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

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Jobbs

Banned
This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer. :(
 
This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer. :(

Sounds like a simple inversion mistake, e.g.
if(NewGun.CollidesWith(Enemy)
{
Enemy.VagueBoolThatShouldMeanIsDeadButActuallyMeansIsAlive = true;
}

Naming things well is important!
I've inadvertently done something similar before...
 

Jobbs

Banned
Sounds like a simple inversion mistake, e.g.


Naming things well is important!
I've inadvertently done something similar before...

heheeheh.

I have a behavior (a module scripting construct you can use in stencyl -- bolt the same code onto various "actors") that processes the damage calculation for the various guns, so in theory if all the other guns were working the new gun shouldn't work any different for damage processing.

The problem turned out to be something more stupid, I accidentally pasted in some code (along with other stuff I did need to paste in) that was something I didn't need, and it messed everything up.

lol that cracked me up


I like the fountain of youth ray, the problem is it doesn't serve much practical purpose vs. enemies that are trying to kill you.
 

mabec

Member
We do plan to sell some posters/prints once we release the trailer, contact press, think about funding again blah blah. We'll make a shop for our site if anyone is interested in grabbing one :)

Ha! Black Snow was a fun little mod we did whilst working on a much larger project (albeit set in the same universe). Sadly I don't think the mod works properly through Steam due to the steampipe update a while back breaking most mods, sorry :/ We've received tons of comments about fixing it, but none of us have any time spare to go back and figure out what broke it. We hopped over to UE4 with the new game but put the project on hold as the scope was becoming something we couldn't manage with our team's size. Some early shots exist on mine and Tay's sites though.

http://aseaton.squarespace.com/#/haven/
https://taychind.carbonmade.com/projects/5287144

We will be returning to it and maybe doing something cool with Black Snow once we've finished Beacon!

Very cool. I managed to get Black Snow running, menu and every thing but there where constant ctd without a message, i installed the sdk's and changed the text files so it loaded the correct content from ep2 but still crashed randomly. You should totally take a look at it and make it standalone on steam, like Minerva did :)
 

titch

Member
This new gun was supposed to kill enemies deader than any other gun, and yet it was rendering enemies incapable of dying. I wanted to make a death ray, instead I made an eternal youth ray. I suck as a programmer. :(

Lol you should have that as an end credits feature - like a bloopers reel in movies :)
 
First Screenshot Saturday contribution (running off Aus time, if that's not okay, let me know and I'll take it down)!

Our artist just sent this through for a 'battle scene' example for Wavelength, I got so hyped when it came in.

CKLvaUCUwAEtUqA.png


Sidenote update, I've been having to come to terms that I'm a horrible, horrible programmer and I do much better with the game design itself and writing so I'm having to bite the bullet and look for help. :(
 

_machine

Member
A bit late with this as I promised it for yesterday (well it's screenshotsaturday now), but here's a little teaser of a desert environment for Ancestory, which is still far from polished though.

desertteaserlerkb.png


We currently have 4 fully playable and somewhat polished maps and I'm really enjoying how much depth and variety the levels add to the game. Especially for the deckbuilding part it adds a lot more variety since you are better off building decks to fit different levels too.

Despite the problems with UMG textboxes, I've really enjoyed being able to get in-depth with the tools again and being able to create features for the UI with minimal help from the programmers and mostly withou any tutorials of any sort. Just dig in, try out stuff quickly and it usually works quite fast. Yesterday I added Deck and Graveyard indicators that tell how many cards you have in the piles and added some hovering actions and animations for each pile.
 

anteevy

Member
I like the fountain of youth ray, the problem is it doesn't serve much practical purpose vs. enemies that are trying to kill you.
Maybe vs. suicide enemies that run towards you, constantly lose health and explode when they die? You'd use the ray to keep them alive while near them until you're out of their range again. :D
 

Unain

Member
Sounds like a simple inversion mistake, e.g.


Naming things well is important!
I've inadvertently done something similar before...

Talking about naming things well...
For the programmers out here, I can definitely recommend the book: Clean Code - A Handbook of Agile Software Craftsmanship. Great book to read about keeping your code clean/easily readable.
 

Jintor

Member
I still don't know how to direct link gifs from twitter. I guess i could just rehost it or something but ceebs

So I figured out mostly how to get knockback working, but sometimes for some reason the knockback attack whiffs and I can't figure out why. The weird thing is that it's still causing the hitspark and the damage onHit, so the collision is firing, but either the Event[0] that causes the state change or something further up the line isn't, because obj_enemy just remains in idle (or stun?)

I'll have to slow it down and see. But at least I got reverse hitstun sprites working.
 
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)

 

Jobbs

Banned
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)

The drawing is good but I think the design is a bit weak. Dreads, huge muscle chest, robot arms, nothing particularly interesting about the clothing. Just some generic video game looking design elements tossed together. I guess it doesn't matter though if it's only for a portfolio.
 
The drawing is good but I think the design is a bit weak. Dreads, huge muscle chest, robot arms, nothing particularly interesting about the clothing. Just some generic video game looking design elements tossed together. I guess it doesn't matter though if it's only for a portfolio.

I see, yeah I went for something a tad generic even with the palette, but it's mostly an exercise and to show something different than all the medieval stuff I've done till now.
 

_machine

Member
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
Looks good, though the cornrows are a bit cliche for me (not that they are that common in games, but still) and something about the proportion and perspective of the right arm (as in left on the screen) feels a bit weird for me. Good luck in landing something, I'm sure you'll get it :)
 

Dynamite Shikoku

Congratulations, you really deserve it!
I'm finally done with the design of this, I imagined how Vanillaware would design a steampunkish/futuristic character, now off to animate the beast.
(I really hope all this work for my portfolio will land me on something, I'm losing hope)

I'm definately no artist, but something about the right arm/right hand looks strange
 
Looks good, though the cornrows are a bit cliche for me (not that they are that common in games, but still) and something about the proportion and perspective of the right arm (as in left on the screen) feels a bit weird for me. Good luck in landing something, I'm sure you'll get it :)

I'm definately no artist, but something about the right arm/right hand looks strange

Thanks to both, in the end I decided to revisit the design, it needs to stand out more, and yeah the arm had something weird going on and fixed it, will post once I'm happy with the result ;)
 

mStudios

Member
Hey,
Thanks to you all who gave me their opinion on the Voice Acting line that I posted. Sorry that I couldn't replied on time. I've been pretty busy with the game while watching EVO, haha.

Thanks!
 

Nudull

Banned
Well, *deep breath, sigh* I bit the bullet on the Humble Bundle.

I was tempted at first out of a nostalgic curiosity, but considering what I ultimately want to do with my life, I figure that game development as a side project would be a huge creative boon. If nothing else, it'll help flex my creative muscles in a fun way. Who knows, maybe this will become a full thing for me to do. :)

I appreciate all the help I could get from you guys. Happy to join the ride!
 

Jobbs

Banned
Well, *deep breath, sigh* I bit the bullet on the Humble Bundle.

I was tempted at first out of a nostalgic curiosity, but considering what I ultimately want to do with my life, I figure that game development as a side project would be a huge creative boon. If nothing else, it'll help flex my creative muscles in a fun way. Who knows, maybe this will become a full thing for me to do. :)

I appreciate all the help I could get from you guys. Happy to join the ride!

you'll be glad you did. step 1, make a brilliant game, step 2 get rich.
 

Bossti

Neo Member

JNT

Member
Hi! I'm dropping in to say that I'm available to help out with programming for anyone interested.

I mainly specialize in C++ (been working with that language for ten years). I am also familiar with x86 ASM, C#, and Python. I can get accustomed to most C-family languages within a reasonable amount of time however. I have access to Unity, but only the 4.6 free version.

I'm doing this free of charge on my free time. This means that I'm not suited for tasks that require full-time commitment. I retain no rights over the code I'm writing for a specific project of course. All I ask in return is acknowledgement on the credit roll.

PM me if interested.
 

Jintor

Member
Anyone have any ideas about implementing hitStop (temporary freeze everything on hit for like a couple of frames). I've seen some ideas thrown around about temporarily lowering the room speed, or setting a pause variable for everything and doing a variety of things when it's flipped (animation speed to 0, or just exiting the step loop early, or something) alongside a controller object with a timer to flip everything back when the moment's over. In GameMaker or just more generally speaking, whatever.
 

_machine

Member
Being working most of the weekend on my personal portfolio and other stuff, but couldn't resist booting up UE4 and trying out some of the improvements we made on friday, but couldn't make into a build. Nearing the end of Pre-Alpha now (already edited an alpha watermark, though it's not quite there yet), a proper Tutorial is really the only feature we haven't made any visible work on, even though I have a preliminary design doc for it. Content has been coming together really nicely, just a few more elder minions left to do on the characters side, though we might push for a few more before the launch if possible.

Tried out VSR with the game too, works nicely at 2440x1480 with my 280X and probably close to 60fps too:
 

mStudios

Member
Anyone knows a good website where I can learn the basic of fighting games?
Such as landing lags, frames, hitbox, etc.
Not programming wise, but the logical part only.
 

Ito

Member
I'm up for streams now and then, but if I'm not doing that, I usually just listen to stuff or listen to the TV or whatever, so it's hard to get involved in mumble personally so it hasn't really taken hold.

Also no one understands me when I speak :(
 
Anyone have any ideas about implementing hitStop (temporary freeze everything on hit for like a couple of frames). I've seen some ideas thrown around about temporarily lowering the room speed, or setting a pause variable for everything and doing a variety of things when it's flipped (animation speed to 0, or just exiting the step loop early, or something) alongside a controller object with a timer to flip everything back when the moment's over. In GameMaker or just more generally speaking, whatever.

GameMaker doesn't give you direct control over the update loop so you are going to have to use some artifice. The checking the pause variable on every object is a bit much, so instead I'd probably save the screen surface and then deactivate all of the objects. They won't fire their draw events, so you'll have to show the surface you saved in place, but that will keep their animations and events from running and resume them when it returns.
 

Lautaro

Member
So I caved in and changed the hyperspace effect of my game, I also uploaded an edited version of my trailer to show the change:

https://www.youtube.com/watch?v=FvQOSoWcto8

Getting little interest from the press at the moment (and yes I sent keys before the launch), hopefully that changes soon or I'll have to take some hard decisions. I don't regret it though, making my first serious game has been an enlightening experience.
 

Jintor

Member
GameMaker doesn't give you direct control over the update loop so you are going to have to use some artifice. The checking the pause variable on every object is a bit much, so instead I'd probably save the screen surface and then deactivate all of the objects. They won't fire their draw events, so you'll have to show the surface you saved in place, but that will keep their animations and events from running and resume them when it returns.

awesome, i'll look into surfaces. (But I should probably make more placeholder animations first so you can actually tell that anything happened)

Anyone knows a good website where I can learn the basic of fighting games?
Such as landing lags, frames, hitbox, etc.
Not programming wise, but the logical part only.

Shoryuken.com, David Sirlin's various websites, and specialist wikis (Guilty Gear, Smash, Shoryuken and the Skullgirls wikis are very in-depth)
 

Nakho

Member
Trailer for our upcoming 4 player coop steampunk vehicle action game "Goggles" (-: https://www.youtube.com/watch?v=2kjj__72EcI

We're currently on Greenlight, mendicant for "Yes" votes: https://steamcommunity.com/sharedfiles/filedetails/?id=479033306

Engine is Unity 5 (was Unity 4 before) with additional tech like SpeedTree, PhotonNetwork, Relief Terrain etc. Shaders are custom. The game is content complete and is currently in bugfixing/balancing/optimizing phase.

Wow, that looks so cool! Greenlighted it, hope it succeeds
 

Bossti

Neo Member
Wow, that looks so cool! Greenlighted it, hope it succeeds

Thanks, I would've started an extra thread for promotion because after 1 week we're slowly struggeling (we're no PR experts) with reaching people. But I'm just a Junior Member (-;
 
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