• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

Blizzard

Banned
Good news everyone, the first 2 rounds of Ludum Dare theme voting are open: https://theme.ludumdare.com/

Round 1:

One use only
Break It
Lose abilities as you progress
Control the enviroment
They are watching
Not Enough Time
Deep Space
Growing
One massive enemy
Companion
Generations
Death is not the end
You are many
Expanding World
Death is useful
Can't stop moving
You don't want THIS power!
Transformation
Crumbling world
Only 3 Rules



Round 2:

Stick Together
Strength in Numbers
Break one Physics law
Connected
Isolation
You are the level
The Butterfly Effect
Underground
You are the power source
You are not supposed to be here
Two button controls
Darkness is your friend
Nothing Left
In the Dark
Life, Death, Rebirth
Useless superpowers
Nobody can see you
The only way is up
Fragile
The Great Machine
 
Hi guys!

I've published a free playable demo of the game for Windows PCs, please check it out!
neko.works/u/snr_demo_1.zip

I'm really looking forward to the feedback on this demo, so please take the time to write about it:
- Is the game fun to play?
- Too difficult? Too easy?
- Does the game looks good visually? And the audio?
- Does the game work well on your PC?
- Any suggestions?
ect.

Thanks!

Tried the demo, just my two cents here. First of all, I will say im not usually good at super hard games, there are some exceptions, but those are because they capture me and I give them time for me to learn all the intrencancies.
- Is the game fun to play?
Could be, but I just dont see it at the moment.
- Too difficult? Too easy?
If this is the beggining course, is just too hard. The timer is an implacable enemy where you cant have absolutely no error if you want to beat it.
- Does the game looks good visually? And the audio?
Yes to both, I like the music ive heard. The grphics look cool, but I would love more effects on the screen to give a nicer retro visual flair. Maybe throw some nice art to the hud elements.
- Does the game work well on your PC?
No problem there.
- Any suggestions?
A game that tries to do something similar a what you are doing, but I think it complishes it much better and turns more adictive, is the F-Zero minigame of Nintendo Land. I leave you a video if you never played it:
https://www.youtube.com/watch?v=vDlXf0RUAJA
Dont take much into account the horrible camera (you play with a top down view on the gamepad). But as you can see, it tries to ease the player into the game, with the first stages just showing you the elements that can harm your time (or help you, like the stars), while you have plenty of time to get to the end. And then its starts to throwing all those traps and enemies to your face, with a harsher timer that keeps you in your toes. As you progress, the game starts to have classic f-zero music remixes, something that makes the player want to go further to hear what remixes the game has in store, so they work as some kind of "unlocks" (of course you cant do that, but you can do something similar, like different motorbikes unlocks, different suits for the riders, etc...). In the extra race, is when the game feels super hard on difficulty, and I think your game needs to do a similar thing, after some races, tiry to implement harsher times. But not at the beggining.

Hope you find the feedback helpful.

Thanks a lot! Had a lot of people say how original it is, hopefully that'll pay off :). And congrats on Super Helmets on Fire!
Thanks!
To be sincere, I just wont to finish once for all super helmets on fire so i can be full with our other game we are making now.
 

jahasaja

Member
Any updated tips about indie bundles to submit to? (I think Indieroyale has shut down?)

The game has been out for 6 months on STEAM so I thought it was time to start submitting.
 

neko.works

Member
382.png


1st post about one of my upcoming games: Super Night Riders, a 3D arcade racing game inspired by 80's classics, mostly Hang-On from SEGA. My goal is to have a similar gameplay with modern visuals. The game is currently on Steam Greenlight.

I've published a free playable demo of the game for Windows PCs, please check it out!
neko.works/u/snr_demo_1.zip

I played this demo cause I liked the header image you made. I'm not really into this kind of game at all, so take that for what it is, but here's my feedback:

- The graphics and visual effects look pretty cool in motion.
- It was way too hard. I basically had to play completely perfectly to make it to the checkpoint, meaning I couldn't hit any other racers ever and had to be really on the ball about not running off the road for longer than like .5 seconds at a time.
- Are you bringing any kind of twist to this game genre? I really can't see people spending lots of money on something that (seems to be) just a re-skin and graphical upgrade of an 80s racing game.

Thanks for your feedback!

Happy that you liked the artwork, and that it made you play the game, which is pretty much its purpose!

Yep, the demo is difficult, but my goal was to have early feedback on the difficulty, and what I can expect from players.
Currently, my plan is to make 6 courses of 6 stages each. The timing will be more forgiving in the first courses, then more and more difficult from course 1 to 6, and from stage 1 to 6 in the same course. Basically, the difficulty of this demo is the difficulty of the last stage in the last course.

The whole point of this game is to have an 80's arcade racer experience, with upgraded graphics. You can't play Hang-On on PS4 ect. so this game will try to give a similar feel, for nostalgic player along side with new players, as I really think that these games are a lot of fun, and should not be forgotten!

Tried the demo, just my two cents here. First of all, I will say im not usually good at super hard games, there are some exceptions, but those are because they capture me and I give them time for me to learn all the intrencancies.
- Is the game fun to play?
Could be, but I just dont see it at the moment.
- Too difficult? Too easy?
If this is the beggining course, is just too hard. The timer is an implacable enemy where you cant have absolutely no error if you want to beat it.
- Does the game looks good visually? And the audio?
Yes to both, I like the music ive heard. The grphics look cool, but I would love more effects on the screen to give a nicer retro visual flair. Maybe throw some nice art to the hud elements.
- Does the game work well on your PC?
No problem there.
- Any suggestions?
A game that tries to do something similar a what you are doing, but I think it complishes it much better and turns more adictive, is the F-Zero minigame of Nintendo Land. I leave you a video if you never played it:
https://www.youtube.com/watch?v=vDlXf0RUAJA
Dont take much into account the horrible camera (you play with a top down view on the gamepad). But as you can see, it tries to ease the player into the game, with the first stages just showing you the elements that can harm your time (or help you, like the stars), while you have plenty of time to get to the end. And then its starts to throwing all those traps and enemies to your face, with a harsher timer that keeps you in your toes. As you progress, the game starts to have classic f-zero music remixes, something that makes the player want to go further to hear what remixes the game has in store, so they work as some kind of "unlocks" (of course you cant do that, but you can do something similar, like different motorbikes unlocks, different suits for the riders, etc...). In the extra race, is when the game feels super hard on difficulty, and I think your game needs to do a similar thing, after some races, tiry to implement harsher times. But not at the beggining.

Hope you find the feedback helpful.

Thanks for your feedback!

Yep, same comment about the difficulty, please check out my reply to the first quote!
 

Pehesse

Member
Here are the latest enemies for the multiple opponent segment:

ResponsibleFlawlessGuineapig.gif
HiddenHarshGharial.gif


Had a rough week because of back pains once again, but I'm back on track, hoping for at least one more before the year's end!

Are you all taking a break for christmas?
 
Here are the latest enemies for the multiple opponent segment:

ResponsibleFlawlessGuineapig.gif
HiddenHarshGharial.gif


Had a rough week because of back pains once again, but I'm back on track, hoping for at least one more before the year's end!

Are you all taking a break for christmas?
These look ace, mate. Always impressed.

I took a leave from the day job to commit full time to gamedev for a few months. Need to get my ass in gear and the past two days I've been crushing it.
 

missile

Member
After a long time behind the blinds, I now have the first running picture of
my TV simulator.

d2Zjm3fwn9QLYI00.gif


Ehh? Just noise? Yes, nothing special from the outside. Took me a while to
make it all running. Behind those pixels runs a video signal based on a real
one to drive CRT TVs. The video signal contains all the sync pulses etc. to
keep the image on the screen. It's combined into a composite signal scrambled
and demodulated at runtime to extract the sync pulses again to drive the CRT.
Its the real deal so to speak. No fakes. Of course, the fun begins when the
video signal desyncs with the CRT which is what I'm going to experiment up
next. I will also try to crank up the signal's frequency / sampling rate to
essentially mimic a real NTSC/PAL baseband video signal. Further I will
introduce the color burst into the signal to be able to tell the decoder when
the signal carries color to actually produce colors on the screen. Given the
right baseband signal I will try to recreate the filter shapes of real TVs
(NTSC/PAL specification) by transferring some of the real analog filters into
the digital domain for proper demodulating the video signal, i.e. the luma,
chroma, sync pulses etc.. Since now I have a picture, it will be much easier
to proceed implementing all these things (visual debugging). :+
 

Jobbs

Banned
After a long time behind the blinds, I now have the first running picture of
my TV simulator.

d2Zjm3fwn9QLYI00.gif


Ehh? Just noise? Yes, nothing special from the outside. Took me a while to
make it all running. Behind those pixels runs a video signal based on a real
one to drive CRT TVs. The video signal contains all the sync pulses etc. to
keep the image on the screen. It's combined into a composite signal scrambled
and demodulated at runtime to extract the sync pulses again to drive the CRT.
Its the real deal so to speak. No fakes. Of course, the fun begins when the
video signal desyncs with the CRT which is what I'm going to experiment up
next. I will also try to crank up the signal's frequency / sampling rate to
essentially mimic a real NTSC/PAL baseband video signal. Further I will
introduce the color burst into the signal to be able to tell the decoder when
the signal carries color to actually produce colors on the screen. Given the
right baseband signal I will try to recreate the filter shapes of real TVs
(NTSC/PAL specification) by transferring some of the real analog filters into
the digital domain for proper demodulating the video signal, i.e. the luma,
chroma, sync pulses etc.. Since now I have a picture, it will be much easier
to proceed implementing all these things (visual debugging). :+

.
 

Pehesse

Member
These look ace, mate. Always impressed.

I took a leave from the day job to commit full time to gamedev for a few months. Need to get my ass in gear and the past two days I've been crushing it.

That means more Mainframe to look at soon, then! Great news :-D

(and thanks, of course!)
 

Blizzard

Banned
Some pretty interesting themes there.

Hmm, I'm not really feeling it this month for some reason though, I might skip this one...
Last two rounds of voting:

Things you can't see
You are your own enemy
Broken Path
Can I trust you?
Reprogrammable
A new method of travel
Colony
Navigation
Worlds within worlds
Day and night
Replication
No Main Character
Necessary Evil
Evolve
You are the world
Same item, multiple uses
Behind the wall
You don't control the main character
Climb to the Top
You can only take one
Four Elements
Ability Stealing
Illusions
You have 5 _____
Time Manipulation
Destroy your planet
Stay out of the light
Unexplored
Surviving in Space
Duel
From the shadows
You are not the hero
Two is better than one
Build your weapon
Mini World
Nonviolent combat
Keep everybody alive
Limited moves
Perspectives
Journey into the unknown
 

Blizzard

Banned
Heh, every fucking time...
Don't forget "Death Is Not The End", "Death Is Useful", and "Life, Death, Rebirth" which somehow seem to show up every time.

And they nuked my "Islands" suggestion! I thought it made it to the voting rounds at least, and was unique. ;( *edit* Apparently it was a theme way before I started participating.
 
After a long time behind the blinds, I now have the first running picture of
my TV simulator.

d2Zjm3fwn9QLYI00.gif


Ehh? Just noise? Yes, nothing special from the outside. Took me a while to
make it all running. Behind those pixels runs a video signal based on a real
one to drive CRT TVs. The video signal contains all the sync pulses etc. to
keep the image on the screen. It's combined into a composite signal scrambled
and demodulated at runtime to extract the sync pulses again to drive the CRT.
Its the real deal so to speak. No fakes. Of course, the fun begins when the
video signal desyncs with the CRT which is what I'm going to experiment up
next. I will also try to crank up the signal's frequency / sampling rate to
essentially mimic a real NTSC/PAL baseband video signal. Further I will
introduce the color burst into the signal to be able to tell the decoder when
the signal carries color to actually produce colors on the screen. Given the
right baseband signal I will try to recreate the filter shapes of real TVs
(NTSC/PAL specification) by transferring some of the real analog filters into
the digital domain for proper demodulating the video signal, i.e. the luma,
chroma, sync pulses etc.. Since now I have a picture, it will be much easier
to proceed implementing all these things (visual debugging). :+

I love watching you figure this all out.

Did anything ever come of that OS you were working on?


These look ace, mate. Always impressed.

I took a leave from the day job to commit full time to gamedev for a few months. Need to get my ass in gear and the past two days I've been crushing it.

Ooh, good luck with that! Try not to get bored or burnt out. ;)

I've found in the past that developing a schedule and going on a walk or taking up a similarly relaxing hobby can help break up the tedium.


New fancy UI for the Genome Sequencing once you've plugged all the collected stats in post-death
http://gfycat.com/WarmheartedFlatAkitainu

And a new loading screen, that directly ties into the gameplay's cloning loop, (when it finishes loading, the camera pulls back and reveals this is the front of the clone bay, with you stepping out to start a new run).

http://gfycat.com/EverlastingImpoliteBurro

Wow, super snazzy! Looks great. Are you expecting cloning/death to happen a lot in the game? This feels kind of long, but it's probably an appropriate length of time if death is infrequent enough.

Here are the latest enemies for the multiple opponent segment:

ResponsibleFlawlessGuineapig.gif
HiddenHarshGharial.gif


Had a rough week because of back pains once again, but I'm back on track, hoping for at least one more before the year's end!

Are you all taking a break for christmas?

Nice! I love all the character you put into it.

No. No formal break. I get anxious if I'm away from development for too long. I mean, I'm sure I'll be busier than normal with extra festivities and events, and I'm not going to forgo that to keep working on the game, but I'm also not going to specifically take time away from development (if that makes sense).
 

missile

Member
I love watching you figure this all out.

Did anything ever come of that OS you were working on? ...
Hi lil! Yeah, thx! More cool stuff is right in the works, all tailored for us
video game programmer addicts. No, the GUI stuff I posted a few months back
were never meant to be an OS. That was just Blizzard saying. xD I just did
some investigations in programming a GUI serving my own purpose and because
it is quite interesting from a programmers standpoint as well as
graphically-wise. Basically, the GUI in question should serve me in designing
and studying DSP filters with their many options and ways to display results
(all combined in a program called Retro Spectral Analyzer). There is some
very interesting way I have in mind to tinker around with filter design by
dealing with their z-transform roots and poles straight. One can design a
filter by placing roots and poles in the unit circle with the filters
frequency and phase response adjusting accordingly. That means, by animating
the roots and poles (or by removing or adding some) one can animate a filter's
response in quite some interesting ways. I think this works for n-dimensional
filters too. Well, I want to apply this technique to video games especially
for building unique video effects. The GUI is still in the works. I was a lil
(xD) deviated by considering 'immediate GUIs' but will see what works best for
me in the end.
 

missile

Member
Here are the latest enemies for the multiple opponent segment:

ResponsibleFlawlessGuineapig.gif
HiddenHarshGharial.gif


Had a rough week because of back pains once again, but I'm back on track, hoping for at least one more before the year's end!

Are you all taking a break for christmas?
Your game is the sh!t right there. It will hit like a bomb. Damn!
Hopefully you will stick around and kicking!

Christmas? I will desync from work from 25. till New Year's day.
 

Pehesse

Member
New fancy UI for the Genome Sequencing once you've plugged all the collected stats in post-death
http://gfycat.com/WarmheartedFlatAkitainu

And a new loading screen, that directly ties into the gameplay's cloning loop, (when it finishes loading, the camera pulls back and reveals this is the front of the clone bay, with you stepping out to start a new run).

http://gfycat.com/EverlastingImpoliteBurro

This looks so awesome. I wish my computer OS looked like this. It'd feel like living in the future!

Your game is the sh!t right there. It will hit like a bomb. Damn!
Hopefully you will stick around and kicking!

Christmas? I will desync from work from 25. till New Year's day.

Nice! I love all the character you put into it.

No. No formal break. I get anxious if I'm away from development for too long. I mean, I'm sure I'll be busier than normal with extra festivities and events, and I'm not going to forgo that to keep working on the game, but I'm also not going to specifically take time away from development (if that makes sense).

Many thanks!

Hopefully they're mainly characterized as 'people you want to punch' :-D

Totally get the 'away from work anxiety'... I'm taking the holiday break (my parents are teachers and old habits die hard), but I'm already pre-emptively building up guilt, so I'm planning some stuff I'll be able to work on that'll still help the game, while still feeling different enough to allow for a breather and fresher eyes on the game come new year! Gonna work on translation for a bit, see what I can get done in a week or so. Gonna work on the back, too :v

Real yummy loading screen. Loving the colors!

Any news for Yonder? I hungerrr
 
So we have been having a bunch of problems with 2 faced textures with the TV lights scaffolding in unity (as it ussed alphas in a complex way). They looked right on 3DSmax, but looked like an escher painting on unity.
But today weve finally found the way to fix every texture that was giving us problems. Basically, instead of ticking the 2 face box in 3DSmax, and then on unity again, I create a copy of the same simple plane, twist it 180º and attached it then to the original plane. At first I thought it was not going to work becuase by having to planes in the same place, there would be flickering, but we discovered that attatching them makes the plane a double tecture polygon, but without the probles a 2 sided texture was giving us.

The programmer tested some lighting so we can see hhow shadows worked and how cool it could look, and Im super happy with the result, so I wanted to show some progress here (the backgrounds with the gate are the old buildings that now look totally different, but he just wanted to test if the new scafollding worked with the lighting).
I also love how the character srites also give shadow thanks to being 3d models desguised as spritework.
sgsshadowstestzap8t.gif



New fancy UI for the Genome Sequencing once you've plugged all the collected stats in post-death
http://gfycat.com/WarmheartedFlatAkitainu

And a new loading screen, that directly ties into the gameplay's cloning loop, (when it finishes loading, the camera pulls back and reveals this is the front of the clone bay, with you stepping out to start a new run).

http://gfycat.com/EverlastingImpoliteBurro

That computer UI looks amazing and super clean.

Thanks for your feedback!

Happy that you liked the artwork, and that it made you play the game, which is pretty much its purpose!

Yep, the demo is difficult, but my goal was to have early feedback on the difficulty, and what I can expect from players.
Currently, my plan is to make 6 courses of 6 stages each. The timing will be more forgiving in the first courses, then more and more difficult from course 1 to 6, and from stage 1 to 6 in the same course. Basically, the difficulty of this demo is the difficulty of the last stage in the last course.

The whole point of this game is to have an 80's arcade racer experience, with upgraded graphics. You can't play Hang-On on PS4 ect. so this game will try to give a similar feel, for nostalgic player along side with new players, as I really think that these games are a lot of fun, and should not be forgotten!



Thanks for your feedback!

Yep, same comment about the difficulty, please check out my reply to the first quote!

Glad to hear it was just to test the max difficulty. Hope you can get difficulty right, sometimes is hard to get the right feeling.

Here are the latest enemies for the multiple opponent segment:

ResponsibleFlawlessGuineapig.gif
HiddenHarshGharial.gif


Had a rough week because of back pains once again, but I'm back on track, hoping for at least one more before the year's end!

Those animations are great! Honey is going to be visually amazing once all the animations are finished.
 
Real yummy loading screen. Loving the colors!

Thanks! <3

Wow, super snazzy! Looks great. Are you expecting cloning/death to happen a lot in the game? This feels kind of long, but it's probably an appropriate length of time if death is infrequent enough.

So, death & cloning in the game comes down to a couple of factors. Death really depends on how well (or badly!) you're playing in a run. You might not encounter the screen for an hour..or you might see it within 5 minutes. And the genome sequencing for cloning only comes into effect IF you have picked up any DNA strands that are occasionally dropped by enemies. If no mutations occur, it will be faster to sequence. If no strands have been picked up on the current run (or if the player did not want to use the ones they had found) it would skip that sequence. The actual loading screen length also depends on how quickly your machine loads the generated level!

This looks so awesome. I wish my computer OS looked like this. It'd feel like living in the future!

That computer UI looks amazing and super clean.

Haha thanks you two :)
I feel like I should tell Tay to become an OS designer instead of working on this silly game!
 
So, death & cloning in the game comes down to a couple of factors. Death really depends on how well (or badly!) you're playing in a run. You might not encounter the screen for an hour..or you might see it within 5 minutes. And the genome sequencing for cloning only comes into effect IF you have picked up any DNA strands that are occasionally dropped by enemies. If no mutations occur, it will be faster to sequence. If no strands have been picked up on the current run (or if the player did not want to use the ones they had found) it would skip that sequence. The actual loading screen length also depends on how quickly your machine loads the generated level!

Oh, yeah, that shouldn't be a problem at all. Somehow I missed until now that this is a procedural game too, but that sounds really cool! Thanks for keeping us updated.
 
Wow, that looks great. The hair with the helmet looks fine, but I do agree that the mohawk looks a bit off (probably just needs something to break up where it abruptly intersects his head). Maybe have some shadowing/ambient occlusion at the base of the hair?

Still, A++.

Thanks, and yeah the hair still looks weird. I think it has to do with the translucent shader that I applied to it. I think I am going to go back to poly planes and transparencies and put a bit more time and effort in to see if I can get something better


The quality of the work is really high, and I'm impressed. I was curious if this is just an art exercise, or if it's something to be used in a project? Is it a main character? Are you looking for feedback?

It's a character design for a class of enemy in our game (cyber street thug/punk/biker theme for this class). We have a system set up where the characters are constructed programmatically from a pool of constituent parts and that in engine pic was the product of that. And I am always looking for feedback. I think one of the things I lack confidence in is my design direction. I can model and texture fairly well, but I always feel like the overall design aesthetic lacks that sort of creative compelling spark.
 
The programmer tested some lighting so we can see hhow shadows worked and how cool it could look, and Im super happy with the result, so I wanted to show some progress here (the backgrounds with the gate are the old buildings that now look totally different, but he just wanted to test if the new scafollding worked with the lighting).
I also love how the character srites also give shadow thanks to being 3d models desguised as spritework.
sgsshadowstestzap8t.gif

The shadowing looks really cool
 

taku

Member
Any news for Yonder? I hungerrr
There's some potential good news.. though it's going to have to cook for a while because I don't know for sure yet :/
I can share a GIF of a mist effect that we've been tinkering with recently though!
UnrealisticThoughtfulEasteuropeanshepherd.gif
 

Pehesse

Member

Looks like you fixed your alpha problem really nicely :-D (I'd be curious to see those escher-type visual bugs you mentioned, though!)

There's some potential good news.. though it's going to have to cook for a while because I don't know for sure yet :/
I can share a GIF of a mist effect that we've been tinkering with recently though!
UnrealisticThoughtfulEasteuropeanshepherd.gif

Niiice!
I'll try not to read too much into your other comment, but I'm still hoping for the best, whatever the potential good news are :)
 

Pixels

Member
What I did for GunWorld 2 was separate my main character into three different sprites (for the three gear slots). The game then checks to see which gear is being worn when dictating which art is loaded for each of the three sprites.

This required me to have a decently large sprite sheet because I animated each of the three sprites multiple times for the different gear. It's not the most efficient way of doing things, but I'm still learning and it's done the job.

Yeah, I'm sure that works well but I need to find a way to avoid needing to animate the gear sprites. I want it to be like 3D models where you animate once. :(
 

Jobbs

Banned
It's a character design for a class of enemy in our game (cyber street thug/punk/biker theme for this class). We have a system set up where the characters are constructed programmatically from a pool of constituent parts and that in engine pic was the product of that. And I am always looking for feedback. I think one of the things I lack confidence in is my design direction. I can model and texture fairly well, but I always feel like the overall design aesthetic lacks that sort of creative compelling spark.

I felt that while the quality of the execution was very good, the actual design concept was highly generic. Reminded me of something I might see in a commercial for Fullsail. I don't know what specific advice to give except that if you want to avoid this impression the approach might need to change -- Have everything designed in one coherent vision (either by you or someone else) and then render based on that.

THat said, given it's not the main character, and the elements will apparently be mixed around a lot, maybe I'm premature in my criticism.
 
Yeah. While only animating once like 3D models.

I've never done it but I would probably:

Create your main sprite naked or as close to so when you create clothing to layer, it looks like a single sprite. Animate the player and each article of clothing and separate them on their own sprite objects.

Create a state middleman that holds information on what current animation is playing on the main sprite. I would probably go a step further and say this middleman is what your main character reads from to denote what animation it should be in. This will allow you to:

Create extra objects to layer over the player that are animated so when layered, looks like a single sprite. Now flipping the boolean on your animation class, your main character and that newly overlaid sprite read from that class and enter the appropriate animation for each.

Do this for whatever you like. Turn articles of clothing on/off.

Bonus: you now have a way to query what animation state is currently playing should the need arise.

At least that would be my first method. It's simple and gets the job done. Again, I've never done it but I'd try that method first.
 
I'm about to send out a playtest build of GunWorld 2 to some folks and could really use as much feedback as possible. Anyone in here willing to take around an hour and play it for a bit? I'd really like to get some people who have the time to give me some really in depth feedback on how it's progressing.
 

Blizzard

Banned
Ludum Dare 34 final voting is up:

One use only
Break It
Lose abilities as you progress
Control the enviroment
Growing
One massive enemy
Generations
Death is not the end
You are many
Only 3 Rules
Stick Together
Strength in Numbers
Isolation
Two button controls
Colony
Four Elements
Unexplored
Build your weapon
Nonviolent combat
Journey into the unknown
 

bumpkin

Member
Out of curiosity, is anyone lurking in this thread part of the ID@Xbox program?

I have some questions about the SDK. I know it's probably largely NDA'ed. I was just wondering about things like what programming language(s) it supports and if it has a good set of APIs like SDL for PC and Mac that can be used.
 

Pehesse

Member
I'm about to send out a playtest build of GunWorld 2 to some folks and could really use as much feedback as possible. Anyone in here willing to take around an hour and play it for a bit? I'd really like to get some people who have the time to give me some really in depth feedback on how it's progressing.

I'll give it a shot! :)
 

missile

Member
Programmer Art:
http://www.gfycat.com/VillainousLiquidFlatfish

Made it all by myself. Jobbs better watch his ass. I'm getting good at this.
lol that's funny!


Edit:
There's some potential good news.. though it's going to have to cook for a while because I don't know for sure yet :/
I can share a GIF of a mist effect that we've been tinkering with recently though!
UnrealisticThoughtfulEasteuropeanshepherd.gif
I like the atmosphere of your game, the proportion, the coloring and, well,
the mist, of course! :+
 

bkw

Member
I'm about to send out a playtest build of GunWorld 2 to some folks and could really use as much feedback as possible. Anyone in here willing to take around an hour and play it for a bit? I'd really like to get some people who have the time to give me some really in depth feedback on how it's progressing.
I can give it a go for you.
 

asa

Member
Power Hover is Out! For a measly 3.99$/&#8364; you could be flying around on your very own hoverboard :)

https://itunes.apple.com/app/id1034773723

Really exciting day, just hitting F5 constantly :D

Here's few Promocodes for the NEOGAF indie group:

First come, first served:





edit. codes are inside the email links, quote to see them, hopefully not all were taken by lurkers :)
 

Pixels

Member
I've never done it but I would probably:

Create your main sprite naked or as close to so when you create clothing to layer, it looks like a single sprite. Animate the player and each article of clothing and separate them on their own sprite objects.

Create a state middleman that holds information on what current animation is playing on the main sprite. I would probably go a step further and say this middleman is what your main character reads from to denote what animation it should be in. This will allow you to:

Create extra objects to layer over the player that are animated so when layered, looks like a single sprite. Now flipping the boolean on your animation class, your main character and that newly overlaid sprite read from that class and enter the appropriate animation for each.

Do this for whatever you like. Turn articles of clothing on/off.

Bonus: you now have a way to query what animation state is currently playing should the need arise.

At least that would be my first method. It's simple and gets the job done. Again, I've never done it but I'd try that method first.

Yes, but the devil is in the details.
 

Dynamite Shikoku

Congratulations, you really deserve it!
After a long time behind the blinds, I now have the first running picture of
my TV simulator.

d2Zjm3fwn9QLYI00.gif


Ehh? Just noise? Yes, nothing special from the outside. Took me a while to
make it all running. Behind those pixels runs a video signal based on a real
one to drive CRT TVs. The video signal contains all the sync pulses etc. to
keep the image on the screen. It's combined into a composite signal scrambled
and demodulated at runtime to extract the sync pulses again to drive the CRT.
Its the real deal so to speak. No fakes. Of course, the fun begins when the
video signal desyncs with the CRT which is what I'm going to experiment up
next. I will also try to crank up the signal's frequency / sampling rate to
essentially mimic a real NTSC/PAL baseband video signal. Further I will
introduce the color burst into the signal to be able to tell the decoder when
the signal carries color to actually produce colors on the screen. Given the
right baseband signal I will try to recreate the filter shapes of real TVs
(NTSC/PAL specification) by transferring some of the real analog filters into
the digital domain for proper demodulating the video signal, i.e. the luma,
chroma, sync pulses etc.. Since now I have a picture, it will be much easier
to proceed implementing all these things (visual debugging). :+

Change the channel, bro
 
Status
Not open for further replies.
Top Bottom