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

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Just started working on my own little project a couple nights ago so I don't have much to show but what a difference the new UI system in Unity makes. It took me a half-hour to get the hang of everything and start setting up a little HUD compared to hours of writing out all the logic for placement/resizing I had to do before.

We'll see how it hold up once I start writing logic to control it but so far so good!
 

PhiLonius

Member
How does everyone go about making gifs for their game?

I've been using GifCam + Photoshop but it still seems to come out a bit off each time.

bfHkMYF.gif
 

Afrocious

Member
Just started working on my own little project a couple nights ago so I don't have much to show but what a difference the new UI system in Unity makes. It took me a half-hour to get the hang of everything and start setting up a little HUD compared to hours of writing out all the logic for placement/resizing I had to do before.

We'll see how it hold up once I start writing logic to control it but so far so good!

New UI system? When did this drop?
 
How does everyone go about making gifs for their game?

I've been using GifCam + Photoshop but it still seems to come out a bit off each time.

Record a session with a video recorder like Fraps, Bandicam or OBS. Then use GifCam to record the pertinent segment in a video player like VLC. I only use PhotoShop if I'm doing an overlay on a GIF.

The double-recording method means you don't have to worry about timing/hotkeys while playing the game, and you can upload vids to sites like gfycat for cleaner webm videos.
 

EDarkness

Member
How does everyone go about making gifs for their game?

I've been using GifCam + Photoshop but it still seems to come out a bit off each time.

Been kinda wondering the same thing. I can never make then properly and I can't imagine it being that hard to do, but still I struggle. :(
 
How does everyone go about making gifs for their game?

I've been using GifCam + Photoshop but it still seems to come out a bit off each time.

Video capture either using Fraps or Camstudio, trim and crop AVI in VirtualDub, import end result in to Animation Shop 3, compress and save as GIF
 

mStudios

Member
Definitely drawn twice. The top right outline of the hair is different in the two frames.

Taaaaaaaake oooooooon meeeeeeeeee (take on me)
Taaaaaaaake meeeeeeee oooooooooon!
etc

Drawn twice. You can see the angle of each set of lines roughly matches the patch it's in. If you were doing a post-process effect, all the lines would be parallel like the Guardian Heroes effect above. I mean, in theory, you could write a shader to do the same effect, but it would be exorbitantly difficult to devise and bad for performance.

For a slightly different effect, what you could do is make a base image and an alpha mask to go with it, and then use the mask to apply a line texture in post, but it wouldn't be quite the same, and it'd still be a lot of work. That'd be slightly easier in grayscale because you could collapse the colors to a single channel, then put the alpha mask in one of the two freed up color channels, and thereby use a single atlas for each image, but again the effect would never be identical to what's shown in the GIF there.

It could be an effect, I guess. I know Guardian Heroes on XBLA had sort of a pencil shader mode that looked vaguely similar to that.

EzuReQn.jpg


But for something like Hotel Dusk, where you don't usually have tons of animation, I would assume it's just drawn twice.

Thanks! :D
 

PhiLonius

Member
Record a session with a video recorder like Fraps, Bandicam or OBS. Then use GifCam to record the pertinent segment in a video player like VLC. I only use PhotoShop if I'm doing an overlay on a GIF.

The double-recording method means you don't have to worry about timing/hotkeys while playing the game, and you can upload vids to sites like gfycat for cleaner webm videos.

I've found ScreenToGif to be the most useful in terms of editing features

Video capture either using Fraps or Camstudio, trim and crop AVI in VirtualDub, import end result in to Animation Shop 3, compress and save as GIF

Thanks for the suggestions. I'll go head and give these each a try.
 

StoneFox

Member
So I wanted to share a project I was invited to help out on. Here is a game showcase as the game is far from completion. Please note that it's my friend's channel and he has given me permission to post it here and I can forward any questions to him :)

Ratboy was made in Unity using C#. This is about seven to eight months in the process (it essentially started out as a semester-long school project that he fell in love with and wanted to complete) and there was a four month roadblock where Ratboy himself was not rigged nor had any animations so that's why I joined the project because I rigged Ratboy for them and the team leader was quite grateful and added me to the credits just for that. :p

He's happy with the AI so far (despite lacking animations for the Flyboy) and the puzzles, although he wants to fill the game with more features and hopefully create an opening fmv of sorts to explain Ratboy's motivation and the plot instead of just making people read the game summary on the download page.

My favorite part is the inventory system, it's inspired by RE4 but it's slightly more dynamic. Nothing bigger than the backpack is actually allowed to fit and objects are not locked into place when they enter the bag. He didn't really showcase what happens when you have like eight or so items in there, you can move them about as you please and they fall to the bottom in simulated gravity, so you can play with it quite a lot. It's a minigame of sorts.

Though the save system exists, I think it's broken so if you actually play the game be warned that it might not work... last time I tried it, it just spawned cheese on the save menu for some reason xD There actually isn't a win state yet but you guys can download and play around with it if you want.

edit: almost forgot to mention, the game requires a force quit to exit out of it. I know, it sucks, we are working on it :/ it's the most broken aspect of the entire game...
 

Magypsy

Member
Hey everyone! I just released my first freelance game project and I'd love to show it to you all :). Wanted to post earlier about in this topic as well, but had to keep it a secret until release haha.

It's a free game for Daktyl, a music artist. If you finish it you get to download his collection of unreleased tracks and beats.

You can play it: here!

For this game I developed a tool in Unity that's not unlike a music track editor, but instead of music it plays triggers! This allowed me to easily make stuff react to the music. It's a fun tool that I plan to develop further and I want to use it more to make cool trippy musical game experiences!


Let me know what you think of it! :)
 
Anyone here been in one of the indiegala bundles? Our sales are a little slow, but spike pretty majorily when we take part in a steam sale. Wondering if its a good way to get more exposure/user reviews. Indiegala comes off as a bit pushy in their emails.
 

Dascu

Member
Anyone here been in one of the indiegala bundles? Our sales are a little slow, but spike pretty majorily when we take part in a steam sale. Wondering if its a good way to get more exposure/user reviews. Indiegala comes off as a bit pushy in their emails.
I've been contacted by BundleStars, Groupees and IndieGala several times for a bundle, but I've declined each time because I felt it was too close to the initial Steam release to start such drastic discounts. I'm also rather suspicious if bundles like these really help visibility and exposure. Ultimately you're selling your product to a large group, who's likely buying the bundle for another and more popular title than yours, at a gigantic price reduction. How many of these end up installing your game on Steam, let alone playing them, leaving positive user reviews or spreading word of mouth? I therefore see bundles as a way to get a quick short-term cash boost rather than any long-term strategy or way to improve baseline sales. On the contrary, it might hurt the latter effect if users expect bundle discounts.
 
I've been contacted by BundleStars, Groupees and IndieGala several times for a bundle, but I've declined each time because I felt it was too close to the initial Steam release to start such drastic discounts. I'm also rather suspicious if bundles like these really help visibility and exposure. Ultimately you're selling your product to a large group, who's likely buying the bundle for another and more popular title than yours, at a gigantic price reduction. How many of these end up installing your game on Steam, let alone playing them, leaving positive user reviews or spreading word of mouth? I therefore see bundles as a way to get a quick short-term cash boost rather than any long-term strategy or way to improve baseline sales. On the contrary, it might hurt the latter effect if users expect bundle discounts.

When we were in the greenlight phase, we took part in a groupees greenlight bundle and it pushed us through greenlight rather quickly. We also received some early positive reviews from the groupees buyers, it sort of became our initial "fanbase". It brought in about $700. Because our goal was simply to get greenlit at that time, we considered it a win.

We also did a IndieRoyale bundle before we were on steam (Desura), but because it only earned us about $400, we never received that money (have to earn $500 with Desura before getting paid, and we all know what happened to Desura.)

So far we've had over 3400 steam key activations, and probably only a tiny percent have left a user review, or even played the game. We're working on a sequel, so we are just all about that exposure right now, and we're hoping that being in a bundle will lead to tweets/marketing by the bundle company, someone making a lets play video of our game, or even people selling their steam key. Anytime someone mentions our game is considered a win by us.

We're applying to the humble store right now, so I think we're going to hold of on the indiegala bundle for a bit.
 
D

Deleted member 30609

Unconfirmed Member
do we have any GAF topics like this for people volunteering services like programming/music/modelling etc?
 

Jobbs

Banned
Okay, I have the new glow mechanic hooked up.



Click for big webm.

basically the way this works is, in this area, the general environment is increasingly dark, but glowing elements are used to mark where things are. To see these, you have to charge up the room's glow level by shooting a node, which will then dissipate over time. There are enemies and hazards specific to the area which also have glowing elements on them that obey the room's glow level.
 

Cptkrush

Member
So I just started learning how to make pixel art and animations. I've made most of my protaganist for this Sci Fi Action RPG idea I have, and started on a basic flying enemy. What do you guys think so far?
I blew them up 3x because they're pretty much 16x20 and will be blown up in game as well.
3qYuJll.gif
BVgjWP0.gif
Kw7CssD.gif
qT2njm9.gif
0hysR6c.png


The gifs play a little faster than the in game speed haha

Also, is anyone else here using Pyxel Edit? It's the best program I've tried using for this sort of thing. I saw a lot of recommendations for GraphicsGale, but I really couldn't get used to the interface there. The only thing that sucks is that updates are slow as hell apparently, and it's still pretty buggy cause it's really early. But I love it.
 

Peltz

Member
do we have any GAF topics like this for people volunteering services like programming/music/modelling etc?

I'm not aware of one. Maybe it'd be good to hit up a mod to ask if it'd be okay to make one? I'm not sure if that violates the rules against self-promotion on GAF.
 

Five

Banned
do we have any GAF topics like this for people volunteering services like programming/music/modelling etc?

There's probably not a large enough community here for something that specific. If you're interested in volunteering yourself, TIGSource is a great place to congregate.
 

titch

Member
XP is the superior version.

2000/2003 are only advisable if you wish to work with a really low screen resolution (which makes easier making your own sprites and tiles).

Thanks guess i will drop some cash on the XP version.
 

Blizzard

Banned
This may be a silly question, but does anyone have any experience with making a multiplayer server singlethreaded cycling through all clients versus multithreaded and dealing with the associated synchronization? I'm guessing multithreaded is the way to go, or making a bunch of lightweight copies of the server for each client game, but I don't have experience either way.
 
basically the way this works is, in this area, the general environment is increasingly dark, but glowing elements are used to mark where things are. To see these, you have to charge up the room's glow level by shooting a node, which will then dissipate over time. There are enemies and hazards specific to the area which also have glowing elements on them that obey the room's glow level.

That's really smart, and seems super original. Howd you come up with that mechanic?
 

Popstar

Member
This may be a silly question, but does anyone have any experience with making a multiplayer server singlethreaded cycling through all clients versus multithreaded and dealing with the associated synchronization? I'm guessing multithreaded is the way to go, or making a bunch of lightweight copies of the server for each client game, but I don't have experience either way.
Do you mean the server would be running multiple game sessions at once each with multiple connected players? Or a single game session with multiple players as clients?

For the second depending on platform you shouldn't need multithreading. You'd just be duplicating work the kernel/driver is already doing. The first I don't have any experience with.
 

shaowebb

Member
A fighting game? Amazing! Since now you have my interest, I love that genre (although I'm really bad at it) and develop a small one is an challenge that I want to accomplish in a future. I hope you could tell us more things about the development of it, so we could learn from your experience.
Can do! So far I've just been getting foundation work. Keyframe poses, UI, prepping my character model for rig/weight work, setting up turnaround art for the next character, getting color tests on that character...its a lot of different stuff all at once so I did something this week that kept it all from getting overwhelming.

Setup a neat little structured agenda to keep me on track. Since doing so I ended up WAY overshooting my expected weekly output. Basically each day of the week is something different M-F taking the meat of the work with a day for deep 3d training to polish up skills, asset creation, UI work, Unity/Code training to polish up skills, and an Animation day. I end the week on Sat/Sun with a day for just art and concept stuff for anything and everything in the game or related to it and a free day where I have to work but can work on whatever I feel like on any aspect of the project.

Its Thursday and I ended up blowing through my whole weekly agenda with 3 days to spare! I didn't expect to have this much but structuring my week for specific parts of the project seperately just broke up stuff into small enough chunks that it sort of took the edge off the load. Now I'm about halfway done with keyframing the poses for the first character, the character select UI, Title screen and a bunch of other foundation work I needed!

It sounds dumb, but I highly recommend for those struggling to go forward to try a week like this with a printout of each day and mark them off. It helped me focus more after long days at work.

Mon- Tutorial DAY! Polish up in Maya/Zbrush to try and improve skills
Tues-Asset Day! Work on current model/background asset.
Wed-UI Day! Focus on designing more of the UI for the game and cleaning up designs for finalization in photoshop
Thurs- Tutorial Day! Polish up on Unity skills and coding practice to try to become better.
Fri-Animation/Keyframe day! Work on animating assets or sketching keyframes for upcoming animations
Sat-Sketch Day! Pump out art, turnarounds, level layouts, hud and other stuff
Sun- FREE DAY! Work on anything you wish to do related to project.

(Minimum 2 hours per day no matter what)

You end up having fun, feeling energized and getting a lot worked on. I'll update my agenda as I complete stages of development but so far its keeping me motivated and moving.
 

Jintor

Member
Can do! So far I've just been getting foundation work. Keyframe poses, UI, prepping my character model for rig/weight work, setting up turnaround art for the next character, getting color tests on that character...its a lot of different stuff all at once so I did something this week that kept it all from getting overwhelming.

Setup a neat little structured agenda to keep me on track. Since doing so I ended up WAY overshooting my expected weekly output. Basically each day of the week is something different M-F taking the meat of the work with a day for deep 3d training to polish up skills, asset creation, UI work, Unity/Code training to polish up skills, and an Animation day. I end the week on Sat/Sun with a day for just art and concept stuff for anything and everything in the game or related to it and a free day where I have to work but can work on whatever I feel like on any aspect of the project.

Its Thursday and I ended up blowing through my whole weekly agenda with 3 days to spare! I didn't expect to have this much but structuring my week for specific parts of the project seperately just broke up stuff into small enough chunks that it sort of took the edge off the load. Now I'm about halfway done with keyframing the poses for the first character, the character select UI, Title screen and a bunch of other foundation work I needed!

It sounds dumb, but I highly recommend for those struggling to go forward to try a week like this with a printout of each day and mark them off. It helped me focus more after long days at work.

can't wait to see what you have up your sleeves. I don't swing by FightGAF much except around EVO time, but you always seem like you know your shit whenever I run into you around gaf
 

shaowebb

Member
can't wait to see what you have up your sleeves. I don't swing by FightGAF much except around EVO time, but you always seem like you know your shit whenever I run into you around gaf

There are coaches and players lol. I am someone obsessed with strategy. I could call a match easier than win it. Because of that I hooked up with QisTopTier. He's a far better player than me and he offers a lot of practical insight and depth to the design of combat that I needed. I got great ideas on stuff that'd be cool, but I need his practicality to either push it further or tone it down to make really exciting stuff. We feed on each other well because where he's more technical in utility I'm pretty darned visually oriented and we sort of bounce concepts back and forth and grow em into crazy stuff when we talk. Its given me an exciting, but full plate lol!

My main thing is I try to be less a fan and more an objective thinker. Theres good and bad to every design choice. What does something add? What does it make less attractive by standing out? What does this reward? Is this fun to the greatest number of folks without isolating anyone?

I try to keep my thoughts level towards all sides involved. From developers to their fans to fighting game tools to their frames its all about trying to just see things from a broad view and respect all the data for what it is...neither good nor bad initially. Just something to weigh in on and try to make an objective opinion on.

My main goals right now for my own stuff:
  • focus on making options vs any tools in the meta that are universal to avoid a game of "have and have not" divisions. Whether this refers to wakeups, options vs zoning, or even movement its the core I will make certain I get right before moving on.
  • Make a game for everyone. Character appeal across multiple fanbases, loud personalities, making the player feel cool, giving both the hardcore the depth they crave while giving the casuals the ability to feel awesome without having to work forever...the latter isn't easy without risking depth but we've cooked up some neat stuff.
  • Try to focus on how we are different to stand out otherwise you are just a "not quite" version of whatever game you based yourself on. We want our own legacy.
  • Trying to make certain that there is enough there at launch to warrant folks buying it. I firmly want to have good single player content for folks...this will be tough since I'm the only dude putting in assets and engine work currently , but I'll enlist help if needed later. Folks need enough to warrant playing it outside of pure competitive natures. MKX ,TVC, and MK9 tried some cool stuff. I want to come up with my own optional ways to play aroudn in the game outside of normal modes too.
  • FINISH IT. Like the man says..."DO IT! If you're tired of starting over STOP GIVING UP!"
 
All you people moaning about coders and I'm just sitting here wishing I could do anything good art wise :(

My basic game is getting pretty feature complete but all the art is still placeholder, even the logo
 

Blizzard

Banned
Do you mean the server would be running multiple game sessions at once each with multiple connected players? Or a single game session with multiple players as clients?

For the second depending on platform you shouldn't need multithreading. You'd just be duplicating work the kernel/driver is already doing. The first I don't have any experience with.
That's sort of what I'm deciding. I'm currently considering dedicated servers (player-hosted and otherwise) because dedicated servers are cool and have some benefits I like. They might each host only one game with multiple players, or they might each host SEVERAL games with SEVERAL players each.

It seems to me using a different thread for each game would make sense because virtual hosting etc. could scale to different processors better that way. I just figured I would ask before I spend too much time splitting things up. :p Or before I just consider running a bunch of instances of the same process if a system needs to host many games. That would be simpler to program, but I would need to consider the network interface with how people would connect to the port(s).
 

Hopeford

Member
So like, apparently Unity runs Awake() even if the script is disabled.

Huh.

Now, I'm pretty sure that's documented somewhere and I'm just an idiot who missed that. I can absolutely believe I just misread something and that's probably clearly stated somewhere. That said, I spent a fair bit of time today looking through every object in my scene going "I don't understand! There are no active objects that could be causing this!" until I realized what was going wrong. So even though it was probably my fault for not looking through documentation enough, I still feel like I need to whine for a bit and do the programming equivalent of throwing my controller on the floor and blaming the game for my lack of skill. GODDAMN IT UNITY.
 

AriEX2

Member
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.

Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!

We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:

https://www.youtube.com/watch?v=BzvlMtvaJ8I

Also some gifs from the new engine:

Tutorial_new_02_zpsw6epxvdw.gif


tutorial_new_zps96g6bqq6.gif
 

Five

Banned
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.

Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!

We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:

https://www.youtube.com/watch?v=BzvlMtvaJ8I

Also some gifs from the new engine:

Tutorial_new_02_zpsw6epxvdw.gif


tutorial_new_zps96g6bqq6.gif

I saw the KS email blast earlier. That looks really good! You guys are doing amazing work.
 
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.

Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!

We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:

https://www.youtube.com/watch?v=BzvlMtvaJ8I

Also some gifs from the new engine:

Tutorial_new_02_zpsw6epxvdw.gif


tutorial_new_zps96g6bqq6.gif

Wow that art is stunning . Good job.
 

anteevy

Member
I would play the shit out of this. I'm buying the alpha build as soon as I install bootcamp on my mac.
Cool, thanks! I'll try to release the final game on OSX, too. I don't have a mac here though, so testing it is a bit more complicated.

Now that is some nice design, love it! :p
Thanks!

Been away from the thread for a while, but damn! There are some killer looking titles coming through here.

Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!

We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:

https://www.youtube.com/watch?v=BzvlMtvaJ8I

Also some gifs from the new engine:

Tutorial_new_02_zpsw6epxvdw.gif


tutorial_new_zps96g6bqq6.gif
Awesome! Looks really polished already. Will there be different color schemes in later levels?
 

AriEX2

Member
Awesome! Looks really polished already. Will there be different color schemes in later levels?

Yeah! Each area kinda has its own hue, though blue's probably the most common scheme in the game. All pretty Montone per area though and no funky neon zones like in Jobbs' game!
 

Jobbs

Banned
Yeah! Each area kinda has its own hue, though blue's probably the most common scheme in the game. All pretty Montone per area though and no funky neon zones like in Jobbs' game!

Random idea time. how about instead of a lantern or whatever for dark areas, you need to buy fireflies. you release a firefly and it will illuminate an area around it, and you can throw scentballs which attract the fireflies to where it hits. That'd be more fun than just carrying a lantern. You may have this idea.

Full disclosure, Ari has been my Skype friend for like 2 years now, and he even did a couple sprites in Ghost Song (specifically, the hoppy dragon thingy, and Adam the robot).
 

Peltz

Member
Been away from the thread for a while, but damn! There are some killer looking titles coming through here.

Our Team's just spent the last few months porting across our game Hollow Knight from Stencyl to Unity. Super intense, but super worth it. As the artist I'm able to achieve so much more now, plus it all runs well!

We just pushed up a short gameplay video for the tutorial area of the game. Please check it out:

https://www.youtube.com/watch?v=BzvlMtvaJ8I

Also some gifs from the new engine:

Tutorial_new_02_zpsw6epxvdw.gif


tutorial_new_zps96g6bqq6.gif

I'm really digging the somber music. It fits. I also really like the attack animation and soul-absorption animation.
 

AriEX2

Member
Random idea time. how about instead of a lantern or whatever for dark areas, you need to buy fireflies. you release a firefly and it will illuminate an area around it, and you can throw scentballs which attract the fireflies to where it hits. That'd be more fun than just carrying a lantern. You may have this idea.

Gah! did you already mention this to me? because this is almost excactly what we're planning. maybe you already did and i just started thinking i invented it. whatever the case, its gonna happen! i even drew the lantern for the inventory screen, along with fireflies that appear in it as you catch them ;)
 
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