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

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Show everyone your damn game, already! And if it isn't the hottest shit since Mario 64 I'll have you exiled from the fucking galaxy on one of them intergalactic missiles (excuse me, "rockets") you are making! Ogogog!

Edit: would totally use your post-process in my game, btw.
 

danielcw

Member
So, what is the proper (n)etiquette when you have not seen an update to an interesting game or concept from this thread in quite some time.

Ask here in this thread? Use a PM? Don't do anything, because of the risk it might put somebody in a bad mood?
 

SeanNoonan

Member
Feel like I've been out of the loop for a while - been busy with Star Citizen, so my stuff at home has had to slip.

Was meant to be rebuilding http://sean-noonan.com/ but haven't had the time :( It's been a busy year, hope to get back to my indie stuff soon. Good to see so much cool stuff in the thread.
 

PirateHearts

Neo Member
It's been a little while since I posted any Gunmetal Arcadia updates here. I've been on sort-of-paternity-leave for the last month or two, but I've been doing some work on new tilesets and more in whatever spare time I have.

Recent blog posts:

November 30: Concept art, tilesets, CRT sim improvements, etc.: http://gunmetalarcadia.com/wordpress/interim/
December 21: Engine refactoring, new intro splash animation, new music, and more: http://gunmetalarcadia.com/wordpress/interim-peppermint-mocha-edition/

GunPreq-2015-12-09-17-18-05-7541.gif


tiles_wip_7.png
 
So, what is the proper (n)etiquette when you have not seen an update to an interesting game or concept from this thread in quite some time.

Ask here in this thread? Use a PM? Don't do anything, because of the risk it might put somebody in a bad mood?
Assume the developer is dead, kidnapped by alien cyborg ninja zombies, taken to a hidden base and used as ingredients for the Solyent 2.0 shake being sold on earth.

In other words: the only logical conclusion.

I would just ask or PM.
 

Jobbs

Banned
just go HEY SHITHEAD, WHERE'S YOUR GAME AT?

I get that several times a week. To which, of course, the proper response is "shove it up your fuckin' ass ya bleedin' plonker. It'll be done when ya muvva says so."
 

missile

Member
Show everyone your damn game, already! And if it isn't the hottest shit since Mario 64 I'll have you exiled from the fucking galaxy on one of them intergalactic missiles (excuse me, "rockets") you are making! Ogogog!

Edit: would totally use your post-process in my game, btw.
Thx for the flowers. Let's see where I'll end up with all of this. My game is
way off, 2017 as it seems, coz an idea grows on me to turn Retrotron into a
proper product (middleware is an option). I had some talks with a graphics
animator, they pay lots of money buying handmade pre-recorded real video
effect footage for their own production, something my program will generate in
realtime out of whatever image/video you feed into. Hence, an animator will
be able to steer all the video/TV effects to their liking using their own
image/video content, which is a huge advantage. Especially realtime tuner
effects are way up on the list since there is nothing like it on the marked
doing such things in realtime (non-pre-recorded) with your own images and
videos. It's even quite difficult to pre-record such things if you try on real
hardware. So this might be a road for me esp. because I also want to bring
pretty cool tuner effects on the stage. But as I said, no idea how to package
it all up, yet. Quite too early in the process, I guess.


The emphasis put into the colors stuff (last post of mine) is way overboard.
I'm not doing it to have proper NTSC colors generated for games, no, it should
just serve me as a reference. I want to have at least one real video mode
before abusing the whole thing. xD


Feel like I've been out of the loop for a while - been busy with Star Citizen, so my stuff at home has had to slip.

Was meant to be rebuilding http://sean-noonan.com/ but haven't had the time :( It's been a busy year, hope to get back to my indie stuff soon. Good to see so much cool stuff in the thread.
Soo serious? xD Yeah, we miss you over here. Love the minimalistic graphics of
Jack B. Nimble! :+


It's been a little while since I posted any Gunmetal Arcadia updates here. I've been on sort-of-paternity-leave for the last month or two, but I've been doing some work on new tilesets and more in whatever spare time I have.

Recent blog posts:

November 30: Concept art, tilesets, CRT sim improvements, etc.: http://gunmetalarcadia.com/wordpress/interim/
December 21: Engine refactoring, new intro splash animation, new music, and more: http://gunmetalarcadia.com/wordpress/interim-peppermint-mocha-edition/
CRT stuff looks good. It shows how crappy pixels can be made look good! :+
Edit: Not saying your pixels are crappy, mind you!


just go HEY SHITHEAD, WHERE'S YOUR GAME AT?

I get that several times a week. To which, of course, the proper response is "shove it up your fuckin' ass ya bleedin' plonker. It'll be done when ya muvva says so."
Where are all the g gg gggames gone? Damnit!


Animation:
141HG1N.gif
Who? Me? Nooooooo........
 

nyarla

Neo Member
i recently got a backlight modded gameboy and flash cart. this is my first time using a GB, i never had one back in the day. it's really charming! so i started trying to make a little roguelike for it =)

wiggle.gif
 

snarge

Member
i recently got a backlight modded gameboy and flash cart. this is my first time using a GB, i never had one back in the day. it's really charming! so i started trying to make a little roguelike for it =)

Whoa! That's some really nice and fitting art! So it's running on an actual Gameboy?
 

nyarla

Neo Member
Whoa! That's some really nice and fitting art! So it's running on an actual Gameboy?

thanks! the animated sprites are by my friend Mike. i'm not very good at drawing, so when he sent me these i was like YES PLEASE, they're adorable.

yep, runs on hardware - though it's a bit glitchy so far. just noticed some sprites are randomly upside down, haha. bits of memory filled with random data makes for unpredictable times, gotta specifically set all the registers, i think..

i'm not being so cool as to learn assembly language (yet?) and program this the way proper games were done at the time.. i'm using a C lib from 2001 called GBDK.
 

oxrock

Gravity is a myth, the Earth SUCKS!
After 3 days fighting with xcode to play my game developed in the Godot engine, it's disastrously buggy and I have no experience in xcode. Touchscreen buttons are being pressed by themselves and the game crashes when you update your options preferences ( not sure what else is wrong yet). And I have NOOOOO idea what I'm doing in xcode to even think about fixing it. /WRISTS

I needed to rant, so frustrated.
 

SeanNoonan

Member
Soo serious? xD Yeah, we miss you over here. Love the minimalistic graphics of
Jack B. Nimble! :+
I'm still working on it... I'd like to aim for the "finished" version for March, but who knows what the first months of 2016 are gonna throw at me :p

i recently got a backlight modded gameboy and flash cart. this is my first time using a GB, i never had one back in the day. it's really charming! so i started trying to make a little roguelike for it =)

wiggle.gif
Love it.
 

Razlo

Member
It's been a little while since I posted any Gunmetal Arcadia updates here. I've been on sort-of-paternity-leave for the last month or two, but I've been doing some work on new tilesets and more in whatever spare time I have.

Recent blog posts:

November 30: Concept art, tilesets, CRT sim improvements, etc.: http://gunmetalarcadia.com/wordpress/interim/
December 21: Engine refactoring, new intro splash animation, new music, and more: http://gunmetalarcadia.com/wordpress/interim-peppermint-mocha-edition/

Definitely appreciate this as I'm working on an NES game currently. Do you plan to put this out on NES, or only make it seem that way?
 

9inchsamurai

Neo Member
What do you do when you don't think or aren't sure if your game is fun? I know this happens to developers all the time, but I'm kind of stuck thinking that if I keep developing the game, it isn't going to be any more fun than it already is. I think I'm ready to release test build to see if random people think it's any good, but it's kind of bare in what you can do at the moment.

It's I guess a bit of a 3D Zelda (though that wasn't intentional). I mean for it to be a first person exploration game where you can fight monsters and occasionally pick up items. I think the boring part is coming from the attack delay timer for the weapon. where it's, hit, wait, hit wait repeat. Then again maybe it's because I've been doing it so much that it's getting boring.

Anyway, here are the files if anyone wants to give me input.
Windows Version
Mac Version (Don't have Mac, Couldn't Test it)

I'm just now catching up on a week's worth of posts, but it's pretty funny you're making a first-person combat game, because in the other indie game thread I was asking about good indie first-person combat games :p I have a special place in my heart for this genre because it's woefully underrepresented and also surprisingly diverse within the few games I've seen. First off, I agree with lilith's criticisms:

First person melee combat sucks. It sucks in Skyrim, it sucks in Minecraft, and it's just an afterthought in most shooters if it exists at all. If anyone has solved the problem of making first person melee fun, I'm not aware of their work.

The movement speed in your game is really slow, so exploration is a chore. The mouse needs to be refocused every frame otherwise I can drag it off screen and not turn all the way around. I would also like at least some amount of vertical aiming. It feels like everything is ultra constrained right now having only the horizontal plane to work with. The attack animation is super basic and has no energy to it.

Have you played the King's Field series at all? It's my go-to example of how to make this stuff kind of work, but what I really want to see is something iterating on the King's Field model without also feeling like a combat simulator. There's a few indie games I've seen on Steam that go for a first-person combat simulator kind of thing and try to emulate actual sword fighting and all that stuff, but I was never able to care for that. But then you have The Elder Scrolls games and Minecraft where combat is just...not great.

I don't think you have to drop this game idea necessarily, even for your first game, but my advice would be to focus on the combat mechanics first and really only care about making that feel good. Don't worry about any of the RPG stuff or exploration or enemy behaviors. It's also a good idea to play more games in this genre and see how they work.
 

kiguel182

Member
Okay, I need some opinions/help on something here. Every bit of feedback helps.

So, when I showed here my playable prototype one of the faults pointed out was the lack of feedback when turning corners. Several things were suggested and now I'm trying to solve that problem.

I'm going (if it works) with a charge showing on the ball. First I did a charge where the ball grew but it went to fast and you couldn't even react. So now I slightly slowed down the ball and, instead, did a charge around the ball.

V9z0sWw.gif


This would work much better if you were playing but exporting just this level for this seems too much. The gif is also slower than the actual game but I think you can have an idea.

So, what do you think? Does it help with the turning feedback? Is it worth it vs no feedback?

Also, if there's an easy way to make just this level playable for everyone with Unity I'll do it.

Thanks, every help and feedback is priceless.

EDIT: Some context and link to the first prototype if anyone wants to try it:

The game/prototype consists of clearing mazes where you can only change your direction from vertical to horizontal in a fixed pattern. That pattern can be changed with stuff in the environment.

The prototype 1 is here. Space bar is to change direction.
 

snarge

Member
Okay, I need some opinions/help on something here. Every bit of feedback helps.

So, when I showed here my playable prototype one of the faults pointed out was the lack of feedback when turning corners. Several things were suggested and now I'm trying to solve that problem.

I'm going (if it works) with a charge showing on the ball. First I did a charge where the ball grew but it went to fast and you couldn't even react. So now I slightly slowed down the ball and, instead, did a charge around the ball.



This would work much better if you were playing but exporting just this level for this seems too much. The gif is also slower than the actual game but I think you can have an idea.

So, what do you think? Does it help with the turning feedback? Is it worth it vs no feedback?

Also, if there's an easy way to make just this level playable for everyone with Unity I'll do it.

Thanks, every help and feedback is priceless.

What exactly is going on when turning? Can you link to where you showed the playable prototype? That might give me a better idea of context.

But, judging from this, I believe the effect is too subtle. The effect is too small to see, and the yellow versus the other colors around it blends in too well. At first glance, I couldn't tell anything was happening. Unless that's what you're going for, I would go for a bigger size with a much darker color.

I tend to be on the side of "bigger, louder, shakier, noisier" though.
 

kiguel182

Member
What exactly is going on when turning? Can you link to where you showed the playable prototype? That might give me a better idea of context.

But, judging from this, I believe the effect is too subtle. The effect is too small to see, and the yellow versus the other colors around it blends in too well. At first glance, I couldn't tell anything was happening. Unless that's what you're going for, I would go for a bigger size with a much darker color.

I tend to be on the side of "bigger, louder, shakier, noisier" though.

Yeah, I should've given more context, my bad. The game/prototype consists of clearing mazes where you can only change your direction from vertical to horizontal in a fixed pattern. That pattern can be changed with stuff in the environment.

The prototype 1 is here. Space bar is to change direction.

Regarding your advice, I'll keep that in mind altought color schemes and art assets are pretty much placeholders (assuming I can do better). Thanks for the feedback!
 

snarge

Member
Yeah, I should've given more context, my bad. The game/prototype consists of clearing mazes where you can only change your direction from vertical to horizontal in a fixed pattern. That pattern can be changed with stuff in the environment.

The prototype 1 is here. Space bar is to change direction.

Regarding your advice, I'll keep that in mind altought color schemes and art assets are pretty much placeholders (assuming I can do better). Thanks for the feedback!

Oh wow, that's really cool! It's simple and fun. I could picture it on an iphone. So yeah, with that context, I would just go bigger / more obvious effect. Something simple that I do is incorporate a tween engine (plenty available for Unity, iTween, HOTween, DOTween), and add a simple pulse on the scale when the button is pressed. DOTween is my favorite

You also might want to consider something that indicates the next direction that the circle will take? This might make the game too easy, but it would also be a bit more intuitive. Great stuff!
 

Popstar

Member
Would anyone be interested in me putting together a post with current Christmas sales on development software? Noticing some stuff on the Steam winter sale.
 

fog

Member
i recently got a backlight modded gameboy and flash cart. this is my first time using a GB, i never had one back in the day. it's really charming! so i started trying to make a little roguelike for it =)

wiggle.gif
Lovely work Brandon.

Looks like there's more chance of Forget-Me-Not on the GB than the Vita then ;)
 

Popstar

Member
Looks like it might be awhile before Steam is stable. So here are some non-Steam deals.

3D-Coat Professional $379 $279 ($100 off)
3D-Coat Educational $99 $79 ($20 off)
Seems to also be a -20% sale on the Steam versions. Depending on your region/exchange rate it may be cheaper there.

Modo 902 40% off ($1799 $1079)

ArtRage 4 40% off ($49.90 $29.90)

Not a sale, but with the release of Pro Motion NG, there is now a free edition.
 
I'm not sure where else I'd put this, but if any of you guys are working on a project and need voicework done, I'd like to volunteer. PM me if you'd like voice samples or are interested.

Thanks.
 

Popstar

Member
Steam Winter Sale software of possible interest

Substance Indie Pack -25%
Bitmap2Material 3 - 34%
Substance Designer 5 Indie -34%
Substance Painter -34%

Spriter Pro -75%
- content packs also -75%
GameMaker: Studio Master Collection -40%
- individual export modules -50%
articy:draft SE -60%
SONAR Steam Edition -50%

MODO indie plus MARI indie 1 month -60%
3D-Coat V4 -20%

Will add more if Steam website stops dying on me
 

kiguel182

Member
Oh wow, that's really cool! It's simple and fun. I could picture it on an iphone. So yeah, with that context, I would just go bigger / more obvious effect. Something simple that I do is incorporate a tween engine (plenty available for Unity, iTween, HOTween, DOTween), and add a simple pulse on the scale when the button is pressed. DOTween is my favorite

You also might want to consider something that indicates the next direction that the circle will take? This might make the game too easy, but it would also be a bit more intuitive. Great stuff!

Thanks for the input! I like that idea of the pulse effect, the game lacks some visual feedback right now and I think that would help. I'll play around with that and the current effect too.
 

Lautaro

Member
Steam Winter Sale software of possible interest

Substance Indie Pack -25%
Bitmap2Material 3 - 34%
Substance Designer 5 Indie -34%
Substance Painter -34%

Spriter Pro -75%
- content packs also -75%
GameMaker: Studio Master Collection -40%
- individual export modules -50%
articy:draft SE -60%
SONAR Steam Edition -50%

MODO indie plus MARI indie 1 month -60%
3D-Coat V4 -20%

Will add more if Steam website stops dying on me

Mmm, nothing I really need... I wish the Unity Asset Store would make a winter sale. I get more hyped for assets sales than games sales these days.
 

Popstar

Member
While I'm looking for Holiday software deals, I don't suppose any audio people could recommend me a simple "starter" DAW-lite application to make some music with? Preferably something without the bizarre skeuomorphic designs that seem to plague audio software.
 

Blizzard

Banned
While I'm looking for Holiday software deals, I don't suppose any audio people could recommend me a simple "starter" DAW-lite application to make some music with? Preferably something without the bizarre skeuomorphic designs that seem to plague audio software.
I don't think it's bizarre -- it's understandable that people would make software that looks like the physical hardware it is meant to emulate or replace.

For people who AREN'T familiar with said hardware, it can of course be confusing.
 

Popstar

Member
If the people who make audio software made Photoshop the UI would feature a sink for each filter and a clothesline for the final result.
 
If the people who make audio software made Photoshop the UI would feature a sink for each filter and a clothesline for the final result.

I don't think that's a fair comparison. Photoshop is a visual platform for visual media. Reason is a visual platform for auditory media. If one was to somehow devise an auditory platform for editing visual media, it would probably have all sorts of bizarre artifacts.

To answer your actual question, I find Audition pretty easy to use. Of course it's not exactly cheap unless it comes in your CC bundle, but it's pretty intuitive if you're already familiar with Premiere or Photoshop. I don't have much experience with others DAWs.
 
Sorry for the late replies!


Thanks! Appreciate it!

Really love the look of your game . Do you use special shaders or is it mainly the model textures which give it that flat/ lowpoly look.

As a coder I find it hard to make things look as good as this in unity .

Thank you! As for the visual style, we use stock Unity Post-Process camera effects, but they've been heavily messed with (Chromatic Aberration, Bloom, Color Correction etc) We also use our own custom SSAO solution and SMAA.

Almost all the models in the world are hard-shaded/low-poly (aka no smoothing groups) using only solid colors, sometimes with multiple materials (with the exception of characters which are properly UV'd with texture maps). Rim-lighting is also applied to certain objects to make them pop (characters, trees, bushes). We have one dominant directional light, and lots of ambient light in the chasms that affects the mist and particles. Here's a comparison of no post effects vs normal


This area actually hasn't been tweaked, lighting wise, so it's a little bloom-y, but you get the idea!

Trying to get GAF to hate you with the hints of chromatic aberration in your shots or nah

Jk. Love the look of this a lot.

Haha. Normally I'm not a fan of it when applied to 'realistic' graphics, but it fits our vision which is trying to conjure up retro-futuristic analogue effects and presentation :)

Gah, need better resolution/angle to scan that QR Code!

Here ya go :D

They don't say anything exciting yet, but we probably will hide some fun stuff in them later!

Looks awesome. If you need an amazing tester sometime hit me up.

Thanks man! Yeah, we're going to be play testing really soon actually! Just an expanded demo in January, so I'll be sure to keep you in mind when we send it out to a few people!

Love the art style, and it looks like a really cool game (those pics just sold me on it).

Thank you very much :)
 

Jobbs

Banned
Feeling bored so I uploaded a quick gameplay video for anyone who may also be bored.

https://www.youtube.com/watch?v=W-wirpI2fdQ

This shows some mostly fairly subdued exploration of an area, but you may notice a pretty foreboding detail near the end if you stay with it. Like with a lot of the map, some of the rooms are still a bit rough in their environment art.

This is kinda how I prefer to deliver information -- Let the player just play and observe and react without taking them away from it.

It's also not a cop out where it can only happen off camera. It's possible to see what happens, you just may or may not. I suspect a lot won't, and that's fine. Some may not notice at all. Also fine.
 
Feeling bored so I uploaded a quick gameplay video for anyone who may also be bored.

https://www.youtube.com/watch?v=W-wirpI2fdQ

This shows some mostly fairly subdued exploration of an area, but you may notice a pretty foreboding detail near the end if you stay with it. Like with a lot of the map, some of the rooms are still a bit rough in their environment art.

This is kinda how I prefer to deliver information -- Let the player just play and observe and react without taking them away from it.

It's also not a cop out where it can only happen off camera. It's possible to see what happens, you just may or may not. I suspect a lot won't, and that's fine. Some may not notice at all. Also fine.

Wow, this just keeps looking better and better! I love getting to see more of this different region, and I got serious goose pimples at the
fetal-position giant
near the end.

Thanks for sharing. :)
 

Erheller

Member
Hey! First post here, but long-time lurker.

I'm using Game Maker Source to make a game, and I'm having trouble figuring this out.

How can I tell if an instance (like an instance of o_sword, for example) has a specific object (like o_weapon) as its parent? Context: I have a list of items (like o_sword and o_potion) and I want to tell which ones are weapons (or children of o_weapon).

Is it also possible to do this through several levels of inheritance? Like if o_weapon is the parent of o_sword which is the parent of o_iron_sword, can I tell if an instance of o_iron_sword inherited anything from its parent?
 
Hey! First post here, but long-time lurker.

I'm using Game Maker Source to make a game, and I'm having trouble figuring this out.

How can I tell if an instance (like an instance of o_sword, for example) has a specific object (like o_weapon) as its parent? Context: I have a list of items (like o_sword and o_potion) and I want to tell which ones are weapons (or children of o_weapon).

Is it also possible to do this through several levels of inheritance? Like if o_weapon is the parent of o_sword which is the parent of o_iron_sword, can I tell if an instance of o_iron_sword inherited anything from its parent?

I could be wrong, but it sounds like you're tackling a problem bottom up instead of top down. What case would there be for you to not know an object's parentage?

The functions do exist, but I can't think of any reasonable usage case.

object_get_parent(obj);
object_is_ancestor(obj, par);

The other thing you should consider (if you're not already) is the event_inherited() function. Suppose o_weapon has a Creation event with important events, and o_iron_sword has a few specific things you want to add, just call event_inherited() and then run the child-specific code. event_inherited() runs the code of the parent object, or the grandparent object if the parent object has no specific code for that event.
 

Mafusto

Member
At the moment I'm struggling with a way to design my weapon system code wise. I want to implement a system where a player can make a selection of their weapons (ranging from 10-40) before a match starts and create objects of the attacks through a JSON file. Because I don't want to write myself in a corner and lock future attacks out by not including it now, I came to the following constructions;

1: Every attack includes and defines every asset even if the attack does not need it, while the game logic looks at all the possible cases when updating the game. (I.e. every attack includes a variable amount of bullets, even if the attack only shoots 1 bullet). With this approach I would only need to write one all encompassing logic that is compatible for all attacks, but if an attack needs to be modified with an extra element all the attacks should be edited.

2: Use a component based structure where the game logic is unique to a group of attacks, while the game only knows abstract functions. While this can mean a lot of redundant code and functions that do mostly the same (one attack flies through the screen and a second one does the same, but with additional effects) will need two different implementations to keep the attacks separated (instead of adding the extra effects as separate if-statements and adding redundant variables to control the effects).

At the moment I'm preferring approach two, but some advice would be appreciated.
 

missile

Member
Feeling bored so I uploaded a quick gameplay video for anyone who may also be bored.

https://www.youtube.com/watch?v=W-wirpI2fdQ

This shows some mostly fairly subdued exploration of an area, but you may notice a pretty foreboding detail near the end if you stay with it. Like with a lot of the map, some of the rooms are still a bit rough in their environment art.

This is kinda how I prefer to deliver information -- Let the player just play and observe and react without taking them away from it.

It's also not a cop out where it can only happen off camera. It's possible to see what happens, you just may or may not. I suspect a lot won't, and that's fine. Some may not notice at all. Also fine.
Oh sh!t, that's dope right there!
 

missile

Member
Feeling bored so I uploaded a quick gameplay video for anyone
who may also be bored. ;)

xTk9ZDXjWP7Zl3anja.gif


If you're now bored more than before, sorry! The video is sort of an addition
of what I wrote in my color post above. Moving the mouse to the right
increases the chroma limit of the chroma component (C) of the composite video
signal Y+C under the assumption that Y+|C| <= K (see caption). Hence, if the
chroma limit for the video signal will be increased above a certain limit
(depending on K), the luma (Y) of the video signal will need to be decreases
to satisfy Y+|C| <= K again, which can be seen in the video. Look for example
at yellow when the mouse goes right. For a given K the chroma component of
yellow increases when going right, initially. But from a given point onward,
i.e. if Y+|C| > K, the luma of yellow will drop to satisfy Y+|C| <= K again.
Yellow is affected the most because it produces the largest amplitude on NTSC
video. Moving the mouse vertically adjust the limit K. No matter what the
parameters are, the hue of the colors are always preserved when scaling/
clamping the video signal. When the limit K becomes low, the colors will be
desaturate first up until fully desaturated, if needed. If the constrain
Y+|C| <= K still doesn't hold, then the luma component needs to be scaled as
well. Next to keeping the hue constant, this approach also tries to keep the
grays of the colors up as long as possible. You can see this in the video when
the mouse goes downwards with the image showing the gray scale.
 

missile

Member
xTk9ZC7kWFdSI1IgY8.gif


Before leaving the colors alone, I thought to apply the soft-start
characteristics of vacuum tubes (as mentioned in another post of mine) to
one of the tubes amplifying the incoming video signal such that the colors
will soft-start as well. Hey! :)
 

kiguel182

Member
Spent all day working on the animation. First I redid it from scratch and then I realized the first way I was doing it was the right one so I went back at it again. Always fought a bit with the Unity animation system and lost a bunch of time there. Oh well.


I think my code can now support most turns in the levels. Maybe. I guess I'll have to wait and see.

Right now the circle works as a proximity warning of sorts with three stages. If there isn't room for the three stages of the animation only the ones that there's room will be applied. I don't know how this will work on the really short paths, those might have to be redone to allow more room.

I also don't really know if this system helps players or not but I guess I'll have to wait and see.

EDIT: Also, just realized a scenario where my current code might not work. Ugh.

EDIT2: Maybe not. I don't even know anymore.
 

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.

Hi guys :)

I've published a new playable demo for Windows PC:
Demo v2: neko.works/u/snr_demo_2.zip

The game is much easier now, yet still challenging. I hope it is properly balanced now!
And many other changes, so please check it out!
 

_machine

Member
What!? You guys are all done? Did the game not perform as well as you'd hope? Seems like it was done well from this end! :(

Sorry if I missed this before - but how big is your team?
Well, I'd say it did underperform vs. expectations quite a bit, but even still it was very, very far from a sustainable business. Since all of us are/were on welfare we were still able to develop the game further as planned, but for next year we would have been stupid to pass on any job offers we got since the game sales could not cover any living costs really. Steam is a crowded market and Ancestory simply wasn't a solution to a problem for the consumers, as much as we love the game ourselves and would love to work on it for years to come.

Here's a little art from us, hopefully I will still get to participate in the thread with some solo projects I've been hoping to work on, but at least I will keep on lurking to see all the amazing stuff in the works here :)


Oh, and naturally the game is on sale, at -50% discount.
 

Erheller

Member
I could be wrong, but it sounds like you're tackling a problem bottom up instead of top down. What case would there be for you to not know an object's parentage?

The functions do exist, but I can't think of any reasonable usage case.

object_get_parent(obj);
object_is_ancestor(obj, par);

The other thing you should consider (if you're not already) is the event_inherited() function. Suppose o_weapon has a Creation event with important events, and o_iron_sword has a few specific things you want to add, just call event_inherited() and then run the child-specific code. event_inherited() runs the code of the parent object, or the grandparent object if the parent object has no specific code for that event.

Yeah, you're right. I don't know why I didn't consider using event_inherited() - it seems like the best solution so far.
 
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