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

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Jobbs

Banned
Sketching out some poses for an NPC I have to do spritework for. It's still a bit loose, but next I'll tighten these up a bit and then get them set up for animation.

fgfgfgfgfgf.png


Fun to be working with an actual human for the first time in a while.
 

Situacao

Member
Sketching out some poses for an NPC I have to do spritework for. It's still a bit loose, but next I'll tighten these up a bit and then get them set up for animation.

fgfgfgfgfgf.png


Fun to be working with an actual human for the first time in a while.

Really dig that artwork, it seems like it came straight out of a comic book!

Finally got something that I can show on my end as well... The game's name and logo!
ySA1ttr.gif


Also, what would be the best tool for particles/trails available? I'm using Unity for my game, but I can't seem to make good particle effects and trails, which are a great part of my game's aesthetics. I've researched a bit and found PopcornFx, but that's kinda expensive as hell and some of its features, like Lit Particles, aren't available in Unity. Do you guys know a better solution?
 
Figures.

Updating our mobile game for Unity 5.x and half of it is broken. Most projectiles don't fire, most buttons aren't clickable, score text randomly disappears.

Good grief!
 

SeanNoonan

Member
Big question for people who are working alone. Do you guys find yourself having trouble keep going? I love working on my game but sometimes the lack of another there constantly giving feedback and working on the game as well makes me sometimes less prone to get down and work...

Yup. Sometimes I get pretty down about things and just want to spend my time doing something else (I talked about this in this thread a couple pages back too). Of course I'm in the lucky (?) position where I'm making games as my day job anyway, so I can always just fall back on that if I want to take some time out.
 
Do you guys know any good rigging -> Mecanim tutorials that do NOT involve skinning? I want to rig various model parts to an armature but not have them deform.
 

Jumplion

Member
So I've been trying to work with Mecanim to set up the animations for my guy in Unity and it's been a pretty big mess so far. Animation's not playing when they should, taking forever to get started, flipping around everywhere. If anyone can link me to some 2D mecanim tutorials I'd appreciate it because I can't find any that really explain Mecanim all that well.

Think I'm going to need a break from this particular project for a bit, maybe try to think of something else for now. Play around with some more animations, spark something concrete that's more up my availability.
 

JulianImp

Member
Do you guys know any good rigging -> Mecanim tutorials that do NOT involve skinning? I want to rig various model parts to an armature but not have them deform.

I once did something experimental that worked for simple models: We had a robot whose body parts were all separate objects that were parented to dummies (since we were using Blender and never managed to find a way to parent meshes to bones without them getting skinned), and then we'd simply move, rotate and scale the dummies for the animations. I came up with that idea after I reverse-engineered how I thought N64 models were animated, but using loose body parts means that you can't do crazy movements that'd reveal that meshes aren't attached to each other, so I don't think it'd work well for living objects unless you went for an extremely minimalistic approach.
 

Blizzard

Banned
I once did something experimental that worked for simple models: We had a robot whose body parts were all separate objects that were parented to dummies (since we were using Blender and never managed to find a way to parent meshes to bones without them getting skinned), and then we'd simply move, rotate and scale the dummies for the animations. I came up with that idea after I reverse-engineered how I thought N64 models were animated, but using loose body parts means that you can't do crazy movements that'd reveal that meshes aren't attached to each other, so I don't think it'd work well for living objects unless you went for an extremely minimalistic approach.
If I'm understanding what you're saying correctly, your bones were causing the mesh(es) to deform (skinning)? I've probably linked this video before, but it's a super simple rigging video if anyone else encounters similar issues. It just rotates blocks without skinning anything, as I understand the term: https://www.youtube.com/watch?v=KLsBnLn41-U

Big question for people who are working alone. Do you guys find yourself having trouble keep going? I love working on my game but sometimes the lack of another there constantly giving feedback and working on the game as well makes me sometimes less prone to get down and work...

Doing programming, art, planning, story writing, etc... All by myself is daunting. Maybe I'm just a wimp...
I'm guessing this is a common problem, and it's perhaps one of the single biggest obstacles to being successful as a work-at-home solo developer. It's certainly a problem for me since it is very easy to get distracted, and sometimes difficult to make yourself try to focus on a problem.

That's something that impressed me about Notch of Minecraft fame. When he used to livestream game / gamejam experiments a few years back, he could write something crazy from scratch (like a DOOM style 3D rendering system) without getting distracted. Casey Muratori of the Handmade Hero project also seems to have this laser-like focus and can work through complicated problems in short amounts of time, while streaming.

One thing that I think can help in general is trying to be disciplined in building habits. Even if you sometimes have days where you only work 30 minutes, try to make yourself at LEAST spend some time working on something from your TODO list, every single day, or every Monday-Friday. This keeps it fresh in your mind, means you are making progress every day (even if it's tiny), and makes it something normal and constant so it's less difficult to get started.

Some people might also find it useful to schedule their time more strictly, like a normal job. Even if you're only working 12-5 or something, if those hours are reserved for actual work then you can spend the evenings relaxing or whatever.
 

Kalentan

Member
Well I've stopped working on trying to get the AI system to work for my game... (More so since I got some ideas from people on how to work with what I have currently but no idea how to even start.)

And decided to attempt to work at the Cutscene system... Note the background is just a temp and so is the dialogue. The game's intro cutscene will probably be very different.

https://www.youtube.com/watch?v=VYJl_UwGt5Y

Any opinions? :D
 

JNT

Member
Some people might also find it useful to schedule their time more strictly, like a normal job. Even if you're only working 12-5 or something, if those hours are reserved for actual work then you can spend the evenings relaxing or whatever.

This definitely helps me. Whenever I'm off a strict schedule I tend to procrastinate. A lot.
 

anteevy

Member
Sorry for the long post, but I'd like to have some game design feedback regarding my level types / reward system in Roll Playing Game.

I have two level types: "Campaign" levels and bonus (or "B-roll") levels.

There are 20 campaign levels that represent the core of the game. They focus on trap patterns, rhythm and smaller puzzles, but not speed (except for a few sections). Your score depends on the amount of orbs you've collected and how often you respawned at checkpoints. You can earn up to 8 "Tokens" (GAF-chosen name) per level. With these Tokens, you unlock B-roll levels (as well as other bonus contents).

There will be around 10-20 unlockable B-roll levels. Here, the score simply depends on the time you needed to finish the level, with an entry in the online leaderboard for skilled players. Community levels (created with the level editor I'll release with the game) are also essentially B-roll levels.

I thought of adding leaderboards to the campaign levels as well, but couldn't find a way, as these levels simply aren't build with speedrunning (speedrolling?) in mind. They often contain sections that simply can't be completed faster than the rhythm allows, which would result in most of the players having nearly the same time (e.g. because they all have to wait for a certain laser beam to stop blocking the path). My idea was creating "speedroller" versions of the Campaign levels (skipping the sections that hinder the speed flow) and adding them to the B-roll levels. The other B-roll levels would also have to be created with speedrolling in mind. Maybe I should rename this level type to "Rush" or something then.

Sadly, this focus on speed could limit the creativity and diversity of the community levels. Of course, they could just build whatever slow/rhythmic level they want, even if it doesn't really make sense in regard to the time-based leaderboard at the end. So maybe that's not a problem at all? I tend to overthink these kinds of things...

What do you think? Is it weird that the core levels of the game don't have leaderboards, but the other ones do? Is there maybe another way to calculate a highscore without using time as a factor that doesn't result in everybody getting the same score?
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
Is it possible to put something on Steam that is free or free to play without going through Greenlight?

The company I work for has a few tech demos in VR and such, and we were hoping to publish some of them on Steam just to share. But all of my research so far has pointed to Greenlight being the only path.
 

itsmanny

Neo Member
Another dev blog entry :D
tumblr_nuh6gaLi5G1upp7pzo1_1280.png

So I’ve spent the day reimplementing our foliage shaders from scratch. There are basically two master shaders, one is specialized on tree branches, and the other master shader takes care of ground foliage like weed, grass and other things that typically grow on the ground. The new shaders support wind and among many other things a heavily improved SSS to make light break through a leaf. Also, the color of the tree now depends on a random value that is generated on a per instance basis so every tree has a light variance in shading.
 
Figures.

Updating our mobile game for Unity 5.x and half of it is broken. Most projectiles don't fire, most buttons aren't clickable, score text randomly disappears.

Good grief!

Ugh, I hate that. There are current issues with Construct 2 if you want your game to run on Steam, you have to roll back to an earlier version as well as play around with some files so your game exports properly... then there's the whole issue with Chrome.

Seems par for the course with game making engines isn't it?

Sketching out some poses for an NPC I have to do spritework for. It's still a bit loose, but next I'll tighten these up a bit and then get them set up for animation.

fgfgfgfgfgf.png


Fun to be working with an actual human for the first time in a while.

Ooh, these look nice! Do you by chance animate with Spriter?
 

Misha

Banned
Ah... I was hoping to make a world map akin to this: http://cdn4.freefantasymaps.org/wp-content/uploads/2007/02/fantasy-world-4.JPG

Also...

Big question for people who are working alone. Do you guys find yourself having trouble keep going? I love working on my game but sometimes the lack of another there constantly giving feedback and working on the game as well makes me sometimes less prone to get down and work...

Doing programming, art, planning, story writing, etc... All by myself is daunting. Maybe I'm just a wimp...
I've been meaning to post some of the progress I've had on here but I haven't had any for that very reason :p

A lot of it tho is that it's hard to get home from being frustrated at code and want to be frustrated at more code.

I get a brief boost in enthusiasm on Mondays when I watch Day9's Mostly Walking (I'm working on a point and click adventure) but it's back to just wanting to take a break the next day
 

Pehesse

Member
There are current issues with Construct 2 if you want your game to run on Steam, you have to roll back to an earlier version as well as play around with some files so your game exports properly... then there's the whole issue with Chrome.

I'm not sure what you refer to here, so if you could expand on both accounts, as a C2 user, I'd greatly appreciate it!



What do you think? Is it weird that the core levels of the game don't have leaderboards, but the other ones do? Is there maybe another way to calculate a highscore without using time as a factor that doesn't result in everybody getting the same score?

I'm not a leaderboard type of player at all, but from what you describe, it doesn't feel weird to me that some levels would have boards, and some not, especially if the distinction is as clear as you make it!
Otherwise, I guess the usual highscore cliches applies: collectibles, especially out of the way ones (to balance with the time spent to go get them, making for a risk/reward situation), or rewards for skill displayed (for instance, get points for sharp turns, or near misses, etc... don't know how much it applies to your game, though) - once again, to offer another layer in addition to "time".

The best kind of leaderboard to me is one there is no one "best way" to run through a level, but multiple approaches that all end up making viable scores - that fosters discussions, strategy, combination runs... ultimately some levels will be more favorable to certain strategies than others, but it'll be less straightforward than "go as fast as you can" for every one of them!
 
Spent several hours trying to pin down the cause of a strange & massive FPS drop in my game. Normally I get a steady fps in the 110's, but now it was going as low as 15 fps, to my absolute horror.

After optimizing the hell out of everything in the game that I possibly could yet still not a dent made in the FPS drop, I was just about to give up. Then I ran the game with the UE4 editor minimized this time, and whaddyaknow - the FPS suddenly shot all the way back up to 110.

*headdesk*

Apparently just merely having the editor open & unminimized while the game is running causes a massive FPS drop. This definitely didn't happen to me in previous versions of the engine. Either the last update made the editor intensely more resource-hungry than before - or I need a new PC :p
 

Five

Banned
Another dev blog entry :D
tumblr_nuh6gaLi5G1upp7pzo1_1280.png

So I’ve spent the day reimplementing our foliage shaders from scratch. There are basically two master shaders, one is specialized on tree branches, and the other master shader takes care of ground foliage like weed, grass and other things that typically grow on the ground. The new shaders support wind and among many other things a heavily improved SSS to make light break through a leaf. Also, the color of the tree now depends on a random value that is generated on a per instance basis so every tree has a light variance in shading.

Whoa, that looks extremely good. Well done.


Well I've stopped working on trying to get the AI system to work for my game... (More so since I got some ideas from people on how to work with what I have currently but no idea how to even start.)

And decided to attempt to work at the Cutscene system... Note the background is just a temp and so is the dialogue. The game's intro cutscene will probably be very different.

https://www.youtube.com/watch?v=VYJl_UwGt5Y

Any opinions? :D

Yeah, a couple things. Usually when games have their main menus linger on a bit of scenery and then moves to the first cutscene or different mode, the camera pans, zooms, or changes aspect ratio to help indicate that it's doing something different now. Only taking the menu text away feels pretty static and boring.

Also, the falling leaves(?) could use some more depth. At first it seems like they might be falling several yards away from the camera, but then when the character appears and they're still in front of him, they appear very near and very tiny. I would move that to behind the character, and then also add another layer in front but with larger sprites. If you want to get really crazy, you can randomly change the depth level of the leaves (assuming they're individual object instances) by messing with the "depth" variable in the creation code, and in the step code use that value to scale the speed each object falls at, and then in the draw code use it to scale how large the leaf appears.
 

Kalentan

Member
Yeah, a couple things. Usually when games have their main menus linger on a bit of scenery and then moves to the first cutscene or different mode, the camera pans, zooms, or changes aspect ratio to help indicate that it's doing something different now. Only taking the menu text away feels pretty static and boring.

Hm... I shall try... something. The only problem I have is that I've been designing all Menu's and Cutscenes at 1080p, even the background is 1920 x 1080 so there's no where to move. D:

I'm actually wondering if that's going to bite me in the ass very soon.

Also, the falling leaves(?) could use some more depth. At first it seems like they might be falling several yards away from the camera, but then when the character appears and they're still in front of him, they appear very near and very tiny. I would move that to behind the character, and then also add another layer in front but with larger sprites. If you want to get really crazy, you can randomly change the depth level of the leaves (assuming they're individual object instances) by messing with the "depth" variable in the creation code, and in the step code use that value to scale the speed each object falls at, and then in the draw code use it to scale how large the leaf appears.

I tried to go for that effect of ash or w/e it is when there's a very large fire in the area.

I can do that to the depth, I think. Can I make depth a variable?
 

Five

Banned
Hm... I shall try... something. The only problem I have is that I've been designing all Menu's and Cutscenes at 1080p, even the background is 1920 x 1080 so there's no where to move. D:

I'm actually wondering if that's going to bite me in the ass very soon.



I tried to go for that effect of ash or w/e it is when there's a very large fire in the area.

I can do that to the depth, I think. Can I make depth a variable?

Yeah, I understand it can be difficult. God only knows I hate making cutscenes. Things like this is part of why, because they're so often so difficult and time intensive.

You're using GameMaker, right? depth is a built-in local variable, same as x, y, image_xscale, et cetera.
 

Kalentan

Member
Yeah, I understand it can be difficult. God only knows I hate making cutscenes. Things like this is part of why, because they're so often so difficult and time intensive.

You're using GameMaker, right? depth is a built-in local variable, same as x, y, image_xscale, et cetera.

Yeah. I guess I should start making images a bit longer than 1080p for cutscenes. Maybe backgrounds of 2,560 x 1080 and make the widescreen effect a GUI so it follows the view. Then I can make it at least pan.

I'm afraid to go too large because since I'm using Studio, there's no way to disable sprite scaling that happens when something is too large. It's annoying. :/ It ended up ruining what I planned to do for my area selector.

Also I shall try that with the depth. :)

Edit: AHA! I got around the Game Maker Studio scaling issue. Instead of one 2560 x 1080 background, I made one 1920 x 1080 and 640 x 1080 and then placed both Backgrounds in and then no scaling down. :)
 
Does anyone have any experience with or know somebody who has experience with Skele for Unity?

https://www.assetstore.unity3d.com/en/#!/content/16899


I once did something experimental that worked for simple models: We had a robot whose body parts were all separate objects that were parented to dummies (since we were using Blender and never managed to find a way to parent meshes to bones without them getting skinned), and then we'd simply move, rotate and scale the dummies for the animations. I came up with that idea after I reverse-engineered how I thought N64 models were animated, but using loose body parts means that you can't do crazy movements that'd reveal that meshes aren't attached to each other, so I don't think it'd work well for living objects unless you went for an extremely minimalistic approach.

That's basically what I'm trying to do, but my meshes overlap quite a bit, use very few colors and I'm not lighting them, so they look like they're merged together decently enough when I mess with it elsewhere.
 
Since upgrading to Unity 5.2 and doing some work yesterday I've had major crash issues with my project. I'm new to Unity so I have no real clue how to go about trouble shooting this stuff. I reinstalled fresh Unity and no luck.

I've been looking at the forums and they say in 5.1 they switched to Chromium from Gecko which could be causing issues. I'm also on Windows 10 N edition which has caused web browser issues before. I looked at what Unity installed last night and there's about 20 Microsoft products in my programs and features. I can't believe they're ramming Visual Studio crap down my throat when I'm happy using MonoDevelop.

I've tried to roll back the work I did yesterday but I'm not having any real luck with it. The crashes seem to be Unity based, Either it crashes when I load the project, when I open the scene, close the editor or try to build. 95% of the time. Game actually plays fine in the editor most of the time. I'm going back to 5.0.4 to rule out the Gecko issue. Can't see myself getting any work done this weekend because of this :(

edit. Rolling back has solved it. So either a compatibility issue with my computer or a bug in a customer shader I'm using.
 
5.X sucks, IMO. I'll take the features without the editor issues.

I've had problems with every project I've moved from 4.X to 5.X

Ground-up projects in 5.X give me no editor issues.
 

HelloMeow

Member
I haven't had any issues with Unity 5, but it does seem a bit cluttered and unpolished. I'm sticking to 4.6 as long as I don't need the extra features.
 

Nemo

Will Eat Your Children
Can anyone recommend any good (simple) design doc templates? Something which could be used for most amateur teams doing a smartphone project
 

Ventron

Member
Ugh, that terrible feeling when your game has performance issues and you have no idea how to fix it...

Can you use a profiler? If you use Unity, it has a great one. It can find both performance bottlenecks and the source of memory allocations (the latter of which was very helpful for me given the way Lupinball does online).
 

SeanNoonan

Member
Does anyone else notice that games made it Construct 2 run like shit whenever you get Steam/Skype/Outlook notifications?

Destroys my frame rate.
 

Nozem

Member
I started toying around with HaxeFlixel a few days ago. I tried my hand at making a lighting system. It's still buggy and unoptimized, but it supports any number of lights and I'm pretty proud :)

AyGKfck.gif


It confirmed my fears though that a tile-based lighting system won't look good. It just doesn't look smooth, especially when all the action is happening at 60fps on a per-pixel basis, and the lighting only updates every 20px (a tile width).

On a related note, does anyone know a good app to make 60fps gifs on a Mac?
 
I started toying around with HaxeFlixel a few days ago. I tried my hand at making a lighting system. It's still buggy and unoptimized, but it supports any number of lights and I'm pretty proud :)

AyGKfck.gif


It confirmed my fears though that a tile-based lighting system won't look good. It just doesn't look smooth, especially when all the action is happening at 60fps on a per-pixel basis, and the lighting only updates every 20px (a tile width).

On a related note, does anyone know a good app to make 60fps gifs on a Mac?
It sure can look good - you'll need to craft your style around it. With things like this you just can't throw the kitchen sink at it and turn every switch to the "on" position. It is like music - turn every instrument to the same db, same EQ, same everything and it will sound like mud. Again like music, learn to move things backwards and forwards in the "mix" so the listener's ears snap to what you want it to and EQ bands aren't fighting with each other constantly so each instrument can live like it should without killing the others - the mix will be clean.

I think it can look ace if part of the gameplay and done in a manner that directs the player, not just throwing it around because you can - give it a reason to exist and tailor it.
 

Nozem

Member
It sure can look good - you'll need to craft your style around it. With things like this you just can't throw the kitchen sink at it and turn every switch to the "on" position. It is like music - turn every instrument to the same db, same EQ, same everything and it will sound like mud. Again like music, learn to move things backwards and forwards in the "mix" so the listener's ears snap to what you want it to and EQ bands aren't fighting with each other constantly so each instrument can live like it should without killing the others - the mix will be clean.

I think it can look ace if part of the gameplay and done in a manner that directs the player, not just throwing it around because you can - give it a reason to exist and tailor it.

Wow you're absolutely right, thanks. I might have spoken way too early. Keep in mind though I'm not developing a game, I'm just toying around and learning Haxe and a new framework. But yes, what you say is right and I'll keep it in mind.

I've updated it a bit, now the brightness adjusts every frame (10% towards the target brightness), instead of every tile. This makes it WAY smoother.

uSrj8TP.gif
 

Kalentan

Member
Is this masochistic?

I'm designing the "Home Base" menu for my game. But rather than looking up guides on how to do everything, I'm designing it from
scratch with the help from others. But help to to get to my goal rather than getting me to my go instantly.

Like yeah, I could google: "How to get Game Maker Inventory", but the feeling of getting something to actually work myself is... well, amazing.

I'm going to fail a lot... but in the end... I think it might be worth it.
 

anteevy

Member
I'm not a leaderboard type of player at all, but from what you describe, it doesn't feel weird to me that some levels would have boards, and some not, especially if the distinction is as clear as you make it!
Otherwise, I guess the usual highscore cliches applies: collectibles, especially out of the way ones (to balance with the time spent to go get them, making for a risk/reward situation), or rewards for skill displayed (for instance, get points for sharp turns, or near misses, etc... don't know how much it applies to your game, though) - once again, to offer another layer in addition to "time".

The best kind of leaderboard to me is one there is no one "best way" to run through a level, but multiple approaches that all end up making viable scores - that fosters discussions, strategy, combination runs... ultimately some levels will be more favorable to certain strategies than others, but it'll be less straightforward than "go as fast as you can" for every one of them!
Thanks! I'm not that much into leaderboards myself, but most gamers seem to love comparing their scores to those of other gamers. Right now I think I'll keep the campaign levels without highscores, but maybe add a statistics screen instead (like "only 34 other players achieved a perfect score and you are one of them!").

Collectable orbs that are placed out of the way of the direct path is a cool idea. They could reward time and the player has to decide whether to risk collecting them (losing time, but hopefully getting back more time) or not.

I feel like I have to give level creators more choices regarding the level type. They should be able to create levels that use respawns instead of time to calculate the score (like the campaign levels). Which would complicate things a bit, since then some community levels would have a highscore and some wouldn't, which might be confusing. But adding a highscore to respawn levels where the top X players all have to same best score (0 respawns) would be worse, right?
 
Unity 5.x hasn't provided any problems for me so far, and quite frankly, I welcome proper Visual Studio integration, Monodevelop is fucking garbage.


Anyhow, back to work. Took some doing and a bit of bugfixing, but, hey, pathfinding links. Just walking and falling nodes thus far, and what's implemented isn't perfect, but progress is progress.

PathNodeLinksNoJumps.png


Now, here's the problem - I'm wracking my brain trying to come up with how to calculate and validate jump trajectories for jump links. Anyone working with Unity and C# got any idea on how I could go about this?
 

Kalentan

Member
I do have a question though... does anyone know if it's possible to add two values of an array in Game Maker?

I want to calculate a characters Attack Rating by doing: Atk[0] = Str[0] + Wep[0,1]

Str[0] is the main characters Strength
Wep[0,1] is the attack rating for the weapon the player has equipped.

I have established both have values and can even print them out but yet I get a "doAdd" error when trying to do this calculation. Str[0] and Wep[0,1] are established in different scripts (but all under the same tab) and I made sure to have the scripts with Str[0] and Wep[0,1] to run first... So I'm not sure what the problem.
 
I'm not sure what you refer to here, so if you could expand on both accounts, as a C2 user, I'd greatly appreciate it!

On the Scirra forums there is a 23 page thread regarding getting a game on steam, and the issues dealing with it. It's also a handy resource for newcomers on how the process works, since for those who lack programming know how such as myself I posted my findings in the thread (I'm the GG-Works guy).

https://www.scirra.com/forum/experimental-greenworks-plugin_t117833

I had to roll back C2 to v184, reinstall greenworks 3.0 plugin and had to do some file workarounds with files to get it to function on the steam client otherwise you'll get errors. Also, when you have the plugin installed, testing in Node Webkit doesn't seem to work, so you'd have to go browser.

As for Chrome, there were some issues regarding testing on the browser which seems to happen when Google updates and Scirra has to catch up and tweak the engine just so it can function. Like Audio would not play properly, or frame rate issues. It's minor, but still.

https://www.scirra.com/forum/viewtopic.php?f=151&t=153626&p=968709&hilit=Chrome#p968709
https://www.scirra.com/forum/viewtopic.php?f=146&t=153693&p=968683&hilit=Chrome#p968683

It's still a good product, I wouldn't make a large scale project with it though. Baxter's Venture would be considered a mid scale project, but I have run into issues were I'd have to remove some things to save the frame rate. The only other problem I had was audio, where the music would play continuously as you progress through each level ala Super Meat Boy, but lately it would restart when you move on to the next level in the same Act, was unable to fix it.

My biggest complaint about the software is that it heavily relies on third party plugins to do exports. And if you browse the forums, there are plenty of unhappy customers. It's great if you're doing browser related content, but for exporting to Steam or Facebook, or even mobile be prepared for trials and errors.
 
I do have a question though... does anyone know if it's possible to add two values of an array in Game Maker?

I want to calculate a characters Attack Rating by doing: Atk[0] = Str[0] + Wep[0,1]

Str[0] is the main characters Strength
Wep[0,1] is the attack rating for the weapon the player has equipped.

I have established both have values and can even print them out but yet I get a "doAdd" error when trying to do this calculation. Str[0] and Wep[0,1] are established in different scripts (but all under the same tab) and I made sure to have the scripts with Str[0] and Wep[0,1] to run first... So I'm not sure what the problem.

Make sure the vars are in the same object. If you can't figure it out still, post the error message.
 

Pehesse

Member
On the Scirra forums there is a 23 page thread regarding getting a game on steam, and the issues dealing with it. It's also a handy resource for newcomers on how the process works, since for those who lack programming know how such as myself I posted my findings in the thread (I'm the GG-Works guy).

https://www.scirra.com/forum/experimental-greenworks-plugin_t117833

I had to roll back C2 to v184, reinstall greenworks 3.0 plugin and had to do some file workarounds with files to get it to function on the steam client otherwise you'll get errors. Also, when you have the plugin installed, testing in Node Webkit doesn't seem to work, so you'd have to go browser.

As for Chrome, there were some issues regarding testing on the browser which seems to happen when Google updates and Scirra has to catch up and tweak the engine just so it can function. Like Audio would not play properly, or frame rate issues. It's minor, but still.

https://www.scirra.com/forum/viewtopic.php?f=151&t=153626&p=968709&hilit=Chrome#p968709
https://www.scirra.com/forum/viewtopic.php?f=146&t=153693&p=968683&hilit=Chrome#p968683

It's still a good product, I wouldn't make a large scale project with it though. Baxter's Venture would be considered a mid scale project, but I have run into issues were I'd have to remove some things to save the frame rate. The only other problem I had was audio, where the music would play continuously as you progress through each level ala Super Meat Boy, but lately it would restart when you move on to the next level in the same Act, was unable to fix it.

My biggest complaint about the software is that it heavily relies on third party plugins to do exports. And if you browse the forums, there are plenty of unhappy customers. It's great if you're doing browser related content, but for exporting to Steam or Facebook, or even mobile be prepared for trials and errors.

I see. Thank you for this information! It's true I rarely go looking for information on Scirra's forum, so I'm not aware of the latest developments there. I had never run into any issues with Chrome (or C2 itself, to be honest, apart from one time where updating was ill-timed). So far Honey has worked flawlessly under all situations, I'm hoping to keep the streak going. We'll see how Steam integration goes, if (when) it ever comes to that, and I'll report here.

I'm still hoping to build another project after Honey in C2, especially now that I'm learning many more tricks and tools. We'll see if it becomes "too large" for it to handle, thankfully there are already some alternatives lined up :)
 
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