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

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JeffG

Member
Welp, anyone have a best way or tips on converting an xna/C# game to unity?

There is no real way to convert. You can re-use the assets.

Then you need to learn what the base Unity does and how it works. Then take the sections of logic from your XNA app and implement them in appropriate places in Unity.
 
Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=

kiBFcQN.gif
YSKHJ2r.gif
 

Ito

Member
It's been a bit since I've played it, but it looks like it is.

Can I get some more input on here? I think it'd be beneficial to have more voices.

I think that the problem is that you used exactly the same color pallete. Other than that I don't think there's a problem. Except for those clouds. They look too similar to the source.

This is how my penis plant ended up, to anyone who was in my caffiene fueled bizarre 3am stream last night. I started out cranked out of my head, and after an hour I was crashing hard.

So, yea, I did finish the penis after I got up.

CJhW0SlUMAIryyV.png

What the actual fuck

This reminded me of a friend who used to do awesome drawings containing... small surprises

tumblr_n2nff5js901shkj5wo1_1280.jpg


I think you copied that penis from shovel knight

image.php
 

cbox

Member
There is no real way to convert. You can re-use the assets.

Then you need to learn what the base Unity does and how it works. Then take the sections of logic from your XNA app and implement them in appropriate places in Unity.

Try do embrace component based design; don't try to cram OO stuff into Unity when it's not needed.

Figured as much :| Damnit, new challenge I suppose! Gotta take off the designer cap and help out with development now.
 

cbox

Member
Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=

It looks as if his legs were dangling off a central pivot point. Maybe add a bone to warm the bottom of his cape as he walks? Say, off the left leg when it rises.
 

Mafusto

Member
Try do embrace component based design; don't try to cram OO stuff into Unity when it's not needed.

The whole reason I cannot get into Unity.

Been working on a little WebGL/Threejs game myself to get familiar with JS. Hopefully I can show some results somewhere next week.
 
Still working on my animation skills on spine, my friends tell me the walking is wrong but cannot explain me what is wrong about it =_=
When the leg is directly beneath, that is the highest point as the body and legs form a straight line. Right now you have the highest point of the body bounce when both legs are extended, by default would be the lowest point of the body bounce.

Just my .02
 

sackninja

Member
As it turns out twune might be the hero I need to get a game down for the competition, can't tell if you can sell twine games or not but that doesn't matter for now.
 
As it turns out twune might be the hero I need to get a game down for the competition, can't tell if you can sell twine games or not but that doesn't matter for now.

You can, Twine was released under a super-permissive licence that basically lets you do whatever the hell you want with it for any purpose
 

Nezzhil

Member
The trailer looks good and has a cute ending. I think something that would help me get more of a handle on the experience of playing it would be shots of other screens, or maybe maps that are more different from each other. Or maybe different play modes. Basically put more of a sense of variation and it will be more compelling.

I'd definitely play the demo if you hit me up, or if y'all have a newsletter or something to know for sure when you release it.

Thanks for your feedback! It's true that the trailer dosen't show lot of maps, powerups or weapons, but we hope that the demo will be a good showcase of the game. I'll call you when we publish it ;)
 

Lautaro

Member
Haha I'm having a lot of fun answering e-mails of scammers trying to get some keys, they think they are sneaky but using an account named as [big_youtuber_name]@gmail.com is not enough if you can most of the time check the real e-mail in their channel. They usually dissappear when I ask them for a direct message using their supposed youtube accounts.

Meanwhile, I'm working in content for the first content patch, I hope I can get it ready soon:

 
Haha I'm having a lot of fun answering e-mails of scammers trying to get some keys, they think they are sneaky but using an account named as [big_youtuber_name]@gmail.com is not enough if you can most of the time check the real e-mail in their channel. They usually dissappear when I ask them for a direct message using their supposed youtube accounts.

Meanwhile, I'm working in content for the first content patch, I hope I can get it ready soon:

Use distribute()

Saves so much time.
 

Cru Jones

Member
Haha I'm having a lot of fun answering e-mails of scammers trying to get some keys, they think they are sneaky but using an account named as [big_youtuber_name]@gmail.com is not enough if you can most of the time check the real e-mail in their channel. They usually dissappear when I ask them for a direct message using their supposed youtube accounts.

Meanwhile, I'm working in content for the first content patch, I hope I can get it ready soon:


We used to ask youtubers to message us through their YouTube inbox. Problem solved :)
 
Nice.

I was thinking about fanart.

Should it be encouraged/solicited in some way, or what? I've had a few but not a great many.

I say encourage it. You might even be able to leverage some sweet promo art with it. We will be holding contests in the future for this sort of thing to help with engagement and reach.
 
Okay, I put in my destructable barriers. I will still tweak some FX and stuff, but this is the jist of it:

http://www.gfycat.com/EasyPrestigiousAnura

looks great! at first it looked like it was deteriorating and I was "wow! that's some detai...oh lol"

The pause of the near arm when it comes forward is a bit jarring, I'd also look for a way to imply a bit of shoulder movement if possible. The legs look better than before.

Really? I tough it was nice and gave a bit of weight :/
Duly noted, I'll see if I can improve it
 

Jobbs

Banned
looks great! at first it looked like it was deteriorating and I was "wow! that's some detai...oh lol"



Really? I tough it was nice and gave a bit of weight :/
Duly noted, I'll see if I can improve it

Sliding the shoulders back and forth a bit adds a lot of depth to an animation like this. Often you can give this illusion just by sliding the entire arm, but in particular, where it connects to the body.
 
Okay, I put in my destructable barriers. I will still tweak some FX and stuff, but this is the jist of it:

http://www.gfycat.com/EasyPrestigiousAnura

Hey, that looks great! Good work, as usual.


Really? I tough it was nice and gave a bit of weight :/
Duly noted, I'll see if I can improve it

It would look okay if the shoulder moved more during that moment. Best bet with shoulders on puppets like this is to bring them in on the turn away from the camera and out on the turn towards the camera.
 

Jobbs

Banned
*destructible

Hey, that looks great! Good work, as usual.

Thanks. I was trying to think the easiest way to do it, out loud, on stream -- This is what I ended up doing. Pretty simple -- Probably of little use to most of you, but maybe interesting to some who are curious about Stencyl stuff.

fwallscript.png


So whenever it changes sizes (animation frames), it calls that event to shake screen/spawn particles/etc...
 
Sliding the shoulders back and forth a bit adds a lot of depth to an animation like this. Often you can give this illusion just by sliding the entire arm, but in particular, where it connects to the body.

It would look okay if the shoulder moved more during that moment. Best bet with shoulders on puppets like this is to bring them in on the turn away from the camera and out on the turn towards the camera.

uhmm interesting, yeah I think I can tweak the shoulder a bit! thanks for the suggestion! You guys are helping a bunch!


Oh! I like your artstyle! and great improvement from old walk cycle to the new one.

Thanks! I'm trying to simulate soft bodies/meshes transformations the best I can (just have Spine Essential license I won) and it gives some limitations on the joints so some stuff can look a little odd :p
 

mStudios

Member
*destructible



Thanks. I was trying to think the easiest way to do it, out loud, on stream -- This is what I ended up doing. Pretty simple -- Probably of little use to most of you, but maybe interesting to some who are curious about Stencyl stuff.

fwallscript.png


So whenever it changes sizes (animation frames), it calls that event to shake screen/spawn particles/etc...

That interface reminds me of Alice Programming


What a fucking waste of time at the college.
 

bkw

Member
Speaking of animation, any one have any thoughts on Spriter versus Spine? I have a copy of Spine from years back that I haven't really used, but I wonder if I should jump on Spriter in the Humble Bundle... just in case...

Thanks! I remade it from scratch and it definitely looks better now.
Not sure how it'd look with two joints on his right arm, but try overlapping action. When the top part of his arm reaches the furthest back position, or slows down as it reaches that position and begins to move forward again, the lower arm should continue moving back for a couple frames. That is, the arm should straighten out some. Likewise, when it's near it's furthest forward position and starting to slow down to move backwards again, the arm should bend more, before straightening back.

Not sure if that makes any sense.
 
Am I wrong, or does Spriter not have a runtime? i.e. you have to export the animation strips rather than just the texture atlas and json file? I know that at least used to be the case, and was what made Spine more appealing to me.
 

Popstar

Member
Runtime support for Spine is way more comprehensive.

There are community created runtimes for Spriter but most (all?) of them aren't complete.
 

Jobbs

Banned
If Spriter doesn't have much/any runtime support then it's really undesirable and missing one of the main things you'd use an app like this for.
 

Mexen

Member
Hello Indie Game Dev GAF,

I'm looking to create a small puzzle based educational game for a school for my final year project. I only have 6 months to do it. Only languages I know are Java and C++ but I'm ever willing to learn whatever I need to learn (with no prior experience, I learned Android development for my 3rd year project and presented an app)

Was wondering if the vets of the biz could recommend/tell me

1. The best but easiest tools to learn within a couple of months so I can focus on prototypes and final release version by January.

2. What languages I'll need to learn + skills eg animation (recommend tools) or

3. If pre-rendered sprite animations come with those tools or I'll need to create them.
 
Am I wrong, or does Spriter not have a runtime? i.e. you have to export the animation strips rather than just the texture atlas and json file? I know that at least used to be the case, and was what made Spine more appealing to me.

Runtime support for Spine is way more comprehensive.

There are community created runtimes for Spriter but most (all?) of them aren't complete.

If Spriter doesn't have much/any runtime support then it's really undesirable and missing one of the main things you'd use an app like this for.

Spriter runtime support is a bit mixed for certain things, what with being younger than Spine, but I believe it does have native C2 and Unity support, the latter to some degree at least. That being said, the dev is currently working on rectifying this in a way that'll make creating runtime support for specific engines a lot easier.

On the flipside, though, Spine lacks any native C2 support, so there's that.
 
*destructible



Thanks. I was trying to think the easiest way to do it, out loud, on stream -- This is what I ended up doing. Pretty simple -- Probably of little use to most of you, but maybe interesting to some who are curious about Stencyl stuff.

fwallscript.png


So whenever it changes sizes (animation frames), it calls that event to shake screen/spawn particles/etc...

Damn, Stencyl looks exactly like Scratch! My brother used to play around with that, before he started programming.
 

Popstar

Member
Spriter runtime support is a bit mixed for certain things, what with being younger than Spine, but I believe it does have native C2 and Unity support, the latter to some degree at least.
Doesn't Spriter predate Spine? Spine just seems older because of how much further along they are.
Bitsummit was /isreallycool. Got my hands on galak-z and a bunch of different other Indies will go back tomorrow
So jelly.
 

Pehesse

Member
Been so long since I had anything new to show. And after that it's probably going to be quite a while again!


Gfycat version here, as usual: http://gfycat.com/ReliableFearlessHousefly

Also, unrelated but I have just done some fan animation for Indivisible, I'll post it here since we were on the topic of walk cycles just above. That, and I'm just itching to start working on a 2D platformer with that kind of animation, now, so I need to vent it however I can :-D


been working on sound effects tonight. still some missing ones, but I like to at least have afew to help me get a feel for things.

https://www.youtube.com/watch?v=m0hMWqAReRg

chrnkkk is my favorite.



yep, it's more advanced than scratch, (I think) but it was based on it.

Sound design is quite difficult to get right, I find. I like that yours is overally pretty subdued, making for a quiet atmosphere, goes pretty well with the visuals.
I've been adding SFX to Honey in the beginning, but lately I've just been rushing through scenes, and I'm planning to go back over everything to sound it all at once... but I wonder if that's the best plan, or if I should tackle it as I go, making for slower individual scene progress, but no need to go back eventually. Any experience in the process? Might going back to sound everything in one go cause potential unforeseen problems/could cause everything to break? Do y'all usually sound your stuff as you go?
 
Not sure how it'd look with two joints on his right arm, but try overlapping action. When the top part of his arm reaches the furthest back position, or slows down as it reaches that position and begins to move forward again, the lower arm should continue moving back for a couple frames. That is, the arm should straighten out some. Likewise, when it's near it's furthest forward position and starting to slow down to move backwards again, the arm should bend more, before straightening back.

Not sure if that makes any sense.

I think I understood, It's what I tried to do adjusting the shoulders and the forearm a bit.




Speaking of animation, any one have any thoughts on Spriter versus Spine? I have a copy of Spine from years back that I haven't really used, but I wonder if I should jump on Spriter in the Humble Bundle... just in case...

Most of the people think they are almost the same, but the meshes transformation and better runtimes gives Spine the lead, while Spriter has those features coming is definitely cheaper and I think Spine will have to do a price cut once Spriter reach that.
 
been working on sound effects tonight. still some missing ones, but I like to at least have afew to help me get a feel for things.

https://www.youtube.com/watch?v=m0hMWqAReRg

chrnkkk is my favorite.

I'm going to freak out playing at night if one of those little green things comes out of a peaceful area.


Also, unrelated but I have just done some fan animation for Indivisible, I'll post it here since we were on the topic of walk cycles just above. That, and I'm just itching to start working on a 2D platformer with that kind of animation, now, so I need to vent it however I can :-D

Pretty cool! The design and animation scream "STRENGHT!"
 
Hello Indie Game Dev GAF,

I'm looking to create a small puzzle based educational game for a school for my final year project. I only have 6 months to do it.

If you're already familiar with Android and Java development, and you are making a small puzzle game, you could do a lot worse than just use Android or Java to make the game with something like libGDX.

In terms of asset creation, given its for an educational non-profit project and the time frame involved, unless you have a specific desire to branch your skillset out into the various different fields that are involved in asset creation, I would strongly suggest making use of resources like OpenGameArt.

EDIT:
Actually, the current Humble Game Maker Bundle top tier payment includes AppGameKit which is a C++ supporting IDE, as well as spriter pro which you could use directly with something like Kenneys Modular Character Pack

Doesn't Spriter predate Spine? Spine just seems older because of how much further along they are.

The Spriter versus Spine backstory is sort of amusing and pretty convoluted, but tl;dr and IIRC boils down to spriter being announced as a kickstarter, looking great and getting backed, taking forever to actually get developed and Spine being made by people sick of waiting for Spriter to appear.
So conceptually Spriter is older, but in release date terms Spine was on the market first.
 

_machine

Member
Been so long since I had anything new to show. And after that it's probably going to be quite a while again!



Gfycat version here, as usual: http://gfycat.com/ReliableFearlessHousefly




Sound design is quite difficult to get right, I find. I like that yours is overally pretty subdued, making for a quiet atmosphere, goes pretty well with the visuals.
I've been adding SFX to Honey in the beginning, but lately I've just been rushing through scenes, and I'm planning to go back over everything to sound it all at once... but I wonder if that's the best plan, or if I should tackle it as I go, making for slower individual scene progress, but no need to go back eventually. Any experience in the process? Might going back to sound everything in one go cause potential unforeseen problems/could cause everything to break? Do y'all usually sound your stuff as you go?
That looks fantastic, she looks so driven and strong; great design!

As for SFX, we've pretty much done them as we go, but then again one of guys is focusing just on sound and vfx. It's only been a problem with our outside VOs as we'd like to iterate on sounds and add some more lines, but it's a pain to organize now. We couldn't really have left it this far into the development as we still needed to try out the VO tech and how it fit the game, but aside from some announcer stuff we will probably have to make do with what have.
 

Jobbs

Banned
Hah. Was looking at some of my old melee game sketch ideas from a while ago. I had a bloodborne type gun and sword idea before Bloodborne was announced.

svrpg2.jpg


I've actually done a lot of little sketches and tests for a melee game over time. It's been on my mind for a while.


As for SFX, we've pretty much done them as we go, but then again one of guys is focusing just on sound and vfx. It's only been a problem with our outside VOs as we'd like to iterate on sounds and add some more lines, but it's a pain to organize now. We couldn't really have left it this far into the development as we still needed to try out the VO tech and how it fit the game, but aside from some announcer stuff we will probably have to make do with what have.

This is basically what I do -- Get functioning sound effects in as I go, at least as much as I can, then I'll have less work to do later in the polishing phase, plus the sound effects I can put in now sort of set the pace and standard to make sure I get the feel right while the work on the area is fresh.
 
The Spriter versus Spine backstory is sort of amusing and pretty convoluted, but tl;dr and IIRC boils down to spriter being announced as a kickstarter, looking great and getting backed, taking forever to actually get developed and Spine being made by people sick of waiting for Spriter to appear.
So conceptually Spriter is older, but in release date terms Spine was on the market first.

Apparently, Spriter is programmed by one dude who may not have all that much time to dedicate to it, whereas Spine has more people working on that, which would explain a lot.
 
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