still iterating the combat system, but we're almost all done with the script.

My next immediate step is making nice-looking world space textboxes, they're going to be important.

Trailer was fun to watch. Nice animation and story telling.
 

gundalf

Member
WIP
Guys, I am making some nice Sprite Shaders for Unity which gives the following goodies besides Diffuse Lightning:

  • Curvature (aka Normal Mapping)
  • Surface manipulation (eg. rough or glossy)
  • Light Emission with Masking and Tint (eg. eyes glow Yellow in darkness)
  • Reflection with Masking (use Cubemaps, Reflection Probes or even normal Sprites)
  • X-Ray with Density Settings (a second sprite gets revealed by light from behind)
  • Nice Material Inspector

Gifs

xTiTnjhmhhRLGacYfK.gif
l41lKM20T9k8kFX2w.gif

3o85xwXD22drsvDKjS.gif
3oEdv89pCWnqB8e8ms.gif


I am making those Shaders with the Intent to sell them on the AssetStore but I am honestly developing this kinda blind because I don't know if 2D Devs are really interested in this.
Scene Lightning and handling Materials is something most 2D devs aren't familiar with and it changes kinda the workflow.
 
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