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

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Aki-at

Member
Hello everyone!

First time posting and recently got my membership accepted so glad to be here! :D

TitleScreen.png


I'm currently working on a 2D mascot platformer called Brock Crocodile (Because you know, outside of Croc, crocodiles have often been the bad guys and I wanted this abuse of my favourite animal to stop! D: ) where you whip, shot and hop your way across multipathed stages. I'm looking to get the game done this year and got a few people on board to help with the art and sound, you can check out (A very old) trailer here;

https://www.youtube.com/watch?v=mMr78No5GpQ

Some small bits of info;

- Made using Multimedia Fusion 2 (Noitu Love 2, Freedom Planet, countless fangames...)
- Music by Steve Lakawicz, he's a really talented with chip tune. He usually sticks to the NES sound chip but for this I've asked him to emulate the SEGA Mega Drive/Genesis for this game.
- Team of four, me (Programmer, artist and level designer) a level artist, character artist and musican.
- Really trying to nail that 16 bit look and feel! Biggest inspiration being classic Sonic, Monster World and Quackshot.
- I'd say about 40% done
- Website: www.brockcrocodile.com

Screens
gr-1.png

MuseumBreakin2.png

BeehiveBattleship4.png


The funny thing is I've set everything up, Facebook, Twitter et all but completely forgot to even send out press kits. This was months ago, I wonder if it's too late now...

In anycase, nice to meet you all!
 

Popstar

Member
Well the way I'm doing it now the indicator sprites are being created when an enemy is created and then they're told to be set to the enemy position every frame, so they're on the same space/layer as the enemy. To get them as off screen indicators, I then clamp their position to the viewport which is the visible area. Construct 2 uses those system expressions for that: viewportTop / ViewportLeft / Right / bottom.
I know the math for what you want to do but I'm not familiar with Construct 2.

I took a quick look at the docs – is it possible to draw the indicators properly if you had the Canvas coordinates? In that case you could use LayerToCanvasX/Y to put the enemies in Canvas space. The do your clip to viewport from there.
 

mantrakid

Member
I know the math for what you want to do but I'm not familiar with Construct 2.

I took a quick look at the docs – is it possible to draw the indicators properly if you had the Canvas coordinates? In that case you could use LayerToCanvasX/Y to put the enemies in Canvas space. The do your clip to viewport from there.

Im not 100% sure how i would get the canvas coordinates.. Ill try that next, this is what I'm in the middle of doing right this minute:

First im setting actual position markers at the top-left and bottom right of the screen using the viewport settings in construct 2, now i have position markers i can use the X,Y of then im changing their coordinates based on a rotation calculation:

θ=LayerAngle("Main")
newx=x*cos(θ)−y*sin(θ)
newy=x*sin(θ)+y*cos(θ)

Then use those new points as my actual clamping points as opposed to the old layout edges...

Does this sound like im on the right track?

--- EDIT

Actually, i realized im not accounting for the shift of the viewport since its not starting at 0,0 so instead im using:

p = ViewportRight/2
q = ViewportBottom/2

(so now p,q is the exact centrepoint of the viewport)

newx=(x−p)*cos(θ)−(y−q)*sin(θ)+p
newy=(x−p)*sin(θ)+(y−q)*cos(θ)+q

But this doesnt work anyway, so i feel like im bashing my head into the wall...
 
Hello everyone!

First time posting and recently got my membership accepted so glad to be here! :D

TitleScreen.png


I'm currently working on a 2D mascot platformer called Brock Crocodile (Because you know, outside of Croc, crocodiles have often been the bad guys and I wanted this abuse of my favourite animal to stop! D: ) where you whip, shot and hop your way across multipathed stages. I'm looking to get the game done this year and got a few people on board to help with the art and sound, you can check out (A very old) trailer here;

https://www.youtube.com/watch?v=mMr78No5GpQ

Some small bits of info;

- Made using Multimedia Fusion 2 (Noitu Love 2, Freedom Planet, countless fangames...)
- Music by Steve Lakawicz, he's a really talented with chip tune. He usually sticks to the NES sound chip but for this I've asked him to emulate the SEGA Mega Drive/Genesis for this game.
- Team of four, me (Programmer, artist and level designer) a level artist, character artist and musican.
- Really trying to nail that 16 bit look and feel! Biggest inspiration being classic Sonic, Monster World and Quackshot.
- I'd say about 40% done
- Website: www.brockcrocodile.com

Screens
gr-1.png

MuseumBreakin2.png

BeehiveBattleship4.png


The funny thing is I've set everything up, Facebook, Twitter et all but completely forgot to even send out press kits. This was months ago, I wonder if it's too late now...

In anycase, nice to meet you all!

This looks pretty good!
 

Aki-at

Member
Cross-posting from the rather dead screenshot Saturday thread...


This looks pretty co- wait what NOPE.

Great work on the spider's animation!

This looks pretty good!

Thanks! I've put a lot of work into it, mainly because the first three stages artwork was all done by me, nowadays I can relax and enjoy the more subtle things in life by having a few people help out... Like making sure my coding doesn't randomly start glitching out and send my characters flying :<
 

bkw

Member
Im not 100% sure how i would get the canvas coordinates.. Ill try that next, this is what I'm in the middle of doing right this minute:

First im setting actual position markers at the top-left and bottom right of the screen using the viewport settings in construct 2, now i have position markers i can use the X,Y of then im changing their coordinates based on a rotation calculation:

&#952;=LayerAngle("Main")
newx=x*cos(&#952;)&#8722;y*sin(&#952;)
newy=x*sin(&#952;)+y*cos(&#952;)

Then use those new points as my actual clamping points as opposed to the old layout edges...

Does this sound like im on the right track?

--- EDIT

Actually, i realized im not accounting for the shift of the viewport since its not starting at 0,0 so instead im using:

p = ViewportRight/2
q = ViewportBottom/2

(so now p,q is the exact centrepoint of the viewport)

newx=(x&#8722;p)*cos(&#952;)&#8722;(y&#8722;q)*sin(&#952;)+p
newy=(x&#8722;p)*sin(&#952;)+(y&#8722;q)*cos(&#952;)+q

But this doesnt work anyway, so i feel like im bashing my head into the wall...
I think I have an ok idea of what this stuff means in Construct 2 now.

I'll second Popstar's idea of converting the position to canvas space and doing your clamping there. You'd be clamping with your canvas size, not viewport. Then convert back to your layer's local space if you want the indicator to live there. It'll be a lot easier (conceptually) than recalculating the view rectangle in your layer space.
 

Trago

Member
I've been learning Stencyl for a bit, this ain't as hard as I thought! Also, you guys are making some amazing stuff! Keep it up y'all!
 
Cross-posting from the rather dead screenshot Saturday thread...


I'm loving this aesthetic and this mood. Fantastic stuff.

Edit:

Trying something a little different. Here's a video of my work this week with some commentary on explaining what's going on. Headset mic is terrible I know. Hopefully that makes it a little more interesting. It's about seven minutes long.

http://youtu.be/4EVLeNO7YHY
 

Jobbs

Banned
Damn! This looks pretty awesome! Nice work.

Grats! You deserve it!

That's so cool. Congratulations!

That's awesome. I'd frame that shit and hang it up on my living room wall.

I concur and it should take 2. Deserved, IMO.

Awesome and congrats!

thanks guys :) appreciate the kind support.

I've been learning Stencyl for a bit, this ain't as hard as I thought! Also, you guys are making some amazing stuff! Keep it up y'all!

it's really pretty straightforward once you get the jist of it. if an idiot like me can do it probably anyone can.
 

Limanima

Member
I could not believe the email I received from Steam:

snails-greenlit.png


Snails has been Greenlit!
This was unexpected really. I didn't login to Steam and check the game status on Greenlit for months because I thought that would be impossible to get the green light, but surprise, surprise.
I'm not familiar with the type of games that are on Steam, but I have the idea that only "big" games are in there. I'm not sure if Snails has any business in being on Steam. But we sure aren't going to miss this chance.
It seems that we are going to pick up Snails again and get back to work!
 
I could not believe the email I received from Steam:
Snails has been Greenlit!

Congrats! Must be a great feeling.

I think my game Shutter is ready for launch, we're just not finding any other bugs. Really hoping to get some playtesters to check it out, please PM me for link. (How do I do one of those "quote for" links?)

rXYNQ4p.png
 

Guiberu

Member
Hello Gaf.

So I've finally put something together that I feel I'd be reasonably happy in sharing.

Bad Seed

This is my game. It's very early. But the basis of what I wanted to make is there.

The art is already in the process of being replaced. The music and some of the sound is all place holder for now, but serves it's purpose.

I'd really appreciate some general feedback / critique.
 

Limanima

Member
Hello Gaf.

So I've finally put something together that I feel I'd be reasonably happy in sharing.

Bad Seed

This is my game. It's very early. But the basis of what I wanted to make is there.

The art is already in the process of being replaced. The music and some of the sound is all place holder for now, but serves it's purpose.

I'd really appreciate some general feedback / critique.

Are there any screenshots? Is it my browser, or there aren't any on the blog?
 

Blizzard

Banned
Hello Gaf.

So I've finally put something together that I feel I'd be reasonably happy in sharing.

Bad Seed

This is my game. It's very early. But the basis of what I wanted to make is there.

The art is already in the process of being replaced. The music and some of the sound is all place holder for now, but serves it's purpose.

I'd really appreciate some general feedback / critique.
Screenshots are a big one. I don't see any screenshots at least on my computer, and that gives people an idea of what the game is about since many people may not want to read a lot of text.

Also I noticed one typo, "Changlog" should be "Changelog". :)
 
Hello everyone!

First time posting and recently got my membership accepted so glad to be here! :D

http://brockcrocodile.com/wp-content/uploads/2015/01/TitleScreen.png[IMG]

I'm currently working on a 2D mascot platformer called Brock Crocodile (Because you know, outside of Croc, crocodiles have often been the bad guys and I wanted this abuse of my favourite animal to stop! D: ) where you whip, shot and hop your way across multipathed stages. I'm looking to get the game done this year and got a few people on board to help with the art and sound, you can check out (A very old) trailer here;

[url]https://www.youtube.com/watch?v=mMr78No5GpQ[/url]

Some small bits of info;

- Made using Multimedia Fusion 2 (Noitu Love 2, Freedom Planet, countless fangames...)
- Music by [URL="https://soundcloud.com/ap0c"]Steve Lakawicz[/URL], he's a really talented with chip tune. He usually sticks to the NES sound chip but for this I've asked him to emulate the SEGA Mega Drive/Genesis for this game.
- Team of four, me (Programmer, artist and level designer) a level artist, character artist and musican.
- Really trying to nail that 16 bit look and feel! Biggest inspiration being classic Sonic, Monster World and Quackshot.
- I'd say about 40% done

The funny thing is I've set everything up, Facebook, Twitter et all but completely forgot to even send out press kits. This was months ago, I wonder if it's too late now...

In anycase, nice to meet you all![/QUOTE]

Looks great! If you want someone to test it out, let me know.

[QUOTE] (Because you know, outside of Croc, crocodiles have often been the bad guys and I wanted this abuse of my favourite animal to stop![/QUOTE]

The trailer kinda makes him look like a crazed killer. ;)
 

Feep

Banned
Two lead designers from Riot came in and tested out There Came an Echo. They utterly ripped some sections to shreds, and it was nearly physically painful, but it was worth it. I can fix almost all of it, and it's going to be a lot better as a result.

There's something to be said about letting laypeople and/or people you don't know try your game, but don't underestimate what a professional designer can do for you. Their expertise can be invaluable.
 
New build at bottom of post, quote to see link.
1080/60 video if you just want to watch: https://www.youtube.com/watch?v=HPBiqGY41fU (fps indicator bottom left of screen)

So for the past few days I've had a lot of time to rethink the way I approached handling physics in (insert new name here). I was having some micro-stuttering issues that randomly occurred when playing after a specified amount of time. Now, setting Unity's timescale to 0 and back to 1 would rectify the issue for the same amount of time. This happens since setting the timescale to 0 will finish the curren't frame's loop before starting a fresh loop on setting the scale back to 1. Long story short my math was bad, rather, there's no such thing as physics running at a timestamp of 60fps.

I coded my physics in 60fps intervals but that was idiotic of me since:
1/60 = 0.016666666(a fafillion 6's later)6666666666~

There's no way to cleanly divide 1 by 60. Which left me to use 0.01666667 - which was a problem since you'd always have a remainder of 0.0000002 after every calculated second, slowly accumulating over time causing a phase shift between my set physics stamp and the refresh rate of a monitor (60/120/240). I would up using framerate based physics that calculated every frame before the screen was drawn. That might sound like a LOT to calculate but I have simplified the way I enforce physics, as well.

My method was pretty simple, i collect the previous 10 frames of deltaTime and compare them to one another, if there is no gross change in the delta - I continue with my current calculation based on the latest frame of rendered time. I set a breakpoint at which I look at the previous 10 frames to look for a drop on the latest frame that exceeded my breakpoint, if it has, i begin to lerp between the deltas and average in 5 delta chunks to get the current "guessed" frame time during a downwards or upwards frame spike. It sounds a lot more complicated than it is but it's nothing more than looking at an array and comparing, averaging, lerping and coming up with a final number.

The result is pretty spot on. I set framerate tests by capping the framerate and lerping it from 60, to 120, to 240, to unlocked - at one second intervals. I began spike testing by changing the cap flat without lerps, from 60 to unlocked. For me, unlocked is about 850fps - but in a typical run across the screen I have seen large fluctuations from 800-1k + (i stop counting frames if they are over 1k, since, yeah). Even with those drastic fluctuations I've pretty much nailed down buttery smooth movement without speed changes, without physics bugging out and without hiccups (unrelated to monitor refresh rates, of course).

I began refactoring all of my objects with the new physics in place, including rain, which now can boast up to 400 raindrops "living" in the scene at once, without a noticeable drop in framerate (all of my above mentioned framerates are with rain enabled on my humble i5).

So the way I handle my physics now is that it technically isn't physics until an object gets close enough to interact with another object, if it needs to interact with physics. Dunno why I never thought of that before, truthfully. The simple is that when the player is standing on the ground moving left and right - do we need to apply any forces like gravity? Nope. Simply put - there is 0 actual "physics" until an object needs to interact with another physical object like the environment, and even then - physics is only switched on for a few frames while the interaction occurs. I control the result of the interactions through code, instead. Movement still has acceleration, deceleration, both in the air and on the ground, independently of one another. Rain still has it's own mass, fall speed, is affected by wind, etc. But those are now all just simple math numbers rather than being acted upon by forces. Granted, I had to math them, myself, but it's far easier performing simple multiplication and division on a single float than it is to use actual physics to impact an object's movement.

"Physics" is calculated based on what should happen between 2 objects at collision, or based on state. Movement direction, speed, point of contact, etc. If the player is just moving on solid ground - we move by simply translating his position every frame instead of using physics to move him.

I'm quite happy with the result. I spent a few days in bed working out the specifics and spent the afternoon today coding. Feeling better and this was just icing on the cake.

NEW THINGS IN THIS BUILD:
-FRAME COUNTER (no need to use your own)
-New disc weapon
-Ability to zip multiple directions (with the halved energy cost this is great)
-Pickups are no longer "instant on" - there is a dedicated button to USE the pickup when you feel you need to. Pickups are saved in the HUD at the top of the screen. You can pickup a 2nd ability while the 1st is active, you cannot use multiple abilities at once though.
-Sprite random coloring, tiling and displacement (my Aphex Twin shader) for effect
-Added the ability to press UP and DOWN direction in addition to horizontal movement to direct your special attack
-Dropping from a wall now requires DOWN+JUMP instead of just jump. This also helps prevent unwanted drops from the wall while zipping around wall jumping (thanks for the suggestions!
-New camera follow. Now dampens movement slightly on the X axis - very slightly but cleans the scene up during movement and provides super smooth camera movement.

I wouldn't mind if you all gave it a whirl and told me where I messed up because I'm sure I did :DDDD

Link visible below when quoted vvv:
 

pixelpai

Neo Member
Another gif from my attemp to bring 3d platformers back :)

RequiredTanAcouchi.gif

Man, this looks awesome and chariming in all the right - give me back my 3d platfomers - ways. Great Work.

Question @all: Is someone of you using cocos2d V2.x? With the new 64-Bit policiy for iOS-Apps, i tried to build my game as such an application. I followed the guidlines from Apple on how to do this. The version of cocos2d I am using is - per se - not 64Bit compatible, but there is an update outthere, which somehow broke my game. So I decided to patch it by myself. The changes were suspiciously little, but my application now compiles in XCode 6. Can I assume my application now builds for 64Bit targets?

.
 

bad guy

as bad as Danny Zuko in gym knickers
The ball keeps getting stuck in the paddle.

inRMEwoKE61A8.png


It would be so much easier to play if the bars just rotated clockwise instead of this asymmetric pattern.

Thanks for the feedback.
I tried rotating paddles clockwise and it's unplayable that way, because when the ball bounces in the corners anti-clockwise you don't stand a chance. It also looked like a nazi swastika symbol when I had it like that..

When the ball gets stuck in the paddle the player was a bit too late, and has a 50% chance of surviving when the paddles are switched again. I found this fun, but it has been critisized twice now, so I might change it so the ball goes back or the game is over.

EDIT:
Ball getting stuck is fixed.
Added soundFX and music.
New file is 10mb.
 

Sinsem

Member
I could not believe the email I received from Steam:

snails-greenlit.png


Snails has been Greenlit!
This was unexpected really. I didn't login to Steam and check the game status on Greenlit for months because I thought that would be impossible to get the green light, but surprise, surprise.
I'm not familiar with the type of games that are on Steam, but I have the idea that only "big" games are in there. I'm not sure if Snails has any business in being on Steam. But we sure aren't going to miss this chance.
It seems that we are going to pick up Snails again and get back to work!

Congratulations !
I know that smaller games have been greenlit more recently.
I receive the email too, after less than 72 hours on steam. It was really unexpected since we had something like only 2600 yes (for a 75% ratio Yes/No).
I have no good point of comparison though, but I think following the actual trend more and more games will be greenlight quicker and quicker.
 

Foshy

Member
my team's ggj15 game: http://globalgamejam.org/2015/games/super-kill-island-dx
soundtrack (made by me): https://soundcloud.com/maumaumusic/sets/super-kill-island-dx

the plan was to make a competitive dual-stick shooter set on an island, where you have to find and eat coconuts to keep your health bar from running. there are 4 weapons in the game, at the start of each round you're presented with 2 which are randomly assigned to you and you can pick one of them. (the slingshot's bullets don't work.)

it's a complete mess and has tons of glitches, half of the features don't work but it can actually be pretty fun :p

Gameplay Video: https://www.dropbox.com/s/lv9mud1vhao94gf/Video 25.01.15 16 00 59.mov?dl=0
 
This is the game our team made at the Global Game Jam 2015:

http://globalgamejam.org/2015/games/dying-dangerous

Very small game, but we pretty much finished it and I think there are no bugs.

It's some kind of a reversed "Simon" memory game : you have to remember the traps you see before typing them in the good order. The trick is : the camera moves from the right to the left before you can play, so you are seeing the traps in the reverse order but you have to input them in the good order.

screen_principal.jpg
 

_machine

Member
Only got around fooling a bit Unreal Engine 4 and vehicles during the GGJ, but I have to say that organizing a site was a fantastic (albeit stressfull at times) experience and I'm really happy that with 117 jammers we managed to be the biggest site in the Nordic region. Feel free to check out some of the 30 games that we're developed here: http://globalgamejam.org/2015/jam-sites/fgj-kajaani
 

friken

Member
New build at bottom of post, quote to see link.
1080/60 video if you just want to watch: https://www.youtube.com/watch?v=HPBiqGY41fU (fps indicator bottom left of screen)

This is looking really fun. What do you use to record the 1080p/60?

-----
I'm back from Pax South. It was fun to meet some new devs. It was smaller than I expected, but being the first year it was a great start. It was indie heavy, so that was great to see.

I'm back at it. I'm trying to finish up the procedural planet scripts today (or at least move on as I have spent way too much time w it already).

I have used substances for rock worlds, but finally gave up trying to use them for gas giants and instead have a handful of base textures and using a lot of different layers/shader stuff on top to procedurally change the look/feel. Here are some outputs:

gas2-lasse-storm.JPG

gas3-lasse-storm.JPG

gas-lasse.JPG


little video of one of them and FOV zoom so you can see some detail.
https://www.youtube.com/watch?v=qaalkU5HVn0
 

Korten

Banned
What's your guys opinion on RPG balancing? Should I try and balance as I make the game or wait till I finish and then go back and re-balance?
 

Guiberu

Member
Screenshots don't really do it justice, so I made a gif instead.


Bad Seed is the first in what I plan to make a series of quick-hit games. Simple, fast, fun, and eventually local multiplayer games.

The game draws inspiration from the original Mario Bros game, along with more modern titles such as Risk of Rain. The next "phase" is going to be the addition of Binding of Isaac style random item drops, along with more maps, and game modes.

Alpha download is here.
 

Barryman

Member
Two lead designers from Riot came in and tested out There Came an Echo. They utterly ripped some sections to shreds, and it was nearly physically painful, but it was worth it. I can fix almost all of it, and it's going to be a lot better as a result.

There's something to be said about letting laypeople and/or people you don't know try your game, but don't underestimate what a professional designer can do for you. Their expertise can be invaluable.

Ugh, sounds like a horrible/helpful experience!

I always wonder about such harsh negative feedback. Like, how much of it do you listen to? I try to not listen to it unless I hear the same thing from multiple people, but if the feedback is coming from seasoned pros, maybe that's not the best strategy?
 

Tiu Neo

Member
Hey, cool, more GGJ participants.

Here's my game: http://globalgamejam.org/2015/games/kings-little-helper
You can play it here: http://www.diogomuller.com.br/files/games/king/Web.html

To tell the truth, me and my musician friend were going to do a game, but were unispired. Those other 4 guys had an idea, but were having problems with Construct, so I offered to help them with Unity. We used assets from both games we were making, so it's a bit crazy.

The 2D/3D mix was accidental, but we liked the result so much that we kept it.

I joined the PUCPR site. Second biggest site on the world this year, again. It's pretty crazy, even if I couldn't meet everyone there.
 
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