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

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Tricktale

Neo Member
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I've been wanting to make a game with a sort of "vintage sci-fi" aesthetic in the vein of 2001 or Alien for years. Curious to see how this turns out. I'm digging the lens flares and camera artifacts!

High quality lens flare. Can't wait to see more :)

Thanks guys, I'm really looking forward to showing more of it. I haven't got a newsletter or a site/blog for the game yet. I'll tackle them shortly, but I'll keep posting updates here.
 

Unain

Member
Those who use Game Maker... Would you suggest I make a new project when trying to test out systems? Or should I just do everything in one project?

I would use a new project, it doesn't clutter your current project with unwanted code and you can just use the best bits when its a bit more optimized.
 

anteevy

Member
Anyone using the Humble Widget for selling their game? As I understand, you can also sell Steam keys of your game through it. When selling the game through the widget, does the usual ~30% (or whatever) cut from Steam apply or is it just the 5% cut of the widget? Same question regarding the Humble Store btw. (even if there's a 25% cut).
 
Taking a break from level design to go back to dialogue. Current document is almost 30k words long because WORD WORDS WORDS WORDS! Rewriting the campaign for the desert guys. Their reason to quest comes down to religious repentance, and balancing religion with everything else going on is a chore. Finding myself taking OUT more of their theology talk than anything, since there's just too much. I was using it like a crutch before, and yeah. Time to fix that.

Hey everyone,

It's a 2.5D adventure/puzzler, stylistically similar to movies such as 2001, Alien and Prometheus. Attempting to nail the game's atmosphere has probably been the hardest thing to accomplish. The majority of the game will take place on the planet seen in the second screenshot.

*screens*
Looks fucking fantastic man! Hot damn.
 
Oh my lawd, Cory our tech artist whizz kid implemented a custom SESSAO solution - we never had it before and also Unity's in built one gave the IQ a shitty smudgy look - and the game looks increddiiblllleee now....especially when downsampled :D

ON:
jGtwQ0V.jpg

OFF:

Edit: Not the best quality, but also a little peak at our rain, with particles that pick up lighting/color
http://i.imgur.com/4L4Pert.gifv
 

Kalentan

Member
Well, I finally finished my games movement system. That may seem weird but after talking with others it was clear a ds_grid was the way to go and the other ways I attempted weren't going to cut it. Now that I have solved that, now it's time to work on the enemy AI since now I have an understanding of what I'm working with.
 
Oh my lawd, Cory our tech artist whizz kid implemented a custom SESSAO solution - we never had it before and also Unity's in built one gave the IQ a shitty smudgy look - and the game looks increddiiblllleee now....especially when downsampled :D

ON:


OFF:


Edit: Not the best quality, but also a little peak at our rain, with particles that pick up lighting/color
http://i.imgur.com/4L4Pert.gifv

Next Time PNG please. Because of JPG i see no difference.
 
Imgur converts heavy PNGs to JPGs and uses shit compression. It was probably an accident, but TheHollowKnight will have to use a different host for that.

Actually, I think it only does that for unregistered users.

I think the file size limit for unregistered users is 1mb per file, registered users get up to 5mb per file? Something like that.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Since I'm now applying the finishing touches to my Sudoku game, I'm also wondering about some legal issues. For the Sudoku fields I have used MS Paint to make them. Can I use pictures with Calibri font (I chose this because this is the standard font MS Paint uses on Windows 7) in my game or would I have to apply for a lincense to do so? How do I find this out?
 

KarasuEXE

Member
I'm actually a Game Design student in Brasil. I don't recommend that to anyone. Shitty college with shitty teachers and shitty everything.

Gonna finish it (near the end) and start focusing on programming next year.

Brazilian here too. I didn't choose any course related to games because I tought it would be exactly like you described. So, I'm focusing on software development right now, and I'm doing some game designs on my own in my spare time to try and change my carrer later in the future.
 

Blizzard

Banned
Since I'm now applying the finishing touches to my Sudoku game, I'm also wondering about some legal issues. For the Sudoku fields I have used MS Paint to make them. Can I use pictures with Calibri font (I chose this because this is the standard font MS Paint uses on Windows 7) in my game or would I have to apply for a lincense to do so? How do I find this out?
Figuring out the legal situation for fonts seems obnoxious and I try to always use free-for-commercial-use fonts to be safe. I would like to know too.

1. It seems to me that requesting a standard font from the operating system and using it to draw would be fine (like Calibri) if all Windows versions include it, because Windows is shipping the font, not you.

2. The case where you actually use the font and create an image with it? I don't really know.

3. If you're bundling a font with your installer, make sure you have the rights.
 
Question for people with or on teams:

Where did you find your fellow devs? I've started on a gamemaker project but it has a bunch of stuff I have never really touched before and i'm very lost.

I can see exactly how it should function in my head but taking that into the code is frustrating me so much. I feel like I need someone more proficient at GM to help me code the base of the game.

How do I find this someone?
 

snarge

Member
Question for people with or on teams:

Where did you find your fellow devs? I've started on a gamemaker project but it has a bunch of stuff I have never really touched before and i'm very lost.

I can see exactly how it should function in my head but taking that into the code is frustrating me so much. I feel like I need someone more proficient at GM to help me code the base of the game.

How do I find this someone?

Check your local scene. I've been surprised at how many different things are going on around me in the different cities I've lived in (meetups, IGDA, facebook groups). Doesn't apply to everywhere, but it's worth looking into.
 

Grakl

Member
Participating in a game jam this weekend -- my first! It will also be the first game I have made outside of tutorials. Any tips yall have?
 
Typical that right after i posted in this thread my harddrive died a death and spent days just diagnosing it and recovering everything XD

Since I'm now applying the finishing touches to my Sudoku game, I'm also wondering about some legal issues. For the Sudoku fields I have used MS Paint to make them. Can I use pictures with Calibri font (I chose this because this is the standard font MS Paint uses on Windows 7) in my game or would I have to apply for a lincense to do so? How do I find this out?
I think Blizzard's answer covers this mostly but if you're worried about finding fonts without having to worry about the legal issues, google fonts are all fine to use for commercial products.
I originally tried getting some off the other usual font sites but the licencing documents for even a single font seemed to vary based on which site you got them from, so fearing stumbling into some kind of licencing issue, I just either use google fonts now or at some point I might try making my own :p

edit:
Participating in a game jam this weekend -- my first! It will also be the first game I have made outside of tutorials. Any tips yall have?
Scope is most people's biggest enemy. Aim small then once you feel you've got something simple, toss it and aim even smaller XD
use some of your initial time to get a general idea together and prototype it quickly and cheaply as you can. Having a clear goal before you get down to the serious work will help you not get lost before you get to the finish line :3
Then again i only really do 7 day jams so you might have a lot less time than I usually do ;D
 

Jumplion

Member
Finally got around to setting up a menu system for the game. I'm digging the Canvas system, need to finagle it some more but overall it's much smoother than before.


I'm planning on having the buttons be both tappable, as per usual, and also activatable when the player moves to them. The buttons will then act kind of like how the Kinect does inputs with buttons, where they have to hover over the button for a second or two before it's "selected".

It's not super pretty, but its progress. Sometimes progress is all you can ask for.
 
Finally got around to setting up a menu system for the game. I'm digging the Canvas system, need to finagle it some more but overall it's much smoother than before.



I'm planning on having the buttons be both tappable, as per usual, and also activatable when the player moves to them. The buttons will then act kind of like how the Kinect does inputs with buttons, where they have to hover over the button for a second or two before it's "selected".

It's not super pretty, but its progress. Sometimes progress is all you can ask for.

Cool. For representing the 'hold' timer I recommend you look into images with the 'fill' type if you haven't already. They've done all the hard work for something that radially fills in or fills up already in there :3
 

Jintor

Member
Does anybody know of any other turn-based 2D sidescroller-style games like Ronin, or is it legit the only one of its kind?

I'm trying to reverse engineer it... kinda
 

Jintor

Member
Hmmm. Looking at it more, it seems more like Ronin works less like a traditional turn-based game and more like it just freezes the simulation and lets you put in a different input before resolving.

Hmmm
 
Hmmm. Looking at it more, it seems more like Ronin works less like a traditional turn-based game and more like it just freezes the simulation and lets you put in a different input before resolving.

Hmmm
I haven't played it myself, but having seen a few videos it does look more like that, yes :3
Makes me think of roguelike motion ala what they did in Superhot (except the game still moves in bullettime when you're not acting in that game) :D
 

Grakl

Member
Typical that right after i posted in this thread my harddrive died a death and spent days just diagnosing it and recovering everything XD


I think Blizzard's answer covers this mostly but if you're worried about finding fonts without having to worry about the legal issues, google fonts are all fine to use for commercial products.
I originally tried getting some off the other usual font sites but the licencing documents for even a single font seemed to vary based on which site you got them from, so fearing stumbling into some kind of licencing issue, I just either use google fonts now or at some point I might try making my own :p

edit:

Scope is most people's biggest enemy. Aim small then once you feel you've got something simple, toss it and aim even smaller XD
use some of your initial time to get a general idea together and prototype it quickly and cheaply as you can. Having a clear goal before you get down to the serious work will help you not get lost before you get to the finish line :3
Then again i only really do 7 day jams so you might have a lot less time than I usually do ;D
Gotcha. It's from Friday to Sunday -- 39 hours total.
 
Gotcha. It's from Friday to Sunday -- 39 hours total.
Ooh! too short a time for me, I get squeamish just at 48 hours, nevermind less XD
Looking at games from jams that worked though and some of my own, I kind of feel the biggest element is finding a good mechanic you can build the rest of the game around.
It doesn't have to be revolutionary, it just has to be relatively fun and be something you can actually make in the allotted time :3

My first jam was the 7 day roguelike and I effectively procrastinated for 3 days, unsure if I'd actually do it and lost a day to remaking the code from scratch because it somehow got lost. The rest was just me doing 2d dungeon generation (never done it before the jam) and getting my head around making something original in gamemaker (like yourself I'd only done tutorial stuff before it XD) In the end it actually worked out quite well and I think it was something like 28th out of 154 entries or something. It was fun though and watching one of the judges play through it was interesting/educational. Even if he was one of a very select few who made the run in their first sitting XD
The only reason I think I got it complete is because I decided on a very small goal of a facing-based combat system and two enemy types... doing the random dungeons and a turn based system all on top of that was already more than enough ;D

Anyhoo, if a ditz like me can do it, you should be a-ok. Good luck! :D
 

Jintor

Member
I haven't played it myself, but having seen a few videos it does look more like that, yes :3
Makes me think of roguelike motion ala what they did in Superhot (except the game still moves in bullettime when you're not acting in that game) :D

Hmmm... wondering if this is easier or harder to implement than a straight brawler, lol
 

Jumplion

Member
Cool. For representing the 'hold' timer I recommend you look into images with the 'fill' type if you haven't already. They've done all the hard work for something that radially fills in or fills up already in there :3

Yeah, I was planning on doing something like that. Going to need to play around with the animation mode to, the canvas system has been easier to work with than I thought it would be.
 
Yeah, I was planning on doing something like that. Going to need to play around with the animation mode to, the canvas system has been easier to work with than I thought it would be.
Yeah. It can misbehave a little in deferred rendering sometimes in really bizarre ways, but it's mostly edge-case stuff. The rest of the time it's surprisingly versatile and a lot easier than the old way I was doing it all with 3DText and whatnot :D

I had no idea this existed. Thank you for sharing it! It will probably save me lots of headaches later.
No worries. Font's were scaring me so I was super glad when I found that and noticed the legalese indicated it was a-ok to use for commercial things :3
 
I've been working (on and off) on a Windjammers-style game since around October 2014. The whole time, I thought "this should be at least somewhat successful once I can finish the thing, especially seeing as how nobody else is making a game like this."

Turns out, a company started working on one in April.

On the one hand, I lose my previously-assumed "first to market advantage," but on the other... this game doesn't have netplay and doesn't mention it being in the cards. And their game uses at least 4 buttons. I can just rattle off a whole list of things this game does "wrong" (to me, anyway) that won't be an issue with my game.

My strategy is to get as close to Windjammers as I possibly can in terms of gameplay, and then alter it as little as possible. My goal is to make what players would call "Windjammers 2" without feeling some type of way about it. I've made pretty decent progress so far, but now I'm kinda spinning my wheels trying to get GGPO working in Unreal Engine 4. The current step is to read and understand about 9000+ lines of code so I know what to change to get it to work, and what the ramifications of those changes will be. :S
 

Blizzard

Banned
I think Blizzard's answer covers this mostly but if you're worried about finding fonts without having to worry about the legal issues, google fonts are all fine to use for commercial products.
I originally tried getting some off the other usual font sites but the licencing documents for even a single font seemed to vary based on which site you got them from, so fearing stumbling into some kind of licencing issue, I just either use google fonts now or at some point I might try making my own :p
I had no idea this existed. Thank you for sharing it! It will probably save me lots of headaches later.

Just be aware that even from the Google fonts site, you need to look at individual font licenses. I picked one at random and saw it was Apache licensed, which has this text: "a.You must give any other recipients of the Work or Derivative Works a copy of this License; and ..."

So, I assume that you need to include the full Apache license and a note that it applies to that font if you used it in a product.
 

Blizzard

Banned
I forgot to ask this yesterday and would really like to know before time runs out:

Does anyone have experience with Sony Movie Studio 13 Platinum? Some people say it's even better than Sony Vegas. I'm wondering if it's worth $50 on sale on Steam right now, instead of the normal $60 price.
 
Just be aware that even from the Google fonts site, you need to look at individual font licenses. I picked one at random and saw it was Apache licensed, which has this text: "a.You must give any other recipients of the Work or Derivative Works a copy of this License; and ..."

So, I assume that you need to include the full Apache license and a note that it applies to that font if you used it in a product.
Ah crud. You mean after all the waffling google did about it all being open source to do with as you please there's still diverging attributation? Ick... why can't this font stuff be simpler -.-

I did some digging and found this though for those who want to know more: https://www.google.com/fonts/attribution
 

Blizzard

Banned
Ah crud. You mean after all the waffling google did about it all being open source to do with as you please there's still diverging attributation? Ick... why can't this font stuff be simpler -.-

I did some digging and found this though for those who want to know more: https://www.google.com/fonts/attribution
Yeah, it looks like there are only two licenses that I noticed, but there are still potentially conditions in them, like having to include the Apache license with the font file. If you want to ship a font for a commercial game, that might also be different from using a font on a webpage like Google fonts supported.

I don't know though. I took a glance at that SIL OFL license page and went auuuugh, so much text.
 
Yeah, it looks like there are only two licenses that I noticed, but there are still potentially conditions in them, like having to include the Apache license with the font file. If you want to ship a font for a commercial game, that might also be different from using a font on a webpage like Google fonts supported.

I don't know though. I took a glance at that SIL OFL license page and went auuuugh, so much text.
Heh, sounds like my reaction to a lot of legalese XD
 

Noogy

Member
Super excited to finally announce that Dust:AET is hitting the App Store. Easily the most difficult port I've done, as I've been toiling on it nonstop for nearly five months.

Even updated my trailer with nifty effects: https://youtu.be/UNOFJK8KnOo

This whole process has given me a deep appreciation for good touch input in games. Much of these last 3 years has been struggling with the difficulties of porting an XNA-based game to other platforms. As I move forward with Unity I'm hoping that entire process is somewhat streamlined.

Interesting note... I'd say about 75% of my time on this port was spent on updating the UI (of which there is much in Dust), around 20% on struggling with limitations and bugs with MonoGame, and around 5% actually getting the game working. As usual UI is the silent killer most indie developers seem to overlook. Another huge challenge is that Dust was originally created with mostly 4k assets, and iOS only supports 2k for most modern devices. Not a fun challenge to tackle.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Oh man this font stuff is giving me headaches... I think I'll just use ABeeZee, that license seems to be fine and I cannot see the difference to Calibri anyway. Thanks for the Google Fonts link.

All this legal stuff and administrative work (to comply with the console maker's rules) seems to take more time on a small project like my Sudoku & Permudoku than all the programming and graphics stuff. Before this I was already spending quite some time on the matter of finding classical music I can use. Completely different copyright laws across the world make this a nightmare. There's copyright for the composition and for the performance to be considered separately and for instance for the piece "Bolero", which I intended to use, and which is free here in Europe, its copyright has been extended in the US at the last minute and as such the CC0 recording of the song cannot be used in the US (the only country I'll release the game in for now).

This whole license issue really is stuff for nightmares and I fear I might still overlook something in the end >.>.
 
Super excited to finally announce that Dust:AET is hitting the App Store. Easily the most difficult port I've done, as I've been toiling on it nonstop for nearly five months.

Even updated my trailer with nifty effects: https://youtu.be/UNOFJK8KnOo

This whole process has given me a deep appreciation for good touch input in games. Much of these last 3 years has been struggling with the difficulties of porting an XNA-based game to other platforms. As I move forward with Unity I'm hoping that entire process is somewhat streamlined.

Interesting note... I'd say about 75% of my time on this port was spent on updating the UI (of which there is much in Dust), around 20% on struggling with limitations and bugs with MonoGame, and around 5% actually getting the game working. As usual UI is the silent killer most indie developers seem to overlook. Another huge challenge is that Dust was originally created with mostly 4k assets, and iOS only supports 2k for most modern devices. Not a fun challenge to tackle.
I've always been impressed by your game but by golly the presentation on that trailer is awesome XD
Here's hoping unity helps you focus more on continuing to make more cool things and less messing about with porting :D

Oh man this font stuff is giving me headaches... I think I'll just use ABeeZee, that license seems to be fine and I cannot see the difference to Calibri anyway. Thanks for the Google Fonts link.

All this legal stuff and administrative work (to comply with the console maker's rules) seems to take more time on a small project like my Sudoku & Permudoku than all the programming and graphics stuff. Before this I was already spending quite some time on the matter of finding classical music I can use. Completely different copyright laws across the world make this a nightmare. There's copyright for the composition and for the performance to be considered separately and for instance for the piece "Bolero", which I intended to use, and which is free here in Europe, its copyright has been extended in the US at the last minute and as such the CC0 recording of the song cannot be used in the US (the only country I'll release the game in for now).

This whole license issue really is stuff for nightmares and I fear I might still overlook something in the end >.>.
Yeah, the main issue is just in how convoluted they often make it just to find out what you need to do to properly fulfil your legal duties regarding it. I'm somewhat grateful when someone like kevin macleod has a 'just paste this in your credits' bit to make it nice and easy to understand :3
 

Noogy

Member
I've always been impressed by your game but by golly the presentation on that trailer is awesome XD
Here's hoping unity helps you focus more on continuing to make more cool things and less messing about with porting :D

Thanks :) I spent way too much time building the iOS devices in 3D when I probably should have just purchased existing ones, but eh.

I know even with Unity there'll be massive challenges in porting, but wow did MonoGame give me a billion headaches moving to iOS. Oh well, hopefully that's the last time. And yes, I cannot WAIT to do other things. I had a small'ish game started in Unity over a year ago and I'm itching to get back to it just to have something new and fresh out there.
 

Jobbs

Banned
Super excited to finally announce that Dust:AET is hitting the App Store. Easily the most difficult port I've done, as I've been toiling on it nonstop for nearly five months.

Even updated my trailer with nifty effects: https://youtu.be/UNOFJK8KnOo

This whole process has given me a deep appreciation for good touch input in games. Much of these last 3 years has been struggling with the difficulties of porting an XNA-based game to other platforms. As I move forward with Unity I'm hoping that entire process is somewhat streamlined.

Interesting note... I'd say about 75% of my time on this port was spent on updating the UI (of which there is much in Dust), around 20% on struggling with limitations and bugs with MonoGame, and around 5% actually getting the game working. As usual UI is the silent killer most indie developers seem to overlook. Another huge challenge is that Dust was originally created with mostly 4k assets, and iOS only supports 2k for most modern devices. Not a fun challenge to tackle.

The few times I've tried touch input on games I could never get comfortable with it. How do you find it?

Congratulations. It must have been a bit much to go back to once again working on Dust for 5 more months, but it'll be worth it I'm sure. :)
 
Super excited to finally announce that Dust:AET is hitting the App Store. Easily the most difficult port I've done, as I've been toiling on it nonstop for nearly five months.

Even updated my trailer with nifty effects: https://youtu.be/UNOFJK8KnOo

This whole process has given me a deep appreciation for good touch input in games. Much of these last 3 years has been struggling with the difficulties of porting an XNA-based game to other platforms. As I move forward with Unity I'm hoping that entire process is somewhat streamlined.

Interesting note... I'd say about 75% of my time on this port was spent on updating the UI (of which there is much in Dust), around 20% on struggling with limitations and bugs with MonoGame, and around 5% actually getting the game working. As usual UI is the silent killer most indie developers seem to overlook. Another huge challenge is that Dust was originally created with mostly 4k assets, and iOS only supports 2k for most modern devices. Not a fun challenge to tackle.

Wow, congrats. But... I mean, how does a game like Dust even work with touch input?
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Regarding my Calibri font question, Microsoft has given me an answer via the Twitter support and they say I can use the images created with Paint using Calibri in my project :).
 
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