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

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Lautaro

Member
Mmm, so if you have an occlusion map that uses the UV of the character then you can avoid clipping for other body types:

LNVA7dK.png

Of course, I would still need to create a female version of the t-shirt since it just looks like body paint but is good to know that Fuse takes care of the stretching of the clothes.

I wonder if armor would keep its "hardness" if its used on a moving character or it would bend like regular clothes.
 
I wonder if armor would keep its "hardness" if its used on a moving character or it would bend like regular clothes.

I started messing around with it a bit this morning (very cool program). The clothing is just a static mesh (no simulation). After creating the clothing/character, Fuse auto-rigs / skins the meshes to their own skeleton. In order to maintain "hardness", you need to be able to edit the skin weights for the particular mesh. When using their pipeline, I don't see any options to do that. But you can always just export the meshes/textures prior to their auto-rigging and skin the character yourself in Blender.

However, the character in the Mixamo store named "Ganfaul M Aure" does have a shoulder armor pieces that look to be weighted to only one joint. So it seems like you can create hard pieces with their characters. But I don't know if you can do that entirely inside their pipeline.
 

DocSeuss

Member
Doing a co-op wave-based shooter project in Unreal Engine 4.

Dedicated servers or listen servers?

Additionally, I probably need to do some NDAs and art asset agreement stuff--how do I start looking into that?
 

Lautaro

Member
I started messing around with it a bit this morning (very cool program). The clothing is just a static mesh (no simulation). After creating the clothing/character, Fuse auto-rigs / skins the meshes to their own skeleton. In order to maintain "hardness", you need to be able to edit the skin weights for the particular mesh. When using their pipeline, I don't see any options to do that. But you can always just export the meshes/textures prior to their auto-rigging and skin the character yourself in Blender.

However, the character in the Mixamo store named "Ganfaul M Aure" does have a shoulder armor pieces that look to be weighted to only one joint. So it seems like you can create hard pieces with their characters. But I don't know if you can do that entirely inside their pipeline.

Yep, this will require some experimentation. I just wish I had more time, I have a day job (because my game doesn't make enough to support me) so I can only play a bit during the weekends. I'm also used to get quick results with programming but art requires so much time and patience... well, soon I'll have enough money to start a new project and Fuse should help me a lot if animations stay free.
 
Doing a co-op wave-based shooter project in Unreal Engine 4.

Dedicated servers or listen servers?

Additionally, I probably need to do some NDAs and art asset agreement stuff--how do I start looking into that?

I would simply listen, personally.

Here: http://docontract.com/ - is also a good place to start if you are rolling your own. Also look at various other NDAs and bend them to your will. There's nothing special about contracts and the like. They can say just about anything.

MURIO

pd_030116.gif


Blog'd with some cool projects: http://noonan.design/screenshotsaturday/screenshotsaturday-showcase-02-01-16/

I'm still working on the format. I hate wordpress :p

Nice, dude! Glad to see it back up.

Also, we all hate WP XD
 
I'm still working on the format. I hate wordpress :p

Also, we all hate WP XD

I mentioned it earlier, but Concrete5 is great for this kind of stuff, moreso after 5.7. You also don't have all of the security vulnerabilities that WordPress has.

It's very "designer-friendly" if you want to just set up a simple site (or blog). Way more flexible (and easier to use, I think) than WordPress.
 
Like... I think it's actually giving me a headache from how awkward it is to use. I wish I did a bit more research before I went "all in" on it.

Never mind.

Better sleep.

Hope to properly get back on the indie horse ASAP.
Get on it, then!

I mentioned it earlier, but Concrete5 is great for this kind of stuff, moreso after 5.7. You also don't have all of the security vulnerabilities that WordPress has.

It's very "designer-friendly" if you want to just set up a simple site (or blog). Way more flexible (and easier to use, I think) than WordPress.
Will check it out. WP's main issue for me is getting it setup to work the way you want, after that it's pretty automatic. But I guess that's the real issue - getting it to function how you want it to.

As far as security I have a bunch of shit I had to do to lock it down tight. Not invulnerable, but good enough for what it does.
 
I'm going to miss having all this free time to power through stuff since I have work tomorrow. Ah well. Paying rent is important too.

Swimming now works pretty simply. You can move left and right, you can jump out of the water, you can duck just under the surface, and you can boost kick to go faster. Limiting the player's depth to two levels removes most of my qualms with swimming portions of other platformers, so I'm happy about that. I might try to add some sort of attacking at some point, but I'll have to figure out how it should work first and what would even need to be attacked (giant water beetles?).

https://giant.gfycat.com/NegligibleHeavenlyAmericanrobin.webm


Finished the base modeling for the concept I previously posted

ZpEb.jpg

That looks really good! Her head reminds me of the protagonist from Horizon: Zero Dawn right now, but I like it.
 
That looks really good! Her head reminds me of the protagonist from Horizon: Zero Dawn right now, but I like it.

Thanks! Now that you mention it, it kinda does look like her. The excellent character design from Horizon probably seeped into my subconscious. I think it's mostly the hair though. Once I sculpt the high poly version and extract the texture maps, it should look more distinct.

Reminds me of my work from a previous life; I used to be a recording engineer/music producer. Sometimes I would compose a track and others would mention how it reminds them of some other commercial song. I would go back and listen to the other song, and immediately get the similarities (it was almost never intentional though). Maybe I'll change the hairstyle. I dated a girl a while back who used to do that "poofy" thing on top with her hair; I don't know what it's called, but I always found that hair style attractive.

Underwater stuff looks great!
 

Jobbs

Banned
Thanks! Now that you mention it, it kinda does look like her. The excellent character design from Horizon probably seeped into my subconscious. I think it's mostly the hair though. Once I sculpt the high poly version and extract the texture maps, it should look more distinct.

Reminds me of my work from a previous life; I used to be a recording engineer/music producer. Sometimes I would compose a track and others would mention how it reminds them of some other commercial song. I would go back and listen to the other song, and immediately get the similarities (it was almost never intentional though). Maybe I'll change the hairstyle. I dated a girl a while back who used to do that "poofy" thing on top with her hair; I don't know what it's called, but I always found that hair style attractive.

Underwater stuff looks great!

Thanks!

I think we're probably all guilty of that. I try to be honest about my inspirations when I'm conscious of them, but there are probably dozens if not hundreds of unconscious or forgotten inspirations.

It looks good, and I think being able to submerge like that is a bit cool. Does that have a gameplay use? What if, for example, in a given section there's some hazard over the water that you need to submerge in order to avoid? Killer bees, poison gas, spikes, whatever.

That's the intention, yes. You can also dolphin jump by boosting underwater and then jumping, so I might make some underwater hazards to jump over that way.
 

Blizzard

Banned
I implemented "while" loops with my scripting language, then realized that unfortunately "break" and "continue" are more difficult than I thought because of two things:

1. I can't depend on the top of the stack having certain values because my "if" / "else if" / "else" blocks also use the stack.

2. I will need to add state to the compiler so "break" and "continue" will generate errors if they are used outside a "while" loop.

They should be doable, but maybe in a day or two.
 
Beginning work on new npcs (or more precisely, old cut npcs with new hd models) for my mod. Really hoping I can get some help when it comes to animation stuff because I have working models but so far getting them to do stuff properly has been a massive pain.
 
Thanks guys! ❤️



As soon as I'm greenlit I'll be sending out Steam codes for the alpha. Will definitely ask in here if anyone wants to try it and give out codes.

Would love to. I love platformers and your idea of creating your own sounds like a really cool mechanic. But I was reading some of the comments on the page, and a common "fear" was the potential for seizures while playing the game. Do you think you may have added a bit too much "juice"?
 

anteevy

Member
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?
 

Blizzard

Banned
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?
I agree with them. Being one letter away from a generic genre name is likely to cause problems.
 
I can see why it would be tempting to keep the name. If I was making a game about forming plates with scrolling artwork along the rims, it would be tempting for me to call it side scrolling plateformer.

My suggestion is to use that as a subtitle. Ballhalla: Roll Playing Game.
 

jarosh

Member
Would love to. I love platformers and your idea of creating your own sounds like a really cool mechanic. But I was reading some of the comments on the page, and a common "fear" was the potential for seizures while playing the game. Do you think you may have added a bit too much "juice"?

I saw those comments. You probaby saw that I replied too.

It's kind of interesting to me specifically that you mention "juice", since I'm so against excessive juice and I've been a bit frustrated with how much it's been pushed as a cure-all for all sorts of problems.

Maybe the trailer is misrepresenting the nature of the game somewhat... which would of course be my fault, since I made it. The bright screen flashes and fast camera movements are all just in the trailer. They are not part of the game. And the entire trailer is cut to the beat of the music with cuts toward the end getting faster and faster. And some of the cuts are accompanied by dips to white. Plus many parts of the trailer are zoomed in and have added camera movement. In the actual game the view is all the way zoomed out, all the time, like this:


It's very easy to follow the action. There is only very minimal screenshake and only on rare occasions and it can be turned off altogether (it may feel exaggerated in the trailer because of the zoomed in view). I really can't stand excessive screenshake, it literally gives me headaches. There are no fullscreen lighting effects or white flashes etc. in the game. You can even turn off the LED effects on the background wall in the settings. But again, the effects look like they take up a big part of the screen mostly because the camera is zoomed in up to 200% in the trailer.

Also, in terms of actual gameplay, for the most part this is a deliberate platformer. It isn't super frantic. It's closer to Mega Man but with an even stronger emphasis on platforming. It's not like a crazy Vlambeer action game where you're constantly assaulted by enemies. You very much move at your own pace. Hell, in the entire first world you don't even have any offensive skills, it's just about platforming and evading or using your platform as a shield. But again, maybe this is my own fault for cutting the trailer like this!

None of my playtesters or people who played the game at EGX, have reported any of these issues during actual gameplay, fwiw.

But obviously this is someting I will stay concerned about, especially if more people report it. And specifically I'll implement toggles and sliders for anything that could cause serious problems like seizures for people who suffer from epilepsy.

Appreciate the input!
 

snarge

Member
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?

Yes, I agree with RPG, while fun and witty, shouldn't be used due to the problems mentioned.

Road to Ballhalla is a lot better in those regards. I only detract a few points because it may be hard to say that to people on a loud, conference floor, over and over again. And journalists will ask you how to spell it, which will be even more annoying. Which can of course be taken care of with some flyers / business cards / good signage.
 

jarosh

Member
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?

call it Shock'n'roll

But your ball needs to be electric or something :p
 
But obviously this is someting I will stay concerned about, especially if more people report it. And specifically I'll implement toggles and sliders for anything that could cause serious problems like seizures for people who suffer from epilepsy.

Appreciate the input!

I love the psychedelic-Tron aesthetic. But I do not think it is the video editing screen flashes that people may have an issue with. The only thing I can suggest is that the radial/aura effects around the character and enemies that propagates into the background might be a bit too much. The game looks fantastic in screen shots, but in motion, the intensity/amount of that effect may be what people are keying in on (it does kinda get too crazy at times).

"Excessive" is a relative term; you can't please everybody all the time. Toggles and sliders wouldn't hurt either; people like options. But then again, maybe it needs to be like going to a fancy restaurant where the chef doesn't allow modifications to the menu.

And I certainly did not mention "juice" as a slight against your game. I am a fan of "juice." I will be "juicing" the shit out of my game.
 

Blizzard

Banned
I feel like one thing to watch out for with seizure-ish stuff is large white (or solid-color) flashes. I've never had a seizure, but that does bother me when big areas are flashing rapidly or there's a big white pulse.
 

cyborg009

Banned
So I'm going to try out this game development stuff out. My programming experience is decent and I'm going to take my last two programming classes this semester too. I've got unity installed but I wanted to do something in the style of Mega man battle network structure.

427x240-BSz.jpg
5_megaman_battle_network_3_blue_version.jpg


And I'm wondering if I should use gamemaker instead? Also If anyone knows any guides to get started that would be great!
 

missile

Member
I implemented "while" loops with my scripting language, then realized that unfortunately "break" and "continue" are more difficult than I thought because of two things:

1. I can't depend on the top of the stack having certain values because my "if" / "else if" / "else" blocks also use the stack.

2. I will need to add state to the compiler so "break" and "continue" will generate errors if they are used outside a "while" loop.

They should be doable, but maybe in a day or two.
Make a backend for the DCPU, there is a new gaming in the works using it.
 

missile

Member
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?
What about KIR - Keep It Rolling? xD
 

Blizzard

Banned
Make a backend for the DCPU, there is a new gaming in the works using it.
I'm sadly realizing the obvious now, that only a few functions already use multiple milliseconds of virtual machine execution time, so this would probably be unworkable for an action game. I'm HOPING it will still be feasible for a game with occasional script activation.

On the bright side I have finished all if/else if/else/while/break/continue functionality as far as I know.
 

Noaloha

Member
Getting second thoughts on Roll Playing Game's title. I've talked to somebody who believes the title might be problematic because it
- does nothing for SEO, e.g. you can't google it without quotes or it will simply redirect to "role playing game"
- is misleading, as it's not an RPG.

Possible alternative would be "Road to Ballhalla". It doesn't have that cool pun, but makes far more sense, as the goal of the game is to get your ball to Ballhalla. So, you see the title and instantly know what it's about instead of being confused, because "wait, this is not really a role playing game, is it?".

What do you think?

Since you mentioned 'Ballhalla', you might find a spot for Odin, The Ballfather.
 

missile

Member
I'm sadly realizing the obvious now, that only a few functions already use multiple milliseconds of virtual machine execution time, so this would probably be unworkable for an action game. I'm HOPING it will still be feasible for a game with occasional script activation.

On the bright side I have finished all if/else if/else/while/break/continue functionality as far as I know.
Guess why Java is slow. xD
 

Blizzard

Banned
Guess why Java is slow. xD
Depending on the application (non-graphical applications for example) I think Java runs surprisingly fast in some cases due to JIT hotspot compiler stuff.

I'd agree with you if you said Python though, excluding native routines. :p
 

jarosh

Member
I love the psychedelic-Tron aesthetic. But I do not think it is the video editing screen flashes that people may have an issue with. The only thing I can suggest is that the radial/aura effects around the character and enemies that propagates into the background might be a bit too much. The game looks fantastic in screen shots, but in motion, the intensity/amount of that effect may be what people are keying in on (it does kinda get too crazy at times).

"Excessive" is a relative term; you can't please everybody all the time. Toggles and sliders wouldn't hurt either; people like options. But then again, maybe it needs to be like going to a fancy restaurant where the chef doesn't allow modifications to the menu.

And I certainly did not mention "juice" as a slight against your game. I am a fan of "juice." I will be "juicing" the shit out of my game.
I'll give you a code asap once I'm greenlit and you tell me what you think about it during gameplay, deal?

So I'm going to try out this game development stuff out. My programming experience is decent and I'm going to take my last two programming classes this semester too. I've got unity installed but I wanted to do something in the style of Mega man battle network structure.

427x240-BSz.jpg
5_megaman_battle_network_3_blue_version.jpg


And I'm wondering if I should use gamemaker instead? Also If anyone knows any guides to get started that would be great!

GM is great for 2D stuff. You can even do a lot of fancy effects now with shaders and surfaces etc. I use it for my game. You'll notice pretty quickly that even in GM most everything you do will be coding. It's super high level stuff of course, very abstracted, simplified and sometimes restrictive to the point of being almost infuriating. My number one advice is to never even touch the drag and drop stuff and quickly get yourself accustomed with GML. I haven't watched his stuff personally, but I heard great stuff about Shaun Spalding's tutorials: https://www.youtube.com/user/999Greyfox

Also, just like with Unity (from what I'm hearing) you'll find that GM has its quirks that will drive you crazy and eventually you'll be making your own tools and workarounds inevitably. If you're making super twitchy stuff or just anything that demands pixel perfect movement, be prepared to work with framerate dependent timing for everything. Its delta time implementation is not great (though it isn't the only engine with that problem of course, last time I was messing with Construct, its implementation caused highly inconsistent calculations and movement with just the slightest framerate variation). Personally I use a combination of delta time for all the rhythm dependent/music synced stuff and framerate dependent logic for everything else.

One big plus to GM is that you can get a prototype going in very little time, especially if you use the built-in collision functions, drawing etc.
 
So I'm going to try out this game development stuff out. My programming experience is decent and I'm going to take my last two programming classes this semester too. I've got unity installed but I wanted to do something in the style of Mega man battle network structure.

427x240-BSz.jpg
5_megaman_battle_network_3_blue_version.jpg


And I'm wondering if I should use gamemaker instead? Also If anyone knows any guides to get started that would be great!

Yeah I'd totally recommend GameMaker for something like this. I've got from zero programming experience to actually making a GameMaker game in about 1.5 years; happy to offer whatever advice or troubleshooting I can - those newbie quirks are still fresh in mind.
 

anteevy

Member
Thanks so much for the replies and suggestions regarding the title!

We just noticed that "Road to Ballhalla" is also not the best choice, because there is a song called "Road to Valhalla" as well as a movie. Great. Alternatively I could just roll with "Journey to Ballhalla", "Trials of Ballhalla", "Roll to Ballhalla" or something. Hmm.
 
I'll give you a code asap once I'm greenlit and you tell me what you think about it during gameplay, deal?



GM is great for 2D stuff. You can even do a lot of fancy effects now with shaders and surfaces etc. I use it for my game. You'll notice pretty quickly that even in GM most everything you do will be coding. It's super high level stuff of course, very abstracted, simplified and sometimes restrictive to the point of being almost infuriating. My number one advice is to never even touch the drag and drop stuff and quickly get yourself accustomed with GML. I haven't watched his stuff personally, but I heard great stuff about Shaun Spalding's tutorials: https://www.youtube.com/user/999Greyfox

Also, just like with Unity (from what I'm hearing) you'll find that GM has its quirks that will drive you crazy and eventually you'll be making your own tools and workarounds inevitably. If you're making super twitchy stuff or just anything that demands pixel perfect movement, be prepared to work with framerate dependent timing for everything. Its delta time implementation is not great (though it isn't the only engine with that problem of course, last time I was messing with Construct, its implementation caused highly inconsistent calculations and movement with just the slightest framerate variation). Personally I use a combination of delta time for all the rhythm dependent/music synced stuff and framerate dependent logic for everything else.

One big plus to GM is that you can get a prototype going in very little time, especially if you use the built-in collision functions, drawing etc.
I agree with this.

I use Unity but my biggest beef was their OEM RigidBody2D stuff. Pixel perfectness will require raycasting, a lot of looking ahead and some of your own trick averaged deltatime since Unity's smoothed deltatime is a flat average. I found it best to roll your own and look for variations.

I think Unity's largest advantage is their scene editor. I found it to be the easiest to work with next to UE4. Everything else feels half-cooked and left me ripping my hair out.

I spend most of my Unity time in scene view and Visual Studio. I use a few of Unity's built-in stuff like effects but have used many of those as bouncing platforms and dove straight into their code (keeping the originals, of course).

GML is far easier than C# and lets you write a bit loose, if needed. Sometimes I want to throw my fucking computer at the wall with shit Unity thinks is bad code or won't execute. Most of the time it's because they deprecate shit every damn update and constantly break things so I'm constantly fixing things that used to work because of an IDE update.

I'm kinda getting tired of Unity's shit, tbh. Like adding stuff is cool, but suddenly changing the way things are done seemingly "just because" is shit no dev likes dealing with.
 
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