• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

Mabef

Banned
Hey guys and gals, long time no post. Me and a friend have been working on a little puzzle game for the past few months, and this week we released it for free on Android! If you get a chance, download it and try it out — I'd be glad to hear your feedback.

Thanks all!

#screenshotsaturday said:
Qubit Trailer
U8xe8OkgVkoT9kR3HH91hsAkbFuhD98FMLSrV0oukSA_Pje-5v8TFuFIWySyLrH9cgrh=h900

XZEjtXVtg7DEAyDdAMVE1mUADoD424p27x3yt4yXDKJTJP9MewGf-OyJB7ufh18RRrM=h900

6LcPSKyW9FYRCJyOm1qIJ3eDI_cV51O70BkaDCKzzW5JpVNOu0XoLZScJP9F26cHZ4s=h900
 

UsagiWare

Neo Member
Wow this is gonna take a while I guess.

Thank you so much Pehesse, I really needed advice from someone with your experience and talent. Thanks for taking the effort to help me with those references :)

My goal was moving the knee closer to the screen, since the other option (as showcased in your gif) has too much movement.

I'm gonna do two things.

First, making the skirt-less version so I can see better where the legs begin, start, and blend.

Then, I'll try making the knee bigger, rotate a bit, and bring it closer to the ground to achieve that depth effect. I'll see what I can do.

Thanks again, to you, and to bkw, your comment also helped me a lot :)

Maybe I'm saying something dumb but what about using a 3d tool to animate a dummy figure and use that as a template for your 2d animations?
 

Mabef

Banned
Maybe I'm saying something dumb but what about using a 3d tool to animate a dummy figure and use that as a template for your 2d animations?
Personally I'm a klutz with 3D. So if I'm working on something tricky, I'll record a little reference video of myself doing the action and draw off that. It helps nail down the timing and proportions without much overhead. Unless the animation is backflips and stuff. Then you have to learn how to backflip before you can record the video, and parkour classes can be costly.
 
Hey guys and gals, long time no post. Me and a friend have been working on a little puzzle game for the past few months, and this week we released it for free on Android! If you get a chance, [URLhttps://play.google.com/store/apps/details?id=com.ClayByte.Qubit"]download it and try it out [/URL]— I'd be glad to hear your feedback.

Thanks all!

Downloading it rn
 

Lautaro

Member
It took pretty much all week, but I completely overhauled the map generation system in our game - before it was a very rigid system where you said "use this algorithm with these parameters" and it always spit out 2 floors, a shop, and a boss level with no real ability to customize it.

The entire system is now a pipeline of discrete steps, and each zone has a data file, where each level has a block that looks something like this. This lets me change big stuff like map size per floor, down to little stuff like tweaking what set of decoration steps to use. And it's gone from being a bear to wrestle with to something that I really really enjoy using.

I've made a bunch of other changes as I go, like adding a first pass of a snow effect to our london/town level:

tVsk7Vc.gif


And the ability to add interior columns to our mansion level rooms for more permanent cover options:

bgMqnAu.png


The last big thing I did was a change to our core layout algorithm for the mansion - before it was always a directed acyclic graph which works great but it starts to feel a bit same'y when you always have one long path with offshoots and no loops. So I modified the algorithm to go back after the initial layout has been done and add loops wherever it can as long as it doesn't cause a shortcut that significantly reduces the distance from start to finish. Example:

RrhzKRa.png


So these maps started with the same generated room layout. On the left you can see the directed acyclic graph version, which gives you a main path (in blue) and offshoots (in green) that branch off and never really overlap. Good for placing objectives at dead ends, not so great for anything else. The version on the right is from the new system, where there's still a main path (although even that supports branching now), but the entire level is far more interconnected. One downside is this makes doing 'locked door' type objectives significantly more difficult - not sure how I'm going to handle that yet.

So, yeah. Lots more to do on the map generation front but really happy with how the new system is working out so far.

Oh crap, and here I was thinking of starting a pixel art online coop/pvp shooter with procedural scenarios as my next project :p

What engine are you using?

Good work!
 

Ito

Member
Well, I do have a lot to learn. I'm not happy with my animations either, I'm aware a lot of them look somewhat stiff, they lack elasticity. Even before making them I already knew that I would have to change them many times. I accepted that and I still do. One is always learning. There's a point where one has to say "this will have to do", and stop improving something for the sake of its completion. Nothing I'd want more than being at that point, but I'm pretty sure I'm not there yet.

Are the animations good enough? Probably a lot of them are not. And those that can be saved still need some improvements.

There'll be changes. I'll have to spend hundreds of hours reworking sprites, some times even making them from scratch again (as it was the case with this battle stance animation, it's a start-from-scratch of a previous one, and you guys already noted some improvement). I'll need help from more experienced people, like I'm doing right now. And in the end, something will come out of it.

That being said... I have very clear goals with the aesthethics of the animations in my game. There are important, gameplay-bound reasons why these need to be modular. I want Hibari to react to the environment as much as possible. I want also a slight customization factor (hairstyle, color of your clothes, etc). And last, I want detail. Lots of detail. I want the animations to look

... so lively and full of detail!
.

It's just important to me. I'm not sure why. I think that's the best I have to offer, maybe. Sacrifying realism in favour of detail and smoothness was a totally voluntary decision, and I'll go till the end with this philosophy. I chose modular animation instead of traditional, frame by frame animation for the reasons specified above.

Still, when experienced people are telling me that my knowledge and practice of anatomy is flawed, I'd have to be a fool not to listen, learn, and correct.

Anyway, thank you so much for sharing your opinions. I always welcome sincere feedback, particularly if it's coming from fellows who actually know what they're talking about.


Going back to the goddamn animation, here are four key frames of the skirt-less version. I think the knees and shins are good now, but let's see what Pehesse has to say (thank you again for your references, they were extremely helpful).

PMZpf4G.gif
 
Put in some sounds (some are placeholders) for this guy and took a quick video.

https://www.youtube.com/watch?v=mdzIEFPRkjA&feature=youtu.be

The sounds on some enemies affect playing against them to a decent degree, since they serve as cues to what the enemy is doing (or about to do, in this case) when you can't see them.

Everything about that is amazing and I can't wait to play your game. It should release in a couple of months, right? It also makes me want to make a Super Metroid style game.

Question though, what are you using for sound design? How are you creating your sound effects?
 

rje

Member
Oh crap, and here I was thinking of starting a pixel art online coop/pvp shooter with procedural scenarios as my next project :p

What engine are you using?

Good work!

There's still lots of room for cool stuff, especially pvp! We're doing co-op only because I really really don't want to deal with hardcore cheating/hacking on our first multiplayer project. Instead we opted for supporting mods and making the game as customizable as we can.

The engine is Unity, but as the project grows we find ourselves replacing more and more pieces to suit our needs. In particular we've stopped using the bulk of the asset pipeline and instead do our own sprite, audio, and data loading at game start. The last big component we had been leveraging was the old raknet based networking, but with that being deprecated we're not sure if we're going to keep it and hope we don't need bug fixes, port to the new unet system, or write our own on top of sockets. I don't really like any of the options.
 
Finally have painting of trees working:
0gqR9u4.gif

Still not perfect though, most importantly spline mesh collisions currently have a bug in UE4 and I'm not sure if I will go with growing for the trees instead of instant painting:
JkafuEz.gif

I'm also curious if I can make it work to let the trees randomly grow on their own.

S0VDydR.jpg


The Blueprint I created can then also be used for painting all kinds of other spline based stuff like pipes, ropes, cables, tubes etc. And with some tweaks hopefully tracks so I can draw me some rollercoasters. :)

Just painting strokes that you can walk on should be also cool.

This is some gorgeous looking shit.
 

Popstar

Member
I just multithreaded my framework on Windows so that everything no longer pauses when moving a window or opening the system menu.

No one probably cares, but it was annoying the hell out of me.
 

Blizzard

Banned
Finally have painting of trees working:
0gqR9u4.gif

Still not perfect though, most importantly spline mesh collisions currently have a bug in UE4 and I'm not sure if I will go with growing for the trees instead of instant painting:
JkafuEz.gif

I'm also curious if I can make it work to let the trees randomly grow on their own.

S0VDydR.jpg


The Blueprint I created can then also be used for painting all kinds of other spline based stuff like pipes, ropes, cables, tubes etc. And with some tweaks hopefully tracks so I can draw me some rollercoasters. :)

Just painting strokes that you can walk on should be also cool.
Your work is really impressive.

Has someone from Epic confirmed they are aware of the spline mesh collision bug? I found this page that suggests it's fixed in 4.8 preview 4: https://answers.unrealengine.com/qu...eview-my-collisions-no-longer-work-for-a.html

However, that might be a different bug than you are talking about.
 

dock

Member
Ito, interesting project! (Long-time day job dev here. I do indie games on the side)


garnet-rumblefish-stance.gif

This reminds me of the Rumble Fish animation approach. It's a tough road but can work out well. Stick with it!

The difficulty with extra detail is that flaws become more apparent. Right now it looks like a detailed drawing that's twisted a little.
Mostly, I would encourage you to avoid ping-ponging and aim for a circular motion. Using the same midpoint on both keys gives less sense of acceleration.

Some of that heavy baked in lighting isn't doing you any favours, either. I'd recommend focusing on a top down light source rather than the rim light. The lighting takes away people's ability to fill in the blanks. Good luck!
 

Pehesse

Member
Going back to the goddamn animation, here are four key frames of the skirt-less version.

PMZpf4G.gif

Interesting advice from everyone here!
As far as doing circular motions, as said above, I'd tend to agree with that... except it'd mean a very different motion for this idle, wouldn't it? For this one, I'd say what it mostly lacks for acceleration and rhythm is of course some more inbetweening and possibly a new left leg extreme, but you know that already. Still, for everything else, yeah, circular sounds good!

As far as the current WIP, I have trouble saying if the left legs works for me now because of the snappy transition between frames 3 and 4. I'd suggest adding two more frames just for discussion purposes (before inbetweening to your heart's content): one in between your current 3 and 4 to transition the knee from inside to outside, and a new extreme after the current 4 with the shin about in the same position, but the thigh/hip possibly slightly lower, a sort of "rest" extreme to create deceleration.

On the current 4 for now I'd say the knee/shin look just fine (except for the transition that's too big compared to the previous frames rhythm, which may completely throw off my appreciation, so take that with HUGE grains of salt) - the thing I'm wondering about is the thigh connection to the hip. Maybe it's a bit low? Though the shortening effect seems to work, with the shading and all. I'd maybe raise that connection a bit for that frame, even if only to lower it slightly after that for a new rest extreme frame (and even then, I'd raise it higher still, I think, since the other leg movement doesn't have the hip lowering that far).

I'm ALSO wondering if the right thigh/hip connection shouldn't lower slightly as well on your current 4+any surrounding frames you might make, with some shortening effect.

TLDR: nice going, more frames for more comments plz :-D

Also, just wondering: isn't her torso/midriff sliiiightly long? I thought the belt went to her hips at first (making for long legs, but okay, why not) but now we see the actual hips... dunno, just feels weird to me, but then again it could/should be possible, wonders of anatomy and all that!

(and I don't know if you got my PM so I'll ask again here: where are we with the banner?)

Put in some sounds (some are placeholders) for this guy and took a quick video.

https://www.youtube.com/watch?v=mdzIEFPRkjA&feature=youtu.be

The sounds on some enemies affect playing against them to a decent degree, since they serve as cues to what the enemy is doing (or about to do, in this case) when you can't see them.

Looking damn lovely as always. The sounds really do make it all come together. Love how the impact sound for the normal bullet is different on the normal little guy and the big enemy... really sends home the "you're hitting a brick wall with a wet paperbag" feeling :-D I can't say I'm looking forward to *actually* playing, since it looks kinda very hard and stressful... but I'm at least looking forward to giving it a try (and then dying, and dying, and dying and)
 
.

It's just important to me. I'm not sure why. I think that's the best I have to offer, maybe. Sacrifying realism in favour of detail and smoothness was a totally voluntary decision, and I'll go till the end with this philosophy. I chose modular animation instead of traditional, frame by frame animation for the reasons specified above.

Still, when experienced people are telling me that my knowledge and practice of anatomy is flawed, I'd have to be a fool not to listen, learn, and correct.

Anyway, thank you so much for sharing your opinions. I always welcome sincere feedback, particularly if it's coming from fellows who actually know what they're talking about.


Going back to the goddamn animation, here are four key frames of the skirt-less version. I think the knees and shins are good now, but let's see what Pehesse has to say (thank you again for your references, they were extremely helpful).

PMZpf4G.gif


Dont worry, there are some animation errors, and Im glad you listening to pehesse and are tyring to fix them. I understand what you are saying. Coming from fine arts I did the same thing at the beggining, and teachers there hated that type of modus operandi. Im sure that as you go along learning, and you are more accostumed to animating the characters by learning the some of the tutorials and tips given in this thread yo will get better at it.

Interesting advice from everyone here!
As far as doing circular motions, as said above, I'd tend to agree with that... except it'd mean a very different motion for this idle, wouldn't it? For this one, I'd say what it mostly lacks for acceleration and rhythm is of course some more inbetweening and possibly a new left leg extreme, but you know that already. Still, for everything else, yeah, circular sounds good!

As far as the current WIP, I have trouble saying if the left legs works for me now because of the snappy transition between frames 3 and 4. I'd suggest adding two more frames just for discussion purposes (before inbetweening to your heart's content): one in between your current 3 and 4 to transition the knee from inside to outside, and a new extreme after the current 4 with the shin about in the same position, but the thigh/hip possibly slightly lower, a sort of "rest" extreme to create deceleration.

On the current 4 for now I'd say the knee/shin look just fine (except for the transition that's too big compared to the previous frames rhythm, which may completely throw off my appreciation, so take that with HUGE grains of salt) - the thing I'm wondering about is the thigh connection to the hip. Maybe it's a bit low? Though the shortening effect seems to work, with the shading and all. I'd maybe raise that connection a bit for that frame, even if only to lower it slightly after that for a new rest extreme frame (and even then, I'd raise it higher still, I think, since the other leg movement doesn't have the hip lowering that far).

I'm ALSO wondering if the right thigh/hip connection shouldn't lower slightly as well on your current 4+any surrounding frames you might make, with some shortening effect.

TLDR: nice going, more frames for more comments plz :-D

Also, just wondering: isn't her torso/midriff sliiiightly long? I thought the belt went to her hips at first (making for long legs, but okay, why not) but now we see the actual hips... dunno, just feels weird to me, but then again it could/should be possible, wonders of anatomy and all that!

(and I don't know if you got my PM so I'll ask again here: where are we with the banner?)



Looking damn lovely as always. The sounds really do make it all come together. Love how the impact sound for the normal bullet is different on the normal little guy and the big enemy... really sends home the "you're hitting a brick wall with a wet paperbag" feeling :-D I can't say I'm looking forward to *actually* playing, since it looks kinda very hard and stressful... but I'm at least looking forward to giving it a try (and then dying, and dying, and dying and)

Now that you say, looking at the no skirt version, it seems that way.
 

Ito

Member
Thanks for the tips, guys, I really appreciate them.

I'm taking a break from animating. Making some music right now. This is a battle theme that is almost finished:

https://soundcloud.com/manuel-aragon-1/sh-encounter-combat-theme-1



Pehesse, I'm still adding the characters to the sketch, which by the way, It's already looking cleaner. Gimme a couple of days (got work to do) and I'll post it here. I read your message, then got distracted by something else and totally forgot about replying you xD
 

Davision

Neo Member
Your work is really impressive.

Has someone from Epic confirmed they are aware of the spline mesh collision bug? I found this page that suggests it's fixed in 4.8 preview 4: https://answers.unrealengine.com/qu...eview-my-collisions-no-longer-work-for-a.html

However, that might be a different bug than you are talking about.
Yea, it seems to be a different issue, I reported it in July but they said it has a low priority to be fixed. First it looked like collisions don't work at all but they work once when you activate collision after add segment and after change settings. So i can only activate it after a segment is set in stone, the last 2 segments have no collisions then.

This is really cool! Have you looked into using L systems for having them grow on their own?
I had to look up L systems, sounds interesting. Not sure if I understand it but terms like turn left and turn right are already a problem in 3D.

First I thought I need to get random points of surfaces to start branches. But it should be best to just add a new branch on the tip where it is currently growing. So it sort of splits randomly, branches are already smaller then its parent. Then random min/max length, min/max distance between, do a bit of tracing for new branch to see if there is space, random orientation with min/max up and down.
 

Pehesse

Member
Cool. I think i will give it a try then. Is the free version too limited?

From what I read, the limits to C2's free version are this:

- A maximum of 100 events in a project
- A maximum of 4 layers on any layout
- A maximum of 2 effects in a project
- No organising the project with subfolders
- No event search
- No Configurations bar
- No Families
- No access to Preview on LAN
- Not allowed to be used for commercial purposes (however, it can be used in education and other non-profit organisations).
- Several exporters, e.g. for mobile or desktop publishing, are unavailable

Of these, from my experience, the main sticking points are the limited number of events, the families and the exporters.

You don't *need* the exporters to get a feel for how it works, however, and you can perfectly design a whole game without using families, even though they're convenient depending on the type of thing you're building.

So really, the main limit is the 100 event one - and it's admittedly a pretty big limit depending on the scope of your project, but it's also big enough to get stuff working, and possibly even complete (small) games, even though you won't be able to export them/sell them :-D

So all in all: free version will allow you to test all the features of the soft, but if you want to really make anything beyond the simplest stuff, you'll have to consider a license eventually. I highly recommend it!
 
Thanks for the tips, guys, I really appreciate them.

I'm taking a break from animating. Making some music right now. This is a battle theme that is almost finished:

https://soundcloud.com/manuel-aragon-1/sh-encounter-combat-theme-1



Pehesse, I'm still adding the characters to the sketch, which by the way, It's already looking cleaner. Gimme a couple of days (got work to do) and I'll post it here. I read your message, then got distracted by something else and totally forgot about replying you xD

You also do the music? That track sounds fantastic!
 
There's still lots of room for cool stuff, especially pvp! We're doing co-op only because I really really don't want to deal with hardcore cheating/hacking on our first multiplayer project. Instead we opted for supporting mods and making the game as customizable as we can.

The engine is Unity, but as the project grows we find ourselves replacing more and more pieces to suit our needs. In particular we've stopped using the bulk of the asset pipeline and instead do our own sprite, audio, and data loading at game start. The last big component we had been leveraging was the old raknet based networking, but with that being deprecated we're not sure if we're going to keep it and hope we don't need bug fixes, port to the new unet system, or write our own on top of sockets. I don't really like any of the options.

If you go for the new networking system you don't have to use the high level networking API provided. A long with 5.1 they provided the "Transport Layer API" which allows you to build your own networking system, it's a small layer on top of the sockets from the OS. Specifically designed for special/advanced networking.
 

Jobbs

Banned
Looking damn lovely as always. The sounds really do make it all come together. Love how the impact sound for the normal bullet is different on the normal little guy and the big enemy... really sends home the "you're hitting a brick wall with a wet paperbag" feeling :-D I can't say I'm looking forward to *actually* playing, since it looks kinda very hard and stressful... but I'm at least looking forward to giving it a try (and then dying, and dying, and dying and)

Thanks :) What's happening is the yellow giant can't be hurt by conventional weapons, and this is something established earlier in the area with other yellow enemies. You need to get charged up with gas first, and in this case the only source of gas available is coming off of the giant's body at all times, requiring you to get close to him if you want to kill him. As often is the case in my game, it's possible to just get past him and keep going, you don't have to kill him.

Everything about that is amazing and I can't wait to play your game. It should release in a couple of months, right? It also makes me want to make a Super Metroid style game.

Question though, what are you using for sound design? How are you creating your sound effects?

Thank you, that was nice of you to say.

I make some of the sound effects. I'm not very good at it, I tend to just find./record different sounds and mix them together. The bird call is actually just another sound I made in the past, but put into reverse. It was originally like.. an elephant call and a hyena call mixed together and altered. The gun sound is another sound I made long in the past, I think it's a mix of a rifle sound, some mechanical servo sound, and something else.

I like my sounds to have a musical quality so I frequently mix in animal calls or instruments.
 

anteevy

Member
After testing several GIF tools and failing to get a decent output, I just wrote a python script (added to the context menu in Windows Explorer) that uses ffmpeg to cut, crop & convert an mp4 video file (from Shadowplay) to gif with acceptable quality. Yay. :D

RPG3-3a.gif


Could be worse at 7MB for a 3D game with many color gradients. ffmpeg could also create a custom palette to get rid of the grid-like structure, but sadly that doubles the output file size.

If anyone's interested, that is the final string (I build this using a few user inputs in the python script):
Code:
ffmpeg.exe -ss 90 -i "D:\ShadowPlay\Desktop\Desktop 08.08.2015 - 11.48.47.03.DVR.mp4" -t 4 -q:v 1 -r 30 -vf "scale=750.0:-1, crop=iw/1.5:ih/1.5" "D:\ShadowPlay\Desktop\Desktop - 2015.08.08 - 11.50.17.gif"
It uses the mp4 file starting at 1:30 (-ss 90) until 1:34 (-t 4, i.e. 4 seconds from start time). Frame rate is set to 30, the -vf part crops the image (150% zoom factor), resulting in a GIF file that is 500px wide (750px/1.5).
 
After testing several GIF tools and failing to get a decent output, I just wrote a python script (added to the context menu in Windows Explorer) that uses ffmpeg to cut, crop & convert an mp4 video file (from Shadowplay) to gif with acceptable quality. Yay. :D

RPG3-3a.gif


Could be worse at 7MB for a 3D game with many color gradients. ffmpeg could also create a custom palette to get rid of the grid-like structure, but sadly that doubles the output file size.

If anyone's interested, that is the final string (I build this using a few user inputs in the python script):
Code:
ffmpeg.exe -ss 90 -i "D:\ShadowPlay\Desktop\Desktop 08.08.2015 - 11.48.47.03.DVR.mp4" -t 4 -q:v 1 -r 30 -vf "scale=750.0:-1, crop=iw/1.5:ih/1.5" "D:\ShadowPlay\Desktop\Desktop - 2015.08.08 - 11.50.17.gif"
It uses the mp4 file starting at 1:30 (-ss 90) until 1:34 (-t 4, i.e. 4 seconds from start time). Frame rate is set to 30, the -vf part crops the image (150% zoom factor), resulting in a GIF file that is 500px wide (750px/1.5).

Love the look of this!
 
-Busy as hell trying to get all of our stuff ready to show Adult Swim this week. Scared, excited and all that shit.

-All the shit going on the past few pages: GOOD SHIT PEOPLE!

-Spending some few free minutes pimping some of you today on the #SundaySpotlight so if you have images or shit from your game you want me to talk about - send me a pic and a link to jack@ you can figure out the rest .com and I'll throw them in today's stuff. That tag is being used by some music stuff but fuck that - we can take that shit over. So slam my inbox with stuff, please.
 
What is the best free Android Game Engine where i can sell games with? Programming language isnt important. I can adapt to those quickly. As long its not Haskell or other functional languages. Im interested in making 2-3 1$ games.
 

rje

Member
I had to look up L systems, sounds interesting. Not sure if I understand it but terms like turn left and turn right are already a problem in 3D.

L systems aren't limited to 2d space and left/right turns, although a lot of people use them for examples. You can find lots of different approaches though, if you haven't seen it yet you might want to check out http://algorithmicbotany.org/papers/

Can't wait to see more!
 
Well there's that. Bought a 3rd monitor :/
Need one badly for some reason. Even with two of them I still alt-tab windows. Need to work faster!

What is the best free Android Game Engine where i can sell games with? Programming language isnt important. I can adapt to those quickly. As long its not Haskell or other functional languages. Im interested in making 2-3 1$ games.
Look in the OP. Plenty of engines have "free" modes you can publish with. Unity is probably the most popular.
 
Well there's that. Bought a 3rd monitor :/
Need one badly for some reason. Even with two of them I still alt-tab windows. Need to work faster!


Look in the OP. Plenty of engines have "free" modes you can publish with. Unity is probably the most popular.

time to buy curved table and buy a bunch until 360 view.
 

KevinCow

Banned
There's always that one point when I'm making a game, when I look at my code, and I'm like, "Oh. Oh no. Oh god. I hope I don't ever have to change or add anything, because I'm never going to be able to untangle this shit."

I just feel like I'm doing something wrong when it comes to programming. I can get the game to do what I want, but I wind up with the absolute messiest code.

Oh well. I'm finally starting to understand how to bend Unity to my whims, so that's good.
 
There's always that one point when I'm making a game, when I look at my code, and I'm like, "Oh. Oh no. Oh god. I hope I don't ever have to change or add anything, because I'm never going to be able to untangle this shit."

I just feel like I'm doing something wrong when it comes to programming. I can get the game to do what I want, but I wind up with the absolute messiest code.

Oh well. I'm finally starting to understand how to bend Unity to my whims, so that's good.

I have the same problem, and my usual solution to it is just rewrite the whole damn thing. lol

Yesterday I ended up redoing the code for the player's attacks in Lolly Paw Joe because I didn't understand how the previous code even worked anymore, which would be problematic later on when I get to adding some attack powerups. The code was so hacked together, even if it it worked (somehow). I knew I could do better. Now the code is less than half the length of what it was previously, and more efficient too.

I try not to get caught up in rewriting what I already have, though, otherwise I'd never get to implementing newer stuff. Sometimes it's unavoidable though.
 

Nycterix

Neo Member
Hello folks!

Do you know about a good e-learning place focused on videogames development? Something like Lynda but with the games as main theme.

Thank you! :)
 
I could kinda use a third, too. :(
Everybody can use more - just too awesome having them around. I think my final will be a 32" TV so I can watch TNG silently on it while I build.

I have a Dell Ultrawide - pretty cool, but you'd be surprised how few games support the 21:9 ratio.
The one I bought is a Dell. 22" only but it is strictly for portrait use. My two 24s will be landscape doubled up.

I'll have to move some of my NES boxarts on my wall around a bit but I have room left for more :D
 

Jobbs

Banned
Everybody can use more - just too awesome having them around. I think my final will be a 32" TV so I can watch TNG silently on it while I build.


The one I bought is a Dell. 22" only but it is strictly for portrait use. My two 24s will be landscape doubled up.

I'll have to move some of my NES boxarts on my wall around a bit but I have room left for more :D

Right now I just use a 24 inch as my main and my 42 inch TV as the second screen, since it's close to the desk anyway. It'd be nice to have another monitor to my right. Trying to figure out how to fit it.
 
Are there any 3D modeling programs out there made specifically with low poly stuff in mind? I got into modeling with Maya about ten years ago and would like to get back into it. I'd like to make stuff that looks like it could have been on the PS1 or N64. Thanks in advance. The work that you all do is always delightful to see (and play) and is really inspirational.
 

mStudios

Member
Can anyone tell me how to put sprites on its original size on the Unity Scene?
Everytime I put any sprites on the scene its size changes and I have to tweak the unit pixels every goddamn time.
 
Right now I just use a 24 inch as my main and my 42 inch TV as the second screen, since it's close to the desk anyway. It'd be nice to have another monitor to my right. Trying to figure out how to fit it.
I'll take a pic of my setup when my monitor arrives this week. I got a cheap wall mount and it works flawlessly for above my main monitor. It has an arm to extend, move, swivel, etc. My only issue with it was that I couldn't use it to code. But above is a great place for a second editor window to view asset folders and the like to leave more room to work in-scene on my main.
 
Can anyone tell me how to put sprites on its original size on the Unity Scene?
Everytime I put any sprites on the scene its size changes and I have to tweak the unit pixels every goddamn time.
You should never have to adjust pixels per units if your ortho is setup properly and your assets are 1:1 http://absinthegames.com/unity3d-understanding-orthographic/

If you don't use ortho and instead perspective - check your z depth. Sometimes you will get a funky Z when placing objects in scene.
 

bkw

Member
Aw, all this talk about hardware is making me sad. I hooked up a console to my 2nd monitor so I'm down to one 24" for the dev pc. Plus the machine's only got 4GB ram, which is brutal on productivity. Any money I make from my current game is going straight to upgrading my dev setup...
 
Aw, all this talk about hardware is making me sad. I hooked up a console to my 2nd monitor so I'm down to one 24" for the dev pc. Plus the machine's only got 4GB ram, which is brutal on productivity. Any money I make from my current game is going straight to upgrading my dev setup...
HDMI switch. I have 5 hooked up to my main monitor :D
 
Status
Not open for further replies.
Top Bottom