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

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Situacao

Member
Ah, finally. The game I'm working on is at last on Steam Greenlight. It took us a while, but I think that now the game is finally on a presentable state. I'd like to know your opinion on the visuals though GAF. This is the first game that I'm making, and while I think that it looks nice, I think that it may lack that next-gen "wow" factor. There's more at the Greenlight page (including a longer trailer), but here is a gif of the state of the visuals as of now.

battle2.gif


What do you think? The style we chose was in a almost cel-shaded look, but, again, I'm afraid that it, as of now, may lack a certain "wow" factor.

Also, if you've liked what you saw, please vote on us for Greenlight, it would be greatly appreciated :)
 

ZServ

Member
Ah, finally. The game I'm working on is at last on Steam Greenlight. It took us a while, but I think that now the game is finally on a presentable state. I'd like to know your opinion on the visuals though GAF. This is the first game that I'm making, and while I think that it looks nice, I think that it may lack that next-gen "wow" factor. There's more at the Greenlight page (including a longer trailer), but here is a gif of the state of the visuals as of now.

battle2.gif


What do you think? The style we chose was in a almost cel-shaded look, but, again, I'm afraid that it, as of now, may lack a certain "wow" factor.

Also, if you've liked what you saw, please vote on us for Greenlight, it would be greatly appreciated :)

So, I think your game looks fine, but you do need some sort of.. god, I hate to quote those videos about game "feel" and "juiciness," but..

First thing is first: camera is stellar. However, it transitions very calmly. Is it possible to add a small amount of jitter if bullets fly past you, but when they hit you it obviously shakes the screen more violently? Additionally, put some more of a blur on the background objects, as it's hard to immediately tell what is something you can run into vs something that is just for decoration. Since you've got chromatic aberration in your trailer so prevalent, maybe make it so that when objects explode the animation has a bit of CA applied to it to emphasize the explosion.

There are just some concepts. I think your games graphics are fine, and I'm sure it plays fine and feels fine, but you can never refine enough, and I think it's that last extra bit of *oomph* that you need.
 
http://fat.gfycat.com/BlindEthicalItalianbrownbear.webm
Grappling hooks. It's what's for dinner.



Ah, finally. The game I'm working on is at last on Steam Greenlight. It took us a while, but I think that now the game is finally on a presentable state. I'd like to know your opinion on the visuals though GAF. This is the first game that I'm making, and while I think that it looks nice, I think that it may lack that next-gen "wow" factor. There's more at the Greenlight page (including a longer trailer), but here is a gif of the state of the visuals as of now.

battle2.gif


What do you think? The style we chose was in a almost cel-shaded look, but, again, I'm afraid that it, as of now, may lack a certain "wow" factor.

Also, if you've liked what you saw, please vote on us for Greenlight, it would be greatly appreciated :)

Hey, this looks great! Any plans for a story mode? I gotta confess, the story mode was more of the draw for me in Star Control II.

I don't think your game looks unprofessional, but a lot of indie fighting games come off as pretty shallow. Without really deep mechanics (like Rocket League) or a huge cast of characters, there needs to be something else that gives the game some heft. Something that beckons the player to return to the battle over and over again when it might have otherwise gotten stale.

Nvidia shield controller.

Just curious, but do you have any numbers on that? Not to be disparaging, and not that I prefer touch controls, but this is the first I've heard of anyone actually owning a Shield. (It's okay, I bought into the OUYA hype at first).
 

wilboo

Neo Member
Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.
 

_machine

Member
It's been a while since I've last posted, but we really wanted to push the first content update out asap so haven't had much time to post around here (not crunching though, just using all my newly found spare time for things completely unrelated to game dev). Here's a little teaser pic we whipped up for it (which should be live tomorrow):


Really happy that we managed to get a few new features in too, but they're still in-testing so I'll talk about them more later on. As goes for the whole launch process, I hope that there's plenty there that you can learn from as we definitely didn't have any major success even though we're really proud of what we achieved and how positive the response has been.
 

Situacao

Member
So, I think your game looks fine, but you do need some sort of.. god, I hate to quote those videos about game "feel" and "juiciness," but..

First thing is first: camera is stellar. However, it transitions very calmly. Is it possible to add a small amount of jitter if bullets fly past you, but when they hit you it obviously shakes the screen more violently? Additionally, put some more of a blur on the background objects, as it's hard to immediately tell what is something you can run into vs something that is just for decoration. Since you've got chromatic aberration in your trailer so prevalent, maybe make it so that when objects explode the animation has a bit of CA applied to it to emphasize the explosion.

There are just some concepts. I think your games graphics are fine, and I'm sure it plays fine and feels fine, but you can never refine enough, and I think it's that last extra bit of *oomph* that you need.

I was thinking about the camera as well, and I might add more "screenshake events" indeed. Having it happen when bullets fly close to the ships is a cool one, although I think it may cause the screen to become too "shakey" in Local MP. Gonna test it, though.

We tried using blur for background objects, but the problem with it is that, when applied, it looks like these objects are between the camera and the ships. What I can do is try to darken the shadows a bit more, this seems to work for Galak-Z, for example.

Didn't really think about CA, I think it would look nice! Thanks for the advice!

Hey, this looks great! Any plans for a story mode? I gotta confess, the story mode was more of the draw for me in Star Control II.

I don't think your game looks unprofessional, but a lot of indie fighting games come off as pretty shallow. Without really deep mechanics (like Rocket League) or a huge cast of characters, there needs to be something else that gives the game some heft. Something that beckons the player to return to the battle over and over again when it might have otherwise gotten stale.

Yes, there's gonna be a story mode, to determine the fate of the Pulsar Raiders, there's info about that on the Greenlight page :) About the mechanics, we're constantly improving them, as Rocket League is one of our inspirations, so that the MP component remains deep as well.

Btw, those grappling mechanics look really nice!
 

Jobbs

Banned

Very nicely done. I tried to have a grappling hook snack a long time ago but I couldn't figure out how to get it right, so I abandoned it. I later figured out a way to do it but it'd require too much backtracking in my current setup so I just, well, let it go. Maybe in another life.

Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.

Hi Willem. :) Looking awesome
 
Very nicely done. I tried to have a grappling hook snack a long time ago but I couldn't figure out how to get it right, so I abandoned it. I later figured out a way to do it but it'd require too much backtracking in my current setup so I just, well, let it go. Maybe in another life.

Oh, shoot. Yeah, I spent the better part of a couple days figuring out how I wanted it to work and implementing just this bit. I also want there to be secondary capabilities like latching onto shields or small monsters, and maybe crates or switches across the room, but before I get to implementing that I'll have to actually put some monsters in here. Maybe in a week or two that'll be my update. :)


Yes, there's gonna be a story mode, to determine the fate of the Pulsar Raiders, there's info about that on the Greenlight page :) About the mechanics, we're constantly improving them, as Rocket League is one of our inspirations, so that the MP component remains deep as well.

Btw, those grappling mechanics look really nice!

Thanks! I'll be sure to check it out and vote for the Greenlight page. Good luck!


Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.

Your game is beautiful and really fun too (Ari provided a demo a month or so ago). That looks cool! I thought all the creatures in the game were going to be bug-like, but this feels like a natural extension of that so it's all good. ♥
 

Jobbs

Banned
Oh, shoot. Yeah, I spent the better part of a couple days figuring out how I wanted it to work and implementing just this bit. I also want there to be secondary capabilities like latching onto shields or small monsters, and maybe crates or switches across the room, but before I get to implementing that I'll have to actually put some monsters in here. Maybe in a week or two that'll be my update. :)

This is the kind of thing I'd like to make more central to a character and figure it into a lot of activities rather than just being one tacked on mobility power -- and by the time I figured out a way of doing it on the technical side the ship had already sailed on the design side. It sounds like you're on the right track.

Another thing I want to really explore in the next game is necromancy, don't tell me you're also doing that. :p
 
Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.

What program are y'all using to make this game?
 
This is the kind of thing I'd like to make more central to a character and figure it into a lot of activities rather than just being one tacked on mobility power -- and by the time I figured out a way of doing it on the technical side the ship had already sailed on the design side. It sounds like you're on the right track.

Another thing I want to really explore in the next game is necromancy, don't tell me you're also doing that. :p

Necromancy as a general theme, or as a player mechanic?

I hadn't thought about it too much. I need to work out the lore and stage settings more before I decide what most of the enemies will be. Although I did draw a concept for a skeletal guy in a suit, presumable the recent inhabitant of a coffin, it was more about looking spooky than tying into the lore. I might even scrap the design (or reskin it more likely) if it falls too off center, because I want the internal logic to be reasonably consistent. I just haven't had a chance to really think this through yet.

Werewolves will be a major player, at least early on. A lot of the townspeople turn into them at night. Beyond that, I'm not sure. The only other enemy I've sketched up is a little golem made of rocks and gardening tools. There's going to be a whole other race of sentient creatures in the game, but I haven't decided what they'll be, and they're mostly responsible for all the magical shit going on in the game (like the rock golem and the unusually high rate of werewolfism in town). I haven't decided the range or limits of their effect on the world yet. Necromancy isn't necessarily out of the question, but it wouldn't be a primary focus.
 
any pixel artists looking for a developer to team up with? i have previous game dev experience and am open to design ideas. pm me if interested!
 

Pehesse

Member

Ooo, grappling hooks, and a nice one, to boot. I'll admit, that's something I want to toy with, as well. A bit afraid of how to manage the physics, or lack thereof - how do you manage elasticity, for instance? Is it a fixed length grapple, is there momentum, is there different weighting depending on the character's height/the grapple's length?

Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.

Welcome! Really liked what I played of the demo, so I'm looking forward to fighting/deflating that new monster (and having 9999 gems, too) :-D
 

Jobbs

Banned
Necromancy as a general theme, or as a player mechanic?

I hadn't thought about it too much. I need to work out the lore and stage settings more before I decide what most of the enemies will be. Although I did draw a concept for a skeletal guy in a suit, presumable the recent inhabitant of a coffin, it was more about looking spooky than tying into the lore. I might even scrap the design (or reskin it more likely) if it falls too off center, because I want the internal logic to be reasonably consistent. I just haven't had a chance to really think this through yet.

Werewolves will be a major player, at least early on. A lot of the townspeople turn into them at night. Beyond that, I'm not sure. The only other enemy I've sketched up is a little golem made of rocks and gardening tools. There's going to be a whole other race of sentient creatures in the game, but I haven't decided what they'll be, and they're mostly responsible for all the magical shit going on in the game (like the rock golem and the unusually high rate of werewolfism in town). I haven't decided the range or limits of their effect on the world yet. Necromancy isn't necessarily out of the question, but it wouldn't be a primary focus.

The idea of a town that serves as a useful resting point for the player becoming hostile and full of werewolves during the full moon is really interesting and almost feels like something I'd like to steal given that I'm already interested in making a game with a clock and day/night cycle and so forth.

Anyway, yeah, necromancy as a theme as well as a mechanic are both things I'm interested in exploring. While I don't want it to be the entire focus of the game's mechanics, it would be cool if one of the only practical ways of dispatching some of the larger groups of enemies was to make your own group.

Some of this can be traced back to how fun necromancer based builds could be in the early Warcraft 3 days and the pure satisfaction I got from changing a battlefield into a swarm of skeletons.
 
Ooo, grappling hooks, and a nice one, to boot. I'll admit, that's something I want to toy with, as well. A bit afraid of how to manage the physics, or lack thereof - how do you manage elasticity, for instance? Is it a fixed length grapple, is there momentum, is there different weighting depending on the character's height/the grapple's length?

I'm keeping it pretty simple. It stores the distance between the mounting point and the player's hand at the moment when it catches. While swinging, you can hold left/right to add angular momentum, else it attenuates to a neutral position at the bottom of the arc. I could have programmed more sophisticated physics and some elasticity, but I didn't want it to be something the player has to fight with. I want it to "just work". The small bowing you can see in the rope is artificial, a separate graphic effect.

I think most of the magic lies in the attachment. I dampen the player's speed so she stays in mostly the same spot when the grapple is attached as when the button is pressed, but still let enough time pass to see the grapple animation play and engage (versus being instantaneous). I think seeing that engage but not continuing to fall very far makes the event feel better.


The idea of a town that serves as a useful resting point for the player becoming hostile and full of werewolves during the full moon is really interesting and almost feels like something I'd like to steal given that I'm already interested in making a game with a clock and day/night cycle and so forth.

Anyway, yeah, necromancy as a theme as well as a mechanic are both things I'm interested in exploring. While I don't want it to be the entire focus of the game's mechanics, it would be cool if one of the only practical ways of dispatching some of the larger groups of enemies was to make your own group.

Some of this can be traced back to how fun necromancer based builds could be in the early Warcraft 3 days and the pure satisfaction I got from changing a battlefield into a swarm of skeletons.

Yeah, I think Castlevania II did it first, but there aren't a lot of games to copy the formula since. I'm also not sure whether I want to actually show the transitions, or just swap between a few predefined times of day after spending long enough in X building or Y dungeon. They both have their challenges, but the latter seems a bit easier and more appealing to me.

Your necromancy ideas are cool. Definitely not what I had in mind. I'm not planning to utilize any pets, minions or familiars in this game. Just doesn't fit my narrative, but I'll be curious to see what you make of it!
 

Jobbs

Banned
Yeah, I think Castlevania II did it first, but there aren't a lot of games to copy the formula since. I'm also not sure whether I want to actually show the transitions, or just swap between a few predefined times of day after spending long enough in X building or Y dungeon. They both have their challenges, but the latter seems a bit easier and more appealing to me.

You should use a real time clock.

And despite the Castlevania 2 "What a night for a curse" stuff being frequently regarded as negative, I always thought it was interesting and provocative; A bold design choice. I like bold and provocative design choices in my core games. That's something you don't see enough of, and particularly almost never see it in the AAA space. Incidentally, Alien Isolation is an example of it happening in AAA space, and is why I am such a fanboy of that game.
 
You should use a real time clock.

And despite the Castlevania 2 "What a night for a curse" stuff being frequently regarded as negative, I always thought it was interesting and provocative; A bold design choice. I like bold and provocative design choices in my core games. That's something you don't see enough of, and particularly almost never see it in the AAA space. Incidentally, Alien Isolation is an example of it happening in AAA space, and is why I am such a fanboy of that game.
I think you're right. I guess I'm kind of worried about what that means on the art and engine side, but I should treat that as a challenge to be embraced rather than shied away from. Maybe part of the answer lies in a nifty color correction shader.
 
Hey IndieGAF! I've been a long-time lurker of this thread, but now that my account has been approved it's time to post post post! The stuff posted here has been amazing and I'm excited to join in.

I'm working on Hollow Knight along with AriEX2 (or whatever his name is here, can't remember). I'm the lead designer, and right now I'm working on all of the enemy ai/behaviours.

So here's a GIF of a guy I finished up last week, some kind of weird fungus balloon dude!

jVWzh4i.gif


Super happy with his silly balloon-deflation death, still cracks me up watching it hahaha.
Oh wow, the visual style is amazing. What type of platformers are serving as the basis of inspiration for the play style and game mechanics?

Definitely will keep an eye on this one.

Same here. I have a weakness for 2D platformers x3. How far along development are you with this one?
 

wilboo

Neo Member
Hi Willem. :) Looking awesome

Haha, hey man! Looking forward to heckling you in this thread.

Your game is beautiful and really fun too (Ari provided a demo a month or so ago). That looks cool! I thought all the creatures in the game were going to be bug-like, but this feels like a natural extension of that so it's all good. ♥

Cheers! It is mostly bugs, but we branch out a bit for sure. Got some cool mushroom-humanoid enemies in there too.

What program are y'all using to make this game?

Unity! It's our first time using it and we're really liking it. I use the PlayMaker plugin to build all the interactivity/enemy AI stuff, which lets me build stuff super super fast.

Oh wow, the visual style is amazing. What type of platformers are serving as the basis of inspiration for the play style and game mechanics?

Definitely will keep an eye on this one.

Thanks! It's a "metroidvania" for what that's worth, so those two games obviously influenced how we're shaping the world. Old school 2d action platformers like Zelda 2 and Faxanadu also inspired a fair bit if the gameplay. Control-wise though the game is probably most similar to something like Megaman Zero.
 

Pehesse

Member
Hee hee. Doing some very very early rough prototyping for the "Honey vs. multiple opponents" fights, using chunks of the single opponent's AIs, and... so far, it looks like a bunch of angry children bunching up together doing random stuff.

http://gfycat.com/ShamelessPerkyIbizanhound

I'll have to work on adequate AIs that take into consideration the different actors' places on the field, but at least, they're coexisting already :-D Now to get damage detection in... this should be fun.
 

Looks amazing lilith. Love the little cloud effect in the ruin the hook leaves.

Hee hee. Doing some very very early rough prototyping for the "Honey vs. multiple opponents" fights, using chunks of the single opponent's AIs, and... so far, it looks like a bunch of angry children bunching up together doing random stuff.

http://gfycat.com/ShamelessPerkyIbizanhound

I'll have to work on adequate AIs that take into consideration the different actors' places on the field, but at least, they're coexisting already :-D Now to get damage detection in... this should be fun.

Hahaha, that seems super difficult. The variables for each character to know if the other is punching or letting the other npc fight, or them choosing to fight I suppose is something hard to do.

Sorry for not being translating this last days BTW, im hard at work with doing the mockup stage for our game, but I will continue as soon as I have a little free time on my hands.
 

Pehesse

Member
Hahaha, that seems super difficult. The variables for each character to know if the other is punching or letting the other npc fight, or them choosing to fight I suppose is something hard to do.

Sorry for not being translating this last days BTW, im hard at work with doing the mockup stage for our game, but I will continue as soon as I have a little free time on my hands.

Yeah! I'll try to avoid the Assassin's Creed model of "everyone patiently awaits for the turn to stab", but I suppose there'll have to be a degree of general awareness from enemies, else it'll just turn into an indistinct brawl... but I think I'll try that, too, see if it's fun to play :-D

No worries about the translation, too! As you saw, the FR one isn't moving forward either (going to work on it during the christmas break since I'll be away), and adding the base text is going to take several months, at least :-D It's already amazing what we've done so far, and completing it is going to require an endurance run, not a short localized burst of speed!
 
Yeah! I'll try to avoid the Assassin's Creed model of "everyone patiently awaits for the turn to stab", but I suppose there'll have to be a degree of general awareness from enemies, else it'll just turn into an indistinct brawl... but I think I'll try that, too, see if it's fun to play :-D

No worries about the translation, too! As you saw, the FR one isn't moving forward either (going to work on it during the christmas break since I'll be away), and adding the base text is going to take several months, at least :-D It's already amazing what we've done so far, and completing it is going to require an endurance run, not a short localized burst of speed!

Oh no, I think I explined badly. I meant its probably really hard to code the variables so the characters know when the other is attacking and when they can enter the fight. Not that what you were doing is wrong, not in the slightlest lol.
CPU's in smash bros when they are multiple of them I suppose is the most similar thing at what you want to accomplish, and thats seems hard as hell to do, so good luck!
 

kiguel182

Member
Well, I haven't posted here in a while. College has been stealing all my time and when I do get free time I'm so tired I don't feel like working in the game. It sucks really.

But, on the plus side, I've been designing some levels now and then and I have come up with a new mechanic that I want to implement and some cool big picture stuff. I just wish I could work on this full time since it really is what I rather be doing with my time.

Hopefully I can implement all the levels I have designed soon and maybe post some gifs. The art style still needs a refresh and there's a feedback mechanic that I need to implement but I might as well just share something.
 

Dascu

Member
Does anyone here have experience with Linux and Mac porting of Unity games, plus distributing these via Steam? I'm looking to get Malebolgia on those platforms.

I imagine it's probably a very easy and straightforward process. However I do not have the hardware to test it out myself and generally lacking in time to work on this as well.

Would be happy to even outsource it to one of you, with compensation.
 

Water

Member
Does anyone in here have experience with Twine? I'm trying to learn this and can't figure out why my brackets are showing up when I hit play.
You have likely made some syntax error when writing the passage text. It doesn't necessarily have to do with the brackets.

1) What Twine version are you using? If it's Twine 2, which story format are you using?
2) Post the exact text of the passage, eg. with http://pastebin.com/
 
Unity! It's our first time using it and we're really liking it. I use the PlayMaker plugin to build all the interactivity/enemy AI stuff, which lets me build stuff super super fast.



Thanks! It's a "metroidvania" for what that's worth, so those two games obviously influenced how we're shaping the world. Old school 2d action platformers like Zelda 2 and Faxanadu also inspired a fair bit if the gameplay. Control-wise though the game is probably most similar to something like Megaman Zero.

Sounds like it'll provide a solid challenge; really interested to see how that shapes up with the Metroidvania style of game design. Also interesting that you guys are using Unity; I thought it wasn't traditionally suited for 2D games (from the bits I've read on it). Or maybe they've made changes to facilitate that better?

Thanks! :)

Four or five weeks so far, but I've been giving it a whole lot of attention.
That's really impressive for such a brief amount of time!
 

Pehesse

Member
Oh no, I think I explined badly. I meant its probably really hard to code the variables so the characters know when the other is attacking and when they can enter the fight. Not that what you were doing is wrong, not in the slightlest lol.
CPU's in smash bros when they are multiple of them I suppose is the most similar thing at what you want to accomplish, and thats seems hard as hell to do, so good luck!

Sorry, I was agreeing with you, must've not made myself clear :-D
You're right, I should definitely check out some Smash Bros vids, see the general flow of things! I'll admit I kinda glossed over/forgot about it :-D
 

Das-J

Law of the West
We just dropped a huge update for Into the Stars that adds Difficulty Settings, Dynamic Patrols and overhauls Trading

Full Details Here

Early Access has been a pretty great experience for us - How does everyone else feel?

YRohKeL.gif
 

asa

Member
Hello people, really inspiring stuff in this thread as usual.
Couple years back I was more active here, when I was working on my own little game called Fruitmatter. Since then I haven't been posting that much, but I've been lurking in the shadows checking this thread almost daily.

After I finished Fruitmatter, I was hired by Rovio to create prototypes for them, I also Prototyped and then lead the development of RETRY. That was pretty crazy year. :)

Anyways, Me and one other developer left the Rovio about a year ago and we have been slowly planning a new adventure: ODDROK Ltd.

We just lauched the website and the company and we are currently really busy finishing up our first game.

So you will be hearing more about us in the future now that we are officially out there.

Here's a little lowfi version of the Oddrok logo:
GIF1.gif
 
You have likely made some syntax error when writing the passage text. It doesn't necessarily have to do with the brackets.

1) What Twine version are you using? If it's Twine 2, which story format are you using?
2) Post the exact text of the passage, eg. with http://pastebin.com/

It's Twine 2.0.8

I'm using Harlowe 1.1.1

What am I exactly supposed to do with the link? I pasted the content from my window in it and hit submit thinking it was going to highlight an error, but it didn't. I see there are some program options in the syntax tab, but Twine isn't one. I did try HTML, but it didn't do anything.

Here's the text I used from a tutorial vid. It worked in his vid, but not for me.

(if: $hoursAsleep is 8)
[Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.]

(if: $hoursAsleep > 8)
[Your eyes crack open, breaking a seal of gunk weld in place from $hoursAsNumber hours of sleep.]
 

tsundoku

Member
It's Twine 2.0.8

I'm using Harlowe 1.1.1

What am I exactly supposed to do with the link? I pasted the content from my window in it and hit submit thinking it was going to highlight an error, but it didn't. I see there are some program options in the syntax tab, but Twine isn't one. I did try HTML, but it didn't do anything.

Here's the text I used from a tutorial vid. It worked in his vid, but not for me.

Pastebin is just a site where you can post large large blocks of text that can be difficult to share online because forums or social media have character-count limits for posts. You also have the monospace font to preserve spacing/indenting of code and some rudimentary security (you need the link to access it, and i think you can set a password) I would not trust their security enough to host my entire game code on it however.

Is $hoursAsleep ever between 0 to 7.99999~ ?
 

Kalentan

Member
I hit that lull several times while on my current project. The best thing you can do is strive to have no "0" days. Even if you're just going in and tweaking a line of code, or adding a tree to your world map, those little bits add up, and you never know when you'll get hit with a big burst of "OH that's what I should do!"

I should do that. I also worry that maybe it's because I'm still in the system design phase. I want to just go and start making the story so it's at least a little playable. But I know I need to work out a lot of little kinks still.
 

tsundoku

Member
No. The other ones present are (set: $hoursAsleep to 8) for the opening window and then

(set: $hoursAsleep to $hoursAsleep + 1) for the looping window.

Are you able to do arithmetic straight to $hoursAsleep like that? I don't know much about how twine handles numbers but why do you have to use $hoursAsNumber in the final statement but not the addition / setting

Does twine do different variable types like string, char, int?
 
No. The other ones present are (set: $hoursAsleep to 8) for the opening window and then

(set: $hoursAsleep to $hoursAsleep + 1) for the looping window.

I just quickly dabbled with it and noticed that for me it works if you put the square bracket content on the same line as the 'if' statement.

e.g.
Code:
(if: $hoursAsleep is 8) [Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.]
instead of
Code:
(if: $hoursAsleep is 8)
[Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.]
 

tsundoku

Member
I just quickly dabbled with it and noticed that for me it works if you put the square bracket content on the same line as the 'if' statement.

e.g.
Code:
(if: $hoursAsleep is 8) [Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.]
instead of
Code:
(if: $hoursAsleep is 8)
[Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.]

So Twine isn't very clear on how it inherits content to return from an if elseif when related to linebreaks I suppose

Not sure if this is the official documentation but this would be how to make multi-line if statements or include multiple lines of text

http://twinery.org/wiki/if#a_note_about_line_breaks
 

Jumplion

Member
I know my game isn't the most exciting to look at, but damn if it doesn't feel good to be on a roll these past few days.

I've went in and rearranged the guts of my code to separate key systems, then went in with a scalpel adjusted as needed. Now I got a semi-modular-esque wave system that I could probably make more efficient/easier to work with, and I probably need to implement things like Interfaces to make some of that modularity a bit easier, but boy it feels good to have a system that I can build upon super easily.

New enemy type I'm planning, will need to tweak it a bit. Maybe have it pause its rotation and pulse just a smidgen when it launches its projectiles, give it a little "oomph"? Have the projectiles themselves start off fast but quickly slow down when launched? Also should probably make it to where it can't shoot projectiles if it is offscreen a certain distance, prevents it from shooting something way off screen (add a trigger box on the camera system, probs)


No more circles! Time for the other polygons to shine!
 
So Twine isn't very clear on how it inherits content to return from an if elseif when related to linebreaks I suppose

Not sure if this is the official documentation but this would be how to make multi-line if statements or include multiple lines of text

http://twinery.org/wiki/if#a_note_about_line_breaks
I've literally never used twine before so i couldn't say, but that does look like an alternative format using 'macros'.

If you didn't feel like changing format it seems from my poking about that you only need the opening bracket on the same line of the if statement for it to work, so for example the following is functional and multiline:
Code:
(if: $hoursAsleep is 8)[
Your eyes flutter open, giving vantage to a stream of yellow lights washing over the bulkhead.

You're also really darned hungry.]
though it's worth noting the first linebreak is included in the text that's displayed :p

edit: woah, how fussy can twine get? Don't include a space between the if statement and the opening bracket or the example I just gave breaks XD
 
Any pixel artists here looking for a little contract work? I'm coming up on the deadline for GunWorld 2 and need some backgrounds done.

Multi-layered, low resolution (NES style).

Alternatively, does anyone know the best place to look to contract a pixel artist?
 
Unity! It's our first time using it and we're really liking it. I use the PlayMaker plugin to build all the interactivity/enemy AI stuff, which lets me build stuff super super fast.

Also interesting that you guys are using Unity; I thought it wasn't traditionally suited for 2D games (from the bits I've read on it). Or maybe they've made changes to facilitate that better?

I'm a bit surprised too. Back when I was trying really hard to learn Unity, all of the tutorials I used for reference were for making a 3d game.

edit: woah, how fussy can twine get? Don't include a space between the if statement and the opening bracket or the example I just gave breaks XD

Edit: That actually was the problem. Thanks for the help and tsundoku too.
 
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