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

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Please forgive me if you're already familiar with this -- but if not, I recommend doing a bit of reading about object-oriented programming. I'm not sure of a good reference to recommend, but I feel becoming familiar with the concept of "classes" "objects", and "member variables" would make your task a lot easier.

I'm not familiar with how Game Maker would handle it, if that's what you're using, but hopefully it supports some sort of object classes (think of classes as types of objects).

It does. The problem is that GameMaker tries hard to portray objects as material instead of abstract. For instance, worldspace coordinates, velocity and sprite representation are intrinsic to all objects in GameMaker (although they can be ignored or given null attributes). So sometimes it's hard for novices using GameMaker to conceptualize abstract classes.
 

Jumplion

Member
XB43BZL.gif

Finally got around to learning how Object Pooling works. I don't know if there's a noticeable change at this point, but it definitely feels smoother if not smarter. Was a bit wonky to get working at first, but mmm, feels good man.
 
I just want to chime-in and say the while object oriented programming is useful sometimes, inheritance is not and most people do it wrong.

If you can and the language allows for it, try to go for composition when doing games, that is a way more popular and sane pattern.
 
As soon as possible, as I want to start putting up lore/gameplay updates and such on it. Only thing with Tumblr is that it doesn't really have 'tabs' does it?

What exactly do you mean by tabs?

With Tumblr I just tag everything and you can link to a tag pretty easily if you know a little HTML

Like here's my personal Tumblr: http://blazehedgehog.tumblr.com/

And on the side I have a link for "Game Dev stuff" which just links to everything I've tagged with gamedev

http://blazehedgehog.tumblr.com/tagged/gamedev

Which is where I post about games I am working on, or post things that relate to game design questions people ask me

Would that work for what you'd want?
 

Kalentan

Member
You can go a hundred layers deep with this if you want.

Code:
objEnemy
 - objBandit
   - objBandit1
   - objBandit2
 - objSlime
 - objSkeleton
   - objSkeleton1
     - objSkeleton1king
   - objSkeleton2

But you'll probably only want it to be one or two tiers. Any further distinction is probably better solved by storing disparate attributes in variables.

Alright, so I copied the ObjEnemy, ObjBandit, and ObjBandit1,2.

ObjEnemy is the parent of ObjBandit and ObjBandit is the parent of Bandit's 1 and 2.

So I assume Bandit 1 and 2 will have things like, Health, Level, Mana, and so on.
ObjBandit I assume will hold the AI for the Bandit enemies?

And then ObjEnemy will hold the AI that determines what order enemies go?

What exactly do you mean by tabs?

With Tumblr I just tag everything and you can link to a tag pretty easily if you know a little HTML

Like here's my personal Tumblr: http://blazehedgehog.tumblr.com/

And on the side I have a link for "Game Dev stuff" which just links to everything I've tagged with gamedev

http://blazehedgehog.tumblr.com/tagged/gamedev

Which is where I post about games I am working on, or post things that relate to game design questions people ask me

Would that work for what you'd want?

That actually might work.
 
Doing all the iTunes Connect stuff... bleh, all the screenshot creations for the multiple devices is a huge pain to be honest, and that's after making a good workflow for it >_<
 

Blizzard

Banned
I just want to chime-in and say the while object oriented programming is useful sometimes, inheritance is not and most people do it wrong.

If you can and the language allows for it, try to go for composition when doing games, that is a way more popular and sane pattern.
This may be a fair point, but if someone is unfamiliar with either, I feel like talking about composition can get even more confusing until they are comfortable with classes and member variables. I also feel that inheritance/composition are two different tools that may be useful in different ways.

In short, if every enemy has a type, I think it's reasonable to say "Enemy" is an class of object, and having an "enemyType" member variable in that class is a very simple and effective way to check the type of any enemy.

If one has some sort of Strategy class that implements AI, maybe one could use an "aiStrategy" member variable to refer to a strategy. Then, strategies can be mixed and matched as needed while keeping the enemy class the same. AI is a complex topic and I'm no expert though.

Conversation Character swap
There appear to be some major typos here, though you may already know that.
 
Time to add more replayability to the game so I'm starting to work on the first unlockable fleet:

Finally took a super mega pic of Beacon after finding a decent script that let me snap regardless of whether I'm in the editor or in-game!

Conversation Character swap




Yup, it's not my build, so the programmer just type whatever trash he wants to type.

Those three last screen from you games are looking cool guys!

Im excited to nearly have finished with Helmets of Fire. Majority of things are already un place, even the music. Have been bug testing all this last days (and to see if there something we could imporve from the pattern and attacks gameplay wise).
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Okay. Though I suppose that does mean I will need a new AI for each level, correct? I doubt I want one objEnemy that is the parent of every enemy in the game.
That depends on what your AI should do. I have a class "enemy behaviour" and each enemy has a list of enemy behaviours (usually: With one entry, but sometimes more than one if I want something more dynamic) and upon creation of the enemy I add the bahviours I want them to have to the character. Regarding enemy hierarchie, I have a class "character" with sublass "AI character" and "Player character", the distinction between different enemies is made via variables, so their looks are stored in a dictionary of tiles and their behaviour as I said is stored in a list of enemy behaviour-objects.

However, if you want to make your AI really dynamic and to be different from level to level, then yes, you'll probably need to build an AI for each level. Typically, in SPRGs, the AIs are not that flexible though. They basically have ~3 different attack patterns and 0-1 defensive pattern depending on the SRPG you look at.
 
I write new AI for every enemy.

I have common stats they can all access at any time like player position for targeting, his health, etc.

You can make a one-size-fits-all solution but variety is the spice of life. If you expect people to play your game for an extended period of time - give them plenty to work with. The mechanics can remain consistent, but as far as behavior? There's no excuse to not make them all unique.

Videogames require a lot of work and you get out of it what you put into it. The end user will notice.

Not preaching but if you're serious about your game you will do what you need to make sure there's enough unique content for the end user. People bitched about Destiny being the same shit over and over and over. They will be less forgiving to new developers.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I write new AI for every enemy.

I have common stats they can all access at any time like player position for targeting, his health, etc.

You can make a one-size-fits-all solution but variety is the spice of life. If you expect people to play your game for an extended period of time - give them plenty to work with. The mechanics can remain consistent, but as far as behavior? There's no excuse to not make them all unique.

Videogames require a lot of work and you get out of it what you put into it. The end user will notice.

Not preaching but if you're serious about your game you will do what you need to make sure there's enough unique content for the end user. People bitched about Destiny being the same shit over and over and over. They will be less forgiving to new developers.
Would you really make unique behaviour for every enemy in an SRPG? This would certainly be way beyond what even the top guys do in SRPGs. Take a look at Fire Emblem for instance (which I personally deem the best SRPG btw): ~90% of the enemies have the following behaviour: Stay in position until a player unit is within reach then attack the weakest player unit you can reach with the weapon that deals maximum damage. Almost all boss enemies have this behaviour: Stay in your position no matter what happens and only attack if a player character can be attacked without moving. The other SRPGs I have played, Pokémon Conquest, Shining Force, Disgaea and FFT also have a select few standard behaviours applied to almost all characters (in FFT that's the aggressive type, Shining Force is similar to Fire Emblem, Pokémon similar to FFT).

I do not plan on following this exact scheme, my AI system already offers a variety of different AI behaviours and in particular the option to activate / deactivate certain behaviour (so for instance, an enemy might behave like an FE character for five rounds and then start becoming aggressive and moving towards the player even if he is out of reach), but I do not feel it is helping an SRPG if all characters behave completely unique for the duration of the game. It can lead to an interesting dynamic for sure, but I don't think using a certain set of behaviours is to an SRPG's detriment.
 

amanset

Member
Thanks for the feedback! I think it's always hard to find the right length for a trailer. Too short and somebody who didn't know anything about the game before watching the trailer may still be uncertain about how it plays. With this one, I want to show the different aspects of the game (rhythm/music, speed, puzzles, puns), while still being more of a teaser trailer with the scenes mixed together (instead of a full, structured trailer that goes through one aspect after the another).

I *love* the music in that trailer. I'm guessing that as the soundtrack is mentioned in the trailer the music is from the game soundtrack?
 
Would you really make unique behaviour for every enemy in an SRPG? This would certainly be way beyond what even the top guys do in SRPGs. Take a look at Fire Emblem for instance (which I personally deem the best SRPG btw): ~90% of the enemies have the following behaviour: Stay in position until a player unit is within reach then attack the weakest player unit you can reach with the weapon that deals maximum damage. Almost all boss enemies have this behaviour: Stay in your position no matter what happens and only attack if a player character can be attacked without moving. The other SRPGs I have played, Pokémon Conquest, Shining Force, Disgaea and FFT also have a select few standard behaviours applied to almost all characters (in FFT that's the aggressive type, Shining Force is similar to Fire Emblem, Pokémon similar to FFT).

I do not plan on following this exact scheme, my AI system already offers a variety of different AI behaviours and in particular the option to activate / deactivate certain behaviour (so for instance, an enemy might behave like an FE character for five rounds and then start becoming aggressive and moving towards the player even if he is out of reach), but I do not feel it is helping an SRPG if all characters behave completely unique for the duration of the game. It can lead to an interesting dynamic for sure, but I don't think using a certain set of behaviours is to an SRPG's detriment.
I see it as 2 different types of enemies: fodder and not fodder.

Fodder hits things with a stick. Not fodder uses greater precision and requires more than just "attack" to defeat.

You don't have to have every enemy be unique, but in the case of the non fodder, introducing different enemies that do different things is good. Staging your introductions so they make sense in progression, using different enemy types that compliment each other to challenge the player.

I guess it boils down to: do you want your game to stand out of the crowd or blend in?

There is no hard and fast rule in an SRPG that says 90% of the enemies should be the same thing with different skins.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I see it as 2 different types of enemies: fodder and not fodder.

Fodder hits things with a stick. Not fodder uses greater precision and requires more than just "attack" to defeat.

You don't have to have every enemy be unique, but in the case of the non fodder, introducing different enemies that do different things is good. Staging your introductions so they make sense in progression, using different enemy types that compliment each other to challenge the player.

I guess it boils down to: do you want your game to stand out of the crowd or blend in?

There is no hard and fast rule in an SRPG that says 90% of the enemies should be the same thing with different skins.
I guess I misunderstood you a bit there. "big enemies" should certainly be unique in some way. Fire Emblem chooses to do this via character attributes, attacks and the surroundings most of the time, but I certainly also plan on differenciating via behaviour. I would like to go for some middle ground, where not every character - or even every boss - has a unique behaviour, but where there still is a lot of variety and each map is unique. Uniqueness may come through enemy behaviour - I have some unusual things in mind here for some enemies - through winning conditions and through level design. But I will have some standard behaviour for "fodder" as you call them and also for bosses that will be the "usual" behaviour.

My goal is to have 20-30 well made maps, I have six different winning conditions and five different base-behaviours that can be combined in different ways (as I said, for instance by turning on / off a certain behaviour), of course I am willing to add new ideas as I find them (adding an AI behaviour is super easy in my framework), but in general these base-concepts together with different map designs, enemy placement and enemy / attack types should hopefully already offer enough conceptual variety that my players won't feel like "going through the motions".

Anyway I would like to thank you already for this discussion, because having early feedback on concepts can help avoiding traps and I would be quite unhappy if players of my game were being bored by it or felt a big lack of an element of surprise. Which probably is a risk in my approach anyway, because I'm dead-set on having my whole game completely deterministic.
 

anteevy

Member
I *love* the music in that trailer. I'm guessing that as the soundtrack is mentioned in the trailer the music is from the game soundtrack?
Nice to hear! Yes, the track is from the second chapter, from our composer Nick (http://nicholassinger.com/). The 4 chapters have slightly different music styles, rhythm/speed and SFX (the orb collect sounds have to fit the track's harmony), while on the graphics-side, they have their unique color schemes and VFX.

Recording game footage for the trailer wasn't as easy as simply deactivating the music, as I use scenes from different chapters. That means I had to make sure that all levels I use in the trailer had to use the speed and SFX of level 2-2 (where the music track is from). Which in turn affected the gameplay and made some sections impossible to beat because of the faster speed etc. :D
 
My company published our first game today. If you own an Android device, I would really appreciate any feedback or impressions.

It was made in Godot Engine, a really nice alternative that is free and open source. It supports most common platforms (iOS/Android/Windows/Mac/Linux/PS3/Vita).

trailer2.gif


Scratch & Learn is a game designed for young kids (age 2-­4) to help them learn new words in a fun way. Scratch the surface with your finger to reveal an item. When enough has been uncovered, the item will appear in full, with sounds, colors and a voice telling you its name. If your kid does not speak English, Scratch & Learn is also an excellent way to learn it!

Features:
- 100+ items, divided into 4 categories: food, animals, toys and letters/numbers
- Intuitive and rewarding gameplay
- English voices for the names of each item

Lite version (free)
Full version ($1.89)
 

Kalentan

Member
That depends on what your AI should do. I have a class "enemy behaviour" and each enemy has a list of enemy behaviours (usually: With one entry, but sometimes more than one if I want something more dynamic) and upon creation of the enemy I add the bahviours I want them to have to the character. Regarding enemy hierarchie, I have a class "character" with sublass "AI character" and "Player character", the distinction between different enemies is made via variables, so their looks are stored in a dictionary of tiles and their behaviour as I said is stored in a list of enemy behaviour-objects.

However, if you want to make your AI really dynamic and to be different from level to level, then yes, you'll probably need to build an AI for each level. Typically, in SPRGs, the AIs are not that flexible though. They basically have ~3 different attack patterns and 0-1 defensive pattern depending on the SRPG you look at.

I guess it depends. I mean, a Bandit will act like other Bandits. So I suppose I want the same AI for the same enemy but different AI for different enemies. Like a Knight and Healer enemy won't act the same, neither will a Ranger. But I can't deny that other Ranger variants will probably act very similar to the original Ranger.

Bosses would all have unique AI but that's kind of a given.

I think when I mean't by a "unqiue AI" for each level was that in Game Maker, I'm not sure I would want ObjEnemy to be the parent of ALL enemies in the game.

So like for the tutorial it's just 2 bandits, so maybe I have ObjEnemyTut that just is the parent for the two Bandits. But say I have another level with 3 or 4 bandits, shouldn't I have ObjEnemyLv2? But when I have 3 or 4 bandits, do I make 4 unique Bandit objects that I place in the level? Otherwise if I just place the same Bandit object 3 or 4 times, how does it know which one to select as they're all named the same thing.

Currently I have...

Code:
-ObjEnemy
   -ObjBandit
       -ObjBandit1
       -ObjBandit2

So I assume for this, Bandit1 and Bandit2 would hold... HP, Mana, Lv, Atk, Def, skills, and maybe the actual range of movement.
And ObjBandit would have the actual behaviors of said Bandits.
And ObjEnemy would have the "heirarchy" AI that determines who goes first and such.

Or for levels that have a different objective like the enemies need to attack something specific alongside attacking players.

I guess I'm wondering if that is what I should do.

Yet while this is helpful to decide, I still think my biggest issue is that I have no clear understanding of how to actually write any of this.

Like how does a player move? Well a player spawns objects called: "Ground" (or in simple terms, the blue tiles you select in any SRPG), and then when you select a ground tile, the character moves to it.

The thing is though, is that the "selector" object you control, has no functions when not selecting ground. So already for it, there's that natural "boundry" created.

But how do I make the enemy AI know this? How does the enemy spawn "Ground" tiles and know that it can only move in that range. How do I make it so it doesn't do it instantly? Because code is instant, if I manage to create all of this, how do I make sure the enemy turn isn't instant because it will run through all the code in a second?
 
I still think my biggest issue is that I have no clear understanding of how to actually write any of this.

Like how does a player move? Well a player spawns objects called: "Ground" (or in simple terms, the blue tiles you select in any SRPG), and then when you select a ground tile, the character moves to it.

The thing is though, is that the "selector" object you control, has no functions when not selecting ground. So already for it, there's that natural "boundry" created.

But how do I make the enemy AI know this? How does the enemy spawn "Ground" tiles and know that it can only move in that range. How do I make it so it doesn't do it instantly? Because code is instant, if I manage to create all of this, how do I make sure the enemy turn isn't instant because it will run through all the code in a second?
What is your previous development experience and what engine are you using?

I think what really needs to be done here is taking a step back and evaluating your ability to create this game. Not being harsh, hear me out.

If this is your first game ever I would suggest putting this on hold and doing a few sample projects first.

I would suggest a PONG CLONE where both paddles are AI controlled.

This will do numerous things for you:

AI will need to be able to pay attention to the puck and track its position
AI will need to be able to move into position to intercept the puck
AI paddles will be bound to the screen, limiting movement in a given area
Puck will be bound to the screen extents, limiting movement
AI can be given behaviors to "miss" hitting the puck (dice roll)
Points can be given or removed for misses
Create an end-game state when a point threshold is reached

This will give you a solid foundation of creating objects that are independently controlled of one another, give you a clear understanding of extents-based object movement, give you an understanding of the methods and calls used by your particular engine or language, give you an understanding of creating the logic of behaviors and assigning them.

There's a million good and bad ways to move objects into position, how to tween them, how to design and call behaviors, etc - we can write all day explaining the logic behind it but it is more advantageous for you to watch/read some tutorials on basic stuff and begin connecting those dots.
 

Kalentan

Member
What is your previous development experience and what engine are you using?

RPG Maker, though I made a Game Maker top down shooter in the style of SHMUPs a long time ago in high school with a menu, currency, and even upgrade system.

Currently using Game Maker.

I think what really needs to be done here is taking a step back and evaluating your ability to create this game. Not being harsh, hear me out.

If this is your first game ever I would suggest putting this on hold and doing a few sample projects first.

I would suggest a PONG CLONE where both paddles are AI controlled.

This will do numerous things for you:

AI will need to be able to pay attention to the puck and track its position
AI will need to be able to move into position to intercept the puck
AI paddles will be bound to the screen, limiting movement in a given area
Puck will be bound to the screen extents, limiting movement
AI can be given behaviors to "miss" hitting the puck (dice roll)
Points can be given or removed for misses
Create an end-game state when a point threshold is reached

This will give you a solid foundation of creating objects that are independently controlled of one another, give you a clear understanding of extents-based object movement, give you an understanding of the methods and calls used by your particular engine or language, give you an understanding of creating the logic of behaviors and assigning them.

There's a million good and bad ways to move objects into position, how to tween them, how to design and call behaviors, etc - we can write all day explaining the logic behind it but it is more advantageous for you to watch/read some tutorials on basic stuff and begin connecting those dots.

Hm... I wonder if I should also check and really learn about people who make AI based on MP_Grid. Since I'm already using MP_grid to make my pathfinding system. But I see what you mean and may also do that.

I also should take a look at the AI in that Yoyo games RPG sample and see how it's AI works.

In fact just for example, in the YoYoHumble RPG, I see that there is enemies with stats, speed, and so on. But then that there is an Object called parEnemy which seems to hold things like: "States".

I think my overall goal needs to be this...

1. Create basic movement AI through MP_Grid //Solved
2. How to add states to said AI.
3. How to make an enemy in which can attack.
4. AI that can only move only if it's turn. //Solved
5. Restrict movement. // Dijkstra's algorithm ?
6. How to add skills
7. So on and so forth.

Edit:

Found this video series! It's Game Maker 7... so I hope I can still use it. The video itself is from this year.

https://www.youtube.com/watch?v=i_G7G3U67ls

Edit 2: I think the biggest disconnect is that in his way, the very ground is objects, whereas mine is a tile.
 
Every time I poke my nose in here I always end up getting envious of the awesome presentation people have for their games XD

Talking of which... at what point should do peeps start slinging copies of their game at streamers/youtubers/press? I'm always convinced I need this or that done before I feel confident throwing it to someone without me on-hand to give guidance but at the same time the game will practically be finished once those elements are done. Where's the balance between 'getting attention asap' and 'not presenting something thats not ready' for most of you? :eek:

I fear the fact I tend to leave the art until the end doesn't help :p
 

Lautaro

Member
In my case, I sent keys two weeks before the launch so the press had time to make an article. Of course, that wasn't really a problem because most people didn't cared to covered it, only very small youtubers haha.

By the way, speaking of keys I would like to share some of Nomad Fleet here. Let's see if I can do this (I've never done this before), quote this message and please indicate which one you took.


 

WanderingWind

Mecklemore Is My Favorite Wrapper
Howdy folks. Our publication has a gap in the review queue, so I'm checking to see if anybody has a recently released or soon to be released game we can review. I'd prefer to pay for a key, but if you don't have the infrastructure set up for that, I can work around that.

tl;dr: Anybody want a free sale and some extra eyes on your game?
 

_machine

Member
Needs more 3D UMG widgets.

I think I like number 4 best. They all look cool, though, so it's a hard decision.
That's cold. Luckily though we have no managed to fix nearly all crashes we have found; just one AI multithreading removal bug remaining that crashes the game, but even that should be fixed for today's conference build (Northern Game Summit). Speaking of which, we had some of the guests play the game and I was quite cool to have people from Blizz or Sony to actually have a ton of fun with it :)

I agree. 4 looks best. The opacity on the menu backdrop is nice.
Cheers. I actually prefer the bottom ones and we have a really, really even split opinions so far, but I trust my team to do the right choice with the feedback we have :)

Howdy folks. Our publication has a gap in the review queue, so I'm checking to see if anybody has a recently released or soon to be released game we can review. I'd prefer to pay for a key, but if you don't have the infrastructure set up for that, I can work around that.

tl;dr: Anybody want a free sale and some extra eyes on your game?
Does this answer your question?
Unfortunately we don't have any way of getting pre-orders for press, but you can PM me and we can try to work out the details if the schedule fits you :)

So Tay has been getting back to some UI duties and holy batman, I want to cry at how good this looks:

http://i.imgur.com/QWGO5Xl.gifv

I don't care if the rest of the game is literal trash if all the menus look like this lolol
Sexy. And I'm a sucker for a beautiful UI so I'm with you :)
 

Jobbs

Banned
I finished up the encounter (mostly, anyway) and decided on a whim to make a video to show a friend.

https://www.youtube.com/watch?v=WdKuir7q4Uo&feature=youtu.be



Be sure to watch it with audio if you can, since the audio is key to the encounter. The "boss" npc is encountered about 1 min in.

A few things are noticably unfinished (certain environment art is missing/rough in a couple of the rooms) and damage from her bullets was turned off.

I plan to make the sound and visual effect different on your own dash after you get this upgrade, just haven't implemented yet.
 

Five

Banned
So Tay has been getting back to some UI duties and holy batman, I want to cry at how good this looks:

http://i.imgur.com/QWGO5Xl.gifv

I don't care if the rest of the game is literal trash if all the menus look like this lolol

Glitch effects are fun, and they fit well with your game. Is that all procedural, or a single, specific sequence?


I finished up the encounter (mostly, anyway) and decided on a whim to make a video to show a friend.

https://www.youtube.com/watch?v=WdKuir7q4Uo&feature=youtu.be



Be sure to watch it with audio if you can, since the audio is key to the encounter. The "boss" npc is encountered about 1 min in.

A few things are noticably unfinished (certain environment art is missing/rough in a couple of the rooms) and damage from her bullets was turned off.

I plan to make the sound and visual effect different on your own dash after you get this upgrade, just haven't implemented yet.

This is beautiful in every sense. I know I talk up your game a lot but I mean it. The sound and art design really come together here.

I will say that I didn't notice the after-battle ledge that you jump on at first as it's fairly nondescript and blends into the rest of the wall, but I'm willing to assume it will be more obvious to someone who's been playing the game for a short while, and not just casually browsing a snippet like me right now.
 

Jobbs

Banned
This is beautiful in every sense. I know I talk up your game a lot but I mean it. The sound and art design really come together here.

I will say that I didn't notice the after-battle ledge that you jump on at first as it's fairly nondescript and blends into the rest of the wall, but I'm willing to assume it will be more obvious to someone who's been playing the game for a short while, and not just casually browsing a snippet like me right now.

Thank you, it's definitely nice to hear a genuine sounding positive remark in a sea of polite positive remarks. :)

Yeah the ledge might be easy to miss, I guess I wanted it to be so people wouldn't get distracted trying to jump out of there during the fight. The game is full of little envrironment art problems right now, I'm sure, and there'll be an art pass over the whole map late in the process.
 

desu

Member
This is beautiful in every sense. I know I talk up your game a lot but I mean it. The sound and art design really come together here.

I will say that I didn't notice the after-battle ledge that you jump on at first as it's fairly nondescript and blends into the rest of the wall, but I'm willing to assume it will be more obvious to someone who's been playing the game for a short while, and not just casually browsing a snippet like me right now.

I agree with both points! Was wondering about that ledge as well because I didn't see it at all.
 

amanset

Member
So has anyone tried the Defold engine? I've got myself a beta key and plan on having a fiddle at the weekend. Apparently all coding is done in Lua and has a novel way of deploying to iOS for testing: one developer needs to deploy an application to the device and then when run that device can download the app over Wifi. Obviously they can't spread the app via the App Store as it breaks about a million Apple rules.
 

Kalentan

Member
Game Maker people! I have a question on how you handle animations.

True that I have been holding off on animating till I make the AI, I still need to know this early on.

Do you...

1. Make a new sprite for each direction facing AND a new sprite for each direction moving?
2. Make 1 sprite that holds all of the above but uses loops to only play specific parts.

Also, how do you guys handle mouse menus? My game has been designed thus far to purely use arrow keys and such. The menu itself is more or less one long animation that moves and pauses based on position.

So like if I'm at position 0, the menu is at sub_image 0, if I'm at position 1, the menu goes to sub_image 1 and so on.
 

UsagiWare

Neo Member
I really dig the art style you're using. The main characters are adorable too. :)

Thanks :)

Game Maker people! I have a question on how you handle animations.

Also, how do you guys handle mouse menus? My game has been designed thus far to purely use arrow keys and such. The menu itself is more or less one long animation that moves and pauses based on position.

So like if I'm at position 0, the menu is at sub_image 0, if I'm at position 1, the menu goes to sub_image 1 and so on.

one sprite per animation facing a single direction.
E.g there are separate sprites for running, jumping, idle, etc.
Putting them all into a single big sprite will only complicate things without any clear advantages.

Also you only have to store them for a single direction. You can flip the image by using an xscale of -1.


edit:
As for menus, each button is a separate entity. These can handle their own mouse click events.
 

cbox

Member
So Tay has been getting back to some UI duties and holy batman, I want to cry at how good this looks:

http://i.imgur.com/QWGO5Xl.gifv

I don't care if the rest of the game is literal trash if all the menus look like this lolol

Yeah, damn good job. Can I ask how you did everything? Were they sprited animations or through an animation system? I'd like to pump up our UI since we're doing unity now. I know how to do canvases and have sucessfully made them fade in-out, but yeah - this is next level.
 
I pretty much know the answer to this, but I'm going to post this question to my peers:

Due to... unforseen cicumstances... VO is becoming a bitch and a half to get into our game. Right now, 75% of the game has VO in it, but not for every character. It's literally the only thing holding us back from launching on Steam (that and if Lord Gaben suddenly ungreenlights us).

This of course is not the ideal situation, but what does the GAF Hivemind think of, say, a game releasing with only half the VO, but with a patch (free, of course) containing the other VO later on?

To be more specific, and don't laugh, we only have 11 more roles to record. The issue is that my CTO has most of those and he is out of action for a while due to Real Life Bullshit (and on the opposite side of the continent). Some of those are some Pretty Big Shot People as well, so I don't want to piss them off by having the backup VO be in the game (because I do have backups).
 

Jobbs

Banned
I pretty much know the answer to this, but I'm going to post this question to my peers:

Due to... unforseen cicumstances... VO is becoming a bitch and a half to get into our game. Right now, 75% of the game has VO in it, but not for every character. It's literally the only thing holding us back from launching on Steam (that and if Lord Gaben suddenly ungreenlights us).

This of course is not the ideal situation, but what does the GAF Hivemind think of, say, a game releasing with only half the VO, but with a patch (free, of course) containing the other VO later on?

To be more specific, and don't laugh, we only have 11 more roles to record. The issue is that my CTO has most of those and he is out of action for a while due to Real Life Bullshit (and on the opposite side of the continent). Some of those are some Pretty Big Shot People as well, so I don't want to piss them off by having the backup VO be in the game (because I do have backups).

You can get inside your own head and start trying to rationalize things. I'm not in your head. Releasing it with half the VO then patching it later is a bad idea. No.
 
I can't in good conscience support releasing an unfinished product. I know it sucks to be held up by something you can't control, but the alternative is really bad for the consumer and casts a lot of negative press.
 
Yeah, I'm pretty sure it's never something I would do, I just wanted to get opinions from other gamers.

You can get inside your own head and start trying to rationalize things. I'm not in your head.

I love this quote.

EDIT: I did the math and I'm far less anxious now.
 

SystemBug

Member
I can't in good conscience support releasing an unfinished product. I know it sucks to be held up by something you can't control, but the alternative is really bad for the consumer and casts a lot of negative press.

what if your game is a a commentary about unfinished broken games and we as gamers don't really care about that

but really one of my dream projects with a friend was to make a gone home like game in space. we kinda got the idea after we played gone home and started working on a script, some game design stuff. and then i saw the video game awards show and tacoma happened.
 
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