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

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planckpixels

Neo Member
TinyActualDogwoodtwigborer.gif


Here's my screenshot saturday... almost done with lining Big Blue's entire moveset this week. Then there's still color...
I'm tired

Hell yeah! Loving all these anims :D
 

danielcw

Member
Is there a website, that explains how some graphical effect are actually achieved?

For example, how does one create a thick outline around a 3D modell, and similar things?
 

itsmanny

Neo Member
Whoa, this is really good! This done with the Unreal Engine?
Thanks!! Did you check our blog? I've posted some more stuff there yesterday. Also feel free to follow me on twitter ^^ @mannyclicks and @madeapps. I'll keep posting in this thread but twitter is always faster and easier so it gets more content naturally.

We've used to develop games with our own cross-platform engine, but this cost us too much time and time is something we always lack. So we decided to use a third-party engine for this project. We actually didn't want to leak which engine we're using for this one project, but what the heck: yeah, it's UE4. But the same visual fidelity could be achieved with Unity5 or any other rendering tech. We're also looking forward to the release of Autodesk Stingray since we're using Maya anyways we basically get it for free and it costs 0$ and has 0% royalties. Check it out http://www.autodesk.com/products/stingray/overview.
We will definitively give it a spin.

We're also thinking of open-sourcing our engine, it's pretty cool with post processing, BSP supports and C#/C++ capabilities. It's great for indies who want to work in a mobile first world with 2D and 3D. The engine is incredibly lightweight compared to unity.

Is there a website, that explains how some graphical effect are actually achieved?

For example, how does one create a thick outline around a 3D modell, and similar things?
Unfortunately that's not easy as this always depends on the engine/modelling tool. There are always millions of ways to achieve an effect or even ways to render a model on the screen.
However in realtime GPU programming there is one major trend and that is to defer calculations as far in the pipeline as possible. So for instance reflections are rendered when the rest of the scene has been rendered (screenspace reflections) and lighting is done after rendering the actual model not together with rendering the model.
This technique is called deferred rendering and it's much faster than traditional forward rendering.
 
Is there a website, that explains how some graphical effect are actually achieved?

For example, how does one create a thick outline around a 3D modell, and similar things?

There are multiple ways to accomplish that specific example. The easiest, but not the most efficient, is to simply duplicate the model, flip all normals, scale up the duplicate a tiny bit (along each face normal - in Blender this is Alt+S), and then give the duplicate a pitch black unlit texture/material.

This doesn't work well for higher-poly models, since you are doubling the polygon count. It works fine with low-poly models though. For higher poly stuff, you can instead use post-processing to accomplish the outline effect. There are other ways you could do it, too, but these are the two most common.

Usually when I want to know stuff like this I either just google it, someone else has already inevitably asked the same question somewhere and gotten an answer :p or I study other people's models directly to see how they pulled it off. Also, YouTube tutorials are a huge help.
 

JNT

Member
Is there a website, that explains how some graphical effect are actually achieved?

For example, how does one create a thick outline around a 3D modell, and similar things?
You can find bits and pieces of information around the web if you know the technical terms. There are a few good books you can get, such as Real-Time Rendering.

As for your example, there are a few different ways. You could render your model normally, turn it inside out and protrude its vertices, then render it a second time as a solid-colored, unlit model.
 

2+2=5

The Amiga Brotherhood
The author's point is not so much that GIMP lacks GPU support. Rather, I believe the point he is making is that the brush filling algorithm that GIMP uses has poor performance characteristics (i.e. O(n^2) where n is brush radius). As such, it performs much worse as brush size increases. Ideally, brush size is not a factor in performance. Granted, I've extrapolated that conclusion to apply to Photoshop as well when that's not necessarily true. All things considered, however, it does seem like a plausible explanation.


The performance and features of Papaya are irrelevant. I was sharing the author's conclusions as to why professional tools perform badly to begin with. The point here was never to advertise a tool that has yet to reach maturity.
Again my point was that with a simple brush is easy to be faster, those who make photoshop and other painting programs are not dumb and after many years i guess they know what they do, if they thought that using cpu is better then there's probably a reason, a reason could be the complexity of the brush that probably cannot be handled by the gpu.
 

Blizzard

Banned
I've been meaning to make a basic writeup on this, and since I finally got around to using it again, I figured now is a good time. Disclaimer, I am not an expert, and everyone is welcome to comment with corrections or improvements. This is just my limited understanding from some non-gaming engineering experience. If anyone finds this helpful, feel free to link it from one of the OP posts. I am not sure how common this technique is in game development but I think it's good to be aware of it.


What is a decision matrix (AKA "trade matrix" AKA "do a trade")?
A decision matrix is a numerical system that allows you to compare solutions, choose one, and record the factors behind that decision.


When can I use a decision matrix?
If you have a problem with several possible solutions, especially if you are having a tough time deciding between them or are unfamiliar with some of them, a decision matrix may help you decide. Your problem could be a programming decision, a graphical design decision, or even a business decision.


How to use a decision matrix:
A spreadsheet can help, or you can just write it down on paper or in a text file. I made a very simple spreadsheet and hereby release it to the public domain. Here are links with LibreOffice and Excel file formats:
https://dl.dropboxusercontent.com/u/21575115/decision_matrix.ods
https://dl.dropboxusercontent.com/u/21575115/decision_matrix.xlsx

Once you have your paper or spreadsheet, you can start filling it out.
  • Make a list of solutions to compare. This list goes in the left column, replacing the example "Option 1", "Option 2", etc. cell contents.
  • Make a list of factors which could affect your decision. Describe these factors in a positive way so that an ideal solution would have high scores for every factor.
  • For example, instead of saying "Cost", you might say "Low Cost" or "Inexpensive", because you want an ideal solution to be low cost. Instead of saying "Complexity", you might say "Simplicity", because you want an ideal solution to be simple.
  • For programming decisions, factors might include things like "Scalability" or "High Performance".
  • Write these factors at the top of the spreadsheet, replacing the "Category 1", "Category 2", etc. cell contents.

Next, think about which factors are most important.
  • For each factor at the top of the spreadsheet, pick a weight and write that below the factor replacing the example gray cell values.
  • Weights indicate how important a factor is. You could use weights of 0.1 to 2.0, or 1 to 5.
  • Or, you could take some number of "points" such as 10 and distribute them between the factors. If "Inexpensive" is very important, maybe it gets 5 out of your 10 points, and the other factors have low weights.
  • Do not worry too much about weights if this is the first time you are using a decision matrix. You can always put them all to 1 and adjust them later.

Next, compare solutions.
  • For each factor at the top of the spreadsheet, go down your list of solutions and assign a score for that factor. Higher is better.
  • You can use scores of 1 to 5, or 1 to 10, or whatever you like. Just be consistent and use the same scale for all scores. As far as I am aware, it's fine to use different scales for weights compared to scores. Weights could be 1 to 3, and scores could be 1 to 5.
  • For example, if your first solution is cheap, and you decide on a 1 to 5 score range, you might give the solution a score of 4 for the "Inexpensive" column.
  • If you are unfamiliar with one aspect of a particular solution, this might be where you do some research. Maybe you are not sure how scalable a certain solution is, so you get on Google before assigning a "Scability" score.
  • Finally, multiply each score in a row by the factor weight, and sum all these products. The spreadsheet does this for you and puts the score in the far right column.

Now each solution has a final score, and the highest one wins! However, this does not have to be the end. Maybe the winning solution intuitively seems wrong or surprising to you. If so, spend a little time thinking about why you reacted that way. Do you need to do more research? Are there other factors you need to add and compare? Did you score something too high or low? If you added or removed spreadsheet columns, double check that the SUMPRODUCT() ranges are correct in the final score formulas.

You might also consider the weights. Maybe you initially thought price was very important, but then you decide to rebalance the weights and see how the scores change. Use the spreadsheet as a tool to think about the decision, to quantify the comparisons, and balance it with any other other information you might have.


Once you are finished, save the spreadsheet somewhere!
It may seem silly at the moment, but I suggest making a "Design Decisions" folder or something similar and saving finished decision matrices there. In a month or two, what if you are having lots of problems and you ask yourself, "Why did I pick the XYZ Widget anyway? This thing is a pain." Well, then you can pull up the spreadsheet and look at the alternatives, factors, scores, and weights. Maybe you will learn after the fact that your scores were poorly chosen. That's unfortunate if so, but at least the experience can help you assign better scores in the future.

Here's a simple example result:
server_scoreswhlkz.png



Hopefully this provides a useful technique to someone. :)
 

JNT

Member
Again my point was that with a simple brush is easy to be faster, those who make photoshop and other painting programs are not dumb and after many years i guess they know what they do, if they thought that using cpu is better then there's probably a reason, a reason could be the complexity of the brush that probably cannot be handled by the gpu.
I've never refuted this because that line of discussion was never related to my point. My point was that the author concluded that GIMP (at least) uses an O(n²) algorithm for filling brushes. As n becomes big, the algorithm is going to be slow regardless of if you implement it on CPU or GPU and regardless of the amount of features the brush has (in fact, a simple brush that only draws solid-colored, aliased circles will become slow as n becomes big as well).
 

thomasmahler

Moon Studios
A bit more work on my little gameboy game side project, I have tile based collision, and transitioning between rooms working - now I'm working on filling out a simple map.

yHPw4n9.gif


Progress has been really slow, it's crazy how many little details you have to think through when everything is in assembly. In particular I have to spend a lot more time thinking about data layout.

I don't think I'll have a game to submit for gbjam at this rate, but I'm having so much fun that I think I'll keep working on it for a while.

Very cool, can't wait to see more of this :)

I also made a little Zelda experiment quite a while ago:

http://www.warsoup.com/zelda.html
 

Water

Member
I've been meaning to make a basic writeup on this, and since I finally got around to using it again, I figured now is a good time.
...
What is a decision matrix (AKA "trade matrix" AKA "do a trade")?
A decision matrix is a numerical system that allows you to compare solutions, choose one, and record the factors behind that decision.
Any particular thing you've used this on recently?

For folks interested in that kind of thing I recommend "Thinker's Toolkit: 14 powerful techniques for problem solving" by Morgan Jones who apparently has worked as an analyst for the CIA. I randomly bought it a long time ago for casual reading. It's easy to digest and covers decision matrices among other things, practical examples and applications. Doesn't require engineering or math knowledge.
 

Peltz

Member
I like the execution generally, but it would look a lot better if major body part gibs spawned in place of the major body parts of where the enemy was. So leg shaped gibs spawn where the legs were, etc.

I do something like this.

http://gfycat.com/CapitalArcticCrownofthornsstarfish

In htis test you can see where the "generic gibs" spawned.

Set into motion, it produces a body explosion effect.

http://gfycat.com/JointGlitteringGroundbeetle

The first gif is creepy as hell.
 

kiguel182

Member
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.

The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.

237GOT8.gif


The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.

That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!

Play it here!
 

OldRoutes

Member
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.

The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.

237GOT8.gif


The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.

That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!

Play it here!

Cool game!

First comment : Make it so we can't lose right away. Later on, maybe introduce 'red' walls or 'Death' walls, but for the first level, make it so the ball comes back and forth until the user presses 'Space'.

Maybe give a visual cue about the 'threshold' from where we can press Space (maybe change the color of the ball when it gets in that threshold?). That could be use as a scoring mechanic, giving more points for more accuracy.

Obviously, we need a button to get back to the Level select, but prototype be prototyping am I right? ;)

Good job!
 

2+2=5

The Amiga Brotherhood
I've never refuted this because that line of discussion was never related to my point. My point was that the author concluded that GIMP (at least) uses an O(n²) algorithm for filling brushes. As n becomes big, the algorithm is going to be slow regardless of if you implement it on CPU or GPU and regardless of the amount of features the brush has (in fact, a simple brush that only draws solid-colored, aliased circles will become slow as n becomes big as well).

Again my point is that it's too easy to be fast with a simple brush, just because a brush stroke looks simple it doesn't mean that the brush is simple, it still has all the settings that papaya lacks, that's why i insist with brush complexity, the fill algorithm probably has to deal with all the brush settings in every case, it's easy to make a fast filling algorithm for a simple brush. That's my point.

i'm talking in general though, i find gimp overrated.
 

kiguel182

Member
Cool game!

First comment : Make it so we can't lose right away. Later on, maybe introduce 'red' walls or 'Death' walls, but for the first level, make it so the ball comes back and forth until the user presses 'Space'.

Maybe give a visual cue about the 'threshold' from where we can press Space (maybe change the color of the ball when it gets in that threshold?). That could be use as a scoring mechanic, giving more points for more accuracy.

Obviously, we need a button to get back to the Level select, but prototype be prototyping am I right? ;)

Good job!

Thanks for the feedback and glad you liked it!

The idea of a visual cue for when to turn (and points or some feedback on a perfect curve) it's a great one. I'm not sure how I could implement it but I really like the idea. It gives an extra challenge while also helping if you can't get the timing of the curves.

And yeah, back buttons, pauses and all of that are definitely on the "to-do" list ahah For now you'll have to refresh the page :p
 

JNT

Member
Again my point is that it's too easy to be fast with a simple brush, just because a brush stroke looks simple it doesn't mean that the brush is simple, it still has all the settings that papaya lacks, that's why i insist with brush complexity, the fill algorithm probably has to deal with all the brush settings in every case, it's easy to make a fast filling algorithm for a simple brush. That's my point.

i'm talking in general though, i find gimp overrated.
Now we're arguing in circles as we're clearly not discussing the same point.

Correct me if I'm wrong, but you're talking about how it's easy to be fast when you don't have to take many features into account, and that you would rather take more features over speed. This is all well and good, but is also orthogonal to the point I raised which limited itself to explain why the brush tool is slow to begin with; That is, poor time complexity.
 

helava

Member
Hey, GAF. I long time ago (2009, which is like, forever ago), I designed a game (Word Ace, from Self Aware Games) that a good number of GAFers played. I left SA in 2014, and have started a new studio (Wonderspark) with some friends from SA.

We're doing mobile games (primarily on iOS), and starting with a card battle game, but our goal's to make a card battle game that doesn't feel like... uh... a card battle game. Basically, cards = great interface for mobile, but relatively boring-looking. Action games suck on iOS because the controls are garbage for action games. We're also looking specifically to make games that can be played in chunks of <1 minute (though you can play a bunch of "chunks" at a time). As a father of two kids, I love games, but rarely have time to play stuff like Hearthstone or Vainglory - great games on phones & tablets, but they require too much uninterrupted time. So a turn-based card-combat game that looks more like an action game smashed together with a comic book is what we're building.

Anyway - we're still pretty early, but we've been getting some animation stuff together to show the general idea of what we're up to.

fPNHOnG.gif
 

anteevy

Member
You control a ball
That's all it takes, I'm testing it.

(...)

I like it! I fully agree with the feedback about a visual cue + maybe making the first few levels a bit easier. Also, I was never sure in which direction it turns when pressing space.

A basic gameplay idea like this is easy to extend with new gameplay elements like teleporters, traps, power-ups (slow-mo around corners?) etc. :)
 

kiguel182

Member
That's all it takes, I'm testing it.

(...)

I like it! I fully agree with the feedback about a visual cue + maybe making the first few levels a bit easier. Also, I was never sure in which direction it turns when pressing space.

A basic gameplay idea like this is easy to extend with new gameplay elements like teleporters, traps, power-ups (slow-mo around corners?) etc. :)

Thanks for playing and the feedback! :)

Direction wise the ball always keeps the changes from the previous level (unless I messed up when designing the level ahah). The first level introduces the "basic" directions and then the others follow suit.

What did you find hard about the first levels?

I'm definitely looking into new elements that I can introduce into the game, those are great ideas. And I'm glad you liked it too!
 

Cptkrush

Member
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.

The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.

237GOT8.gif


The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.

That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!

Play it here!

This game is frustrating in the best way possible, I kept retrying over and over until I realized I was wasting the precious little time I have to work on my game today playing yours haha. I agree with what the others have said about visual cues, but so far I think it's simple and very enjoyable.

I started a Twitter today, so that's exciting. I need to build a website, and get my YouTube channel prettied up. I'm toying with the idea of dropping out of college and just pursuing development full time. I wish the US had better safety nets for people like me :/
On the brightside here's a test of some improved Grapneling I implemented today! https://www.youtube.com/watch?v=U-zHk0qcP8A
 

kiguel182

Member
This game is frustrating in the best way possible, I kept retrying over and over until I realized I was wasting the precious little time I have to work on my game today playing yours haha. I agree with what the others have said about visual cues, but so far I think it's simple and very enjoyable.

I started a Twitter today, so that's exciting. I need to build a website, and get my YouTube channel prettied up. I'm toying with the idea of dropping out of college and just pursuing development full time. I wish the US had better safety nets for people like me :/
On the brightside here's a test of some improved Grapneling I implemented today! https://www.youtube.com/watch?v=U-zHk0qcP8A

That's what I like to hear ahah thanks for playing and the feedback!

I'll be definitely be looking into adding visual cues. I'm assuming it would be like an indication that you are at the perfect point to turn or something. I have no idea how to do it but I'll be looking into it for sure.
 

anteevy

Member
What did you find hard about the first levels?
Well, getting around the corner. :p Not really hard, but not as easy as I'd imagine from the first short introduction levels. The hallways could for example be a bit wider in the first levels, though maybe that's too much work to change.
 

Blizzard

Banned
Any particular thing you've used this on recently?

For folks interested in that kind of thing I recommend "Thinker's Toolkit: 14 powerful techniques for problem solving" by Morgan Jones who apparently has worked as an analyst for the CIA. I randomly bought it a long time ago for casual reading. It's easy to digest and covers decision matrices among other things, practical examples and applications. Doesn't require engineering or math knowledge.
I'm currently attempting to use it to decide between different ways of doing a turn-based strategy game's multiplayer network server. I do not have much other information on it and I think got only one reply when I asked about it in this thread, so I am instead attempting to decide on my own. I'll post a screenshot once I finish filling it out.

Ludum Dare big winners from the first day were Can't Stop Moving, Chain Reaction, and A Map Will Be Useful. I rather hope the first doesn't win because it sounds really annoying to playtest 50 games of that style.

Voting day 4:
Alone in the World
Break the System
Companion
Connections
Destroy to Create
Everyday Hazards
Growing Things
Hallucination
Imperfect Information
Indirect Control
Little But Mighty
Mind Control
Perspective
Playing Both Sides
Pluto&#8217;s Heart
Reflection
Shelter
Shipwrecked
Two Elements
Work Together
You are Being Hunted
 

Pehesse

Member
That first animation is great. The other one is fantastic two, but the first, I can only imagine how difficult it must have been to move those arms properly. Good job!

Haha, thanks :-D I'll admit, I got *very* lucky with that one - if you'll recall the sketch version I posted earlier in the thread, it was one of the last sketches I did for the sketching marathon... I guess there's some truth to the old saying that your best work of the day comes right at the end after having spent the rest of it working. It literally was a last ditch effort to get something after some terrible stuff (some of those sketches I completely scrapped, there was nothing to save). I was too tired to do any serious structure or keyframing, and it came out like this when I was ready to give up. There's surely loads more I could do to make it better, but I was just happy it looked like anything at all, so I didn't dare play with it further during lining, either! Rotations are hard enough to get right, I'm not going to tempt fate :-D

As for the other one, it's actually the sketches I did for Hibari's idle that made me want to go back to Honey's. So Hibari helped, too! Thanks :-D
 

rje

Member
Very cool, can't wait to see more of this :)

I also made a little Zelda experiment quite a while ago:

http://www.warsoup.com/zelda.html

Nice! Your build turned out great, I really like the screen effect you have. It's noticable but not super overdone like some other effects you see.

I have so much left to do on mine. To implement features now I'm having to sit down and write pseudocode in a high level and then covert to z80 assembly to make it work right.

I think now that the jam is pretty much done I need to take a step back and write some tools to simplify making the rooms and packing them into the rom efficiently, also need to rework everything so the necessary data can be pulled from banked memory instead of just assuming it's all one 32k cart.
 

UsagiWare

Neo Member
Hi Gaf, I've posted here before about working on a new prototype and now I have a build to show and, hopefully, get some feed back on. I've got to a point where I need people to play what I have right now so I can understand where I am and how the concept stacks up. Any feedback is welcomed but have in mind this is at a very early stage and it's more like a proof of concept than anything. I need to see if it's interesting enough to continue to work on and what areas need improvements and changes.

The game is pretty simple. You control a ball and have to navigate the given path until the end. Pressing the space bar allows you to change the movement from horizontal to vertical. This first set of levels have a mechanic to change direction in the form of arrows on the stages that you have to use to get your ball to the end circle (it's easier to understand when playing I think). Every level also has an optional gold ball that you can get to complete the level (and game) at 100 per cent. In the final game my idea is for these balls to be used to unlock more levels so as to get players to try and get them.

237GOT8.gif


The prototype that I have here has 15 levels and a level selector that will let you select any of the levels and will also show you if you have grabbed the gold ball.

That is all, thanks for taking the time to play and leave feedback on the game. Hopefully you'll like it but if you don't please be honest about it too!

Play it here!

Much harder than it looks, game made me look like a fool after just the first few levels.
Has been mentioned before but lowering the difficulty (wider passageways, slower pace?) in the early levels is probably a good thing
 

kiguel182

Member
Much harder than it looks, game made me look like a fool after just the first few levels.
Has been mentioned before but lowering the difficulty (wider passageways, slower pace?) in the early levels is probably a good thing

I've got complains that the fact that you need to release the spacebar causes some timing problems so that might be part of it. I'll definitely will look into it and try to adjust things.

I find difficulty to be a very hard thing to access when I'm playing since I've played this levels over and over again and I pretty much know all the paths and stuff. But that's why there's play testings!

And thanks for playing and the feedback!
 

Jobbs

Banned
Do these plants look too much like sperm?

CMvUDDNUYAAWjgU.png:large


(This was unintentional, the penis plant was intentional, in any case, my game seems to have some real subtext going on)
 

KevinCow

Banned
Play game
Find bug
Quit and try to fix bug
Play game
Bug's still there
Quit and try to fix bug
Play game
Bug's fixed!
Find another bug
Quit and try to fix bug

etc., etc., etc.

I'm getting kinda sick of playing my game, lol.
 

Jobbs

Banned
Play game
Find bug
Quit and try to fix bug
Play game
Bug's still there
Quit and try to fix bug
Play game
Bug's fixed!
Find another bug
Quit and try to fix bug

etc., etc., etc.

I'm getting kinda sick of playing my game, lol.

I've been playing my game as it stands in its current form for over a year. I have beyond lost all objectivity. In fact, I'm starting to hate it. :) I was talking about this before, but when you're this far in the shit, you can't see what's up or down, you just have to "fly by instruments" like a pilot in a storm. What are the design principles you're following, what are the design principles you believe in, etc...
 

Burt

Member
Do these plants look too much like sperm?

CMvUDDNUYAAWjgU.png:large


(This was unintentional, the penis plant was intentional, in any case, my game seems to have some real subtext going on)

I might not have thought of it if you hadn't said it. But I can't really unsee it with the way you prefaced it. Assuming they're floating upwards, maybe you could make them into little flame-like thingies, like the shape of humanity in Dark Souls, or make the top end glowing lights to obscure the overall form a bit?

Or you could just leave them as they are, I don't think it's going to hurt anyone's impression of the game.
 

KevinCow

Banned
I've been playing my game as it stands in its current form for over a year. I have beyond lost all objectivity. In fact, I'm starting to hate it. :) I was talking about this before, but when you're this far in the shit, you can't see what's up or down, you just have to "fly by instruments" like a pilot in a storm. What are the design principles you're following, what are the design principles you believe in, etc...

Yeah, I'm starting to understand how people can make bad games, or even just bad parts of good games. It's hard to answer the question, "Is this good?" when you've played iteration after iteration after iteration.


By the way, to answer the question from your previous post, those plants do totally look like sperm.
 

Jobbs

Banned
Yeah, I'm starting to understand how people can make bad games, or even just bad parts of good games. It's hard to answer the question, "Is this good?" when you've played iteration after iteration after iteration.


By the way, to answer the question from your previous post, those plants do totally look like sperm.

I thought I was drawing mushroom shapes at the time.
 

JDHarbs

Member
Do these plants look too much like sperm?

CMvUDDNUYAAWjgU.png:large


(This was unintentional, the penis plant was intentional, in any case, my game seems to have some real subtext going on)
I think they could really work depending on the context of the game.

Obviously I haven't played it myself, but when I look at this image I see a strong theme of life or rebirth depending upon how you look at it. The watery blue color, the leafy greens, the sperm-like shape of those objects rising from the ground, etc. Each of those just helps reinforce that theme.

If it works in the context of the story then I'd keep it in.
 

Jumplion

Member
I'm planning to dig into animating my characters soonish, any recommendations on 2D animation programs? Glanced at Spine and looks great, though Unity's built-in animation tools might be enough for me at the moment. Any thoughts?
 

upandaway

Member
Gonna start working on Unity for a summer project. Hoping to make a 2D shmup.

Everything I made before was from scratch in Java, so I've been looking at the tutorials on Unity's site and it's all focused on design and interface, not really telling me anything. I guess I'll look for a "start to end" tutorial and have that cover all my bases.
 

Noogy

Member
I'm planning to dig into animating my characters soonish, any recommendations on 2D animation programs? Glanced at Spine and looks great, though Unity's built-in animation tools might be enough for me at the moment. Any thoughts?

I've been using Unity's native tools for animation for a while, and they seem serviceable depending on how you use them. Very much tailored for 3D models where all animations are using the same static model. Not so friendly for 2D animation if you are mixing frame-animation and interpolation.

I'll probably move onto something like Spline or Spriter myself.
 

Jobbs

Banned
I've been using Unity's native tools for animation for a while, and they seem serviceable depending on how you use them. Very much tailored for 3D models where all animations are using the same static model. Not so friendly for 2D animation if you are mixing frame-animation and interpolation.

I'll probably move onto something like Spline or Spriter myself.

I bought a spine pro license recently because I think this type of animation is the future (or at least my future) and spine is a fine way to go about it.
 
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