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

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anteevy

Member
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
Thanks for the advice. :p But... but all these shiny new features. :( And several other bugs I had should be fixed now - though I couldn't test yet whether that's true because of the new bugs. But well, if there is no light at the end of the tunnel after a few days, I can always revert to the old version. Last time (last update) my project wouldn't even load until I had found the 3 "corrupt" blueprints that caused the editor to crash on startup. So the current bug is trivial in comparison. :D
 
Thanks for the advice. :p But... but all these shiny new features. :( And several other bugs I had should be fixed now - though I couldn't test yet whether that's true because of the new bugs. But well, if there is no light at the end of the tunnel after a few days, I can always revert to the old version. Last time (last update) my project wouldn't even load until I had found the 3 "corrupt" blueprints that caused the editor to crash on startup. So the current bug is trivial in comparison. :D

Yeah I pretty much refuse to update unless it's necessary. I just keep watching the repos for Xbox and PS4 to see which versions are required and only update to it when needed. I also keep every version of Unity I've used installed, just in case. I fork my projects when I do update, again, just in case.

I learned from the first time I updated to never do it again unless necessary - even though all of the new bugs I resolved in less than a day - I'd rather not have to worry about it at all. If I was making a game with feature set X and doing fine - feature set Y won't make my game any better.

-

Showcase is updated.
 

anteevy

Member
Yeah I pretty much refuse to update unless it's necessary. I just keep watching the repos for Xbox and PS4 to see which versions are required and only update to it when needed. I also keep every version of Unity I've used installed, just in case. I fork my projects when I do update, again, just in case.

I learned from the first time I updated to never do it again unless necessary - even though all of the new bugs I resolved in less than a day - I'd rather not have to worry about it at all. If I was making a game with feature set X and doing fine - feature set Y won't make my game any better.
Yeah, I guess you're right.

I think I may have fixed that laser beam bug. Created a new blueprint, added the instanced static mesh component I need, copied it to my tilemap blueprint and everything works. If I create a new ISM component directly inside my tilemap blueprint with the same settings, it doesn't. Development is crazy.
 
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)
-Racoon (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)
- TBD character from There Came an Echo (Feep has to state which character he wants to be featured, and wether he'll be suing all of GAF for that)

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.

Erm... Was my 'yeah sure' to Pheese not clear enough to be a request? I guess I should've been more clear about that >>; Oh well, it was my mistake, I suppose.
 

Ito

Member
Erm... Was my 'yeah sure' to Pheese not clear enough to be a request? I guess I should've been more clear about that >>; Oh well, it was my mistake, I suppose.

Oh sorry, I hadn't noticed your conversation with Pehesse (too many things to pay attention).

So I guess Xerena is in too. What's the name of your game? "Project Idyal?" Should I ask Pehesse for the source material then?


Also, should we include some character of StarDiver, Friken?
 

Unain

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.

Tell me about it, went from 4.7 to 4.8 and now my instanced static meshes scale down by 0.01 when I rotate them for no apparent reason.
Luckily it's a bug and reported to the developers, hoping to be fixed by 4.9 (even though it's still not fixed in the 4.9 preview version).

I stopped using the construct blueprint though, it seems to still have a lot of bugs, random crashes, not everything properly initialized, etc. All my initialization stuff is in event begin play now.
When 4.9 is out I'm gonna start porting most of my blueprints to C++, the whole game is still in blueprints now.
The blueprint system is so good for prototyping though.
 
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)
-Racoon (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)
- TBD character from There Came an Echo (Feep has to state which character he wants to be featured, and wether he'll be suing all of GAF for that)

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.

well i wanted to have some of my game, but actually I don't have a specific character :) just ships and procedural characters
 
Working with audio in unity is infuriating me. It has to be the worst part of the engine.

This right here. I thought the new mixer capabilities would make things easier and it just wound up making things move convoluted.

Crazy since every major DAW functions almost exactly the same and you can kinda sorta see Unity wanted to do something similar - but instead of making things familiar - they made it as different as it could be.
 
Oh sorry, I hadn't noticed your conversation with Pehesse (too many things to pay attention).

So I guess Xerena is in too. What's the name of your game? "Project Idyal?" Should I ask Pehesse for the source material then?

Eh, understandable. Yeah, Pehesse would have the source reference pic (along with a few animations for Xerena's cameo in Honey), but here it is anyway, though I'd like to make some tweaks to her outfit to better suit the setting and her exact role, but her general body shape and outline wouldn't be much different.

As for the game's name, "Project Idyal" is obviously tentative, but there's so many permutations based on Xerena's last name that I'm still not sure which is best. I started out with "Galaxy Fighter Idyal", for example, but I felt it didn't sound right. "Galactic Defender Idyal", maybe? I dunno. Project Idyal seems to work for now, we can update that later when I have something definitive.
 

Dynamite Shikoku

Congratulations, you really deserve it!
This right here. I thought the new mixer capabilities would make things easier and it just wound up making things move convoluted.

Crazy since every major DAW functions almost exactly the same and you can kinda sorta see Unity wanted to do something similar - but instead of making things familiar - they made it as different as it could be.

I'm thinking of just going back to using FMOD studio with the unity plugin. I played around with it before about a year ago, and the only reason I haven't gone back to it yet is I have forgotten how to do everything.
 

anteevy

Member
Tell me about it, went from 4.7 to 4.8 and now my instanced static meshes scale down by 0.01 when I rotate them for no apparent reason.
Luckily it's a bug and reported to the developers, hoping to be fixed by 4.9 (even though it's still not fixed in the 4.9 preview version).

I stopped using the construct blueprint though, it seems to still have a lot of bugs, random crashes, not everything properly initialized, etc. All my initialization stuff is in event begin play now.
When 4.9 is out I'm gonna start porting most of my blueprints to C++, the whole game is still in blueprints now.
The blueprint system is so good for prototyping though.
Yeah, 3/4 of my game is blueprint. It's just so easy and quick to use. Adding a new function or changing parameters in C++ still forces me to restart the editor every time, even with the new "hot reload" stuff. For a potential next game, I'd like to do more in C++ though... maybe by then it will be faster to compile and use.
 
Actually, forget that class. I was going to take the "Learn to Code by Making Games" course in Udemy..... I'm thinking about just using these free tutorials. https://unity3d.com/learn/tutorials/topics/scripting

How are they? What do you guys recommend? I'm not new to coding, but I've never done C#, only a bit of C++. I'm pretty familiar with everything below the level of pointers (while/dowhile/for loops, functions, if/switch statements, data types, stuff like that) and dabbled with some higher stuff (structures, classes) but still am far from comfortable working with those. I just vaguely know about the concepts at this point.
 
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)
-Racoon (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)
- TBD character from There Came an Echo (Feep has to state which character he wants to be featured, and wether he'll be suing all of GAF for that)

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.

Ito, didn't wrote the name yesterday but the full name of our character for Super Game Show is Mr. Rupert Raccoon.
I have a lot of work to do for a childrens book this august, but if you need any additional help for the banner just send me a PM.
 

Jumplion

Member
Actually, forget that class. I was going to take the "Learn to Code by Making Games" course in Udemy..... I'm thinking about just using these free tutorials. https://unity3d.com/learn/tutorials/topics/scripting

How are they? What do you guys recommend? I'm not new to coding, but I've never done C#, only a bit of C++. I'm pretty familiar with everything below the level of pointers (while/dowhile/for loops, functions, if/switch statements, data types, stuff like that) and dabbled with some higher stuff (structures, classes) but still am far from comfortable working with those. I just vaguely know about the concepts at this point.

Yeah, those tutorials are pretty much all you need to know to start off. C# is fairly similar to Java (as far as my ignorant brain knows) and is a fairly simple language to figure out. If you know the basics of coding like data types, looping, functions, that kind of stuff, then those tutorials should be good enough for you to figure out the language and what you need to do for what you want. I even go through those tutorials every now and again for a refresher on things like enums and syntax. They're quick, to the point, and have the example code available.
 

Ito

Member
Hmm.

Spirit Pulse.


How does that sound guys?


Ito, didn't wrote the name yesterday but the full name of our character for Super Game Show is Mr. Rupert Raccoon.
I have a lot of work to do for a childrens book this august, but if you need any additional help for the banner just send me a PM.

Fixed that, bro ;)
 

Nezzhil

Member
Working with audio in unity is infuriating me. It has to be the worst part of the engine.

Yes, it's the eternal promise of Unity :(

It's been almost 24 hours since the release of the demo of our game, Tankr, and we haven't received any mail with issues like crashes or weird bugs. I don't know if this is a good sign or is something like a calm before the storm.

what if.. the mail is being sent to the wrong place (y)

matthew-broderick-oh-my-god.gif
 
Yes, it's the eternal promise of Unity :(

It's been almost 24 hours since the release of the demo of our game, Tankr, and we haven't received any mail with issues like crashes or weird bugs. I don't know if this is a good sign or is something like a calm before the storm.

what if.. the mail is being sent to the wrong place (y)
 
I don't post much here, but still added DevGAF and some peeps on Twitter, although I don't think I'm yet prepared to show or talk about my own project :).

Will try to get word out for others though! Great initiative.
 

Peltz

Member
Actually, forget that class. I was going to take the "Learn to Code by Making Games" course in Udemy..... I'm thinking about just using these free tutorials. https://unity3d.com/learn/tutorials/topics/scripting

How are they? What do you guys recommend? I'm not new to coding, but I've never done C#, only a bit of C++. I'm pretty familiar with everything below the level of pointers (while/dowhile/for loops, functions, if/switch statements, data types, stuff like that) and dabbled with some higher stuff (structures, classes) but still am far from comfortable working with those. I just vaguely know about the concepts at this point.

The course might not be of much value to you in that case. And the first bunch of lessons will feel extremely slow for you.

But one thing about the Udemy course that I do really like is that it specifically gets you to think about the entire game conceptually from how you do your design document, to how you code it and how you think about the assets/art, to how you transition between scenes/levels and implement a proper menu system. It's a far more organized approach to game development than you'd expect.

If I were you, I'd do the free tutorials, and if you still feel lost when you try to make your first game, buy the course and go through it. It never goes back to its full price at $200. I've seen it advertised in my facebook feed at less than $50 for weeks now so don't worry about needing to jump on that "last day" sale (it always says "last day"),

Remember, most people who design games in this thread haven't taken any courses and a course cannot teach you to be creative or design something that is actually fun. There's no right answer to this, so learn in whatever way works best for you and save some money if possible.

Nothing can replace the learning experience of just trying to make a game from scratch on your own. I just know I wouldn't have gotten very far, myself without a nudge in the right direction in the form of a course or a book. But that's just me and I basically started with no knowledge at all.
 
The course might not be of much value to you in that case. And the first bunch of lessons will feel extremely slow for you.

But one thing about the Udemy course that I do really like is that it specifically gets you to think about the entire game conceptually from how you do your design document, to how you code it and how you think about the assets/art, to how you transition between scenes/levels and implement a proper menu system. It's a far more organized approach to game development than you'd expect.

If I were you, I'd do the free tutorials, and if you still feel lost when you try to make your first game, buy the course and go through it. It never goes back to its full price at $200. I've seen it advertised in my facebook feed at less than $50 for weeks now so don't worry about needing to jump on that "last day" sale (it always says "last day"),

Remember, most people who design games in this thread haven't taken any courses and a course cannot teach you to be creative or design something that is actually fun. There's no right answer to this, so learn in whatever way works best for you.

Yeah my plan is to go through the free courses, and try to make my own simple game watching youtube tutorials and stuff. Whenever I see that Udemy course on sale for $10, i'm snatching that back up lol. Or if I have more money to spare in general and i'm done with the free tutorials, I'll just pay for the course if I still see it somewhere around 40.
 

Five

Banned
I'm toying around with possible WW2 games ideas...anyone got anything they'd want most should a new WW2 game come out?

I'm not trying to shut down conversation, but really you should find something that inspires you personally. If you're making a game for other people and not being paid for it, you're going to run out of steam really quickly. Even a lot of salaried game developers burn out. In the end, it has to be something interesting to you that's pushing you forward, keeping you going.
 

EDarkness

Member
I'm not trying to shut down conversation, but really you should find something that inspires you personally. If you're making a game for other people and not being paid for it, you're going to run out of steam really quickly. Even a lot of salaried game developers burn out. In the end, it has to be something interesting to you that's pushing you forward, keeping you going.

I second this. Definitely go with something that you're interested in or it'll be hell trying to get motivated later on down the line. One of the hardest things about making a game (or anything for that matter) is getting across the finish line. You want to make sure you stack the deck in a way that's easier for you to keep focus and ultimately finish your game.
 
Haven't posted anything in a long time. But since Olympia Rising and Combo Queen, I've been working on a number of projects. Newest one just released is "Star Munch", a fun, simple little game for iOS. Enemy stars march towards the main character from different directions, and when the enemies get close enough, the player swipes in said direction to eat them All art, animation, UI, etc was done by me - concept, game design, and code was done by my client/partner.

dLK1pOGl.png
y2CYBOJl.png


qOvGoPD.gif
hMyM2on.gif


B80QpKO.gif
q1ia6U3.gif


If anyone wants to check out the game, it's free! Just search for "Star Munch" on the App store. We're focusing on releasing a number of smaller games to build up an audience. Then we'll move to bigger projects when the time is right.

Pretty happy with the outcome. Just wish more people would see the game.
 

GulAtiCa

Member
Woot, my game finally crossing the pond and releasing in Europe. 13 months later... But at least I'm not ignoring Germany! :lol Talking about my Wii U game ZaciSa: Defense of the Crayon Dimensions!.

Already working on a sequel for the game, as well as another game that I haven't revealed yet (puzzle physics game). Aiming for $5-$10 price range for both of my new games. Prob both early 2016.
 

UsagiWare

Neo Member
wordpress/blogger/tumblr/twitter/facebook
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.
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 know, I know, You are all so very right... I'm having enough trouble to write a couple of forum posts, let alone a personal website.

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.
Ouch, And I thought GM:Studio was bad in this respect...

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...

You are very strict ;-)

I don't find it a bad thing to update to the latest toolsets during the first steps of development. For all the things they break they give more good things in return. Once you reach basic feature completeness then it is a very good idea to stabalize your tools to avoid these surprises
 

Peltz

Member
Haven't posted anything in a long time. But since Olympia Rising and Combo Queen, I've been working on a number of projects. Newest one just released is "Star Munch", a fun, simple little game for iOS. Enemy stars march towards the main character from different directions, and when the enemies get close enough, the player swipes in said direction to eat them All art, animation, UI, etc was done by me - concept, game design, and code was done by my client/partner.


If anyone wants to check out the game, it's free! Just search for "Star Munch" on the App store. We're focusing on releasing a number of smaller games to build up an audience. Then we'll move to bigger projects when the time is right.

Pretty happy with the outcome. Just wish more people would see the game.

I'm downloading this now.
 
Hmm.

Spirit Pulse.

How does that sound guys?
I like it. I like it a lot actually.

I don't post much here, but still added DevGAF and some peeps on Twitter, although I don't think I'm yet prepared to show or talk about my own project :).

Will try to get word out for others though! Great initiative.
dillonyousonofabitchdrgf.gif


I'm not trying to shut down conversation, but really you should find something that inspires you personally. If you're making a game for other people and not being paid for it, you're going to run out of steam really quickly. Even a lot of salaried game developers burn out. In the end, it has to be something interesting to you that's pushing you forward, keeping you going.
+1 to this right here.

Woot, my game finally crossing the pond and releasing in Europe. 13 months later... But at least I'm not ignoring Germany! :lol Talking about my Wii U game ZaciSa: Defense of the Crayon Dimensions!.

Already working on a sequel for the game, as well as another game that I haven't revealed yet (puzzle physics game). Aiming for $5-$10 price range for both of my new games. Prob both early 2016.
Nice! Grats on the EU and the new shinies!
 
I know, I know, You are all so very right... I'm having enough trouble to write a couple of forum posts, let alone a personal website.


Ouch, And I thought GM:Studio was bad in this respect...



You are very strict ;-)

I don't find it a bad thing to update to the latest toolsets during the first steps of development. For all the things they break they give more good things in return. Once you reach basic feature completeness then it is a very good idea to stabalize your tools to avoid these surprises

hire a social manager/PR guy who can do it for you. (y) that or a friend who is willing to post on your behalf lol that's if you give them the stuff ;P
 

_machine

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:
Ouch, we've been mostly lucky with engine updates and they have usually put us a day behind with no major issues. The latest one screwed Apex for us, but it's not critical and can patch it after launch if necessary.

I haven't been able to check much of the GafDev twitter with GDC EU happening (which has been totally awesome), but will have to be more active once I get back from Köln.
 

mStudios

Member
QUICK last weekend progress

I'm going to start:

None_____________
_________________
_________________
_________________
 

Pehesse

Member
Adult Swim just reached out to us about The Daring Misadventures of Pixelface o_O

In a good way O.O

Fingers crossed! Or maybe congrats if it's now a done deal?


That about sums up my current state after a whole day of sketching new animations.

Funny how after spending hours planning keyframes and carefully inbetweening, one last loose try without any planning/keyframing turns out almost more usable than the rest of the day :v

Hmm.

Spirit Pulse.


How does that sound guys?

I like it!
 

Ito

Member
Adult Swim just reached out to us about The Daring Misadventures of Pixelface o_O

In a good way O.O

Congrats :D


QUICK last weekend progress

I'm going to start:

None_____________
_________________
_________________
_________________

I know that feeling of frustration, bro.



So, regarding the f***** name, I guess Spirit Pulse will do. I'm glad you like it guys. Also, after doing the obligatory google search, all I could find relevant to video games is some ability pertaining to some Dragon Age character.

Fuck Dragon Age, I don't care.

dciz3n7.gif


Thanks for your help on this :D
 
Hmm.

Spirit Pulse.


How does that sound guys?




Fixed that, bro ;)

QUICK last weekend progress

I'm going to start:

None_____________
_________________
_________________
_________________

Same here, between the childrens book I need to finish illustrate at the end of this month and also making a final version of one mobile game we have so we dont need to update it anymore (converting it from F2P to a pay once game), we arent updating our real game :(
 

Ito

Member
Not really, I'm not using normal mapping (I'm working on GMS and I don't use Sprite Lamp nor similar tools).

It's "just" the same sprite of the character, drawn two additional times: one in additive blending mode, the other in subtractive blending mode (with a slight x and y correction), partially trimming the blue-coloured layer and causing the illusion of local lighting.

I believe it's a faster and lighter way of doing this, since normal mapping would require -if I'm correct- drawing the same sprite five times.

Of course, the result is far more simple. But it works for me.

It looks specially good on Hibari because she has different sprites for her body parts and I apply this method on each part individually. You should see the code, it's a total mess.
 
Is that what you're calling STRAFE now, or did I miss something else?

Congrats! I'm planning to try and court some publishers myself shortly.
Thanks! Its called something else. When the website goes live is when I'll say the new name.

Fingers crossed! Or maybe congrats if it's now a done deal?
Not done yet :p

They reached out to us on Twitter and DMd me some info. I emailed them accordingly and now just awaiting a return.

Thanks, bro!
 
Actually, forget that class. I was going to take the "Learn to Code by Making Games" course in Udemy..... I'm thinking about just using these free tutorials. https://unity3d.com/learn/tutorials/topics/scripting

How are they? What do you guys recommend? I'm not new to coding, but I've never done C#, only a bit of C++. I'm pretty familiar with everything below the level of pointers (while/dowhile/for loops, functions, if/switch statements, data types, stuff like that) and dabbled with some higher stuff (structures, classes) but still am far from comfortable working with those. I just vaguely know about the concepts at this point.

I find the Unity scripting tutorials to be severely lacking. This is coming from someone who has spent significant amounts of time writing C# code for enterprise projects. They're fine in terms of teaching you the absolute core basics of scripting stuff in Unity but they're severely lacking in terms of advanced C# instruction and you may very well be better off buying a regular C# instructional book. I'm not familiar with the Udemy courses so I cannot comment on the quality of those.
 

Blizzard

Banned
I didn't even realize something from my game was in the Twitter picture Pehesse did. I was confused until I PM'd Ito and learned about it. I'll consider it my first fan art, I'm touched. :p

I have been making very slow progress recently. I still haven't decided 100% on the singlethreaded / multithreaded / multiprocess server issue and I'm not sure how much information is available on it, so I'll probably just write down some of the factors and make a decision. Right now I'm still finishing up basic network code so I can try stuff.
 
I find the Unity scripting tutorials to be severely lacking. This is coming from someone who has spent significant amounts of time writing C# code for enterprise projects. They're fine in terms of teaching you the absolute core basics of scripting stuff in Unity but they're severely lacking in terms of advanced C# instruction and you may very well be better off buying a regular C# instructional book. I'm not familiar with the Udemy courses so I cannot comment on the quality of those.

I have no idea how coding even ties into making games like this so it should be fine for me. I'm learning the interface stuff right now though.
 

mStudios

Member
Not really, I'm not using normal mapping (I'm working on GMS and I don't use Sprite Lamp nor similar tools).

It's "just" the same sprite of the character, drawn two additional times: one in additive blending mode, the other in subtractive blending mode (with a slight x and y correction), partially trimming the blue-coloured layer and causing the illusion of local lighting.

I believe it's a faster and lighter way of doing this, since normal mapping would require -if I'm correct- drawing the same sprite five times.

Of course, the result is far more simple. But it works for me.

It looks specially good on Hibari because she has different sprites for her body parts and I apply this method on each part individually. You should see the code, it's a total mess.

Hoe can Gamemaker do all that without stuttering?
Big backgrounds and sprite, plus double drawing.
 

Jobbs

Banned
Can anyone with some Spine 2d experience (this might include you two at team Nethermind) explain to me the features list here, or at least, what are the most important features you're looking at?

https://esotericsoftware.com/spine-purchase

I think free form deformation is an important one, but I'm trying to internalize what some of these others are. The Stencyl guy asked me what would be most important to try and bring in support for since we're discussing Spine integration, and I have no practical experience with the program yet.
 
Don't forget, folks, if you slap a follow on @DevGAF and it doesn't follow you back - PM me here. I do my best to double check against our Twitter list but not everyone is on it.
 
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