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

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-COOLIO-

The Everyman
OH FUCK SENT!

Thanks guys for the good words. Now I sit and wait. There's a bit of leverage I can use with this particular situation in the form of a competitor and I don't want to go that route but hell if I'm not going spheres to the wall with this!

good luck man. though im going to have to run back a few pages to find out what your pitch was for, but now im curious

That's interesting. I've seen it on a lot of seemingly unofficial stuff. Good that you're trying to be on the up-and-up, though.

thanks!

and if you still happen to be around, how about this?

YDh8OhC.png

am i out of the woods yet? :p
 

mStudios

Member

I think the problem it's not the similarities, but the concept itself. It's like mickey mouse, if you use a mouse with big ears and the ear doesn't change position when he turns/rotate, it reminds you of Mickey, because that's a mickey mouse "trademark." Does know matter how different they look, it's gonna remind you of Mickey.
 

Five

Banned
-COOLIO- said:
thanks!

and if you still happen to be around, how about this?



am i out of the woods yet? :p

I'm not an expert but I think that's different enough. It actually has some new shapes and different design.

It evokes the same meme and iconography, but I imagine it's only the actual art that's registered, not any sort of brand, in which case you should be in the clear at this point.


I think the problem it's not the similarities, but the concept itself. It's like mickey mouse, if you use a mouse with big ears and the ear doesn't change position when he turns/rotate, it reminds you of Mickey, because that's a mickey mouse "trademark." Does know matter how different they look, it's gonna remind you of Mickey.

Characters fall under parody protection, which this clearly is. It's only copying actual art assets that's not allowed.
 

JulianImp

Member
am i out of the woods yet? :p

The question I think you should answer is: What do you intend to get out of copying the ubiquitous troll face? Does it add anything to your game?

Personally, I think ham-fisted memes such as in Guacamelee aren't all that cool. Memes make me think of the general concept of in-jokes, and I still don't know what to think about such an element. While it does feel a bit cool when you get an obscure reference, the other side of the coin is like seeing a thread in GAF where someone posts a picture of a game you don't know and doesn't explain it in any way, so you can't even tell what it was supposed to be.
 

Five

Banned
The question I think you should answer is: What do you intend to get out of copying the ubiquitous troll face? Does it add anything to your game?

Personally, I think ham-fisted memes such as in Guacamelee aren't all that cool. Memes make me think of the general concept of in-jokes, and I still don't know what to think about such an element. While it does feel a bit cool when you get an obscure reference, the other side of the coin is like seeing a thread in GAF where someone posts a picture of a game you don't know and doesn't explain it in any way, so you can't even tell what it was supposed to be.

Coolio's game is all about Internet culture.
 

-COOLIO-

The Everyman
I don't think you have anything to worry about.

I think the problem it's not the similarities, but the concept itself. It's like mickey mouse, if you use a mouse with big ears and the ear doesn't change position when he turns/rotate, it reminds you of Mickey, because that's a mickey mouse "trademark." Does know matter how different they look, it's gonna remind you of Mickey.

I'm not an expert but I think that's different enough. It actually has some new shapes and different design.

It evokes the same meme and iconography, but I imagine it's only the actual art that's registered, not any sort of brand, in which case you should be in the clear at this point.




Characters fall under parody protection, which this clearly is. It's only copying actual art assets that's not allowed.

thanks guys! I'm pretty sure he just has the art registered since the "character" is a derivative of popular internet memery. so i'll just take my chances with the 3rd version. i think it ought to be fine, and worse case scenario i could always remove it if i need to.

Coolio's game is all about Internet culture.

indeed : D

if you'd like to learn more about it: datindie.com
 

JulianImp

Member
Coolio's game is all about Internet culture.

And that's what I get for not reading. Curtain.

Thinking about games that used the trollface or something like it, I think The Binding of Isaac did it (at least the original Flash game). The closer you get to the original, the more likely they'll have at least some basis to challenge you in court, but copyright law actually varies by region (and even then I'm not versed in my own country's laws regarding that), so I'd advise treading carefully.

I mean, I don't think the creator can only litigate if your image is copy-pasted from the original, so drawing it yourself or stylizing it a bit might not be enough. You're copying the silhouette, colors and prominent facial features, which might constitute a basis for a copyright claim or something.
 

Ventron

Member
You poor thing :)

While I could've made that not sound like a stealth brag; in all seriousness, I've had a shocking history with marketing. You once redid a boxart of mine for Bonded Realities, and Indie Gamer Chick explicitly prefaced her Andromium review by saying how the trailer looked stupid.

This win will really help a lot and I'm really grateful (Although I will admit a bit of Impostor Syndrome looking at how incredible the other winners look in their screenshots...)

I just need to improve my track record when it comes to marketing.

(Also, for anyone interested, here's the Lupinball website )
 
Get that money
Man I wish. Good news from this so far is I have PS4 devkits en route

good luck man. though im going to have to run back a few pages to find out what your pitch was for, but now im curious

This is something I can't actually talk about until we clear Kickstarter for association reasons :(

If not and it completely goes south - I'll reveal what I was trying to do.

And for those who know what I'm doing - up to 13 confirmed now. I may be totally fucking myself with so many models to rig and Boss AI but I don't care. If all keeps going according to my master plan I will quit the day job next year and buy a pallet or five of Red Bull and lock myself in my coding bunker.
 

Jobbs

Banned
Having trouble getting gifcam to work anymore. For some reason the gifs want to come out in fast motion. Not sure why.

Anyway. Spent probably way too much time (all day) scripting what should have been a simple enemy.



Click for big webm.
 
Are any of you planning on getting your games translated into multiple languages? Anyone have any experience with that?

I am curious to what the best and cheapest solutions are.
 

mStudios

Member
Having trouble getting gifcam to work anymore. For some reason the gifs want to come out in fast motion. Not sure why.

Anyway. Spent probably way too much time (all day) scripting what should have been a simple enemy.
.[/URL]

I fucking love the illumination in your game. Good job!

Anyways, Has anyone tried Sketchbook Pro? I can't get used to PS, yet. SO in the mean time I'm trying different software and sketchbook seems like a good one.
 

Five

Banned
Having trouble getting gifcam to work anymore. For some reason the gifs want to come out in fast motion. Not sure why.

Anyway. Spent probably way too much time (all day) scripting what should have been a simple enemy.



Click for big webm.

I've experienced that before. I know GifCam culls duplicate frames, which it might be making if there's a slight timing error, but it's supposed to double the timing of duplicated frames after culling. Maybe something in that process is short-circuiting. In any case, it's easy enough to open the GIF in PhotoShop and change the timing on all the frames.
 
D

Deleted member 30609

Unconfirmed Member
Is anyone here following Handmade Hero? I'm only early on, but this is so damn helpful. I'm a comp sci (almost) grad and its filling in so many blanks.
 

Dascu

Member
Working on a system for jumping on top of enemies, for stab attacks and climbing. 3D, with Unity. Not terribly difficult to pull this part off, but I'm struggling with the potential event wherein the player has jumped or fallen on top of an enemy. How do I make him... Fall off? There's no guarantee there is even space next to the enemy for the player to fall. Should I just let him clip through the enemy?
 

Five

Banned
Is anyone here following Handmade Hero? I'm only early on, but this is so damn helpful. I'm a comp sci (almost) grad and its filling in so many blanks.

I was at the beginning. Super interesting, but I stopped having enough time to keep up with it. I might pick it back up at a later time, after my current project is finished.

Working on a system for jumping on top of enemies, for stab attacks and climbing. 3D, with Unity. Not terribly difficult to pull this part off, but I'm struggling with the potential event wherein the player has jumped or fallen on top of an enemy. How do I make him... Fall off? There's no guarantee there is even space next to the enemy for the player to fall. Should I just let him clip through the enemy?

In a hop-and-bop game, the player bounces back upward with lateral motion preserved. The enemy's collision is destroyed if it dies (usually in a puff of smoke or similar), or the player is allowed to bop on it again subsequently if the enemy has more HP left. In other games, generally the collision physics sorts itself out, pushing away from each other relative to mass except where intersecting with static geometry.
 

_machine

Member
Just left the office for nearly 3 weeks of events and bit of time for relaxing, but also really happy with the latest build we just pushed out and I'll probably end up doing quite a bit of work anyway during this "holiday" :)

I also realized that I probably hadn't actually posted a proper gameplay shot of any of the desert maps so here's one from a couple of days ago, in full glory:

The video will be live very, very soon...

On an unrelated note, is anyone coming to Gamescom or GDC EU? I'd love to meet some of you at the event or at the GAF gathering.
 

Jobbs

Banned
I've experienced that before. I know GifCam culls duplicate frames, which it might be making if there's a slight timing error, but it's supposed to double the timing of duplicated frames after culling. Maybe something in that process is short-circuiting. In any case, it's easy enough to open the GIF in PhotoShop and change the timing on all the frames.

It's not always that easy. Many times opening in photoshop produces all kinds of anomalies in the frames.

It's possible to change the timing in gifcam before exporting, though kind of stupidly obtuse for something that seems simple. The problem being on bigger gifs for some reason changing the settings leads to freeze ups.

Anyone know any good alternatives? I tried a couple things and none seemed quite up to snuff.

I fucking love the illumination in your game. Good job!

Anyways, Has anyone tried Sketchbook Pro? I can't get used to PS, yet. SO in the mean time I'm trying different software and sketchbook seems like a good one.

chanks :) And I just use photoshop to sketch, so I'm not sure.
 
Just left the office for nearly 3 weeks of events and bit of time for relaxing, but also really happy with the latest build we just pushed out and I'll probably end up doing quite a bit of work anyway during this "holiday" :)

I also realized that I probably hadn't actually posted a proper gameplay shot of any of the desert maps so here's one from a couple of days ago, in full glory:


The video will be live very, very soon...

On an unrelated note, is anyone coming to Gamescom or GDC EU? I'd love to meet some of you at the event or at the GAF gathering.

That looks great, do you have a website? would love to learn more about your game.
 

_machine

Member
That looks great, do you have a website? would love to learn more about your game.
Thanks, we're working on a video and a small website update (though we're currently using the video as the main content there, proper content update will have to wait a little longer) that should be done in the coming hours and I'll be sure to post it here :)

It's not always that easy. Many times opening in photoshop produces all kinds of anomalies in the frames.

It's possible to change the timing in gifcam before exporting, though kind of stupidly obtuse for something that seems simple. The problem being on bigger gifs for some reason changing the settings leads to freeze ups.

Anyone know any good alternatives? I tried a couple things and none seemed quite up to snuff.
If you're willing to put a bit of extra work, using a video recording software (OBS for us) and exporting the piece through VirtualDub you should be able to get pretty good results and a ton of customization if necessary. It's a lot more work than Gifcam or Gyazo though, so we haven't used it that much, but for more important GIFs I'd use that.
 

Dascu

Member
In other games, generally the collision physics sorts itself out, pushing away from each other relative to mass except where intersecting with static geometry.
Yes, I'm just a bit wondering what to do with situations where the characters do not have enough space to really move away from eachother.
 

Jobbs

Banned
Thanks, we're working on a video and a small website update (though we're currently using the video as the main content there, proper content update will have to wait a little longer) that should be done in the coming hours and I'll be sure to post it here :)


If you're willing to put a bit of extra work, using a video recording software (OBS for us) and exporting the piece through VirtualDub you should be able to get pretty good results and a ton of customization if necessary. It's a lot more work than Gifcam or Gyazo though, so we haven't used it that much, but for more important GIFs I'd use that.

You can export to gif from virtual dub? I didn't know that. If so, that's no problem. I've used VD before, but never for gifs.
 

_machine

Member
It's alive!

Closed Beta Trailer on Youtube...

...or at our Website!

Feeling really proud of the team, especially for all the hard work we've put in the past few weeks to hit this major milestone and to get everything set up for the events we're visiting shortly. It's a very, very closed beta given that we can't promise a super stable network experience just yet, but the core gameplay should feel quite solid and there's still plenty of content to go around even if it's half of what we will have at the launch.

I know the website doesn't tell much, which is because I haven't had much time to work on it and this whole trailer thing and everything was slightly impromptu, but I would love some ideas or feedback on how to go forward.
 

_machine

Member
I figured out how to do it, but it seems to be reducing the colors more than it seems like should be necessary.

http://www.gfycat.com/HappyPotableChicken

are there any settings in vdub that'll help produce a better quality picture? I'm a bit confused by some of the settings.
Uh, I remember there being some, but I won't be able to check it for a while, I recommend googling it since I'm pretty sure I've fine-tuned the colors in vdub.
 
It's alive!

Closed Beta Trailer on Youtube...

...or at our Website!

Feeling really proud of the team, especially for all the hard work we've put in the past few weeks to hit this major milestone and to get everything set up for the events we're visiting shortly. It's a very, very closed beta given that we can't promise a super stable network experience just yet, but the core gameplay should feel quite solid and there's still plenty of content to go around even if it's half of what we will have at the launch.

I know the website doesn't tell much, which is because I haven't had much time to work on it and this whole trailer thing and everything was slightly impromptu, but I would love some ideas or feedback on how to go forward.

That looks great, im doing a card / turn based game myself and can only hope it can be as polished as yours. Did you guys do a kickstarter?
 

Water

Member
The best thing about Unity and C# is that there is a ton of documentation out there to help you come to grips with how everything works.
The official documentation covers a lot of stuff, but when you get into some areas of built-in Unity functionality, many important things about how something works are not documented at all, and you have to deduce and/or test things and/or find your info in random blog posts.

For instance, I haven't seen any info from Unity about what kind of performance scaling is expected or guaranteed for any physics engine features.
 

HK UdP

Neo Member
This thread is great - awesome to see so many games getting made!

Is there a thread / post that collates what everyone is working on? Often when I see an interesting post it can take a while to scrub back and try and find links to the games website / trailer.
 

Jobbs

Banned
This thread is great - awesome to see so many games getting made!

Is there a thread / post that collates what everyone is working on? Often when I see an interesting post it can take a while to scrub back and try and find links to the games website / trailer.

A listing of usernames and their game projects in the OP here might not be a terrible idea.
 

Pehesse

Member
This thread is great - awesome to see so many games getting made!

Is there a thread / post that collates what everyone is working on? Often when I see an interesting post it can take a while to scrub back and try and find links to the games website / trailer.

There was that twitter list, but your idea sounds interesting as well!
 

_machine

Member
That looks great, im doing a card / turn based game myself and can only hope it can be as polished as yours. Did you guys do a kickstarter?
Nah, we're running on a near-zero budget (complemented by student loans and Finnish government). It'd be awesome to have a bit of budget behind since we'd have some fantastic partners in mind, but we make do and work hard. It certainly hasn't been an easy route, especially the whole multiplayer component and balancing everything has been a ton of work, but it's also extremely rewarding as I still love playing the game when I get back from work :)
 

Jobbs

Banned
Uh, I remember there being some, but I won't be able to check it for a while, I recommend googling it since I'm pretty sure I've fine-tuned the colors in vdub.

Okay, what I figured out what to do for better quality-- export the frames as images from virtual dub, and then import those into photoshop and turn them into a gif.

http://www.gfycat.com/TimelyOrderlyIvorygull

The timing wasn't perfect there, but the quality is pretty much near perfect, certainly better than anything gifcam spits out. File size is obviously going to be a bit larger than a gifcam.
 

_machine

Member
Okay, what I figured out how to do is export the frames as images from virtual dub, and then import those into photoshop and turn them into a gif.

http://www.gfycat.com/TimelyOrderlyIvorygull

The timing wasn't perfect there, but the quality is pretty much near perfect, certainly better than anything gifcam spits out. File size is obviously going to be a bit larger than a gifcam.
Looks absolutely stunning! You can try some compression in vdub if you need to get it down in size, but it'd be a shame to sacrifice any of that sweet image quality ;)

EDIT: Sent some mails to a few select press for the trailer, let's see what happens...
 
Nah, we're running on a near-zero budget (complemented by student loans and Finnish government). It'd be awesome to have a bit of budget behind since we'd have some fantastic partners in mind, but we make do and work hard. It certainly hasn't been an easy route, especially the whole multiplayer component and balancing everything has been a ton of work, but it's also extremely rewarding as I still love playing the game when I get back from work :)

Congrats man, its looking great, hopefully you can get some decent media exposure.
 

Ito

Member
good luck man. though im going to have to run back a few pages to find out what your pitch was for, but now im curious



thanks!

and if you still happen to be around, how about this?



am i out of the woods yet? :p

Flip horizontally the pic, just to be sure...


Having trouble getting gifcam to work anymore. For some reason the gifs want to come out in fast motion. Not sure why.

Anyway. Spent probably way too much time (all day) scripting what should have been a simple enemy.



Click for big webm.

Lovely particles there bro, they cause a very nice effect even in slow-mo.

OH FUCK SENT!

Thanks guys for the good words. Now I sit and wait. There's a bit of leverage I can use with this particular situation in the form of a competitor and I don't want to go that route but hell if I'm not going spheres to the wall with this!

Good luck man. I wasn't able to understand what you're trying to do tho. What's President Bussiness? A game? I googled it and all I get is Lego the Movie references.

Sorry if I missed something important :(
 
Playing around with an idea I have (some turn-based spaceship roguelike game-thing). Been fooling around with post-process effects such as a CRT-style shader. There's no reason for it to be applied other than I think it's a cool novelty right now. Maybe I can make up something like "uhh, you're a fleet commander that perceives the outside battle through tactical software and for some reason in the future CRT monitors still exist!" Or something.

Unfortunately the resolution of the gif and compression kind of destroys the effects on screen (and in some cases kind of has exaggerated the noise filter?). I'm going to go for ascii art using playscii. Been playing around with it for a while now and it's super awesome, I really like this highly stylized ascii art games I've seen lately and playscii seems to be a popular tool for the job.

dLPlElG.gif


For now just prototyping some ideas though.
 

Ito

Member
There was that twitter list, but your idea sounds interesting as well!

If we're going to make some kind of list in the OP, it could be a good idea to provide a small thumbnail pic (sometimes people don't remember names but they do remember what the game looked like).

It could look somewhat like this (the thumbnail is 90x64):

ZMGGUGk.png

Game: Spirit Huntress
Website: http://www.spirithuntress.com
Twitter: https://twitter.com/itoaragon

I put the twitter there only because there is already a twitter list. Also, we could put more stuff, like Tumblr, Devlogs, Steam, etc.

What do you think?
 

pixelpai

Neo Member
as mentioned a few pages back: My game - PixelBoom! - has been released today.

This is my first game release, so I am kind of a noob and maybe it has been discussed before, but a few minutes back I got an email from someone how claims to be in charge at http://appgames.com/.

Has anyone any experience with that site?
 
A listing of usernames and their game projects in the OP here might not be a terrible idea.
Everyone PM me your stuff and I'll get to it this weekend.

Will be in format of: Username - Game Name - Game Website

Unless anyone objects to that format, that's what I'll go with. Super busy lately so I'll try to get it knocked out Sunday.
 
If we're going to make some kind of list in the OP, it could be a good idea to provide a small thumbnail pic (sometimes people don't remember names but they do remember what the game looked like).

It could look somewhat like this (the thumbnail is 90x64):

ZMGGUGk.png

Game: Spirit Huntress
Website: http://www.spirithuntress.com
Twitter: https://twitter.com/itoaragon

I put the twitter there only because there is already a twitter list. Also, we could put more stuff, like Tumblr, Devlogs, Steam, etc.

What do you think?
This might be best left as a link to a doc rather than directly in the thread, itself. Each post has a character limit and each post has a dedicated purpose in the OP.

I can create a list or we can have someone else author a new GAF dev showcase thread? Although I would ask a mod of that sort of thing is OK and it probably would simply wind up being all of us from here, posting there

I did mention a "new release" showcase where I would pimp the OP for one of our game releases the week prior but nobody has PMd me when they were about to release yet.

But yeah. With all of us here that list would be too long for an OP addition just going by Twitter list alone.

Y'all can vote on it but I only have 3 posts to fit info in without it getting messy. Wish I had a 4th post.
 

Pehesse

Member
This might be best left as a link to a doc rather than directly in the thread, itself. Each post has a character limit and each post has a dedicated purpose in the OP.

I can create a list or we can have someone else author a new GAF dev showcase thread? Although I would ask a mod of that sort of thing is OK and it probably would simply wind up being all of us from here, posting there

I did mention a "new release" showcase where I would pimp the OP for one of our game releases the week prior but nobody has PMd me when they were about to release yet.

But yeah. With all of us here that list would be too long for an OP addition just going by Twitter list alone.

Y'all can vote on it but I only have 3 posts to fit info in without it getting messy. Wish I had a 4th post.

I like Ito's proposed formatting, but you make good points about the list probably being too large for an OP add. Especially if we consider that some games might want to link to several different sites?

If the mods allow it and it doesn't feel redundant, we could always have a sub thread as you suggested, based on the template of the "indie games [month]" thread, dedicated solely to listing/easy referencing.

Not sure how much help I can really be, but if you're overworked, feel free to PM to see if I can help set something up, either here on in another thread!
 

Five

Banned
Yes, I'm just a bit wondering what to do with situations where the characters do not have enough space to really move away from eachother.

Are they enclosed on all sides? If so, I guess the non-static entities would collapse into each other. Otherwise they'd press out into available directions.
 

Five

Banned
Just spent a bunch of time today working on my glow cave stuff. I added a faint glow to teh player's bullets so that they can be seen in the dark. Also more other stuff. Notice the enemies themselves can glow in the dark along with the other rocks and stuff.

http://www.gfycat.com/HarmoniousUnhappyHusky
http://www.gfycat.com/HeartyFewFish

warning that first one has a pretty big file size.

It looks a bit odd when the one crawler's beam phases right through the other crawler's body. Not sure if anything should be done about that, especially as friendly fire is a big design change, but it was something I noticed.

Otherwise, these look great, as usual.
 
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