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

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Huh, quite a bit of stuff happened after I last checked this thread, including the twitter. Really cool. Shame my project's protagonist's design is still in the WIP stage (and I don't have an artist to work with in the specific style I want to work on that), otherwise I'd want her to be in the banner.

Speaking of which, Project Idyal is getting another refactor using the rather robust Third Person Controller asset by Opsive, but this will hopefully make the core gameplay a lot more stable and less janky in due time. On the side, I'm basically working on fleshing out the setting more.

And if you're wondering about which specific art style I want, well, I discussed the matter with some friends a while back, and I told them I basically wanted something of a good medium between more 'realistic' anime styles like Ghost In The Shell and the more colourful, less realistic stuff. One of them proceeded to remark that I essentially wanted my game to basically resemble Phoenix Wright, which was pretty much right - Ace Attorney: Dual Destinies has exactly the sort of style I want in my project, both in terms of art and how characters are rendered in 3D.
 
^^ I'm hoping everyone contributes with retweets of important stuff on their own accounts. More exposure for all devs here is a good thing and by everyone sharing the good work with their followers helps everyone else.
 
Got a discount that marked down the Unity 3D online courses from $200 to $37. I know a little about C++ from classes I took, but nothing really about coding an actual game specifically. (I know this teaches C#). Hopefully this does well for me.
 

Peltz

Member
Got a discount that marked down the Unity 3D online courses from $200 to $37. I know a little about C++ from classes I took, but nothing really about coding an actual game specifically. (I know this teaches C#). Hopefully this does well for me.

I'm taking the same class right now. It starts off extremely slowly, but there is a pretty big pay off once you get far into it. I think it's money well spent if you don't just stick to the lessons that they teach but also try to add your own features to the games you're making throughout the course.

Be sure to attempt every "mini-challenge" too. The course doesn't get you to make cool games, rather it just gives you a good starting off point for understanding how they work in general. You'll still need to learn a lot more when the course is done, but by then you'll be comfortable with looking up stuff without needing a lecture.
 

UsagiWare

Neo Member
Wow that went fast! I really applaud the effort that is being put into this!

d85fe297-e326-42f5-9e23-f9bfdafe246f.jpg

That is some great looking stuff :)

I don't have a website or any kind of social exposure, So I don't know how much sense it would make have myself included in there or the document.
 
Wow that went fast! I really applaud the effort that is being put into this!




That is some great looking stuff :)

I don't have a website or any kind of social exposure, So I don't know how much sense it would make have myself included in there or the document.

wordpress/blogger/tumblr/twitter/facebook
 
Wow that went fast! I really applaud the effort that is being put into this!




That is some great looking stuff :)

I don't have a website or any kind of social exposure, So I don't know how much sense it would make have myself included in there or the document.
Then get a website and social exposure :p - even a tumblr for your game is something.

Also, no problem. All of us involved appreciate the kind words.
 
I absolutely love you style Pehesse, especially your coloring. Was hoping one of you guys would draw a random math formula in the background to represent missile.

One day I'll go back to develop my game.
 

ertopena

Neo Member
Then get a website and social exposure :p - even a tumblr for your game is something.

Also, no problem. All of us involved appreciate the kind words.

At what point in the development process is it a good time to get on the document or seriously go after building awareness? Though I have a feeling I already sense what the answer is.
 
Then get a website and social exposure :p - even a tumblr for your game is something.

Also, no problem. All of us involved appreciate the kind words.

Oh, I do have a dev website (my dev circle is called Primum Soft and I'll start writing dev entries as soon as I get the main character sprites and backgrounds) and a Twitter... Where do I forward these just in case?
 

Pehesse

Member
Got your PM Absinthe!



Even if its done specially for Jintor, this is amazingly helpful for everyone who wants to animate, even if its a little.
The recovery frames and all the beat em up stuff are really helpful for our beat em up.
So thank you a bunch!

Many thanks! And yes, absolutely, it's not *only* intended for Jintor, as I said, if it can help anyone, I'm glad!

Huh, quite a bit of stuff happened after I last checked this thread, including the twitter. Really cool. Shame my project's protagonist's design is still in the WIP stage (and I don't have an artist to work with in the specific style I want to work on that), otherwise I'd want her to be in the banner.

Speaking of which, Project Idyal is getting another refactor using the rather robust Third Person Controller asset by Opsive, but this will hopefully make the core gameplay a lot more stable and less janky in due time. On the side, I'm basically working on fleshing out the setting more.

And if you're wondering about which specific art style I want, well, I discussed the matter with some friends a while back, and I told them I basically wanted something of a good medium between more 'realistic' anime styles like Ghost In The Shell and the more colourful, less realistic stuff. One of them proceeded to remark that I essentially wanted my game to basically resemble Phoenix Wright, which was pretty much right - Ace Attorney: Dual Destinies has exactly the sort of style I want in my project, both in terms of art and how characters are rendered in 3D.

Well, if I'm not mistalen, I did one design for her already, if you want we can base a character in the banner based off that :)

Wow that went fast! I really applaud the effort that is being put into this!

That is some great looking stuff :)

I don't have a website or any kind of social exposure, So I don't know how much sense it would make have myself included in there or the document.

Thanks! Indeed, it takes a little bit of time and effort, so your words are much appreciated.
About social exposure, only one cure, as Absinthe said above! Even if only for a TIGsource, or a twitter, or anything, really.

I absolutely love you style Pehesse, especially your coloring. Was hoping one of you guys would draw a random math formula in the background to represent missile.

One day I'll go back to develop my game.

Thanks! And you know, I actually considered that, but I didn't think it'd have been easily understood because of the avatar's size, so I dropped that idea. For the banner, maybe? :-D

At what point in the development process is it a good time to get on the document or seriously go after building awareness? Though I have a feeling I already sense what the answer is.

If you sense "why wait", then it's my answer!

Building awareness is one of the toughest ordeals an indie can face AFAIK. Sure, by getting in too early, I guess you could risk viewer fatigue eventually... but the alternative is that you wait for too long, and your game is released in complete anonimity. I've seen and collaborated on quite a few projects that insisted on waiting until they had "something good enough to show". Most of them never managed to get there. I ain't saying the two are correlated, but... it can't hurt to give early exposure a try, either :-D

Oh, I do have a dev website (my dev circle is called Primum Soft and I'll start writing dev entries as soon as I get the main character sprites and backgrounds) and a Twitter... Where do I forward these just in case?

If you do have links (and ideally, a 520x294 screenshot/visual), PM it to Absinthe or myself. Check the last two pages for further details about what this is all about and entails.
 

ertopena

Neo Member
If you sense "why wait", then it's my answer!

Building awareness is one of the toughest ordeals an indie can face AFAIK. Sure, by getting in too early, I guess you could risk viewer fatigue eventually... but the alternative is that you wait for too long, and your game is released in complete anonimity. I've seen and collaborated on quite a few projects that insisted on waiting until they had "something good enough to show". Most of them never managed to get there. I ain't saying the two are correlated, but... it can't hurt to give early exposure a try, either :-D

Yeah, that's what I was feeling... I'm at a point where I have a very playable build and now I'm filling in stuff like pickups and stage events and such, but it's my first time and I'm definitely feeling like the outreach is something I should have paid attention to way earlier. Hopefully it's not too late!
 
If you do have links (and ideally, a 520x294 screenshot/visual), PM it to Absinthe or myself. Check the last two pages for further details about what this is all about and entails.

I checked, thanks! I'll be sending something tomorrow. I need to start getting the word out now or it'll be too late later on.

By the way, just a heads up: the Google Docs sheet/file says it's in the "trash of the user" (was it deleted or something?). I couldn't view it until I made a copy.
 
I checked, thanks! I'll be sending something tomorrow. I need to start getting the word out now or it'll be too late later on.

By the way, just a heads up: the Google Docs sheet/file says it's in the "trash of the user" (was it deleted or something?). I couldn't view it until I made a copy.
There's a new one going up in a few hours :D That one was mine. Pehesse's is linked a fewish posts back.
 

Ito

Member
Guys, we have to do the banner some day :D.

Tomorrow I'll be posting the definitive sketch with all the new characters that were asked in the preceding posts.

Until then, if anyone else wants his character to be included, please say it (and provide some source material, pls).

Then we'll split it into as many parts as artists are going to collab in (initially we would be three).

Then we clean the lines, we put some flat colors, and if you guys don't mind, I'd like to take care of lighting and final details by myself -I've got some cool ideas that you'll like, trust me.

So, last call to lost devs... speak now, or forever hold your peace!
 
I'm taking the same class right now. It starts off extremely slowly, but there is a pretty big pay off once you get far into it. I think it's money well spent if you don't just stick to the lessons that they teach but also try to add your own features to the games you're making throughout the course.

Be sure to attempt every "mini-challenge" too. The course doesn't get you to make cool games, rather it just gives you a good starting off point for understanding how they work in general. You'll still need to learn a lot more when the course is done, but by then you'll be comfortable with looking up stuff without needing a lecture.

Thanks for the info.

I was going to buy the class hours ago but I lost my debit card... Again. I was putting in all of my debit card information and everything before I realized it was an old card I was using :mad:
 

bkw

Member
Might as well throw one of the characters from my game into the banner mix even though I haven't shown much of it in this thread.
How about a shark with a baby on its back?
The shark and baby could be one of red, blue, yellow, or green, so the artist has some choices when it comes to color composition.
 
DOC POSTED UP IN THE OP!
Take a look at how it is formatted and send either myself or Pehesse your game's info and we will get it up there.

Will be posting some more Twitter info soon.


Guys, we have to do the banner some day :D.

Tomorrow I'll be posting the definitive sketch with all the new characters that were asked in the preceding posts.

Until then, if anyone else wants his character to be included, please say it (and provide some source material, pls).

Then we'll split it into as many parts as artists are going to collab in (initially we would be three).

Then we clean the lines, we put some flat colors, and if you guys don't mind, I'd like to take care of lighting and final details by myself -I've got some cool ideas that you'll like, trust me.

So, last call to lost devs... speak now, or forever hold your peace!

Can I have NODE's official design changed from Mr Pixelface to this guy:
http://absinthegames.com/introducing-node/

That's what he looks like in almost real life :D

-

EDIT - just blew out my inbox so I have room and a clean slate if anyone needs to engage - or just shoot an email - jack@ you know the rest
 
So, last call to lost devs... speak now, or forever hold your peace!

If it's not too late, could my character Joe be added in? His design is pretty straightforward, only important note is that his eyes float slightly in front of his forehead, as shown here:

joe_side.gif

(They're sprites that always keep their orientation to the camera.)

Thank you :D
 

Jintor

Member
Thanks a bunch pahesse! Super helpful!

My question is regarding when you want to have the exact same lines from one frame to the next (for instance, the head bobbing in her walk cycle). How do you tell when you want it to be the same with just slight positioning movement? Do you just copy-paste that specific area only? Is there a way to paste it into the layer without having to drop it as a separate layer and merge?
 

jrDev

Member
The collab picture looks awesome. I have a character but the game is now shelved for the time being while I work on a non character based app which I am not ready to reveal yet...

PS: I posted about my old game character in the very first version of this thread...
 

Ito

Member
Sure Abs, I saw Daniel's twitter banner and I thought about changing NODE's design in the banner as well!

I'll be adding all these new characters too.
 
So, last call to lost devs... speak now, or forever hold your peace!

Can I send you a PM with one of my characters before it's too late?

It's the one in my avatar, I'll send you a full body sample with name and quick bio (2 lines). She's not quite the main character but she's the presenter through the soundtrack and the book I'm writing to accompany my VN and also plays some important roles. A moe Gandalf of sorts. :p
 

AriEX2

Member
Thanks :-D
Here's a higher-res version for those curious!

d85fe297-e326-42f5-9e23-f9bfdafe246f.jpg

So good Pehesse!

Here's the sketch -It's a pretty rough one, and there's room for more characters

I'm going for a smash bros like display (since we all are doing such brave characters)

X71Rhij.png

Haha! Oh man, Ito, this is fantastic. What a killer composition. Thanks so much for including the little Hollow Knight amongst the rest!

If it's useful to you, here's a little model sheet of the character I sent to our figurine sculpture:

HK_fig_ideas_zpsia0wmpp0.jpg
 
Damn, you guys are awesome. I just sent in my information and I'd like to get my character added to the banner, but I don't think I have a good enough pic ready for that. Which is a bummer. I'll drop retweets and the like as I see them on my feed. Best of luck to everyone.

Thanks, ED!
 

Turfster

Member
I like to pretend that since my game is a stealth game (with no actual art at the moment except a quick makehuman mockup), (one of) my character(s) is in the group shot! ;)
 

Ventron

Member
Guys, we have to do the banner some day :D.

Tomorrow I'll be posting the definitive sketch with all the new characters that were asked in the preceding posts.

Until then, if anyone else wants his character to be included, please say it (and provide some source material, pls).

Then we'll split it into as many parts as artists are going to collab in (initially we would be three).

Then we clean the lines, we put some flat colors, and if you guys don't mind, I'd like to take care of lighting and final details by myself -I've got some cool ideas that you'll like, trust me.

So, last call to lost devs... speak now, or forever hold your peace!

Any room for a Lupinball character? :)

Should I just PM you?
 

Ito

Member
I've received some PMs with character requests, those are also accepted.

You can send your requests via PM as well, but I highly recommend posting here instead (after all, what good is being in the banner if you never post here or if it's been two years since your last screenshot?).

Thanks to Team Cherry and everyone else who provided concept art, it's always interesting to see these :D

Alpha and Ventron, send me those PMs, quickly!



When I wake up tomorrow I'll write the definitive list of characters appearing in the banner.

finalday.png
 

Turfster

Member
Autodesk is releasing their own game engine, Stingray.
This being Autodesk, it'll have a monthly subscription fee of 30$/€ - or be free to Maya LT subscribers.
I... don't see this becoming a big hit.
 
Well, if I'm not mistalen, I did one design for her already, if you want we can base a character in the banner based off that :)

Yeah, we could do that, sure - hell, that design is in my avatar. Maybe I'm just freaking out about the WIPness too much, haha. I'm honestly getting pretty attached to that design for a variety of reasons, but we could add some stuff on top of it, give it a sort of 'magitek' feel, since I've decided to include magic in the setting (mainly because sci-fi fantasy isn't commonly done and it helps explain all sorts of things that wouldn't otherwise make as much sense), and her main attire is supposed to be sorta magical girl-ish with a military sensibility. We should probably give her a magitek assault rifle (with a beam sword bayonet) for the banner shot as well.

So, yeah, hopefully we can get that sorted out soon with Ito, I'd like to have Xerena in the banner :)
 
Working on hub world stuff this week. Levels will be entered through windows, each one giving a preview of what the level will look like.

I wanted a portal-like effect on the windows, so I created a UE4 Blueprint containing a Scene Capture actor, along with a mini-skydome sphere mesh. The Scene Capture actor is scripted to copy the rotation of the player controller's rotation. The end result: the texture on the window's "glass" changes according to the player's view, giving the impression of a world behind the glass, even though there's nothing actually physically behind it. As shown here:

DreamHub_PortalEffect.gif
 

Pehesse

Member
Thanks a bunch pahesse! Super helpful!

My question is regarding when you want to have the exact same lines from one frame to the next (for instance, the head bobbing in her walk cycle). How do you tell when you want it to be the same with just slight positioning movement? Do you just copy-paste that specific area only? Is there a way to paste it into the layer without having to drop it as a separate layer and merge?

It's exactly as you say, I simply copy and paste (=make a new layer) the area I want, the head for instance, and either move it to where I need before merging with the correct layer, or make it the new layer, if there's nothing to merge with.


I hope there are King Kong like sound effects to go along with that :-D
One of the moves I'm planning to sketch today for Big Blue is a stomp, too! Stompy stompy

Working on hub world stuff this week. Levels will be entered through windows, each one giving a preview of what the level will look like.

I wanted a portal-like effect on the windows, so I created a UE4 Blueprint containing a Scene Capture actor, along with a mini-skydome sphere mesh. The Scene Capture actor is scripted to copy the rotation of the player controller's rotation. The end result: the texture on the window's "glass" changes according to the player's view, giving the impression of a world behind the glass, even though there's nothing actually physically behind it. As shown here:

DreamHub_PortalEffect.gif

Nice trick!

I've received some PMs with character requests, those are also accepted.

You can send your requests via PM as well, but I highly recommend posting here instead (after all, what good is being in the banner if you never post here or if it's been two years since your last screenshot?).

Thanks to Team Cherry and everyone else who provided concept art, it's always interesting to see these :D

Alpha and Ventron, send me those PMs, quickly!



When I wake up tomorrow I'll write the definitive list of characters appearing in the banner.

finalday.png

The pressuuurrrrreee

In the OP and here.

@DevGAF Rules: Read Please

Quoting for quote's sake.
 
What do you guys think of libGDX(https://libgdx.badlogicgames.com/)? I want to get into game development as a hobby, an I have looked into making a simple game for android, but I found that most 2d engines limit android deployment behind a pay wall.
This one is free, and I can recognize a few games made with it, but is it good?
 

anteevy

Member
Damn, each time I upgrade my project to the latest UE4 version, stuff gets broken and it takes me days to fix crazy bugs I can't even begin to understand. Now suddenly line traces no longer collide with Instanced Static Mesh components during Construction Script. My laser beams obviously don't like this and make my levels look like this in the editor:
linetracebug.png

Couldn't find any solution to this so now I'm hiding them in the editor. Luckily the traces start working again as soon as I hit play.
 

Ito

Member
So guys, pool's closed.

This is the final list of characters that will be featured in the twitter banner:

-Little Blue (Ghost Song)
-Honey Rose (Honey Rose: Underdog Fighter Extraordinaire)
-Evie Blake (Nether Mind)
-NODE (Absinthe Games unnanounced project)
-Psyscrolr (Psyscrolr)
-Blue Machine (Blizzard's Game) -> Please, Blizzard, provide names.
-Ball (Roll-Playing Game)
-Shaman (Ancestory)
-Alice (Project Alice)
-Adam (Beyond Human)
-Hibari (Spirit Huntress)
-Hollow Knight (Hollow Knight)
-Dust (Dust: An Elysian Tail)
-Leopold (Malebolgia)
-Girl (Yonder) -> Please, Taku, provide name for the little redhead girl.
-Jack B. Nimble (Jack B. Nimble)
-Mr. Rupert Raccoon (Super Game Show)
-Random math formula in the background (to honor missile)
-Shark and baby (DadBeatDads)
-Joe (Lolly Paw Joe)
-Cube (Infinite Blocker)
-Ship (Space Crüesader)
-Baxter (Baxter's Venture)
-Anders (Lupinball)
-Cielo (AlphaProspector's Unnanounced project)
-Sundaughter (Pehesse's Unnanounced project)
-Xerena (Project Idyal)
-Corrin (There Came an Echo)

I think I'm not missing anyone. If I did miss any character that has been already requested in this thread or via PM, please report.

Some devs haven't provided names for their project or their characters. Please do so, since the game should be in the showcase list too (unless your want your game to remain unnanounced for specific reasons).

As you can see it's a shitload of characters, so it'll take some time to come up with the full sketch. I'll post it soon, hopefully.

Pehesse, Plankpixels, then we can split the banner and choose which characters we are going to draw.
 
Damn, each time I upgrade my project to the latest UE4 version, stuff gets broken and it takes me days to fix crazy bugs I can't even begin to understand. Now suddenly line traces no longer collide with Instanced Static Mesh components during Construction Script. My laser beams obviously don't like this and make my levels look like this in the editor:
linetracebug.png

Couldn't find any solution to this so now I'm hiding them in the editor. Luckily the traces start working again as soon as I hit play.
Stop updating unless it's 100% necessary by a platform holder to be using a specific version.

Never update in the middle of a project. Ever. Ever ever. Fork, watch things break, go back to main tree.

Then when you absolutely 100000% have to update, run to Costco or Sam's and grab a case of Red Bull and a few loaves of bread, some chain and a padlock. Bring liquids and solids to your working space, a bucket, chain and padlock the door behind you. A shower cap isnt a bad idea if you have hair that can be grabbed.

Drink Red Bull for liquid, eat bread for food, keep calm and click update. When everything breaks you can survive for at least a week on Red Bull and bread. Hopefully that is enough time to fix MOST issues XD
 

TronLight

Everybody is Mikkelsexual
Stop updating unless it's 100% necessary by a platform holder to be using a specific version.

Never update in the middle of a project. Ever. Ever ever. Fork, watch things break, go back to main tree.

Then when you absolutely 100000% have to update, run to Costco or Sam's and grab a case of Red Bull and a few loaves of bread, some chain and a padlock. Bring liquids and solids to your working space, a bucket, chain and padlock the door behind you. A shower cap isnt a bad idea if you have hair that can be grabbed.

Drink Red Bull for liquid, eat bread for food, keep calm and click update. When everything breaks you can survive for at least a week on Red Bull and bread. Hopefully that is enough time to fix MOST issues XD

I'll have to remember that. lol
 
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