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

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Ok, so I'm having some issues with running UE4 and I don't really understand why. I downloaded and installed it a couple of days ago and it ran perfectly. I went back today to mess around and it kept getting hung up during launch and would just freeze, causing me to have to restart my PC. I finally uninstalled it and have now gone to install it again and it only downloads the launcher. I've tried googling around but none of the solutions I've seen assist.

I've installed countless programs and this is the first time I've ever had issues like this. I really want to try it out but this is not very encouraging when I've had zero issues with Unity.
Perhaps an instance of:
https://answers.unrealengine.com/questions/14719/uninstalled-ue4-cant-reinstall.html
 

Nibel

Member
Finally ready to unveil what I have been working on :)

B12BE70FE91BB60DA75A43A3B7BCF6C0398204AC


Since it's super super late in Germany right now and I just had an amazing Diablo 3 ROS session with my brother, I'm kinda lazy to post all the details, but yeah - the game is on Steam Greenlight where you find more info :)

http://steamcommunity.com/sharedfiles/filedetails/?id=375555165

Website is http://nibellion.com/rammheart/

Guess I'm a part of the indie GAF clique now huh
 

Five

Banned
Finally ready to unveil what I have been working on :)

B12BE70FE91BB60DA75A43A3B7BCF6C0398204AC


Since it's super super late in Germany right now and I just had an amazing Diablo 3 ROS session with my brother, I'm kinda lazy to post all the details, but yeah - the game is on Steam Greenlight where you find more info :)

http://steamcommunity.com/sharedfiles/filedetails/?id=375555165

Website is http://nibellion.com/rammheart/

Guess I'm a part of the indie GAF clique now huh

Welcome!

I have a couple comments, if I may. First, the trailer makes the game feel really cluttered. There are lot of close shots and shots with flames and flashes covering everything up and few of the shots last long enough to tell what's going on, so I had a hard time processing it. Also, the music was oddly juxtaposed against the trailer's narrative since it's so upbeat and the text is depressing. Finally, your icon bears a striking resemblance to the Dark Souls 2 cover. Whether or not that was intentional, I don't care, but you should know that many people are going to see the resemblance.

dark-souls-ps3.jpg
 
Feedback anyone?

If so - thoughts on my updated parallax script?
https://www.youtube.com/watch?v=3mjFYsw1QRo

There's not much to look at in that scene but it gives a good example of layer speeds across x and y axis.

I feel the straight lines coupled with plenty of negative space give some pretty decent separation between planes.

Or is it overkill?
 

Five

Banned
Feedback anyone?

If so - thoughts on my updated parallax script?
https://www.youtube.com/watch?v=3mjFYsw1QRo

There's not much to look at in that scene but it gives a good example of layer speeds across x and y axis.

I feel the straight lines coupled with plenty of negative space give some pretty decent separation between planes.

Or is it overkill?

No, it looks great. My only concern is that sometimes the camera doesn't follow very well on the Y axis. I'd hate to get to a point in play where I can't see the ground below me.
 
I don't think it's overkill at all. I like it.
Thanks!

No, it looks great. My only concern is that sometimes the camera doesn't follow very well on the Y axis. I'd hate to get to a point in play where I can't see the ground below me.
Thank you! Yeah my camera follow script is only 6 lines of code at the moment. It will be fleshed out eventually but this scene is just where I build and test things so for me its not high up on the list until I get the rest of the player's toys in order and one of them depends on the camera so I'm waiting to see how that mechanic acts in a playable space. I hate camera stuff so I'm only coding this once :p
 

Pepboy

Member
Welcome!

I have a couple comments, if I may. First, the trailer makes the game feel really cluttered. There are lot of close shots and shots with flames and flashes covering everything up and few of the shots last long enough to tell what's going on, so I had a hard time processing it. Also, the music was oddly juxtaposed against the trailer's narrative since it's so upbeat and the text is depressing. Finally, your icon bears a striking resemblance to the Dark Souls 2 cover. Whether or not that was intentional, I don't care, but you should know that many people are going to see the resemblance.

dark-souls-ps3.jpg

Also reminds me of Demon's Souls (Japanese cover):
box-art-ch.jpg

Which I think is okay in a way -- the gameplay seems sort of Demons Souls/Dark Souls inspired (but 2D). I couldn't quite tell from the trailer.

I agree with most of your comments though -- the text and music are sort of at odds with one another, and I'm not 100% clear on gameplay (after one viewing). It looked real time action but at parts I thought it might be turn based / rogue like style.

No, it looks great. My only concern is that sometimes the camera doesn't follow very well on the Y axis. I'd hate to get to a point in play where I can't see the ground below me.

I agree, looked really smooth and natural. I second the "camera speed when falling", that's a nice catch on Abe's part.
 
Depends on how you call the animation. If you are using Mecanim - I personally stay away from Exit Times and control timing via code when I need to make sure an animation can break when I say it can break. You can also use layers in Mecanim to override currently playing animations.

So say without an exit time - you control the length of time the animation needs to play through code - more than likely a coroutine. Simply StopCoroutine (only if it were invoked by STRING method - StartCoroutine("FunctionName")) and you can:

StopCoroutine("Function1");
Animator.setWhateverValueYouUseToFireAnimation(false);
StartCoroutine("Function1");

There are other dirty tricks, too. REAL dirty if all else as I've had issues with mecanim. You can always do dumb things like make sure that root motion is applied to an animation on a separate GameObject as a child of the main, flip the main's renderer off and turn on the child game object. You can do this pretty much as fast as your game runs and the animation on the child will run every time the game object is enabled.

I've seen a few friends use this method in 2D fighting games - actually works well. All of your timings at that point are in coroutines but can be treated as switch case as necessary.

Also, I'm not super pro at Mecanim or rigging it properly since I just do 2D work. I just know I hate it sometimes so I forgo exit times altogether and control all of my animation timings in code.[/QUOTE]

IndieGAF is my hero ^_^ I had tried Dascu's solution as well but wasn't entirely happy with the jerky results and didn't want to double up on all my attack animations(30+) to make it smooth. This coroutine stuff is great. Misusing it initially did mean my first time crashing unity lol.

When I build an apk for my tablet the characters wont rotate to the left. So strange I've never had any differences except a sharper picture when testing on unity remote and building and running on the tablet in the past. I can only find one similar instance of this behavior. I really don't know what to think after it working so well on Remote. Sometimes I can't tell if I'm crazy or if Unity is just buggy as all hell.

PS. I like the aesthetic of your game. So simple and clean looking. I guess I can focus more on aesthetics once I'm done with this controller scheme.
.
 
Hey, so I've finally been able to release my game, but you'll probably need 2 controllers for it:


So anyone caring to take a stab at the stuff I've made in the past year, feel free.

Been more active on TIGForums doing a devlog which has already helped :D

Also getting work going on my next game I've posted here in the past...
 

Nibel

Member
Welcome!

I have a couple comments, if I may. First, the trailer makes the game feel really cluttered. There are lot of close shots and shots with flames and flashes covering everything up and few of the shots last long enough to tell what's going on, so I had a hard time processing it. Also, the music was oddly juxtaposed against the trailer's narrative since it's so upbeat and the text is depressing. Finally, your icon bears a striking resemblance to the Dark Souls 2 cover. Whether or not that was intentional, I don't care, but you should know that many people are going to see the resemblance.

dark-souls-ps3.jpg

I wanted to pay homage to the games, yeah :) There are other homages to other properties in the game, but not too much to make players ignore my own work.

It was my intention to make the trailer pretty much "in your face" with all kinds of visuals and scenes to make people interested since there is always time to create more gameplay centric ones. About the music: I tried different tunes, but ended up with using that one because while the scenario in the game is rather gruesome, it's really is about overcoming that fear of the unknown and trying to deal with every challenge thrown at you. The moment when the music 'breaks' is when the character handles the situation basically.

Overall, I wanted this to give this a kind of trashy 'the SNES game that never got released' vibe. Hope that explains some things better.

And no, this is not a rogue-like, this is realtime.
 

_machine

Member
First, the trailer makes the game feel really cluttered. There are lot of close shots and shots with flames and flashes covering everything up and few of the shots last long enough to tell what's going on, so I had a hard time processing it.
[/IMG]
I agree with that; it's certainly "in your face", but I certainly didn't get much out of it in relation to the gameplay. Speaking of which, it certainly looked good, but I would have wanted it to be sooner in the trailer, not after 35 seconds.

Good luck with the Greenlight and I'll tell the others on my team to vote for you as well :)
 

Nibel

Member
I agree with that; it's certainly "in your face", but I certainly didn't get much out of it in relation to the gameplay. Speaking of which, it certainly looked good, but I would have wanted it to be sooner in the trailer, not after 35 seconds.

Good luck with the Greenlight and I'll tell the others on my team to vote for you as well :)

Thanks! Like I said, kinda a introduction trailer - will release a smooth gameplay trailer later on.
 
Feedback anyone?

If so - thoughts on my updated parallax script?
https://www.youtube.com/watch?v=3mjFYsw1QRo

There's not much to look at in that scene but it gives a good example of layer speeds across x and y axis.

I feel the straight lines coupled with plenty of negative space give some pretty decent separation between planes.

Or is it overkill?
Looks good to me. I also like the water running down the side of that surface too.
 
IndieGAF is my hero ^_^ I had tried Dascu's solution as well but wasn't entirely happy with the jerky results and didn't want to double up on all my attack animations(30+) to make it smooth. This coroutine stuff is great. Misusing it initially did mean my first time crashing unity lol.

When I build an apk for my tablet the characters wont rotate to the left. So strange I've never had any differences except a sharper picture when testing on unity remote and building and running on the tablet in the past. I can only find one similar instance of this behavior. I really don't know what to think after it working so well on Remote. Sometimes I can't tell if I'm crazy or if Unity is just buggy as all hell.

PS. I like the aesthetic of your game. So simple and clean looking. I guess I can focus more on aesthetics once I'm done with this controller scheme.
.

No problem! Sometimes you need out-of-the box solutions to get the in-the-box stuff working as you'd like haha! The child method is unorthodox as hell but it works if all else fails.

I am unsure about the rotate issue tho and thanks on the compliment!

Looks good to me. I also like the water running down the side of that surface too.

Thank you! The water is a simple block stretched with alpha and the sparklies is just a particle emitter like my binary rain :D - makes decent looking simple water. I will probably work on larger pools using a plank system for water and a line collider or something to glue the upright planks together and create physics between the lines and have the planks follow for more of a large pool of wavy water look. Haven't sat down to figure out a nice way to do it, tbh. That's a todo, eventually.
 
Yay. I love it when my PC crashes in the middle of my project saving and breaks my project files. Recovering work right now. Fingers tightly crossed...

Edit: Thank fuck for that. Hooray for backing my work up regularly!
 

_machine

Member
Anybody else here planning on doing something for the Global Game Jam next week?
Yup, I'm hosting a site. It can actually get quite stressful; trying to get sponsors and dealing with all sorts of bureacracy in regards to the premises and security and then managing a team that is hard to get hold off (students) can be a pain in the ass. In the end though it'll no doubt be quite an experience and I hope people enjoy it.
 

Blizzard

Banned
I had one unsuccessful Global Game Jam, and one successful, fun one with two internet friends that I got to meet for the first time.

I don't know that I would do another one unless I had friends arranged ahead of time like that, though. I like doing the solo Ludum Dare competitions, but managing social balance between a bunch of strangers for a weekend is more stress than it's worth for me. :p
 
Here's just a few thoughts on game design and audience.

In the past I've written quite a lot of prose (three novels, one screenplay, a book's worth of short stories) and when focusing on fiction, I've only ever really considered if what I'm writing is clear enough to the reader. Can you tell who is talking, that sort of thing. I've never been interested in feedback until a first draft is done, and even then I'd never consider changing any of the narrative in reaction to feedback.

My prose has always been very personal. I have a story I want to tell, and I tell it.

Working on Primitive, I'm surprised how much more open to feedback I am, and how much more I focus on the player's experience rather than the one single experience I want to create.

Consider the following 'puzzle' from the game:


Remember, that everything with the default texture renders pitch black in the final game. What I plan for the player here, is that they will attempt to cross this room towards the 'target' door (any time you see a door with a frame like the one in this screen, it is *always* the right way to go, even if it isn't always obvious how to reach it). Of course, since they can't see that there is actually a windy walkway over a pit, they will fall down into the pit.

From the bottom of the pit the underside of the walkway is brightly lit, and the turns are aligned with the stripes on the walls, so the player can hopefully remember where the path is and make their way across.

However, as I work on the game and replay sections, alternative solutions become obvious. Since the player can jump, the player doesn't need to follow the path at all, instead they can just go forwards and jump over the two gaps, using the lines on the wall to estimate where the holes are.

Instead of this making me want to redo the puzzle to make this 'solution' impossible, instead it has me planning how to *reward* the player that thinks outside of the box. My solution is going to be to include specific dialogue if the player gets through the environments in less obvious ways.

I *don't* want everyone to have the same experience, and I want the player to feel like they're having an interaction with the Creator, the God who has made this simple environment and who has made the player character. I figure if the game reacts to specific things the players do, they will feel more involved, and the Creator will feel more believable as a God, even if she's expressly going to let the player know that she isn't always watching them.

"I may be all seeing, but I'm not all paying attention."

Based on the feedback I've received so far, I've written specific dialogue to help prod the player in the right direction if people find something too obtuse. I've added specific modes for VR to try to help people who experience motion sickness in first person titles. I've tweaked the level design in places, based on things players have said.

I'm not trying to please everyone, that's not possible, but I'm surprised at how much I'm shaping this pet project in response to feedback. I mean, ultimately I'm making it because I want to. It's an idea I thought would be cool, and I have no idea if it really appeals to anyone else, but I want other people to play it, and I don't want it to just cater to me.

So. Anyways. Just some thoughts I wanted to put down somewhere.
 
Here's just a few thoughts on game design and audience.

In the past I've written quite a lot of prose (three novels, one screenplay, a book's worth of short stories) and when focusing on fiction, I've only ever really considered if what I'm writing is clear enough to the reader. Can you tell who is talking, that sort of thing. I've never been interested in feedback until a first draft is done, and even then I'd never consider changing any of the narrative in reaction to feedback.

My prose has always been very personal. I have a story I want to tell, and I tell it.

Working on Primitive, I'm surprised how much more open to feedback I am, and how much more I focus on the player's experience rather than the one single experience I want to create.

Consider the following 'puzzle' from the game:



Remember, that everything with the default texture renders pitch black in the final game. What I plan for the player here, is that they will attempt to cross this room towards the 'target' door (any time you see a door with a frame like the one in this screen, it is *always* the right way to go, even if it isn't always obvious how to reach it). Of course, since they can't see that there is actually a windy walkway over a pit, they will fall down into the pit.

From the bottom of the pit the underside of the walkway is brightly lit, and the turns are aligned with the stripes on the walls, so the player can hopefully remember where the path is and make their way across.

However, as I work on the game and replay sections, alternative solutions become obvious. Since the player can jump, the player doesn't need to follow the path at all, instead they can just go forwards and jump over the two gaps, using the lines on the wall to estimate where the holes are.

Instead of this making me want to redo the puzzle to make this 'solution' impossible, instead it has me planning how to *reward* the player that thinks outside of the box. My solution is going to be to include specific dialogue if the player gets through the environments in less obvious ways.

I *don't* want everyone to have the same experience, and I want the player to feel like they're having an interaction with the Creator, the God who has made this simple environment and who has made the player character. I figure if the game reacts to specific things the players do, they will feel more involved, and the Creator will feel more believable as a God, even if she's expressly going to let the player know that she isn't always watching them.

"I may be all seeing, but I'm not all paying attention."

Based on the feedback I've received so far, I've written specific dialogue to help prod the player in the right direction if people find something too obtuse. I've added specific modes for VR to try to help people who experience motion sickness in first person titles. I've tweaked the level design in places, based on things players have said.

I'm not trying to please everyone, that's not possible, but I'm surprised at how much I'm shaping this pet project in response to feedback. I mean, ultimately I'm making it because I want to. It's an idea I thought would be cool, and I have no idea if it really appeals to anyone else, but I want other people to play it, and I don't want it to just cater to me.

So. Anyways. Just some thoughts I wanted to put down somewhere.
A good place to put it, if I may say so. Alternatives that aren't obvious but players can interact with or use is good design. It doesn't have to be in every game but this is a good example you have of how to do it correctly.
 

Kritz

Banned
Yup, I'm hosting a site. It can actually get quite stressful; trying to get sponsors and dealing with all sorts of bureacracy in regards to the premises and security and then managing a team that is hard to get hold off (students) can be a pain in the ass. In the end though it'll no doubt be quite an experience and I hope people enjoy it.

the site here in hobart is so remarkably small (~16 people max) that I never seriously considered going. It's nice that some people bothered to set up a site in tasmania for such a thing, but I feel like it woulda been better if the university got involved in hosting the event.

so once again I don't think I'll pay much attention to the jam this year.
 
One more post on this. Hopefully I'm getting close to something reasonable, at least for the moment, and can move on to other things. :p

I recently had this split mode:
overlay_8ghuwu.png


Someone elsewhere suggested horizontal bars, so I tried that too. Animated:
bars05k9r.gif


Someone also said the numbers were hard to read, so I tried bigger numbers. Currently there is no number if a unit is at full (10) health. Animated:
numbers8ruha.gif


Any strong opinions one way or another? If not, I'll probably stick with the last two options and allow players to cycle (numbers -> bars -> no overlay) for now.

somehow, I feel sometimes having no bars make your game looks better since you don't have the bars or numbers on top of your beautiful sprites :)

but then , how will they know in which state your units are? if you are going to have multiple units it makes sense to have some stat bar , but having too many units make it very hard to read anyway, so I am having the same issue and decided that for now I won't show up anything, but have a UI on the right side where I can see it when the user select the unit. You may decide actually to implement those 3 and let the user decide what do they want to see on screen :)
 

Kritz

Banned
for what it's worth (not much), I've always disliked huds in games. It might not make sense for your game, blizzard, but my take on it is that I'd rather see the units have different 'damaged' animations and such for when they're low health, and display that information via in-world aesthetic rather than these weird god bars.

But not everyone's going to like the more ambiguous nature of those kinda design choices.
 

Five

Banned
for what it's worth (not much), I've always disliked huds in games. It might not make sense for your game, blizzard, but my take on it is that I'd rather see the units have different 'damaged' animations and such for when they're low health, and display that information via in-world aesthetic rather than these weird god bars.

But not everyone's going to like the more ambiguous nature of those kinda design choices.

I agree entirely with this. Minimizing HUDs where I can is paramount to me. None of my enemies have health bars, just different animations and graphics depending on how healthy they are. The minimap is toggle-able, and the money counter fades out a couple seconds after receiving new coin. Not every game can get away with a minimal HUD, but I think cutting the clutter is always helpful where possible.
 

Blizzard

Banned
for what it's worth (not much), I've always disliked huds in games. It might not make sense for your game, blizzard, but my take on it is that I'd rather see the units have different 'damaged' animations and such for when they're low health, and display that information via in-world aesthetic rather than these weird god bars.

But not everyone's going to like the more ambiguous nature of those kinda design choices.
I probably agree in principle, but I do feel that for the gameplay I have in mind, the dots or numbers will end up working better for clarity.

If I end up having time or learning a bit of pixel art to add unit damage, maybe I'll add that too. With the low resolution I've chosen and the need for palette swaps between teams, I suspect it might be difficult.

HOWEVER, I do plan quite soon to add a cycle button that switches between the dot overlay, a number overlay, and no overlay. I also plan to have one of the persistent game settings save whatever default state the player prefers, so I think I'm happy enough with this compromise. Once I get the cycle working I'll try to remember to post a GIF.
 
I read the OP just to make sure (and mods, let me know if it's okay/not okay to ask here) but I'm looking for a artist to do a few characters concepts (right now 3 characters but in the future, definitely more).
If anyone of you guys are interested, PM me and stuff.

Slightly related, does anyone know any other avenues of scouting for artists?
(I've looked around DA, Artstation and Behance)
 
I'm going to be putting up a new build of STRAFE soon for control testing. Just need to build a bare bones options menu. I'd be interested in feedback for the new systema I've created. Mostly control feedback. Not an actual level but a playroom with things to chuck shuriken at and slice through. Target practice, traversal, energy management (new) and only a few of the powerups currently made. There's a lot of FX that have yet to go in and sprite animations to rework to make things look nice, proper camera logic, etc. But the feel is what I'm after.

If anyone is interested in taking the new build for a spin I should have a few things hooked in by the end of next week. Full keyboard input mapping and native Dualshock 4 and X360 support. Currently controllers are static since I haven't built a custom manager for them yet - its a todo.

Also interested to see how quickly it clips. I'm over 1k with a 760 during a heavy rainstorm and I'm keeping it right there if I can. Waaaaaaaay less input latency over VSYNC and such a high clip won't tear frames oddly enough.
 

Five

Banned
If anyone is interested in taking the new build for a spin I should have a few things hooked in by the end of next week. Full keyboard input mapping and native Dualshock 4 and X360 support. Currently controllers are static since I haven't built a custom manager for them yet - its a todo.

Also interested to see how quickly it clips. I'm over 1k with a 760 during a heavy rainstorm and I'm keeping it right there if I can. Waaaaaaaay less input latency over VSYNC and such a high clip won't tear frames oddly enough.

I'll pitch in. Do you have a readout of the FPS, or how are you expecting a report on that?
 
Finally ready to unveil what I have been working on :)

http://cloud-4.steamusercontent.com/ugc/29605496392815180/B12BE70FE91BB60DA75A43A3B7BCF6C0398204AC/[IMG]

Since it's super super late in Germany right now and I just had an amazing Diablo 3 ROS session with my brother, I'm kinda lazy to post all the details, but yeah - the game is on Steam Greenlight where you find more info :)

[url]http://steamcommunity.com/sharedfiles/filedetails/?id=375555165[/url]

Website is [url]http://nibellion.com/rammheart/[/url]

Guess I'm a part of the indie GAF clique now huh[/QUOTE]

I looooooove your logo
 

Blizzard

Banned
Today, I found two more occasions of "past me" apparently doing helpful things.

1. I was writing some test code that had to do with the current GUI overlays I'm working on. I thought "Hey, I should add a method to do this repeated thing. Especially since I have some older code with comments saying I should maybe create a method to do that." I then discovered I already had made such a method, but not used it everywhere. I was able to get rid of the old TODO's, and it should let me simplify old test code and easily create new test code.

2. In the past, I took the trouble to add timeouts to state transitions, in case I ever made a mistake and caused a state machine lockup bug. Today, I encountered such a bug...but the game itself did not freeze longer than the timeout period. After the timeout, the transition properly worked, and an error message printed out saying that transition number (whatever) took too long. I still have to fix the bug, but it was comforting to see my safety code worked. :)
 

EDarkness

Member
Wanted to test this GIF to see if it would work since the version I posted on Twitter doesn't seem to do what it's supposed to do. As for what you're actually looking at is just a little test run of the new water I'm adding to the game. Compared to what I had before, I think the new look is much better.

Skullforge_water_2.gif


EDIT: Awesome! It works. I'm not that good at making GIFs. Heh, heh.
 

Feep

Banned
Wanted to test this GIF to see if it would work since the version I posted on Twitter doesn't seem to do what it's supposed to do. As for what you're actually looking at is just a little test run of the new water I'm adding to the game. Compared to what I had before, I think the new look is much better.

Skullforge_water_2.gif


EDIT: Awesome! It works. I'm not that good at making GIFs. Heh, heh.
Looks awesome! Try adjusting shadow cascades and shadow distance parameters for great justice?
 

octopiggy

Member
Wow. This thread moves quickly. So much creativity and productivity going on.
I promise I will have something to show before OT3 arrives.
 

Blizzard

Banned
I'm just going to post one and link the others since surely everyone is getting sick of this topic by now. :p

Dots:
all_colors_with_dotslcu8d.png


Tall numbers: http://abload.de/img/all_colors_with_numbembus0.png
Short numbers: http://abload.de/img/all_colors_with_numbey3uwg.png

I like the dots and short numbers and plan to go with those two unless someone thinks one is truly awful. I agree with the earlier poster that the taller numbers would tend to blend with the sprites. Thanks for all the input, everyone!

*edit* One minor change, I think I will make the bottom loop of the short font's '6' and '8' one pixel taller. With that change: http://abload.de/img/all_colors_with_numbeqsdwl.png

Also, here is one with all the dot patterns, and some grayed-out units that have taken an action: http://abload.de/img/all_colors_with_numbewkr7n.png
 

Nibel

Member
I looooooove your logo

Thanks :)

It's actually even lore-related, but how it is connected will be told later on. I think a good logo represents at least one elements of your game. When watching Nintendo Direct, I am always impressed by those logos from Japanese eShop games.
 

whiteape

Member
I'm not sure I understand the question you're trying to ask. What don't you get about 2D sprites and higher PPI devices? What is the issue you are experiencing? Or are you just questioning how it is supposed to work? Do you understand the relation between Pixels Per Units and Orthographic Size? Have you built something that looks blocky? Are sprites on a normal 1080 screen super small on a device with higher PPI?

We haven't run into any issues across a wide range of Android and iOS devices that support 300+ PPI.

I just don't know in which resolution i should create my sprites. Should i go with the highest PPI device i'm targeting? So create everything in pixel perfect resolutions for iPad Retina, and scale the game down on lower res devices? The game should be as crisp as possible on the most common mobile display resolutions.
 

V_Arnold

Member
Blizzard: Dots are better than your numbers, imho.
But lines with numbers should be better than both, but harder to implement with such a low height space.
 
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