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

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I dunno why but I imagined her all covered in green leaves, not multi-coloured leaves.

Needless to say, it looks better than I had imagined. Very creepy indeed.

Absinthe, your work with this thread is amazing. Not sure I've ever told you that so here you go :)
You haven't but go on ;)

By green leaves, do you mean... SPINACH?
 

Jintor

Member
Tutorial was very easy to follow and when I went through it line by line I think I understood almost all of it. Haven't fully implemented it (need to create a hit/react/fight animation/state and an enemy dummy for proper testing) but I can see what I need to do!

but a little help... having an odd problem where the hurtbox deactivates if you go beyond a certain x value and reactivates if you return past a certain x value.

I isolated the problem to my controller code that controls whether objects on-screen are activate and objects off-screen are inactive:

Code:
// Deactivate objects outside of the view -- causing problems with the hurtboxes turning off and on? Double-check the code
//instance_deactivate_region(view_xview[0], 0, view_wview[0], room_height, false, true);
//instance_activate_region(view_xview[0], 0, view_wview[0], room_height, true);

// Exceptions
//instance_activate_object(obj_player);
//instance_activate_object(obj_hurtbox);

Anyone have any ideas what's going on? The camera in Room is set to follow obj_player, but I don't understand what's going on with the hurtbox.

Thanks again Lil!

Zero escape threeeeeeeeeeeeeeeeeeee
 
Tutorial was very easy to follow and when I went through it line by line I think I understood almost all of it. Haven't fully implemented it (need to create a hit/react/fight animation/state and an enemy dummy for proper testing) but I can see what I need to do!

but a little help... having an odd problem where the hurtbox deactivates if you go beyond a certain x value and reactivates if you return past a certain x value.

I isolated the problem to my controller code that controls whether objects on-screen are activate and objects off-screen are inactive:

Code:
// Deactivate objects outside of the view -- causing problems with the hurtboxes turning off and on? Double-check the code
//instance_deactivate_region(view_xview[0], 0, view_wview[0], room_height, false, true);
//instance_activate_region(view_xview[0], 0, view_wview[0], room_height, true);

// Exceptions
//instance_activate_object(obj_player);
//instance_activate_object(obj_hurtbox);

Anyone have any ideas what's going on? The camera in Room is set to follow obj_player, but I don't understand what's going on with the hurtbox.

Thanks again Lil!

Zero escape threeeeeeeeeeeeeeeeeeee

Hmm, I can't spot anything wrong here (assuming the problem occurs when you uncomment the code).

As an aside, I generally have some buffer room so I'm activating a region somewhat larger than the view frame, but I don't think that'd be causing a problem. Usually problems with deactivation happen to more than just one object type, so it's telling that your player and wall objects are unaffected.

Do you mind packaging your project file (Ctrl-Alt-E) and letting me have a look at it? It's okay if you don't want to, but I can't figure out from here what's going wrong.
 

Jintor

Member
Hmm, I can't spot anything wrong here (assuming the problem occurs when you uncomment the code).

As an aside, I generally have some buffer room so I'm activating a region somewhat larger than the view frame, but I don't think that'd be causing a problem. Usually problems with deactivation happen to more than just one object type, so it's telling that your player and wall objects are unaffected.

Do you mind packaging your project file (Ctrl-Alt-E) and letting me have a look at it? It's okay if you don't want to, but I can't figure out from here what's going wrong.

pm'd
 
Here's an early gif for ScreenshotSaturday!
I implemented some parallax scrolling and double jumps, sadly it's half speed though, don't know how to fix that.

SvifsuJ.gif

Actually let's make that two!
You can see some enemy AI here, reacting to my rockets.

 
I've messed around with Designer 4 but not the new one, and not in UE4, only in Unity.
Does the imported substance not have exposed inputs for the maps you need?

So yeah, I got that part resolved. Turned out that I needed to add input nodes to my graph (who would have thought). However, I can't seem to get the roughness and metallic maps imported as Substance Input Images. All the other maps work fine, but these two keep failing. Any ideas?
 
Will hopefully be doing an enemy from the ground up tonight on Twitch, just AI stuff, artwork isn't finished but I will substitute. Going to be a very familiar enemy if any of you have played Castlevania games. Two different versions but will get the basic one down tonight.

Camera should have a nicer view of my station here. Hopefully tonight's stream will be better. Headache at the moment so I'm just doing a bit of resting.

Again, anyone have anything they would like me to link tutorial-wise in the OP let me know.
 

mStudios

Member
I created a Text-based puzzle. If anyone wants to try it and solve it, please let me know, I REALLY want to know if it makes sense or not. Either PM me or Reply to this post so I can send you the link.

I don't wanna post a public link for obvious reason lol
 
Will stream in about an hour and a half if anyone wants to hang. Will post link when it goes up.

I created a Text-based puzzle. If anyone wants to try it and solve it, please let me know, I REALLY want to know if it makes sense or not. Either PM me or Reply to this post so I can send you the link.

I don't wanna post a public link for obvious reason lol
Send away and I'll get on it in about 30.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Is there any legal barrier to making a game that is obviously based on an old game's gameplay, like Pong or Space Invaders?
 
:D

We were part of the id@xbox e3 list the other day.

https://www.youtube.com/watch?v=5nzWDmP299k

BOOM YEAH!
:OOOOOO GRATS!

Mostly no.

Gameplay is not patentable or copyrightable, but there are occasional specific things with stupid patents.
^^^

Thanks for the stream. Was cool hangin' with you guys.
Thanks and sorry I'm not faster. Hard to think several steps ahead and try to talk to peeps at the same time. I lost my train of thought constantly ha!
 
Ok, so I think I got this Substance Designer thing down. I created a painted metal material and published it to UE4. Now I can use it to create materials for any object that I want to be metal. It is almost entirely procedural; if I want the generated effects (rust, paint wear, etc) to follow the mesh surface, I just need to export the normals, AO, and curvature for each object (only takes a few minutes). Now I can get a lot of variety fairly quickly and I think it came out really well. Although, it did take me the better part of today to lean how to do all this carp, but it was worth it. What do you guys think?

Same Substance applied to three different objects:
Wf0b.jpg
 
So just quick general question Indie GAF.. I'm planning on working on a side indie project for mobile phones (or steam), a side scrolling game like the old Ninja Gaiden games for NES. I want to get a new computer to develop on, any recommendations on what I should get? Mac laptop? ASUS laptop? Desktop? Thanks...
 

Jobbs

Banned
Thanks and sorry I'm not faster. Hard to think several steps ahead and try to talk to peeps at the same time. I lost my train of thought constantly ha!

It was fun hanging out.

I've divulged some of my secret sauce already, but there are still more art things I might show you freaks next time I stream (not sure when, maybe tomorrow if I'm able). We'll definitely be doing something different.

Speaking of, what's a good camera for streaming that won't break the bank? I know jack all about video stuff.
 
It was fun hanging out.

I've divulged some of my secret sauce already, but there are still more art things I might show you freaks next time I stream (not sure when, maybe tomorrow if I'm able). We'll definitely be doing something different.

Speaking of, what's a good camera for streaming that won't break the bank? I know jack all about video stuff.
I use the c920 from Logiteh. 70 bucks, 1080p. Looks great in the right lighting but my setup is pretty dim.
 

Five

Banned
So just quick general question Indie GAF.. I'm planning on working on a side indie project for mobile phones (or steam), a side scrolling game like the old Ninja Gaiden games for NES. I want to get a new computer to develop on, any recommendations on what I should get? Mac laptop? ASUS laptop? Desktop? Thanks...

Do you know which development suite you'll be using?

For what it's worth, you need a Mac to put anything on iPhone, but you might be able to get away with just renting a Mac for the authoring portion.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Ok, so I think I got this Substance Designer thing down. I created a painted metal material and published it to UE4. Now I can use it to create materials for any object that I want to be metal. It is almost entirely procedural; if I want the generated effects (rust, paint wear, etc) to follow the mesh surface, I just need to export the normals, AO, and curvature for each object (only takes a few minutes). Now I can get a lot of variety fairly quickly and I think it came out really well. Although, it did take me the better part of today to lean how to do all this carp, but it was worth it. What do you guys think?

Same Substance applied to three different objects:
Wf0b.jpg

Nice. It's good software.
 

anteevy

Member
Yeee, ROLL PLAYING GAME just got greenlit in under a week. More than half of the votes were "yes" votes, so I'm quite happy. The "average top 50" stats are really strange though. On the last day, I was #25 but didn't come even close to these stats (they have 3 times the visitors, 4 times the "no" votes etc.). There must be some games in the top 10 with tens of thousands of votes not getting greenlit.
 
Hrmm... Added a few things today. Terrain modifiers are now derived from individual combatants and their character class. This means a tile no longer knows it has a 125% Attack modifier--it only knows it's a "Forest" tile, and Mary Sue the Ranger knows she gets a 125% Attack modifier when standing on "Forest" tiles.

Related to that, I've modified my moveable range algorithm to account for terrain type, which is also derived from combatants, such that Mary Sue the Ranger has a cost of 0.50 to move through a "Forest" tile.

Right now I'm skeletoning out how I want status conditions to work, and then I'll go to bed. I intend to do it similarly to a previous project, where each status is a StatusCondition object that contains methods that are called by the battle scene when relevant (i.e. onHit(), onTurn(), onDodge(), etc).
 

Bloodember

Member
So just quick general question Indie GAF.. I'm planning on working on a side indie project for mobile phones (or steam), a side scrolling game like the old Ninja Gaiden games for NES. I want to get a new computer to develop on, any recommendations on what I should get? Mac laptop? ASUS laptop? Desktop? Thanks...

If your not going to be moving the computer from your desk, get a desktop. Like it was said before if your going to publish on IOS you need a mac. Asus makes good desktops if you want to go the pre-configured path.
 
So yeah, I got that part resolved. Turned out that I needed to add input nodes to my graph (who would have thought). However, I can't seem to get the roughness and metallic maps imported as Substance Input Images. All the other maps work fine, but these two keep failing. Any ideas?

Well, it looks like you figured it out anyway - I'd have just suggested using the Material Transform or the Bitmap to Material Light nodes as 'converters' at the start of your graph.

Depending on how much load you want to offset onto your material rather than your workflow, the Bitmap to Material node is super useful for generating materials for different purposes, as it will auto generate all relevant PBR nodes from just a diffuse and a metal texture - obviously manually baking your own AO etc per object yields better results, but auto-generation is definitely faster...
EDIT:
Basically, I've got pretty good results just using a diffuse and normal texture (ie 'last gen workflow') combined with a base template material within Designer
 

TronLight

Everybody is Mikkelsexual
So guys, how do you deal with sound? From the soundtrack to all the SFX I mean... Graphics and coding I can do, but sound? Especially the music, I don't really know anything about making it.

For SFX I guess there are libraries out there, but which are good?
Has anyone here tried to record their own SFX?
 

Dynamite Shikoku

Congratulations, you really deserve it!
So guys, how do you deal with sound? From the soundtrack to all the SFX I mean... Graphics and coding I can do, but sound? Especially the music, I don't really know anything about making it.

For SFX I guess there are libraries out there, but which are good?
Has anyone here tried to record their own SFX?

I haven't recorded live SFX, but I usually just make them on a synthesizer.
 
So just quick general question Indie GAF.. I'm planning on working on a side indie project for mobile phones (or steam), a side scrolling game like the old Ninja Gaiden games for NES. I want to get a new computer to develop on, any recommendations on what I should get? Mac laptop? ASUS laptop? Desktop? Thanks...
Desktop if possible. Laptop only for compile on the road.

Experimenting with some particle effect ideas:

http://www.gfycat.com/BonyUnsteadyGenet

Too fast, but I'm too tired to keep tinkering with it.
Looks nice and too fast, yes. I dig though.

Yeee, ROLL PLAYING GAME just got greenlit in under a week. More than half of the votes were "yes" votes, so I'm quite happy. The "average top 50" stats are really strange though. On the last day, I was #25 but didn't come even close to these stats (they have 3 times the visitors, 4 times the "no" votes etc.). There must be some games in the top 10 with tens of thousands of votes not getting greenlit.
From what I gather, sheer volume of votes in the shortest amount of time wins. I don't know numbers, but folks have been greenlit with just a few thousand in a few days while others have tens of thousands, higher yes to no ratio but have been waiting forever. I personally think votes yes/no and ranking do not matter unless you have been waiting forever.

If I were Valve, and I'm not, I would probably look at how much interest can the game get - good or bad - in the shortest amount of time. Most new games sell their majority shares in the first few weeks of sale. Then afterwards its price drops that raise those overall numbers. If a game can garner enough interest from folks to visit a web page just to click a button, good or bad, and do it quickly - I would call that a win.

Are video tutorials on youtube allowed?
I've made 4 blueprint tutorials so far (more coming) on Unreal Engine 4. They range from beginner to intermediate.
Will be fine.
 
Again, anyone have anything they would like me to link tutorial-wise in the OP let me know.

I can dump some super-generic but super-useful code snippets I basically import into every Unity project I make if that would be useful... wouldn't be too hard to comment what they're doing inline with the code so they're useful AND educational
 
I can dump some super-generic but super-useful code snippets I basically import into every Unity project I make if that would be useful... wouldn't be too hard to comment what they're doing inline with the code so they're useful AND educational
Sure. As long as I can link to it that would be fine.
 

UsagiWare

Neo Member
an approach to hitboxes
...

Thanks for sharing, it is always interesting to see how others tackle such problems.

When I just started in Gamemaker I was dissapointed by the lack of proper examples for platforming games. The tutorials included are far too limited for anything serious.
My personal biggest hurdle was dealing with slopes in a performant way as all the tutorials I found relied used pixel precise collision handling, which really killed performance on mobile devices.

Unrelated question, I see you use Spine which looks really nice and powerful. Is the Essential version is sufficient? As $289 for the Pro version is a bit too much.
 

Unain

Member

anteevy

Member
From what I gather, sheer volume of votes in the shortest amount of time wins. I don't know numbers, but folks have been greenlit with just a few thousand in a few days while others have tens of thousands, higher yes to no ratio but have been waiting forever. I personally think votes yes/no and ranking do not matter unless you have been waiting forever.

If I were Valve, and I'm not, I would probably look at how much interest can the game get - good or bad - in the shortest amount of time. Most new games sell their majority shares in the first few weeks of sale. Then afterwards its price drops that raise those overall numbers. If a game can garner enough interest from folks to visit a web page just to click a button, good or bad, and do it quickly - I would call that a win.
Yeah, that would make sense.

I just looked at https://www.greenlightupdates.com - it seems nearly 200 games got greenlit yesterday, wow.
 
Finished JUMPGUY from last night's stream this morning. Added some quick math on his close-proximity jumps to always jump to the player's position. I didn't use vectors for this - I know how the distance in game units between both object's X position and use that with a multiplier to set horizontal distance for his jump and increase the height just slightly for them. Expanded his close-proximity range, as well. Now he does these little... these little hops when he is outside of proximity and his jump delay is removed when he is in proximity and close enough for kill mode. Quick fodder enemy like the Cowdec. Nothing special but he will look good from today's prelim sketches.

Homing Missile UE4 Blueprint Tutorial (Beginner):
https://www.youtube.com/watch?v=TCkFqSOdw6M

Laser Trip Mine UE4 Blueprint Tutorial (Intermediate):
https://www.youtube.com/watch?v=ayxguGBAouk

Simple Jetpack UE4 Blueprint Tutorial (Beginner):
https://www.youtube.com/watch?v=x8VGMFyCQhM

Hover Vehicle UE4 Blueprint Tutorial (Intermediate):
https://www.youtube.com/watch?v=cPVaDndT7tY

These are all working fine in the current build 4.8.1 too.

Will add in a minute, thanks!

Edit: Added
 

Pengew

Member
I think we finally have a name we are sticking with. Updated the logo/title to the new name and added a bit more detail to the dude in the doorway.

Also, working on character concept art for each weapon.


 

missile

Member
But isn't. ;)

... Constant rate of motion = linear interpolation (e.g. pos = startpos + scalar * (endpos - startpos))

Whereas a non-linear rate of motion - more specifically 'cubic hermite' interpolation aka 'smoothstep' would better suit:

Code:
float smoothstep(float edge0, float edge1, float x)
{
    // Scale, bias and saturate x to 0..1 range
    x = clamp((x - edge0)/(edge1 - edge0), 0.0, 1.0); 
    // Evaluate polynomial
    return x*x*(3 - 2*x);
}

pos = startpos + smoothstep(0.0, 1.0, scalar) * (endpos - startpos)

Basically creates more of a swing in acceleration from the start and deceleration towards the final resting state, but as a deterministic function.

If you're animating this in the shader then check the docs as they probably already have a smoothstep intrinsic function supported for use here.
That's what I would have done if I just wanted to have some smooth swing-in
'n out, yet I'm on a different slope here. I'm not really doing screen
transitions, not yet, they are a by-product resulting from a testbed of mine
to please me and others over here. The transition is physically based to give
me a flexibility I need for another part of a project of mine (i.e. modulating
the velocity of a video beam). With respect to the transition example, am
integrating a force (here "gravity" for the sake of an example, to let the
columns fall under "gravity") two times to get position resulting in a
quadratic function. However, there is a linear term as well stemming from
integrating the acceleration to account for the initial velocity, unless
the initial velocity is zero. I've set the initial velocity quite high to push
the effect forward. If the initial velocity (in this case) is larger than the
force, then the linear term dominates for a specific amount of time until the
quadratic term takes over, which is the case in my example, yet a lil too late
to show the quadratic fall in full effect as you have recognize. Good
suggestions nevertheless. I appreciate! :+
 
Thanks for sharing, it is always interesting to see how others tackle such problems.

When I just started in Gamemaker I was dissapointed by the lack of proper examples for platforming games. The tutorials included are far too limited for anything serious.
My personal biggest hurdle was dealing with slopes in a performant way as all the tutorials I found relied used pixel precise collision handling, which really killed performance on mobile devices.

Unrelated question, I see you use Spine which looks really nice and powerful. Is the Essential version is sufficient? As $289 for the Pro version is a bit too much.

Pixel-precise is a bad idea for slopes because slopes are smooth, definable functions, not staircases. The only place I might use pixel precise is for uneven terrain, and even there I'd either approximate it or design around it.

Spine Pro includes mesh deformation and inverse kinematics, both of which I use on occasion. You can mostly animate something the same without IK, but it takes more work to clean up (e.g.: make sure feet don't poke through the floor). No mesh deformation means you'll end up with very rigid looking puppets unless you're very clever about how you design your articulations and animate it.

If those problems sound surmountable, then go for it. They changed (IMO) bigger pain in the ass about the Essential version a few months ago, which was that it didn't have auto-keying of animation.
 

UsagiWare

Neo Member
Pixel-precise is a bad idea for slopes because slopes are smooth, definable functions, not staircases. The only place I might use pixel precise is for uneven terrain, and even there I'd either approximate it or design around it.

Spine Pro includes mesh deformation and inverse kinematics, both of which I use on occasion. You can mostly animate something the same without IK, but it takes more work to clean up (e.g.: make sure feet don't poke through the floor). No mesh deformation means you'll end up with very rigid looking puppets unless you're very clever about how you design your articulations and animate it.

If those problems sound surmountable, then go for it. They changed (IMO) bigger pain in the ass about the Essential version a few months ago, which was that it didn't have auto-keying of animation.

Thanks for the info, I see they have a trial version which I'll give a go.

Also in your example project I saw that the blockbox is not removed if you get hurt while blocking. (it stays there floating)
 
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