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

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Popstar

Member
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.
Nvil/VoidWorld

There was also Hexagon but I'm not sure if its still around. Oh, and Silo, but it seemed to have been abandoned for awhile.
 
Does that ever screw up window positions? Every time I unplug my second monitor, Adobe and some other apps all freak out on me. And nothing goes back to where it was when I plug the monitor back in.
Depends on what is running when you swap. Generally if I flip on my PS4 or XO I'm not using the PC. If I need to I have my 2nd monitor where Windows throws everything.

If you aren't running a program or launching it when switching, you can switch back and forth and everything will be the same like you never switched. Open apps or opening after switching causes window position issues.

This worked. Thank you so much!
No problem!

We mix a few different scales like 1:1, 1:5 and 1:10 and figuring out the ortho math happened early on when things would crawl all the time instead of being 1:1 mapped. Drove me bonkers until I looked at how the ortho size affected the viewport.
 

Five

Banned
Depends on what is running when you swap. Generally if I flip on my PS4 or XO I'm not using the PC. If I need to I have my 2nd monitor where Windows throws everything.

If you aren't running a program or launching it when switching, you can switch back and forth and everything will be the same like you never switched. Open apps or opening after switching causes window position issues.

Yeah, that's my problem. I don't know why, but I pretty much never close out of Illustrator or GameMaker. According to Steam, in just over two years, I've already racked up 16392 hours in GameMaker. I guess it's because I'm hesitant to close out of something I'm "still working on", and there's always an open project in both of those.
 
Yeah, that's my problem. I don't know why, but I pretty much never close out of Illustrator or GameMaker. According to Steam, in just over two years, I've already racked up 16392 hours in GameMaker. I guess it's because I'm hesitant to close out of something I'm "still working on", and there's always an open project in both of those.
I am OCD in the opposite direction :p I have to close applications.
 
Yay more rectangular shapes.
RheeQGx.png

I have to go to a timeshare for the next two days and i'm going to have to leave my computer behind. Its a bit bothersome since I wont be able to work on learning any of this stuff in that time frame. Hopefully the break doesn't throw me off too much...
 

Turfster

Member
PSA: if you crash Unreal Engine in just the right way (in my case, it was a modulo 0 on an int value), it corrupts your whole project forever, apparently. Yay.
 

Jobbs

Banned
Were you sandbagging that, or are they stupid hard to catch?

Also what do you earn for defeating them? I wasn't aware of any significant loot system in your game.

right now these kind give +1 cannon damage, and more importantly +1% cannon crit rate, which is a stat rarely granted.

Their hp/vanish time is still fluid. At current early game power levels it's pretty tough (not impossible). The intent is that new players probably would not successfully catch the ones early in the game.

PSA: if you crash Unreal Engine in just the right way (in my case, it was a modulo 0 on an int value), it corrupts your whole project forever, apparently. Yay.

Can't you just make backups regularly?
 
PSA: if you crash Unreal Engine in just the right way (in my case, it was a modulo 0 on an int value), it corrupts your whole project forever, apparently. Yay.

Yikes :( This is seriously my worst fear.

The editor locks up on me pretty frequently, and it's happened a few times while something was in the middle of saving. Thank goodness nothing's actually corrupted on me yet, but I'm paranoid enough that I make backups of my entire project multiple times throughout the day.
 

Water

Member
Can't you just make backups regularly?

Anybody working on a game (or other software dev project) should be using version control software. Among other things it removes the need for separate "backups", you'll have a permanent record of all changes back to the beginning of the project and can go back to any old version at any time.

Still sucks if the engine can corrupt the project and make you lose the last hour's work, ofc, but there's no excuse for losing more than that.
 

Five

Banned
right now these kind give +1 cannon damage, and more importantly +1% cannon crit rate, which is a stat rarely granted.

Their hp/vanish time is still fluid. At current early game power levels it's pretty tough (not impossible). The intent is that new players probably would not successfully catch the ones early in the game.

Interesting. I imagine a lot of players will think it's superficial or a red herring like the ghost that appears in the middle of the video. When you first shoot at it, the red damage flash isn't significantly distinguishable from the brightness flickering it does otherwise. But curious and cruel players will try to kill it nonetheless, and word will get out.


Yay more rectangular shapes.


I have to go to a timeshare for the next two days and i'm going to have to leave my computer behind. Its a bit bothersome since I wont be able to work on learning any of this stuff in that time frame. Hopefully the break doesn't throw me off too much...

Knowing how to code is kind of like riding a bike. The knowledge and practices come back to you pretty quickly. And two days is nothing. Besides, there are very few programmers who can program without looking up at the manual every once in a while. Having to refresh yourself on the functions, methods and particulars of a given language is pretty common, not just something that happens when you come back from breaks.

What will get you into trouble is if you forget the specifics of a certain project. Mostly this can be avoided by commenting your code well and keeping some notes on whatever you're working on at the moment. Personally, I keep a log every day of stuff that I've gotten done, and at the top of the log is a to-do list. Not everything I do comes from the to-do list, but in general it helps me keep track of where I've been and where I need to be at any time whether I've been at the desk for hours or just woke up.
 

Feep

Banned
Anybody working on a game (or other software dev project) should be using version control software. Among other things it removes the need for separate "backups", you'll have a permanent record of all changes back to the beginning of the project and can go back to any old version at any time.

Still sucks if the engine can corrupt the project and make you lose the last hour's work, ofc, but there's no excuse for losing more than that.
I used version control, of course, but I took hard backups once every week and a harder backup once a month. I believe at the height of my paranoia I had seven active backups, four of which were cloud based.
 

Turfster

Member
Can't you just make backups regularly?
Even putting back the SVN'd version makes it die at around 73% loaded... with useless log files that don't tell me anything. Cleared out all the caches, rebuilt everything I could.
No dice.
Hoping a project update to 4.9 will help in case there's a random sneaky cache I missed... at it'll at least tell me what's wrong.
So much for that.

I do have an older hard backup rar from last month that I know still works that I might be able to go back to.
It's missing a hell of a lot of in-editor changes, though.

At least all my code still works and compiles.
I'm so glad I'm doing a mostly C++ project.
 

Water

Member
Even putting back the SVN'd version makes it die at around 73% loaded... with useless log files that don't tell me anything. Cleared out all the caches, rebuilt everything I could.
No dice.
"Putting back"? As in, you check out a totally unrelated, fresh, known-good working copy from version control repo into a different working folder, and the engine/editor still won't load it because a bad crash previously occurred with another working copy?

If that's what's happening, then there either has to be some global cache or other data the engine/editor is maintaining which is corrupted or locked (in that case it can be tracked down, manually unlocked and/or deleted), or some part of the engine/editor processes are still alive in the OS, and can probably be tracked down and killed (and will also disappear in a reboot).

The last possibility I can think of is that the engine/editor has actually overwritten its own executables / static data, but that sounds too stupid to seriously consider before exhausting other options.
 

Turfster

Member
"Putting back"? As in, you check out a totally unrelated, fresh, known-good working copy from version control repo into a different working folder, and the engine/editor still won't load it because a bad crash previously occurred with another working copy?
Yeah.
Gone back 3 revisions, all from scratch, and now it works.
Bizarrely, those other 2 were from way before today.
Time to try and rebuild basically all my work from the last week and see what I can add before it dies.
 

Jumplion

Member
Yay more rectangular shapes.


I have to go to a timeshare for the next two days and i'm going to have to leave my computer behind. Its a bit bothersome since I wont be able to work on learning any of this stuff in that time frame. Hopefully the break doesn't throw me off too much...

Good stuff dude. I really need to sit down and learn how to make decent looking visuals, I always get lazy and/or freeze up when it comes to pretty-ing up something. I never know where to start or even how to get something to look just nice on a basic shape level.
 

Water

Member
Yeah.
Gone back 3 revisions, all from scratch, and now it works.
Bizarrely, those other 2 were from way before today.
Time to try and rebuild basically all my work from the last week and see what I can add before it dies.
Given the symptoms you've described, in your shoes I'd be concerned about whether that kind of crash could silently corrupt the actual project data in a way that isn't immediately obvious, since about the worst thing that could happen is you unknowingly working on an already broken project and committing revisions of it over a longer stretch of time.

So before proceeding with actual work, I'd probably try to reproduce the corruption and figure out a bit more about it, most importantly how to detect it when it happens, and where it resides (cache files somewhere on disk / zombie process in memory / actual project files / ...) which also directly informs you of what the minimal/fastest procedure is to clear the mess and continue development when it happens.
 

borborygmus

Member
I'll check this out. Is Wings 3D any good?

Wings 3D is great but slightly unconventional in how you do things. Everything is done via context menu, and you can left, middle or right click on each menu command to access various options.

It's not a full suite, so it doesn't support any kind of animation and rigging, nor is rendering practical.

I'm not an expert, but I find that I model things much faster in Wings 3D compared to other software I've tried.
 

speps

Neo 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.

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.

I never found L-systems particularly intuitive myself. I'm interested in procedural "nature" in general and found a lot of research papers on the subject. One of them [1] I started to implement in Unity3D a while ago because it was very simple and made things more geometry based rather than rules based. I had the base trunk and branches generation working, I still have the code somewhere if you're interested.

[1] Xu, Ling, and David Mould. "A procedural method for irregular tree models." Computers & Graphics 36.8 (2012): 1036-1047.
 

anteevy

Member
Yeah.
Gone back 3 revisions, all from scratch, and now it works.
Bizarrely, those other 2 were from way before today.
Time to try and rebuild basically all my work from the last week and see what I can add before it dies.
Not sure how the whole project could be corrupted after such an error. Are you sure you really made a clean reset to the latest working state? I don't know of any cache or something that exists outside of your project directory. But I guess you already tried removing everything except the uproject file + Content & Source folders? The rest should be rebuilt automatically.

I only had such "Editor doesn't start" problems after upgrading to a newer UE4 version. Some blueprints got corrupted and I had to manually remove them from the Content directory one by one to find the corrupted ones. That was painful.
 

jrush64

Banned
Anyone who uses Unity. Can you please tell me the best weather system. I'm leaning on Skymaster Ultimate because of how customizable it can be.
 

Blizzard

Banned
PSA: if you crash Unreal Engine in just the right way (in my case, it was a modulo 0 on an int value), it corrupts your whole project forever, apparently. Yay.
I hope you had tons of backups? D:

Also don't forget to report that to Epic so they can track it.

Even putting back the SVN'd version makes it die at around 73% loaded... with useless log files that don't tell me anything. Cleared out all the caches, rebuilt everything I could.
No dice.
Hoping a project update to 4.9 will help in case there's a random sneaky cache I missed... at it'll at least tell me what's wrong.
So much for that.

I do have an older hard backup rar from last month that I know still works that I might be able to go back to.
It's missing a hell of a lot of in-editor changes, though.

At least all my code still works and compiles.
I'm so glad I'm doing a mostly C++ project.

...wait, when was the SVN version from? You made a completely new directory with files from SVN that opened correctly before, and now it does not open? Is there any possibility that there are some local files SVN did not back up? That doesn't make any sense otherwise, unless a broken project got stored to SVN, in which case you'd start stepping back in time.

Make sure you check other locations, since UE4 might store some local files elsewhere for all I know.

*edit* Beaten hugely by everyone else, sorry. I agree with the above posters that in my opinion, you should probably spend a little time (a day?) looking into it. It doesn't make any logical sense without some sort of cache or local files and I think dismissing it and just moving on may cause you to get hit by it in the future. If a project opened a while back, and SVN backed it up exactly, then it should always open again.
 

speps

Neo Member
It doesn't make any logical sense without some sort of cache or local files and I think dismissing it and just moving on may cause you to get hit by it in the future.

There's a lot of caches in UE4, DerivedDataCache being the most prominent and it can break indeed.
 

speps

Neo Member
Finally found some time to work on my voxel flats for my package distribution game:



Probably gonna make 2-3 more. Then onto props to make the city feel a bit more alive.

That looks awesome, as that in-engine or prerendered? I really like the simplistic style, really nice AO as well.
 
i should have started this years ago. learning right now it's harder than i thought considering my schedule but it gives me something to do on those off time lol.
 

soultron

Banned
Finally found some time to work on my voxel flats for my package distribution game:



Probably gonna make 2-3 more. Then onto props to make the city feel a bit more alive.

Nice! Have you thought about making smaller modular elements (A/C units on windows, pipes, eaves troughs, awnings, shutters, signs/flags in windows, etc.) to give you more variety from the same 6-9 base buildings?
 

Unain

Member
That looks awesome, as that in-engine or prerendered? I really like the simplistic style, really nice AO as well.

Pre-rendered in MagicaVoxel, but will look the same in UE4. I've noticed that the AO is pretty similar.

Nice! Have you thought about making smaller modular elements (A/C units on windows, pipes, eaves troughs, awnings, shutters, signs/flags in windows, etc.) to give you more variety from the same 6-9 base buildings?

I'm thinking about it. Just need to find a good way of implementing it seeing how my city is randomly generated. All the building are divided in floors so I can make a couple different floors with different props at least.
I still want to keep the windows as free as possible though. I need to be able to hit the windows with the packages.
 

Jobbs

Banned
Don't tell Namco.

I've had a handful of snarky comments since Ghost Song was a thing -- Every now and then -- About how I'm ripping off Nintendo or this or that. Last night my video got a comment "This dev is fishing for DMCA notices" or something because of one vague similarity or another.

Well, for one thing, anyone who thinks using a similar mechanic or having an enemy that behaves in a similar way is a DMCA violation is fuckin' crazy. Even in AAA space every game is borrowing heavily from something before. Every FPS looks the same in so many ways. After gears, other games put in active reload. Dark Souls spawned Lord of the Fallen which has uncanny similarities, and stuff like the great looking Salt & Sanctuary which is basically a top to bottom 2D version of Dark Souls.

So there's no legal problem when it comes to something "looking similar" to something else. That's not how it works.

Another thing, though, is that this whole "it looks like Metroid" thing is working for me. It helps me so much. For every one person who views the similarities as a negative, there are probably 100 more who are starving for a Metroid game. Nintendo shitting on this franchise turned out to really pay off for me. If the game is as successful as we're cautiously hoping, then I'll have a foot in the door to make whatever I feel like next time.

What were we talking about again? Rant over.
 

Dascu

Member
*snip*

What were we talking about again? Rant over.

Copyright protection is extremely narrow when it comes to making a similar product. As long as you're not calling your main character Samus, you have practically and legally nothing to worry about. There have been almost zero cases and law suits for making a similar game that was not actively re-using the same code or assets.

Anyway, messing around with shaders and visual styles.


This is using Unity4's Lighted Toon shader, modded with noambient and a very hard-edged ramp. Does anyone know how I could make the grey-ish skulls and masks look more white?
 

Pehesse

Member
Copyright protection is extremely narrow when it comes to making a similar product. As long as you're not calling your main character Samus, you have practically and legally nothing to worry about. There have been almost zero cases and law suits for making a similar game that was not actively re-using the same code or assets.

Anyway, messing around with shaders and visual styles.



This is using Unity4's Lighted Toon shader, modded with noambient and a very hard-edged ramp. Does anyone know how I could make the grey-ish skulls and masks look more white?

Killer7 meets Dark Souls. You sold me.
 
I've had a handful of snarky comments since Ghost Song was a thing -- Every now and then -- About how I'm ripping off Nintendo or this or that. Last night my video got a comment "This dev is fishing for DMCA notices" or something because of one vague similarity or another.

Well, for one thing, anyone who thinks using a similar mechanic or having an enemy that behaves in a similar way is a DMCA violation is fuckin' crazy. Even in AAA space every game is borrowing heavily from something before. Every FPS looks the same in so many ways. After gears, other games put in active reload. Dark Souls spawned Lord of the Fallen which has uncanny similarities, and stuff like the great looking Salt & Sanctuary which is basically a top to bottom 2D version of Dark Souls.

So there's no legal problem when it comes to something "looking similar" to something else. That's not how it works.

Another thing, though, is that this whole "it looks like Metroid" thing is working for me. It helps me so much. For every one person who views the similarities as a negative, there are probably 100 more who are starving for a Metroid game. Nintendo shitting on this franchise turned out to really pay off for me. If the game is as successful as we're cautiously hoping, then I'll have a foot in the door to make whatever I feel like next time.

What were we talking about again? Rant over.

It's always kind of weirded me out how in some cases people will call something 'copying' while in others they simple call it 'belonging to a genre.' E.g. if you make a 'first person shooter' you don't get people climbing all over you screaming "You're ripping off wolfenstein!!!" :eek:
 
I've had a handful of snarky comments since Ghost Song was a thing -- Every now and then -- About how I'm ripping off Nintendo or this or that. Last night my video got a comment "This dev is fishing for DMCA notices" or something because of one vague similarity or another.

Well, for one thing, anyone who thinks using a similar mechanic or having an enemy that behaves in a similar way is a DMCA violation is fuckin' crazy. Even in AAA space every game is borrowing heavily from something before. Every FPS looks the same in so many ways. After gears, other games put in active reload. Dark Souls spawned Lord of the Fallen which has uncanny similarities, and stuff like the great looking Salt & Sanctuary which is basically a top to bottom 2D version of Dark Souls.

So there's no legal problem when it comes to something "looking similar" to something else. That's not how it works.

Another thing, though, is that this whole "it looks like Metroid" thing is working for me. It helps me so much. For every one person who views the similarities as a negative, there are probably 100 more who are starving for a Metroid game. Nintendo shitting on this franchise turned out to really pay off for me. If the game is as successful as we're cautiously hoping, then I'll have a foot in the door to make whatever I feel like next time.

What were we talking about again? Rant over.

Well we have have reached like 1 million different games right now. There is no way somebody can make a game that doesnt look like another game. Every idea,every story, every feature and every design in human history already used.

Sad but true. The only thing we can make is a game that holds well in todays standard and is unique for its release window. Thats when a game becomes a real gem and not a ripoff. Ghost Song looks like a Dark Souls + Metroid mix. 2 beloved franchises. So one that is barely used and one that is overflowing the market right now. But does it damage the game? No because it looks to be a really polished game that deserves any right to be on the market.

Thats what i have to say about the whole "It looks like XYZ issue".
 
It's always kind of weirded me out how in some cases people will call something 'copying' while in others they simple call it 'belonging to a genre.' E.g. if you make a 'first person shooter' you don't get people climbing all over you screaming "You're ripping off wolfenstein!!!" :eek:
A genre isn't a like-for-like specific system, artwork, icon, etc and yes, some do have their wings burned just a bit. There is a gap between creative interpretation and emulating, sometimes small, but it exists and shouldn't be crossed. Genres exist as a classification, not an individual IP. Not saying that about anything on this page, just a generalization.
 

mStudios

Member
tg1lds2b.gif


(sorry for the messy gif)

Copyright protection is extremely narrow when it comes to making a similar product. As long as you're not calling your main character Samus, you have practically and legally nothing to worry about. There have been almost zero cases and law suits for making a similar game that was not actively re-using the same code or assets.

Anyway, messing around with shaders and visual styles.



This is using Unity4's Lighted Toon shader, modded with noambient and a very hard-edged ramp. Does anyone know how I could make the grey-ish skulls and masks look more white?

Sick stuff, I like the glowing red eyes. This a full project or just a prototype?
 

Five

Banned
It's always kind of weirded me out how in some cases people will call something 'copying' while in others they simple call it 'belonging to a genre.' E.g. if you make a 'first person shooter' you don't get people climbing all over you screaming "You're ripping off wolfenstein!!!" :eek:

It comes down to how significant the differences are. There were a lot of people calling other FPSs Doom clones in the early days. But it didn't take long for people to see that there's a whole lot you can do in the first-person shooting space. Starting out, it seemed like first-person shooting was the primary tenet of Doom and Wolfenstein each. So other games copying that felt like clones. And some of them were. I'm not ignoring that. But the more first person shooters were made, the more you could see that what set Doom and Wolfenstein apart was not the control mechanics but the aesthetics, level and enemy design.

There are a lot of games right now that are being called Rogue-like that have almost nothing in common with Rogue. Some of the earlier Rogue-likes did, but not so much anymore. I think that misnomer may be on the way out in favor of more accurate nomenclature, but my point remains. Genres start out as a few clones. They turn into genres by proving themselves worthy additions and not just leeches.
 

2+2=5

The Amiga Brotherhood
This is probably a stupid question but i returned to c++ after a lot of time and now i don't remember anything! XD

About template classes and their subclasses, if i declare something like:

template <class T> class List:
{

class Node
{
T element;
...
}
...
}

element will always be of the same class T of the template class List or the subclass Node must be template too?
 
A genre isn't a like-for-like specific system, artwork, icon, etc and yes, some do have their wings burned just a bit. There is a gap between creative interpretation and emulating, sometimes small, but it exists and shouldn't be crossed. Genres exist as a classification, not an individual IP. Not saying that about anything on this page, just a generalization.

It comes down to how significant the differences are. There were a lot of people calling other FPSs Doom clones in the early days. But it didn't take long for people to see that there's a whole lot you can do in the first-person shooting space. Starting out, it seemed like first-person shooting was the primary tenet of Doom and Wolfenstein each. So other games copying that felt like clones. And some of them were. I'm not ignoring that. But the more first person shooters were made, the more you could see that what set Doom and Wolfenstein apart was not the control mechanics but the aesthetics, level and enemy design.

There are a lot of games right now that are being called Rogue-like that have almost nothing in common with Rogue. Some of the earlier Rogue-likes did, but not so much anymore. I think that misnomer may be on the way out in favor of more accurate nomenclature, but my point remains. Genres start out as a few clones. They turn into genres by proving themselves worthy additions and not just leeches.

I agree with these points and I'm not excusing the straight-up rip-offs you see on mobile games where they pretty much lift games wholesale. I was just more bemused that games that are alike without being actually the same often get accused of being 'copies' as well until there's enough of them to slowly shift it into being a 'genre' where it's suddenly acceptable, as abe describes :p
 
Knowing how to code is kind of like riding a bike. The knowledge and practices come back to you pretty quickly. And two days is nothing. Besides, there are very few programmers who can program without looking up at the manual every once in a while. Having to refresh yourself on the functions, methods and particulars of a given language is pretty common, not just something that happens when you come back from breaks.

What will get you into trouble is if you forget the specifics of a certain project. Mostly this can be avoided by commenting your code well and keeping some notes on whatever you're working on at the moment. Personally, I keep a log every day of stuff that I've gotten done, and at the top of the log is a to-do list. Not everything I do comes from the to-do list, but in general it helps me keep track of where I've been and where I need to be at any time whether I've been at the desk for hours or just woke up.

Yeah I imagine if you've been doing it for a while, it's nothing. I just started with this stuff and feel almost restless about staying on it. I'm sure i'm overreacting though. Welp the plans were called off so i'm not going out of town anymore anyway lol.

Good stuff dude. I really need to sit down and learn how to make decent looking visuals, I always get lazy and/or freeze up when it comes to pretty-ing up something. I never know where to start or even how to get something to look just nice on a basic shape level.

The orthographic camera view in Unity did most of the work for me on that front.
 
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