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

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I'm surprised it's possible to trademark a name. Movies and albums seem to share plenty of the same titles. Is this only for video games?
In the US our patent and trademark system is garbage. I'm surprised there aren't patents on breathing or a TM on "Air".

However, recent laws allow people to confiscate illegally trademarked and patented items IF those items are in direct competition for a product of the same name that was being used before the second party trademarked it. Technically I announced it in March of 14 (I dont count my February post) and the filing was made in June following later in the year and officially active as of October. That gives me 3 months of use of the name showing I had it before their trademark went active. I not only have IP records from that time period but search querys and entrance pages looking for STRAFE GAME which they use as the site header title because I already owned STRAFEGAME.COM at the time. It still directs my site.

The problem is I don't have time and money to go after them legally and at this point, don't really care. I've already renamed the game "The Misadventures of PixelFace"
 

Five

Banned
The main concern was timing of the jump - if you hit jump before hitting away from the wall - nothing happens.

I don't know how people normally handle this, but I buffer inputs for everything. The game keeps track of not just which buttons have been pressed or unpressed, but for how long they've been pressed. This is especially useful for jumping and chained attacks. I want the player to be able to jump as soon as she hits the ground if the jump button has been pressed within the last tenth of a second, or to perform a second attack if the attack button was pressed within the back half of the previous motion, and stuff like that.

So what I'd do here is register how long the jump button has been held down and if you're in a wall-jumping position and the button has been pressed within the last .1s or so, perform the jump.
 

Korten

Banned
So I've been pondering bosses for my game, and thought it would be nice obviously if their is mechanics that spice things up. Tell me if any seem annoying or not. A lot of them I will admit are inspired by games like Dark Souls and FFXIV.

Ideas I have thus far... (WIP) = name not final

Lady of the Red - During this fight, you have 10 turns to kill her and her adds, or else your vision becomes completely red and you die.

Deathbringer(WIP) - Half way through the fight, the Deathbringer will summon a Dark Energy crystal for which then Deathbringer can no longer be harmed. If you don't kill the Crystal fast enough the party wipes, but if you do kill it, the Deathbringer can be harmed again.

Lord and Lady Monte - A multi-enemy boss fight, you have the Lord and Lady. At the start, the Lady will heal the Lord and give him buffs, all the while being defended by a personal knight. You need to kill the personal knight to harm the Lady. Once you defeat the personal knight however, depending on if you kill the Lord or Lady first, the other goes into a berserk stance.

The Trickster(WIP) - The fight starts out simple enough, however once you kill him, he splits into two, and then those two split into further two.

The Guardsman Corps - You have to fight through 2 waves of 3 enemies before the Leader appears. Nothing else too special, but you need to ensure you can last long enough to fight adds and then a full boss.

The Winter Dragon - After 10 turns, the Winter Dragon goes into a berserk, his damage and defense increase by a ton. Best to kill him before this, but he isn't unkillable after the berserk. He will also spawn wyvern adds during the fight.

The Defender(WIP) - The start of this fight uses the same mechanic as the Lord and Lady Monte fight, however instead of a personal knight defending the Defender, you have two statues with orbs on them giving this immunity. You must destroy them before you can attack him. After that he will spawn adds around his 40% health mark.
 

Feep

Banned
In the US our patent and trademark system is garbage. I'm surprised there aren't patents on breathing or a TM on "Air".

However, recent laws allow people to confiscate illegally trademarked and patented items IF those items are in direct competition for a product of the same name that was being used before the second party trademarked it. Technically I announced it in March of 14 (I dont count my February post) and the filing was made in June following later in the year and officially active as of October. That gives me 3 months of use of the name showing I had it before their trademark went active. I not only have IP records from that time period but search querys and entrance pages looking for STRAFE GAME which they use as the site header title because I already owned STRAFEGAME.COM at the time. It still directs my site.

The problem is I don't have time and money to go after them legally and at this point, don't really care. I've already renamed the game "The Misadventures of PixelFace"
All right look dude, I'm gonna level with you. Normally I would never criticize an indie developer's choice of name, because it's a very personal decision, but in this circumstance, allow me to tell you why Strafe was a goddamn shitty name for your game.

A) One-word English dictionary entries are impossible to Google (and YouTube search) and have top results. I know, because I named my first game Sequence. It was stupid. You basically have to type "Sequence video game" or "Sequence Steam" if you want to pull relevant results.

B) Strafe is a word already heavily associated with a particular mechanic in video gaming. It immediately suggests that your game is a first-person shooter or, at the very least, a 3-D title.

C) It doesn't tell us anything about your game at all. Strafe? What the hell is strafing here? What does that have to do with a retro pixel-perfect platformer with a cool warp mechanic? Nothing.

I know you were joking, but the Misadventures of Pixel Face is literally a better name than Strafe. It's memorable and I'd want to know more.

I think this is gonna work out fine for you.

No offense meant, trying to cheer you up with some tough love here
 
All right look dude, I'm gonna level with you. Normally I would never criticize an indie developer's choice of name, because it's a very personal decision, but in this circumstance, allow me to tell you why Strafe was a goddamn shitty name for your game.

A) One-word English dictionary entries are impossible to Google (and YouTube search) and have top results. I know, because I named my first game Sequence. It was stupid. You basically have to type "Sequence video game" or "Sequence Steam" if you want to pull relevant results.

B) Strafe is a word already heavily associated with a particular mechanic in video gaming. It immediately suggests that your game is a first-person shooter or, at the very least, a 3-D title.

C) It doesn't tell us anything about your game at all. Strafe? What the hell is strafing here? What does that have to do with a retro pixel-perfect platformer with a cool warp mechanic? Nothing.

I know you were joking, but the Misadventures of Pixel Face is literally a better name than Strafe. It's memorable and I'd want to know more.

I think this is gonna work out fine for you.

No offense meant, trying to cheer you up with some tough love here

No offense taken, man! Seriously.

EDIT: Sent a PM instead.
 

bad guy

as bad as Danny Zuko in gym knickers
I put a game up on Kongregate: http://www.kongregate.com/games/kevinstevens525/octagon



It's a simple ball and paddle puzzle game inspired by the likes of Pong and Breakout. I gave it a glowy Tron style because that's honestly the only good graphical effect I actually know how to do in GIMP.

I'm a bit proud of the octagonal font I created just for this game. Some letters don't look great, but overall I think it turned out pretty nice.

Hey, nice idea. Presentation is good too. Love the fonts. I got up to 23 points.
Coincidentally I just released sth similar a few days ago.
 

Blizzard

Banned
Oh man, it always sucks when people are douches like that. I get that they're in the middle of their KS and they have press coverage with that name, etc, it's still just insanely lame.

By the way, I HIGHLY recommend changing your game name to

THE ELDER STRAFE

It works on so many levels.
I love this suggestion. If you don't make a stink and go with this instead, then hopefully at least the other people get negative publicity for the lawyer and website date-checking stuff.
 

Feep

Banned

_machine

Member
I have no real experience here, unfortunately. That one looks okay, but I don't know much about it. = P
Yup thanks, here's a little snippet from ours:
KAJAK GAMES makes no warranties respecting any harm that may be caused by the transmission of a computer virus, worm, time bomb, logic bomb, or other such computer program
:p
 
This is looking really fun. What do you use to record the 1080p/60?

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

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

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

gas2-lasse-storm.JPG

gas3-lasse-storm.JPG

gas-lasse.JPG


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

nice planets as usual :)

Are you also thinking about planetary landing and roam around ?

I've been stuck for the past 2 weeks+ doing procedural planetary generation in my game, not much to show yet but soon will have a lot of biomes and things to explore and see
 
Inlined some italicised feedback

Lady of the Red - During this fight, you have 10 turns to kill her and her adds, or else your vision becomes completely red and you die.
Hard time limits can feel a bit unfair, and it robs players of those 'just squeaked through' moments - maybe consider an enrage mechanic of some sort? Or instead of instadeath add some sort of really harsh debuff?
You get the same sense of timed panic, but you leave a little margin for error on the players behalf.
Also, worth considering making the time limit to kill the boss only, and either take out the mobs on boss death, or let the party mop them up without the timer if they take out the boss in time


Deathbringer(WIP) - Half way through the fight, the Deathbringer will summon a Dark Energy crystal for which then Deathbringer can no longer be harmed. If you don't kill the Crystal fast enough the party wipes, but if you do kill it, the Deathbringer can be harmed again.
Again, binary fail conditions remove the possibility of narrow success - maybe something like if they don't kill it fast enough it explodes and does huge damage to the whole party would be more satisfying, but keep the flavour of what you want to do

The Trickster(WIP) - The fight starts out simple enough, however once you kill him, he splits into two, and then those two split into further two.
You probably want to make sure you've capped this - there was an amusing anecdote in Ultima Online where they had a slime enemy that did exactly this that a player used to destroy the entire game world (crash the servers)
 

Dio

Banned
I just made a thread about it, too, but I might as well post here, as well. Any professional animators want to tell me their stories or give any advice regarding animation of any kind in today's industry, or what companies look for when hiring an animator?

If you don't feel comfortable replying in the thread, you can PM me or email me for dialogue, and if you are in fact a professional animator I need to know since I'll be citing you to another party (and that verification will happen privately, not in this thread or my thread. Also, you can opt to appear anonymous or keep confidentiality if necessary.) Bish's suggestion to also post this in here was a fantastic idea.
 

cbox

Member
We submitted our game info form to microsoft on Friday, and now we're awaiting approval. This is gonna kill me, i hope it doesn't take too long :|

Man the business end of setting up a company is actually pretty fun, though I haven't touched any asset in 2 months.
 
We submitted our game info form to microsoft on Friday, and now we're awaiting approval. This is gonna kill me, i hope it doesn't take too long :|

Man the business end of setting up a company is actually pretty fun, though I haven't touched any asset in 2 months.
I'll have to check dates but off the top of my head it took a few weeks for our game to get approved for XO.
 

_machine

Member
Not sure if this deserves it's own thread, but Scirra has started developing Construct 3. Will probably be a paid upgrade for existing customers ("we plan to have a great upgrade deal for existing Construct 2 users") and some features they've been frequently requested are:
Support for Mac and Linux
Translation to languages other than English
Third-party extensibility of the editor (an editor plugin SDK)
Project modularity features (such as designing new kinds of plugins purely in events, or ways to usefully share functions or groups of events)
Other editor-focused features (e.g. array contents editor, refactoring tools)
 
Hey guys!

Just wanted to share with you all that a game I've been working on since last April has just been released on the App Store! I posted about it before when we launched the Kickstarter in October.

https://itunes.apple.com/us/app/combo-queen-action-rpg-hybrid/id901559525?mt=8

I've been working on a number of projects as an artist/animator, and this is the first game I've done work for that's been released thus far. Feels great to finally have a game finally out there.

The game is called "Combo Queen". You play as a dual-tomahawk wielding warrior, slaying countless foes as you run through each stage. The game is combat focused, and is based on timed hits and parries (think Legend of Dragoon). As you level up, the monsters get significantly harder, and you have to learn their new attack patterns. Players are rewarded with gems by completing achievement challenges or killing foes. Players can then use gems to buy new items, equipment, etc. that have different properties.

Feel free to check out the release trailer here!

Some newer screenshots:

K7cBNPr.png

7NBrxIM.png

RLE9rKC.png


Some character animations:
HZYAYo1.gif

U1G3qmp.gif


Thanks, everyone! Amazing work in here, as usual.
 

friken

Member
nice planets as usual :)

Are you also thinking about planetary landing and roam around ?

I've been stuck for the past 2 weeks+ doing procedural planetary generation in my game, not much to show yet but soon will have a lot of biomes and things to explore and see

Thanks MysticRiver. Yes, Stardiver will allow you to drop a lander down and explore planetside for resources, life, and story-driven discoveries. I wrote a little about the planet landing stuff back in November on indieDB:

http://www.indiedb.com/games/stardiver/news/stardiver-planetary-landing

youtube of a landing sequence:
https://www.youtube.com/watch?v=9NaM-JRsVF4

and takeoff:
https://www.youtube.com/watch?v=1Jxlclzteeg

I am taking a more abstract, zoomed out approach to planet landings both for style reasons and for technical reasons. I remember loving starflight genesis and starcontrol2 type of planet landing. Technically that zoomed out / abstract feel works well as I can just reuse the same generated texture(s) as the planet in orbit uses.

One concern I have with planet landing is the good ol question "ok now what is there to do once they get there". Many space games kinda fall flat in this regard w/ procedural universes. Zillions of planets, zillions of stars.... boring as hell to visit more than 10 of them. So far, resource gathering, exploring for biologic and geologic data (resource for trading w some races), finding of new tech for ship upgrades, and story driven discoveries and planned. It will be interesting as I progress from landing sequence of just the ground to getting weather, resource gathering system, and the fun stuff in there. As it is currently, I have it just far enough to include in a trailer to prepare for greenlight/ks.

Are you planning a kickstart? Greenlight? It is always really hard for me to decide where to draw the line in the sand -- how much of the game needs to be done to have enough to get people excited for a ks/gl? My current goal is to get hyperspace travel done and them put together our first trailer video. I'll get feedback from there as to what to polish and if there is enough to really get people excited enough for a successful ks/gl.
 

friken

Member
We submitted our game info form to microsoft on Friday, and now we're awaiting approval. This is gonna kill me, i hope it doesn't take too long :|

Man the business end of setting up a company is actually pretty fun, though I haven't touched any asset in 2 months.

I'll keep my fingers cross for a quick turn around and good news! I received our two XDKs a week ago and I have been really itching to start working with them. Sadly, I have not yet had the time.
 
Not sure if this deserves it's own thread, but Scirra has started developing Construct 3. Will probably be a paid upgrade for existing customers ("we plan to have a great upgrade deal for existing Construct 2 users") and some features they've been frequently requested are:

I wonder how closely it'll be like Construct 1. either way i'll keep an eye out for it. and always. they do have contests to win a license even when you use their trial.
 

bkw

Member
Hey guys!

Just wanted to share with you all that a game I've been working on since last April has just been released on the App Store! I posted about it before when we launched the Kickstarter in October.
Ah, you crazy pixel artists... The game looks good!
 

Jarekx

Member
Hey guys!

Just wanted to share with you all that a game I've been working on since last April has just been released on the App Store! I posted about it before when we launched the Kickstarter in October.

https://itunes.apple.com/us/app/combo-queen-action-rpg-hybrid/id901559525?mt=8

I've been working on a number of projects as an artist/animator, and this is the first game I've done work for that's been released thus far. Feels great to finally have a game finally out there.

The game is called "Combo Queen". You play as a dual-tomahawk wielding warrior, slaying countless foes as you run through each stage. The game is combat focused, and is based on timed hits and parries (think Legend of Dragoon). As you level up, the monsters get significantly harder, and you have to learn their new attack patterns. Players are rewarded with gems by completing achievement challenges or killing foes. Players can then use gems to buy new items, equipment, etc. that have different properties.

Feel free to check out the release trailer here!

Some newer screenshots:

K7cBNPr.png

7NBrxIM.png

RLE9rKC.png


Some character animations:
HZYAYo1.gif

U1G3qmp.gif


Thanks, everyone! Amazing work in here, as usual.

Love the art! If I can make my project look half as good as that i'd be happy.

The game also sounds interesting. Loved the combat in Legend of Dragoon so I'll definitely try anything taking some inspirations from that.


I'm starting my 'Fine Line' project from scratch. I wasn't happy with the way it felt and I wanted to make some really fundamental changes to the systems so I figured started from ground zero would be best. It's definitely coming together much faster this time around.
 
I'll keep my fingers cross for a quick turn around and good news! I received our two XDKs a week ago and I have been really itching to start working with them. Sadly, I have not yet had the time.
If you wouldn't mind giving me a heads up on how your Unity project ports over that would be sweet :D At least I'd go in armed with some knowledge of any crossover specifics.
 

Jobbs

Banned
Trying to update my site a bit. I updated the logo to the new version, changed the screenshots into moving screenshots, and I'm planning to add another item on top for "press" to have sort of a fact sheet and some images and stuff.

http://www.ghostsonggame.com/

any thoughts? is this too "heavy"? I'm thinking it kinda doesn't matter since it's the splash page of a video game.
 

_machine

Member
Trying to update my site a bit. I updated the logo to the new version, changed the screenshots into moving screenshots, and I'm planning to add another item on top for "press" to have sort of a fact sheet and some images and stuff.

http://www.ghostsonggame.com/

any thoughts? is this too "heavy"? I'm thinking it kinda doesn't matter since it's the splash page of a video game.
As much as I like gifs, I think it's a bit too heavy and even with a decent internet (20/2) it took a while to load all the gifs so that they run smoothly on Firefox. The dithering on the "An Open World" gif is really noticeable and the main banner doesn't loop very smoothly. I might be a bit too much into the details, but that's my first experience from the site.
 

Jobbs

Banned
As much as I like gifs, I think it's a bit too heavy and even with a decent internet (20/2) it took a while to load all the gifs so that they run smoothly on Firefox. The dithering on the "An Open World" gif is really noticeable and the main banner doesn't loop very smoothly. I might be a bit too much into the details, but that's my first experience from the site.

thanks. I could try reducing their framerate and their duration to make them load faster, I suppose.
 

Dewfreak83

Neo Member
Working on teaching the player some concepts and don't want to resort to tutorial text or pop-ups. In this case, the player has saved a page from a historical manuscript on his race.

The intention here is to teach the player the symbol and the characteristic it represents:
cdF1iVF.png
 

Five

Banned
Jobbs, I think it might just be your host. My internet is 150/20 and it still takes a second or two for the GIFs and background to come in, but alll the GFYCat images load near instantly. I've noticed the same thing on my own site, but I can't be arsed to pay for better service.
 

Servbot24

Banned
I think the three smaller gifs work really well. I'd reduce the big one personally, as it could get the same message across with a smaller size. Also it's always a good thing if you don't have to make the user work (scroll) to see the appealing information on the game.
 

Korten

Banned
Inlined some italicised feedback

thanks for the feed back. Though when it comes to the trickster, he can't keep breaking down. It stops after there is 4 of him. (Mainly cause I'm limited by the 8 enemies per "troop" in RPG maker.) Though since I have 1 enemy spot left, I may make him return to his normal form after you defeat his clones.

Also maybe for the Lady of the Red, I keep the general idea of your vision going red but instead the entire party at 10 turns get's a very strong blind debuff put on them?
 

ElFly

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

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

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

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

gas2-lasse-storm.JPG

gas3-lasse-storm.JPG

gas-lasse.JPG


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

This looks fantastic.
 

friken

Member
thanks. I could try reducing their framerate and their duration to make them load faster, I suppose.

This issue is gfycat. They seem to be throttling dl of gifs now. All my old threads that used to load great all start dling and pause out and take forever to finish. It seems like any gif 5-10MB loads without being throttled, but who knows where the real cap is.
 

Aki-at

Member

A nice and simple game, pretty addictive but I feel so frustrated after losing since it's so simple haha. I manage to get up to 30.

Hey guys!

Just wanted to share with you all that a game I've been working on since last April has just been released on the App Store! I posted about it before when we launched the Kickstarter in October.

https://itunes.apple.com/us/app/combo-queen-action-rpg-hybrid/id901559525?mt=8

Feel free to check out the release trailer here!

This looks excellent, I was disappointed to see it was only available on itunes but I saw on the trailer an Android version is coming soon. Quite wait to try it, lovely work on the art/animation man :)
 

Jobbs

Banned
This issue is gfycat. They seem to be throttling dl of gifs now. All my old threads that used to load great all start dling and pause out and take forever to finish. It seems like any gif 5-10MB loads without being throttled, but who knows where the real cap is.

I made the large animation into a still picture and moved the moving screenshot gifs off of gfycat and to my own host. seems to work better now -- for me, anyway.
 
Trying to update my site a bit. I updated the logo to the new version, changed the screenshots into moving screenshots, and I'm planning to add another item on top for "press" to have sort of a fact sheet and some images and stuff.

http://www.ghostsonggame.com/

any thoughts? is this too "heavy"? I'm thinking it kinda doesn't matter since it's the splash page of a video game.

Loaded super fast for me.

Site itself looks pretty nice. I'll actually be using it as a reference when I redo my own site. One thing I don't like though is that there's nothing really valuable in the top half of the screen. My first reaction is to just scroll down to the informative content.

I think switching the gifs+text with the top image might be nice. Plus then the current top image becomes a buffer between the game info and pre-order section.
 

Jobbs

Banned
Loaded super fast for me.

Site itself looks pretty nice. I'll actually be using it as a reference when I redo my own site. One thing I don't like though is that there's nothing really valuable in the top half of the screen. My first reaction is to just scroll down to the informative content.

I think switching the gifs+text with the top image might be nice. Plus then the current top image becomes a buffer between the game info and pre-order section.

thanks. I guess I liked the idea of artwork sorta being the centerpiece of the website. It's a video game website, a url you send people to when talking about the game -- it should be imagery, feeling, and necessary information. It's not a content focused website. My thoughts, anyway. I could be wrong.

I also added an "about" section which sort of encapsulates what the game is and how it came about.
 
We submitted our game info form to microsoft on Friday, and now we're awaiting approval. This is gonna kill me, i hope it doesn't take too long :|

Man the business end of setting up a company is actually pretty fun, though I haven't touched any asset in 2 months.

I do not enjoy the business.... er... the monetary side at all. Tax forms.
 

bkw

Member
Trying to update my site a bit. I updated the logo to the new version, changed the screenshots into moving screenshots, and I'm planning to add another item on top for "press" to have sort of a fact sheet and some images and stuff.

http://www.ghostsonggame.com/

any thoughts? is this too "heavy"? I'm thinking it kinda doesn't matter since it's the splash page of a video game.
Looks alright. I think I'd prefer more info on the homepage. What is the target release time frame, what platforms, etc. Scrolling for more info is easier than having to hunt for links. Maybe do that thing where the header/menu snaps to the top of the browser if I scroll down.

Might be cool if the content wasn't framed in a centre column. The big still art could go edge to edge horizontally. I don't know if any of that makes sense...

The one thing that bugs me is the "Paypal" at the top. I have no idea what it means until I click it. Having said that, I don't know what a better word would be... pledge? Probably need to look at other sites to see what it usually is. (unless it's really just "Paypal")
 

Fox1304

Member
Crap, totally missed the new OT. Was wondering why the old one wasn't alive anymore.
Got a whole 11 pages of progress and updates in a row though, and that was quite staggering ! Crazy how far/fast some projects are going here, and that's very motivating to say the least.

I'm currently trying to close a project left on the side far too long, which is very different from all the very game-ey projects here, since it's a pretty simple scoring iOS reflexion/puzzle game. Hope I'll be able to show some progress soon.

If anybody has a special interest for this kind of games (and an iPhone/iPod Touch), shoot me a PM and I'll probably send you a build in the following weeks :)
 
thanks. I guess I liked the idea of artwork sorta being the centerpiece of the website. It's a video game website, a url you send people to when talking about the game -- it should be imagery, feeling, and necessary information. It's not a content focused website. My thoughts, anyway. I could be wrong.

I also added an "about" section which sort of encapsulates what the game is and how it came about.

Sorry I don't mean that it shouldn't be full of imagery and feeling, but that the imagery and feeling of the top part personally doesn't really work as is. I see the image, but instantly the gifs below are what I'm drawn to. It's a combo of two things.

The first is that they're fast paced gifs cut off at the bottom of my screen. They act as a tease, making the gifs draw attention from the picture and cause me to scroll down.

The second part is that the center artwork is very similar to the page's background. It blends in with the page, instead of standing out.


If the image was a gif or had a large symbolic quote beneath it I think it'd work better for me at least. It just needs something to make it the natural center of focus vs the gifs below, assuming you want to keep it on top.
 

cbox

Member
I'll keep my fingers cross for a quick turn around and good news! I received our two XDKs a week ago and I have been really itching to start working with them. Sadly, I have not yet had the time.

I'll have to check dates but off the top of my head it took a few weeks for our game to get approved for XO.

Ahhh sweet, time to play the waiting game. We're going to try and prototype a mobile game in the meantime :D Fun times ahead!
 
Will do. I have my fingers crossed that only minor changes will be needed.

I would very much so appreciate it :D


I am loving this.

Ahhh sweet, time to play the waiting game. We're going to try and prototype a mobile game in the meantime :D Fun times ahead!

I'll say I did enjoy working on Infinite Cosmos. It's a different beast, for sure.

-

I'd like to get on the topic of AI and Pathfinding, if anyone is interested. I'm curious to hear anyone's approaches on 2D platformer specific pathfinding. I just started work on getting what is probably the most problematic AI pathfinding in a 2D game - an object that can move through the environment just as well as the player, given free reign and accounts for geometry changes. I spent about a good 6 hours today toying with one method, which I am finding it to be far more work than two other options I am considering.

Method 1: Complete AI Control
No nodes, no triggers. This was the method I worked on today. The simple is the entity can "see" obstacles, objects, platforms and various other collision objects within it's immediate vicinity. It knows if there is a collision object above it, below it, to the sides, etc. It also knows the player's exact position on the map and can "follow" the player. Not by pathing the player has made, but by direction.

I found this method of complete AI freedom insanely difficult as I've never attempted it before. My result after about 6 hours was an entity that can follow me through some simple platforms up and down, chase me over obstacles and not chase me past walls that were too high for the entity to jump over. The following GIF shows this freestyle AI in action, albeit limited since it has no combat instructions:

(lowered GIF framerate for file size)
testAI4.gif

Self-contained recognition, no nodes, no triggers. You will see there is no "path" to find for the enemy and it does not follow the player's line of travel. It just looks to always engage the player and avoids obstacles or uses them to reach the player.

It's still very crude as I haven't written much of the actual "follow" for the AI yet - I figured the hardest part was getting the entity to recognize when he could jump, when he should jump and when he shouldn't jump to follow the player. Noting where the player is, the player's direction, when the player is out of reach for that enemy's combat AI, etc. This way the AI knows to jump gaps instead of jumping down, jump up through gaps, etc.

This method can work out well, but it does require an extremely high polling rate and a METRIC TON of checks in every conceivable direction for distance and it has to recognize objects as platforms, obstacles and walls all on a SINGLE check against one layer. I don't like abusing layers and using tags are a no-no since I reserve tags for special platforms and objects so the player's physics knows how to act. So I resolved to not only checking things like walls as a collision object ahead of the enemy, but the height of the collision, as well. It's unruly to write entire AI like this and there's a lot more I can do to clean up and improve this method but it ultimately becomes to difficult for someone of my coding speed and puts too much control in the hands of AI.

Mehtod 2: A*
This is probably the most popular method to find a path as it relies on the "shortest possible" line, curve, or angle between two points. It uses values to graph each "move" the object makes and finds the path with the lowest sum available to create the shortest distance to traverse. This method works insanely well in your typical top-down game but can be problematic in a 2D sidescrolling platformer. The problem lies not in the path but the obstructions in that path. Jumps, wall jumps, moving platforms, etc. This is much more difficult to weave in this type of traversal with A*, I believe. This I probably will not attempt.

Method 3: Nodes
This method seems to be the simplest and I feel can work well when coupled with the first method to help simplify the decision making process of the AI controlled entity. With a node system we can let the AI know exactly what is around AI when it collides with it. So for edges of objects we can let the AI know that it has approached and edge of a platform and run it's "You're at an edge" AI function to see what the AI should do next - continue down, jump, turn around, stop, etc. These can be fleshed out further based on the state the AI is currently in - follow, flee, combat, etc. "Player jumping up between walls? Well this node tells me if the player is moving above me I can also wall jump and I know exactly where my first point of contact needs to be!" That sort of thing.

The only difficult part is making all of these different types of nodes and setting their instructions - as you will more than likely have a handful along with a few dozen one-offs. The good part is that it can take care of a lot of heavy lifting your AI needs to do in order to traverse the environment because it no longer needs to "see" the environment, it just needs to react to these nodes based on state. The other good part is that as you create geometry - you can set the most commonly used nodes as prefab items on arbitrary platforms, ground, falls, etc.


I pretty much dislike the first method due to it's insanity to make something so self contained with the enormous amount of checks that need to be done and the ability to freely recognize the environment without nodes or a navmesh. Plus I'm quite sure my skills are not up to the task, sadly. Given a few weeks I can probably nail that method down, but I would ultimately like something that is more flexible as the first method would literally have to tie in with combat routines which are particular to only 1 type of enemy. So reusing that system would mean an overhaul almost every time.

I believe my best method is to go with the 3rd option. A* in method 2 is really nice, but I feel I would be diving into a headache trying to write an A* system for 2D platforming.

What about everyone else? What would you think would be the most flexible from creation and implementation?
 

bsp

Member
got some new art done over the last couple days, mainly redoing the hotel lobby entrance

before (to be fair this is actually a bit older but the best representation of previous entrance)
29412fb30b.jpg

the hotel wasn't initially designed with a 50s american tiki/polynesian theme in mind but more generic "tropical maybe idk" so looking back it's pretty dang trash.
after
inPTm7hdBj7n9.PNG

ty mush for rock help

working on a little something under the bridge as well..
31129544b0.gif
 

WanderingWind

Mecklemore Is My Favorite Wrapper
got some new art done over the last couple days, mainly redoing the hotel lobby entrance

before (to be fair this is actually a bit older but the best representation of previous entrance)
29412fb30b.jpg

the hotel wasn't initially designed with a 50s american tiki/polynesian theme in mind but more generic "tropical maybe idk" so looking back it's pretty dang trash.
after
inPTm7hdBj7n9.PNG

ty mush for rock help

working on a little something under the bridge as well..
31129544b0.gif

I wish you were my artist.
 
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