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

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Ventron

Member
I'm about to start writing Lupinball's greenlight page. All advice suggests to have an animated icon so I tried adding as much energy as I could to make it eye-catching. Its very hard to get a decent GIF under 1 meg!

I used some of the assets that were drawn for my booth banner art.

TAVkFBt.gif


Also apologies to Team Cherry, I promise I'll get around to the Hollow Knight beta eventually!
 

cbox

Member
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.

Grats!

We fully scrapped our xna game and just started from scratch for unity. Monogame was an option, but we figured we may as well learn unity for future projects.
 
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.

Another reason to buy your game, again, lol :)
 

Kalentan

Member
Anyone who works on Game Maker know any shaders for 2D games that are easy to implement to give the effect of Chromatic Aberration? I know some don't like the effect but I think it could be nice to have in mine so long as I don't make it an eyesore.
 
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 :).
Congrats, glad that got straightened out for you :3

Anyone who works on Game Maker know any shaders for 2D games that are easy to implement to give the effect of Chromatic Aberration? I know some don't like the effect but I think it could be nice to have in mine so long as I don't make it an eyesore.
I haven't used gamemaker in forever but I did remember seeing a discussion on the CRT chromatic abberation effect here: http://gmc.yoyogames.com/index.php?showtopic=548022
There's a link to a dropbox of the studio version of it near the bottom of the thread i believe
hope that helps :D
 

Kalentan

Member
Congrats, glad that got straightened out for you :3


I haven't used gamemaker in forever but I did remember seeing a discussion on the CRT chromatic abberation effect here: http://gmc.yoyogames.com/index.php?showtopic=548022
There's a link to a dropbox of the studio version of it near the bottom of the thread i believe
hope that helps :D

This is really cool, sadly not quite the effect. I ended up snagging the chromatic effect from the Wizard Wizard source code from the Humble Bundle that I know we're allowed to use. I wish I could make a gif of it but the program I have, gif cam, is acting up recently with it's colors.
 
This is really cool, sadly not quite the effect. I ended up snagging the chromatic effect from the Wizard Wizard source code from the Humble Bundle that I know we're allowed to use. I wish I could make a gif of it but the program I have, gif cam, is acting up recently with it's colors.
Ah, shame, but I'm glad you found something more in line with what you were after in the end :3
 

Noogy

Member
Grats!

We fully scrapped our xna game and just started from scratch for unity. Monogame was an option, but we figured we may as well learn unity for future projects.

Yeah, personally whenever someone asks me what they should learn I've been pushing them towards Unity, and that's after only have used it for a few months. It just has the most support and is the easiest to multiplatform with. I like that I can still get knee deep in code as far as I want, but for new dev the plug-in nature sure is convenient.

I'll always miss XNA, though.
 
Anyone who works on Game Maker know any shaders for 2D games that are easy to implement to give the effect of Chromatic Aberration? I know some don't like the effect but I think it could be nice to have in mine so long as I don't make it an eyesore.

You'll probably want to fake it rather than actually simulate it. 2D games don't suit themselves well to properly modeled lensing, which is fine in this case because it's actually really simple to fake. You just need to apply an offset value to the different color channels so that red data gets drawn in a different place than green and blue each. When I've done it in the past, I left green in the default position and drew red a couple texels to the left and blue a couple texels to the right. You can also build a model so the offset increase near the edges of the screen, but that requires a couple more steps.

I'm on mobile right now so it's difficult to provide a better answer or code snippet, but I'll try to help more when I get off work in a couple hours.
 

Kalentan

Member
I am having this really weird issue...

So this is what happens when I try to center my room (870 x 693) on a 1920 x 1080 screen: http://i.picpar.com/ib7b.png
This is what happens if I have it follow the red selector object with the same code: http://i.picpar.com/jb7b.png

So one seems to suffer from tileset scaling while the other one does not. But it's not just the tiles...

It maybe hard to tell but look at this side by side (left - not following, right - following):
zf7b.png


An object is also being distorted...

The code I'm using at room creation:

Code:
view_wview[0] = display_get_width();
view_hview[0] = display_get_height();
view_wport[0] = display_get_width();
view_hport[0] = display_get_height();
view_xview[0]= room_width/2-view_wview/2;
view_yview[0]= room_height/2-view_hview/2;
view_enabled = 1;
view_visible[0] = 1;
surface_resize(application_surface, view_wview, view_hview);
window_set_size(view_wview, view_hview);

Edit: Fixed, sort of:
http://i.picpar.com/Qf7b.png

I managed to get it to follow the object by making it's Hsp and Vsp to 0 so it didn't move it. I also moved the code a bit around:

Code:
view_wview[0] = display_get_width();
view_hview[0] = display_get_height();
view_wport[0] = display_get_width();
view_hport[0] = display_get_height();
view_enabled = 1;
view_visible[0] = 1;
surface_resize(application_surface, view_wview, view_hview);
window_set_size(view_wview, view_hview);
view_xview[0]= room_width/2-view_wview/2;
view_yview[0]= room_height/2-view_hview/2;

Still, the lines and the object pixel problems remain.

Edit 2:
So I made this chart... This seems to be sort of what is happening. It's not exact, but if the map is lower, then the pixel distortion vanishes.
Tf7b.png


Here is the screenshot of the map lower than the center:
http://i.picpar.com/Vf7b.png

Edit3 conclusion: so... apparently disabling interloping colors between pixels got rid of the problem. Though it's causing my CA to act weird...
 

bumpkin

Member
I'm not sure if there's any other folks with iOS Apps out there lurking, but today I got my Apple TV Developer Kit and I had to laugh at some text on one side of the device's rather nondescript (black) box. It reads "As (not yet) seen on TV." :D
 

Ashodin

Member
I haven't posted in a while, took a break and also having some IRL stuff coming down the pipe (getting le married soon)

Here's a GIF of some more Bad Depths, including a new portal gimmick for the underground.

oKWgYrd.gif
 

Ranger X

Member
I am having this really weird issue...

So this is what happens when I try to center my room (870 x 693) on a 1920 x 1080 screen: http://i.picpar.com/ib7b.png
This is what happens if I have it follow the red selector object with the same code: http://i.picpar.com/jb7b.png

So one seems to suffer from tileset scaling while the other one does not. But it's not just the tiles...

It maybe hard to tell but look at this side by side (left - not following, right - following):
zf7b.png


An object is also being distorted...

The code I'm using at room creation:

Code:
view_wview[0] = display_get_width();
view_hview[0] = display_get_height();
view_wport[0] = display_get_width();
view_hport[0] = display_get_height();
view_xview[0]= room_width/2-view_wview/2;
view_yview[0]= room_height/2-view_hview/2;
view_enabled = 1;
view_visible[0] = 1;
surface_resize(application_surface, view_wview, view_hview);
window_set_size(view_wview, view_hview);

Edit: Fixed, sort of:
http://i.picpar.com/Qf7b.png

I managed to get it to follow the object by making it's Hsp and Vsp to 0 so it didn't move it. I also moved the code a bit around:

Code:
view_wview[0] = display_get_width();
view_hview[0] = display_get_height();
view_wport[0] = display_get_width();
view_hport[0] = display_get_height();
view_enabled = 1;
view_visible[0] = 1;
surface_resize(application_surface, view_wview, view_hview);
window_set_size(view_wview, view_hview);
view_xview[0]= room_width/2-view_wview/2;
view_yview[0]= room_height/2-view_hview/2;

Still, the lines and the object pixel problems remain.

Edit 2:
So I made this chart... This seems to be sort of what is happening. It's not exact, but if the map is lower, then the pixel distortion vanishes.
Tf7b.png


Here is the screenshot of the map lower than the center:
http://i.picpar.com/Vf7b.png

Edit3 conclusion: so... apparently disabling interloping colors between pixels got rid of the problem. Though it's causing my CA to act weird...



Your problem is not wierd. You try to divide 693 by 2. You can't center your application surface perfectly. You need to ceil or floor the height position.
 

Dascu

Member
I haven't posted in a while, took a break and also having some IRL stuff coming down the pipe (getting le married soon)

Here's a GIF of some more Bad Depths, including a new portal gimmick for the underground.

http://i.imgur.com/oKWgYrd.gif[img][/QUOTE]

Congratulations!
 
I haven't posted in a while, took a break and also having some IRL stuff coming down the pipe (getting le married soon)

Here's a GIF of some more Bad Depths, including a new portal gimmick for the underground.

oKWgYrd.gif

Congrats aout the wedding!
Also like the bump effect the portal has in your gif.
 

Dewfreak83

Neo Member
I could use a little help! I'm doing a polish pass on my game, consisting of art and effect updates.

I'm having trouble nailing down how I would like to update the dice roll banner that pops up. The "X of y" label hurts my eyes the most - just so bland. Any suggestions or UI references?

The Player's stats helps offset the dice roll (strength, dexterity, etc). If the story is escalated, then the required dice roll is harder ("of y"). I was thinking of having labels pop up with "+3 strength" and "+1 escalation" labels that fade up the screen. Any suggestions?

TCi5e7B.gif
 

Kalentan

Member
Your problem is not wierd. You try to divide 693 by 2. You can't center your application surface perfectly. You need to ceil or floor the height position.

Thanks, I used floor and it fixed it. Strangely enough, with the chromatic aberration effect, which is an object and not a shader, those one pixel spaces appear when not in full screen...
 
Wooh! App ready to launch on iOS all built in GameMakee ^_^

RPunaHF.jpg


Any tips for sending out info or announcements for press? I have one lined up but am seeing if there's experienced wisdom I could learn from.

I could use a little help! I'm doing a polish pass on my game, consisting of art and effect updates.

I'm having trouble nailing down how I would like to update the dice roll banner that pops up. The "X of y" label hurts my eyes the most - just so bland. Any suggestions or UI references?

The Player's stats helps offset the dice roll (strength, dexterity, etc). If the story is escalated, then the required dice roll is harder ("of y"). I was thinking of having labels pop up with "+3 strength" and "+1 escalation" labels that fade up the screen. Any suggestions?

TCi5e7B.gif

It's probably the gif but the entrance seems slow.

Take a look at some fighting games how they have their combo counters or super move transitions.

Don't know just a thought.
 

beril

Member
Been playing around with some gameboy code this week, and started doing a little Gunman Clive port.

CQz6JjEWsAAOeFD.png:large


I did some gameboy homebrew when I was younger (some of my first coding experience actually), so it's fun to return to it now that I actually understand how the stuff works (some of it anyway).

I'm coding mostly in C, while trying to learn a bit of assembler along the way and optimise a few functions with it. The C compiler is incredibly unreliable though which is rather frustrating. Everytime something isn't working I have to try and guess if it's my fault or the compilers (often a bit of both), and then try to arbitrarily change my code to make the compiler work correctly. I don't remember having this much trouble with it back in the day, but my code is a lot more complex now.

Not sure how far I'll go with it. I'd like to get most of stage 1 playable at least, with all features and release a demo.
 
Dude the rain is beautiful.

Thank you :)

Next Time PNG please. Because of JPG i see no difference.

OK Mom :)

The images are pretty darn big and tbh this was a quick 'n dirty comparison (if you're having trouble seeing the SSAO, look at the hexagonal basalt columns and how they intersect with the ground, since it's most prominent there). Not many places let me host raw 50mb PNG screenshots (imgur autoconverts to jpg even if I sign in) so this is as good as it gets until we put up some new promo shots for the site!

That looks really awesome!

Cheers!

Another environmental shot for the day!
 

Blizzard

Banned
Thank you :)



OK Mom :)

The images are pretty darn big and tbh this was a quick 'n dirty comparison (if you're having trouble seeing the SSAO, look at the hexagonal basalt columns and how they intersect with the ground, since it's most prominent there). Not many places let me host raw 50mb PNG screenshots (imgur autoconverts to jpg even if I sign in) so this is as good as it gets until we put up some new promo shots for the site!
What image tool is giving you 50MB PNGs? Even your SSAO screenshot made for a 5 MB PNG when I tried at level 9 compression.
 

Ventron

Member
Yeah, personally whenever someone asks me what they should learn I've been pushing them towards Unity, and that's after only have used it for a few months. It just has the most support and is the easiest to multiplatform with. I like that I can still get knee deep in code as far as I want, but for new dev the plug-in nature sure is convenient.

I'll always miss XNA, though.

Agreed. XNA's lower level nature helped me learn a lot about how games worked, but I think Unity is the right mix of coding freedom and taking care of the tedious plumbing (like collisions and transforms). Cross platform is the big reason for me using them.
 

Noogy

Member
Been playing around with some gameboy code this week, and started doing a little Gunman Clive port.

CQz6JjEWsAAOeFD.png:large


I did some gameboy homebrew when I was younger (some of my first coding experience actually), so it's fun to return to it now that I actually understand how the stuff works (some of it anyway).

I'm coding mostly in C, while trying to learn a bit of assembler along the way and optimise a few functions with it. The C compiler is incredibly unreliable though which is rather frustrating. Everytime something isn't working I have to try and guess if it's my fault or the compilers (often a bit of both), and then try to arbitrarily change my code to make the compiler work correctly. I don't remember having this much trouble with it back in the day, but my code is a lot more complex now.

Not sure how far I'll go with it. I'd like to get most of stage 1 playable at least, with all features and release a demo.

Hehe I really like how that looks, would totally play it.
 
What image tool is giving you 50MB PNGs? Even your SSAO screenshot made for a 5 MB PNG when I tried at level 9 compression.

It's an inbuilt screenshot script that takes jumbo-resolution images at whatever size multiplier you want. The 50mb PNG's are like 9000x5000 lol. I know imgur is probably compressing the shit out of them, but I'm not too fussed right now since these are just in progress shots and not promotional stuff.
 
I have made the horrible mistake of trying to construct an entire Hugo's House of Horror-style Adventure Game before Halloween

This is gonna be fun. Spent the last three days writing out the sequence of events required to clear the game, figured out the architecture of the house and building a list of known inventory items today

Who knows, it might actually be possible. It's a lot easier to make games now than it was back in 1990 or whenever Hugo came out, and Hugo was made by one guy
 

jshackles

Gentlemen, we can rebuild it. We have the capability to make the world's first enhanced store. Steam will be that store. Better than it was before.
Hello Indie Devs of GAF, I suppose I'll introduce myself as I join your ranks.

For the past few years I've been creating and updating a few Steam-related applications (Enhanced Steam and Idle Master) which are both open-source and require much less of my time lately than they have in the past. I've decided that I'd like to branch off into making video games - something I've always wanted to do but never thought would be possible in my lifetime. My work with ES and IM has earned me a number of friends in the industry, but the thought of working for a corporation churning out games just doesn't sound so appealing to me. I've decided I'm going to take a stab at it on my own, as a hobby project, with little to no expectations of ever seeing a return/profit for my time.

In addition to being a GAF member and gamer, I'm also a husband and father. I'm also expecting progress on this front to be slow but (hopefully) steady, even if I can only dedicate a few hours a week towards my projects.

I have two projects in mind right now that have both been swimming around in my head for a while: the first is a classic-style RPG game. When RPG Maker announced MV with javascript support, I knew this would be a great time to jump in and make it happen. Since then I've been working on storyboards, concept art, progression layout, character bios, icon sprites, etc until MV releases and I can start putting everything together. The other game I've been working on is a "clicker" game (similar to Cookie Clicker or Clicker Heroes) that I've been working on building using GameMaker Studio.

Just wanted to say hi and that I look forward to having more updates to post in the future when either game starts coming together.
 

Jumplion

Member
Hey all, right now I'm trying to nail down the feel of the game in it's controls. If anyone's interested in helping me test it out (and if you have an Android or iPhone), just PM me and I'll send you 3 or 4 versions of the game with varying sensitivity and you can tell me which feels best to maneuver with. It's not super urgent/essential right now, and it is a bit tedious, but I'd appreciate the help.
 

Blizzard

Banned
I'm really struggling to try to get any sort of reasonable audio latency working. I'm trying SoLoud and with WASAPI, 96000 Hz sampling, small buffers, and no vsync, I'm still getting about 100 ms between a key press and when a sound seems to start playing. That seems about 5 times higher than I would expect.

*edit* Latency seems about the same for the PortAudio backend. I'm measuring by recording with Audacity while I hit a key and play back a sound. Then I look in Audacity to measure the time between the keypress and the sound effect.

*edit2* Then again, I just tried measuring in CSGO, and even with snd_mixahead set to 0.05, I only get 100-130 ms latency. So maybe it's normal? It just felt off to me.
 

Ranger X

Member
Question for GameMaker peeps...


In studio there's a function that lets me enable/disable the draw events so basically, I can draw my game independantly from the code running behind it. My goal right now would to have the game 60fps BUT the draw "speed" to adapt each computer's speed. Basically drawing according delta time I guess.

Any experience with this? Its a bit over my head right now.
 

_machine

Member
Working the weekend for some final polish for Ancestory (also need to reset all the progression stuff to use release tables) and of course Steam goes down amidst testing new builds...

Well at least I have a couple of hundred mails to write and the team can still work on more stuff, but luck doesn't seem to be fully on our side.
 

upandaway

Member
Been about a week since I started so I made a little half level (up to miniboss): https://www.youtube.com/watch?v=xBQxHFcNSD8

Implementing things for the game took no time at all but actually designing something and putting it together at this pace will take me a year. Don't really think I'm cut out for game design, but I really like implementing the building blocks (my first time attempting a full game seriously)
 

_machine

Member
Aside from writing pitches myself, it feels really good to get a ton of requests from youtubers and press that seem to have found the game through Steam already. I still can't say I have a clue on how successful our launch will be, but I am optimistic that we will be at least happy with it.

Here's a few shots we took from the new build:
Deckbuilder:
dbscreenshotsaturdayswjb7.jpg


Atmospherics:
atmosphericsijsp9.jpg
 
So a simple search of just the game name lands us the number 2 or 3 spot (varies) on Google search. That's 2 weeks after an announcement. Might be 2 more weeks before knocking down Wiki entries for IBM's mainframe.

I may wait 2 more weeks to see if it happens without any further SEO. If not, I just need to make some minor tweaks and see if I can get 1st and additional entries. Fun times.
 

Unain

Member
Anybody else trying the UE4 Game Jam? The theme is: Standing on the Shoulders of Giants.

I'm trying to do a simple brawler on top of a Big Rig:

It lasts until Thursday so let's see how far I can get.
 

Jumplion

Member
Anybody else trying the UE4 Game Jam? The theme is: Standing on the Shoulders of Giants.

I'm trying to do a simple brawler on top of a Big Rig:


It lasts until Thursday so let's see how far I can get.

Damn, if I had enough time and/or were more familiar with UE4 I would totally be doing the jam. Maybe I'll squeeze something in in the last couple of days.
 
Been playing around with some gameboy code this week, and started doing a little Gunman Clive port.

CQz6JjEWsAAOeFD.png:large
Loving the art on that :3

The images are pretty darn big and tbh this was a quick 'n dirty comparison (if you're having trouble seeing the SSAO, look at the hexagonal basalt columns and how they intersect with the ground, since it's most prominent there). Not many places let me host raw 50mb PNG screenshots (imgur autoconverts to jpg even if I sign in) so this is as good as it gets until we put up some new promo shots for the site!



Cheers!

Another environmental shot for the day!

Aside from writing pitches myself, it feels really good to get a ton of requests from youtubers and press that seem to have found the game through Steam already. I still can't say I have a clue on how successful our launch will be, but I am optimistic that we will be at least happy with it.

Here's a few shots we took from the new build:

I don't know how you two do such lovely atmosphere/environments XD
Every time I mess about with fog or transparencies it kind of goes badly, but then again my camera is quite some distance away to achieve the perspective I want :/

Been about a week since I started so I made a little half level (up to miniboss): https://www.youtube.com/watch?v=xBQxHFcNSD8

Implementing things for the game took no time at all but actually designing something and putting it together at this pace will take me a year. Don't really think I'm cut out for game design, but I really like implementing the building blocks (my first time attempting a full game seriously)
The music for this is super catchy :D

Anybody else trying the UE4 Game Jam? The theme is: Standing on the Shoulders of Giants.

I'm trying to do a simple brawler on top of a Big Rig:
Makes me think of the gangbeasts level where you fight ontop of trucks. That's not a bad thing though :3 Hope it goes well :D
 

Feep

Banned
Hello Indie Devs of GAF, I suppose I'll introduce myself as I join your ranks.

For the past few years I've been creating and updating a few Steam-related applications (Enhanced Steam and Idle Master) which are both open-source and require much less of my time lately than they have in the past. I've decided that I'd like to branch off into making video games - something I've always wanted to do but never thought would be possible in my lifetime. My work with ES and IM has earned me a number of friends in the industry, but the thought of working for a corporation churning out games just doesn't sound so appealing to me. I've decided I'm going to take a stab at it on my own, as a hobby project, with little to no expectations of ever seeing a return/profit for my time.

In addition to being a GAF member and gamer, I'm also a husband and father. I'm also expecting progress on this front to be slow but (hopefully) steady, even if I can only dedicate a few hours a week towards my projects.

I have two projects in mind right now that have both been swimming around in my head for a while: the first is a classic-style RPG game. When RPG Maker announced MV with javascript support, I knew this would be a great time to jump in and make it happen. Since then I've been working on storyboards, concept art, progression layout, character bios, icon sprites, etc until MV releases and I can start putting everything together. The other game I've been working on is a "clicker" game (similar to Cookie Clicker or Clicker Heroes) that I've been working on building using GameMaker Studio.

Just wanted to say hi and that I look forward to having more updates to post in the future when either game starts coming together.
Welcome! Looking forward to seeing progress on both/either project. = D
 

_machine

Member
Just tested and shipped the 1.0 version of Ancestory. I feel...weird. Part of it is definitely that we worked the weekend, even though I usually don't advocate "crunch hours" (I'm glad that this was actually the only weekend the team worked together).

Here's a few shots from the build in question:
Should probably get some sleep now, so we can start working fresh on the first patch and content updates :)
 
Just tested and shipped the 1.0 version of Ancestory. I feel...weird. Part of it is definitely that we worked the weekend, even though I usually don't advocate "crunch hours" (I'm glad that this was actually the only weekend the team worked together).

Here's a few shots from the build in question:

Should probably get some sleep now, so we can start working fresh on the first patch and content updates :)

Congrats on the release!
 
Anyone who works on Game Maker know any shaders for 2D games that are easy to implement to give the effect of Chromatic Aberration? I know some don't like the effect but I think it could be nice to have in mine so long as I don't make it an eyesore.

I'm interested in knowing how to create something similar to this, but in HTML5 or Javascript.

Still looking into options for a project I'm writing/designing/drawing out ATM, but since I want to gather skills for creating websites and the such, I'd rather stick to non-proprietary, open-source solutions utilizing skills not completely dependent on any particular engine or framework (I don't want to be locked down into said
engine or framework if, say, that engine suddenly exits the market or becomes severely outdated).

And I guess since I'm already at it, I'll just ask: what would you guys recommend to someone who is looking to tie web development mark-up and scripting into future game development endeavors, and wants to use something that is virtually available for all platforms (desktop, mobile, console etc) and is very flexible? I mentioned HTML5 above; with complimenting technologies I think it has strong potential, but I understand it isn't suitable for certain visually-intensive games, particularly 3D ones (I'm not interested in making full 3D games this point and time anyhow). And there are plenty of frameworks for the technology.

Or would I be needing to expand out into some sort of programming language to compliment the stuff HTML5 can't do that well, but still operates somewhat the same fundamentally and is just about as universal? What type of language would be suitable?

Mind, I'm not looking for something to replace HTML5; there's a reason I'm set on learning it, particularly to compliment future web design skills. But I'd love for something powerful that compliments them, in case Javascript may not be suitable.

You'll probably want to fake it rather than actually simulate it. 2D games don't suit themselves well to properly modeled lensing, which is fine in this case because it's actually really simple to fake. You just need to apply an offset value to the different color channels so that red data gets drawn in a different place than green and blue each. When I've done it in the past, I left green in the default position and drew red a couple texels to the left and blue a couple texels to the right. You can also build a model so the offset increase near the edges of the screen, but that requires a couple more steps.

I'm on mobile right now so it's difficult to provide a better answer or code snippet, but I'll try to help more when I get off work in a couple hours.

Ah that makes it sound a bit simpler in concept than I was thinking it'd be (just in terms of wrapping the head around it). This is roughly the same thing you'd do with an image in an image editing program to achieve similar (if you aren't too fond using plugins).

But I've also come to find out it isn't quite *that* simple. There are other factors into CRT tech display and SD resolution that would probably make it feel more authentic, but I'm only partially familiar with that stuff. I guess they'd also need to selectively desaturate some of the colors on a range of pixels. Maybe there's ways to simulate artifacts as well, that'd help.

I'm just really interested in this b/c I'm looking to try something similar with my own project, but haven't had a lot of time to test things out. If I happen to luckily stumble on anything that helps, I'd love to share it.
 

Jobbs

Banned
roads2.png


Some NPC art I was fiddling with. Type of character I have the most fun designing. Collector of all kinds of gadgets and oddities.

I would enjoy just being the lead artist of a game one day rather than the everything of a game.
 

Ventron

Member
Question: at a convention, if you stop by a booth that's busy, and are told you'll have to wait a little bit to play, how long are you willing to wait?

I wonder if it's worth implementing a feature in the Lupinball demo to allow players to "hot-join" games. It wouldn't make sense in the final game, but if people are unwilling to wait at conventions I want to give them an opportunity to play immediately if there's an unused slot in an ongoing game.
 

Elitist1945

Member
roads2.png


Some NPC art I was fiddling with. Type of character I have the most fun designing. Collector of all kinds of gadgets and oddities.

I would enjoy just being the lead artist of a game one day rather than the everything of a game.

Holy shit I wish I could draw like that! Amazing.
 
Just tested and shipped the 1.0 version of Ancestory. I feel...weird. Part of it is definitely that we worked the weekend, even though I usually don't advocate "crunch hours" (I'm glad that this was actually the only weekend the team worked together).

Here's a few shots from the build in question:

Should probably get some sleep now, so we can start working fresh on the first patch and content updates :)
That looks great!
 
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