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

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I'll close this page with my last animation for this set!

tumblr_inline_nu29pnybcY1rfzuuq_540.gif


Finally done with this crunch, now onto the next thing on the planning: scripting the match proper, before fixing up the test version based on the latest feedback.

I'll admit my thoughts have drifted pretty much exclusively to the design of my platformer/action idea during the coloring process, but it's time to get my head back in the game now :-D

Nicely done. I think I missed what that animation is for, though, doesn't look like a damage anim.
 

Pehesse

Member
Nicely done. I think I missed what that animation is for, though, doesn't look like a damage anim.

You're right, it's more of a stun/stagger thing. It's the reaction to one of Big Blue's attacks, that setups one of her special moves if you get caught in her attack range while being stunned. I hope to be able to showcase that better soon :-D
 
I started making clothing for the enemies. Don't know what I was going for with the pants, but I think it ended up looking pretty cool. Now, that a I'm looking at it, i also need to add some deeper creases and leather cracks to the boots (where the toe and ankle bend).
KC4b.jpg

LC4b.jpg
 
I started making clothing for the enemies. Don't know what I was going for with the pants, but I think it ended up looking pretty cool. Now, that a I'm looking at it, i also need to add some deeper creases and leather cracks to the boots (where the toe and ankle bend).
Wow, those look amazing.
 

Lautaro

Member
I just realized that this could be a great time for promoting. Lots of people login in and searching for those hyped titles.

..or maybe not :/

After doing it I can say: nope. I got more visits to my page but less sales than in previous occasions. Of course, my title is already losing impulse so there must be something of that. I think you have to apply common sense: if there's big titles in the day then wait (I don't regret it though because my patch was ready and I wasn't going to improve it in the 2 or 3 days that I would have delayed it).

I still got rounds left though.
 

xillyriax

Member
What type of game are you planning to do?

I used www.draw.io for my game design.
68qcav8m.png


My game genre is not common, so I don't know if it applies to yours.

As for document itself, I have a document written with stuff like:

What is the game story? And its turning points?
What difference about this game than the others?
What are the goals?

Nothing to fancy, tbh.
been thinking about ideas for a beat em up
I'll give draw.io a shot, although it looks like it is more suited from dialog trees, branching level, etc.
 

rje

Member
Having trouble recording GIF's at 60 FPS - they seem to come out weird and super fast... any ideas anyone?

OYAQ35A.gif

what are you using to record them?

I've done a few 60fps gifs with gifcam and the results were always too fast, I had to take it into gimp and double the frame times for it to work right
 

SeanNoonan

Member
what are you using to record them?

I've done a few 60fps gifs with gifcam and the results were always too fast, I had to take it into gimp and double the frame times for it to work right
I am also using gifcam. I'll try and double the frame times...
 

Razlo

Member
Anyone else show off their stuff at PAX Prime? I got some really great playtest feedback on my next game and got to hang with some rad indie devs.
 

mStudios

Member
I'll close this page with my last animation for this set!

tumblr_inline_nu29pnybcY1rfzuuq_540.gif


Finally done with this crunch, now onto the next thing on the planning: scripting the match proper, before fixing up the test version based on the latest feedback.

I'll admit my thoughts have drifted pretty much exclusively to the design of my platformer/action idea during the coloring process, but it's time to get my head back in the game now :-D

Nice animation :p How long do you spend doing an animation like this one?
 

Jumplion

Member
Any advice on how to script the animations in Unity, mecanim and whatnot? I'm trying to get the character to transition from their run animation to the "turn around" animation if the player is starting to go the other way. Basically transitioning from this animation to this and back with the sprites flipped respective of the direction. I know some games do this kind of thing, and I need to figure out how to get input from the player to determine this (probably simpler than I'm thinking it is) and it's getting some funky results.
 
I'll close this page with my last animation for this set!

tumblr_inline_nu29pnybcY1rfzuuq_540.gif


Finally done with this crunch, now onto the next thing on the planning: scripting the match proper, before fixing up the test version based on the latest feedback.

I'll admit my thoughts have drifted pretty much exclusively to the design of my platformer/action idea during the coloring process, but it's time to get my head back in the game now :-D

That's so good! I don't think our cameo does it justice. :p

(http://gfycat.com/LegitimatePleasingLangur)
http://fat.gfycat.com/LegitimatePleasingLangur.webm

(http://gfycat.com/FatherlyPaltryBustard)
http://fat.gfycat.com/FatherlyPaltryBustard.webm
 

Kalentan

Member
I hope I can move my game along enough in the time to get a cameo. :)

I would have quoted you, lilith, but your heart was messing with my quote message. D:

Anyway... I have good news! My game has been stalling as of late due to the resolution issue. I can say today that I have fixed it! I got it to show at 1080p without messing up.

Now time to figure out how to code AI for enemies and how to make it so the game knows how to path find... And create menus... and skills... And stats... and how to store these... Jesus.
 

Pehesse

Member

AWESOME! I absolutely love it. So, she did get a hadouken in the end :-D She looks more threatening than she does in the whole of her own game :-D

Nice animation :p How long do you spend doing an animation like this one?

EDIT: I had said 9 (1+4+4), but looking over my notes again, it was only for half the animation... sorry :-/ so it's actually really more like 1h sketching, 8h lining and 8h coloring for the whole 21 frames.
I found the trick to making it pass by really fast, though: 90's action flicks playing in the background :-D Must've "watched" (or listened, really) more of those in the past two weeks than in the rest of my life altogether :-D
 
Oh, wow, this is a much stronger reception than I expected! It's definitely being noted. There are just a lot of logistics to consider as far as game balancing and development time are considered.

I'll talk it over with my partner and see if we can find a reasonable solution :)
 
Holy shit, those cameos are freaking sweet. Considering my 2D project is heavily character-based, I imagine there might be at least a few guest stars in there.
 

Pehesse

Member
Oh, wow, this is a much stronger reception than I expected! It's definitely being noted. There are just a lot of logistics to consider as far as game balancing and development time are considered.

I'll talk it over with my partner and see if we can find a reasonable solution :)

Since you've shared the links here, I assume it's okay to post them around?

On cameos: I don't know if I'll fit in any more into Honey proper, but for the next project, there certainly will be as many as I can fit in as well :-D
 
Since you've shared the links here, I assume it's okay to post them around?

On cameos: I don't know if I'll fit in any more into Honey proper, but for the next project, there certainly will be as many as I can fit in as well :-D

Yeah, go for it! It's no trouble at all, but I appreciate you asking anyhow.

Don't get too carried away! You have to finish Honey first so we can all play it ♥︎
 

mStudios

Member
AWESOME! I absolutely love it. So, she did get a hadouken in the end :-D She looks more threatening than she does in the whole of her own game :-D



EDIT: I had said 9 (1+4+4), but looking over my notes again, it was only for half the animation... sorry :-/ so it's actually really more like 1h sketching, 8h lining and 8h coloring for the whole 21 frames.
I found the trick to making it pass by really fast, though: 90's action flicks playing in the background :-D Must've "watched" (or listened, really) more of those in the past two weeks than in the rest of my life altogether :-D

That's a lot of hours... I have little patient when doing frame by frame animations -_-

__________

"Progress :"

YjbeTW6.gif


Obviously missing the items and glowing light animations (Door and Vault's Digital Pad).
Hopefully I've got the whole puzzle done by this week.
 

Pehesse

Member
Yeah, go for it! It's no trouble at all, but I appreciate you asking anyhow.

Don't get too carried away! You have to finish Honey first so we can all play it ♥︎

Haha, roger that :-D Posted the news around to spread the cheer! Again, thanks a lot, love how it turned out :-D

That's a lot of hours... I have little patient when doing frame by frame animations -_-

__________

"Progress :"

YjbeTW6.gif


Obviously missing the items and glowing light animations (Door and Vault's Digital Pad).
Hopefully I've got the whole puzzle done by this week.

Yeah, it took a while. It's why I broke it down in halves, and threw off my hour count :-D I don't think I could do only that for a living. Thankfully game dev offers plenty of distractions to break it up. Next batch of anims is not before the end of the year, now!

Your rooms and background art are really, really impressive. I worked on an (unreleased and seemingly dead, AFAIK) point and click game, and I wish I could've done half as good a job as this.
 

Kalentan

Member
Maybe this is obvious... but when you guys began working on your games... did you get basic sprites and basic maps and simply work out all of the systems (assuming your working alone and therefore don't have another to work on other things) and then worked on the fine details? I don't even have a menu in my game yet or even a UI. I'm merely attempting to get the FF Tactics/Disgaea movement/combat system to work before doing anything else.
 

snarge

Member
Maybe this is obvious... but when you guys began working on your games... did you get basic sprites and basic maps and simply work out all of the systems (assuming your working alone and therefore don't have another to work on other things) and then worked on the fine details? I don't even have a menu in my game yet or even a UI. I'm merely attempting to get the FF Tactics/Disgaea movement/combat system to work before doing anything else.

I get basic sprites and such, almost always from http://kenney.nl/assets , which is somehow free / donateware. There are basic fonts, UI, and tiles for most of your basic 2D things.

Then I replace them with the actual art as I go.
 

GulAtiCa

Member
Maybe this is obvious... but when you guys began working on your games... did you get basic sprites and basic maps and simply work out all of the systems (assuming your working alone and therefore don't have another to work on other things) and then worked on the fine details? I don't even have a menu in my game yet or even a UI. I'm merely attempting to get the FF Tactics/Disgaea movement/combat system to work before doing anything else.

Yeah, kinda. I always work on the direct gameplay first. I try to get the basic down first before moving onto the smaller things, like the main menu, pause screen, etc.
 
Haha, roger that :-D Posted the news around to spread the cheer! Again, thanks a lot, love how it turned out :-D

I just saw that. Thanks! :)


Haha, that's amazing!

But do you have to kill them? :(

Right now, they're each one of the common enemies that can spawn in the secret final stage (out of about 20 characters that will be there). In many cases, you can run right past them, but there's a chance that gates will close around you until one or the other is defeated.



Maybe this is obvious... but when you guys began working on your games... did you get basic sprites and basic maps and simply work out all of the systems (assuming your working alone and therefore don't have another to work on other things) and then worked on the fine details? I don't even have a menu in my game yet or even a UI. I'm merely attempting to get the FF Tactics/Disgaea movement/combat system to work before doing anything else.

I tend to work on whatever most interests me at the time or what seems to be the most important thing to be done. At the very beginning, I like to work on a lot of art assets. They don't necessarily have to be final, but it's the easiest way for me to get a handle on what kinds of things will be in the game and what art style the game will have. So I'll draw a version or two of the player character, one or two of the enemies, a small amount of environment art, a couple items, and maybe a little more.

Then I go into the game engine and program the basic functionality, the core mechanics that the player will be performing at the base level throughout the game. In a platformer, that's all of player's movement controls and physics, plus the hooks and methods for various types of things the player is going to interact with (movement of platforms, platforms that can be passed through, breakable things, et cetera. During this process, I usually refine some of the first art and animation as it goes in. I might realize something is impractical to develop, or not as fun as I thought, or doesn't look as cool as I imagined, so I'll go change it.

Then, until the game is done, I pick whatever is most interesting or most important to be completed next. There are no strict rules about it, except that generally I like to have preliminary or final art done for something before I program it, so I can have visual feedback during testing without wasting time setting up stand-in "programmer" art. Sometimes, in teams, it's more efficient to temporarily use stand-in art, but ideally the workflow is set up with as few extra efforts as possible.
 

_machine

Member
Woah, those are so cool! And I really do love GAF cameos (ya'll are awesome) :)

I haven't had much to show lately as we've been working a lot of under-the-hood gameplay things and preparing store pages and other release stuff. I could write a bit about our balancing process, but for now I've got my hands full following up on our release production plans.

I've got some spare pairs of beta keys up for those that pm me :)

Our major balance and bug fixing patch pretty much got delayed to next week, but hit me up if you want have a go. I do recommend getting someone to play it with you as our beta has been very, very closed so far and we've conciously removed the AI for a while to test some of the more fragile parts of the game (and make the AI less stupid).

Oh and I do have a little promotional key art piece straight from the jaws of facebook compression:
 

SeanNoonan

Member
Maybe this is obvious... but when you guys began working on your games... did you get basic sprites and basic maps and simply work out all of the systems (assuming your working alone and therefore don't have another to work on other things) and then worked on the fine details? I don't even have a menu in my game yet or even a UI. I'm merely attempting to get the FF Tactics/Disgaea movement/combat system to work before doing anything else.
I had worse versions of the spirtes I have now. I just kept improving over time until I felt they were ready, but then it's taken me over a year to finish an infinite runner (lel).
 

Paz

Member
Having trouble recording GIF's at 60 FPS - they seem to come out weird and super fast... any ideas anyone?

OYAQ35A.gif

Just FYI gif's are limited to 50fps playback in browsers, these days I mostly capture with fraps and then edit/create the gif in virtual dub where I can tweak the frame conversion/resolution/other stuff to keep the file size down (I think it's either 3MB or 5MB to be tweeted).

I usually capture at 60 and use virtual dub's settings to convert to 50fps (make sure you convert rather than just run it at 50 because that will just slow it down rather than frameskipping to keep the speed correct), I'm not sure what gifcam would be doing.

I just got back from doing the PAX 10 and am utterly exhausted because apparently the USA is a far away place, but we managed to announce the release date of our game on PC which is september 23! Crazy exciting and nerve wracking at the same time. Does anybody here not have a key? Oh and here's a video we put together while rushing to catch our planes on the last day lol https://www.youtube.com/watch?v=Zludenp6QRE
 

Kalentan

Member
So I made two 'mock' screenshots of what I envision the cutscenes to look like. Now do note that there is a third option... Which is me actually drawing the characters, but with my desktop out of commission at the moment. It's impossible for me to use my tablet to draw.

lI4b.png


Very Visual Novel-like but the player character isn't 'looking' at them. Instead what ever character is on the other side is facing them.

mI4b.png


This is sort of Banner Saga inspired in that the character on the opposite side is actually appearing but is out of focus. This would mean when Tyler speaks (The blue guy), that Marlow and Masara would be larger and out of focus.

Now while Marlow's mouth looks really wide opened on this... When actually enlarging the characters to this size, I can actually make the mouth smaller and more natural. In fact the increased sized almost let's me put on more facial expressions.

Which do you guys like more?
 

Dascu

Member
Been working on a volumetric fur shader that moves the hair strands according to wind and to the player's movement. Finally got it to work while maintaining 60FPS even on hundreds or thousands of hairs. *wipes sweat off brow*

Two problems remain though. First, depending on the viewing angle, the hair strands (quad polygons) are not visible. Second, it's a bit difficult to paint them all on top of the colossus enemies and follow its animation properly.

May put some pics or gifs of it online later.
 

itsmanny

Neo Member
I started making clothing for the enemies. Don't know what I was going for with the pants, but I think it ended up looking pretty cool. Now, that a I'm looking at it, i also need to add some deeper creases and leather cracks to the boots (where the toe and ankle bend).
Very nice modelling/texturing! But they would do fine with a more used look :D
 

GulAtiCa

Member
For the fun of it, and as a way to help keep me from getting bored, started working on a neat Space Exploration game. A open world game. Mostly working on the gameplay physics for now, but I want to make it so the player can do stuff. Like mine planets/etc for resources, build stuff with that resources, blow up asteroids, fight other ships for treasures, etc. This 3 day weekend, think I'll be able to get in a good bit of the gameplay itself done. Making the game interesting and filling in stuff to do will obviously take a lot longer of course.
 

Peltz

Member
mI4b.png



Which do you guys like more?

I like this^ one more, but there needs to be a larger differential in size between the blue character (out of focus) and the other two characters (in focus). Also, the blurriness is supposed to represent peripheral vision to an extent, so the blue guy should probably be further to the right to really maximize the effect and the other two guys should probably be closer together make it seem more natural.
 

Kalentan

Member
I like this^ one more, but there needs to be a larger differential in size between the blue character (out of focus) and the other two characters (in focus). Also, the blurriness is supposed to represent peripheral vision to an extent, so the blue guy should probably be further to the right to really maximize the effect and the other two guys should probably be closer together make it seem more natural.

http://imgur.com/a/Dj9Je

I made 2 more examples in this Imgur post.

I would post them, but I got a feeling people are getting sick of me posting stuff.
 

Kalentan

Member
Excellent work!

The first one is better in my humble opinion.

Cool.

I actually resized a 200% resize by 900%. xD

Since the original sprites are one pixel in size, they scale REALLY well.

In the actual game I'll have the mouths moving. The only thing I haven't figured out yet... Is how I'm even going to do this? After all, I mentioned that these are mock screenshots.

Another thing I need to figure out? How to make the UI. Like... do I actually 'make' the pieces of the UI or do I code them into existence. If that makes any sense.
 
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