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

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Dynamite Shikoku

Congratulations, you really deserve it!
My goal this year is to learn to draw. I know this has been asked a thousand times, but can anyone recommend good books for learning to draw cartoon style characters and/or coloring using photoshop?
 

Davision

Neo Member
Do any 3d modeling programs have strong touch/tablet support, preferably being able to use it without a mouse or keyboard?

Also are any of them cheap

3D modeling programs are usually very complex and using hotkeys is the way to go, I doubt there is anything decent that lets you control everything with a tablet. If you want that because you like something that is easier when you have a traditional art background Sculptris is great. It basically is sculpting like Zbrush but more simplefied and it is free. But don't expect to get game ready assets out of it and sculpting is not really modeling.

Stage Presence will be on Steam in just over a month so I made a bunch of gifs to celebrate!

In-game Twitch chat support so streamers can communicate with their viewers when playing in VR!
khcam2t.gif


Pretty pleased with the rain clouds that roll in when the player starts doing badly
1T0HrBa.gif


Then there's the timeless classic of the player getting hit in the face by a bottle of warm piss while someone tries to shine a laser in their eyes
IGSytI7.gif

Does that mean viewers in Twitch can throw stuff at the player if they are displeased? Does it work over Twitch chat commands that result in those crowd actions? Would be very cool but it might easily rain thrown things at the player.
 
Thanks for the kind words about Stage Presence everyone! Really given me a boost in depths of pre-launch panic.

Does that mean viewers in Twitch can throw stuff at the player if they are displeased? Does it work over Twitch chat commands that result in those crowd actions? Would be very cool but it might easily rain thrown things at the player.

That's an awesome idea! At the moment Twitch viewers can only chat but it'd be relatively easy to make the game intermittently trigger polls that the viewers could vote on to cause good or bad things to happen to the streamer! What a great idea, I'll take a look into implementing it :D thanks!
 

Pehesse

Member
My goal this year is to learn to draw. I know this has been asked a thousand times, but can anyone recommend good books for learning to draw cartoon style characters and/or coloring using photoshop?

Opinions on that topic may vary, but I'd recommend *not* referring to any kind of book, and learn instead through live drawing. It's very simple, too: pick any kind of paper/notebook you have handy, and just start drawing whatever and whoever's around you, no need to even leave the house (though that'll come in handy eventually to develop your mental catalogue of shapes further).

Once you've got a solid life drawing practice, you basically don't need any other kind of guide, you'll be able to pick and choose your references through images you like/random google searches, and know what you need to focus on. The one mistake amateur drawers make is try to learn through referencing (or worse, tracing! Never trace!) other's work (and yes, indeed, guidebooks fall into that as well), because all of those contain images produced through the lens of someone else's perception, meaning you will unwinttingly be learning someone else's mannerisms and symbolisms, which will ultimately lead to you not knowing how to draw properly (namely, anatomy and basic spacial representation, but also plenty of other stuff).

So my advice: start with the basics, as dull as this may sound, and practice every day, those are really the only two elements you need to go anywhere you want, drawing-wise!

(I've written much more in depth PMs to a few people on this very topic recently with exercice ideas and details about the benefits of each. If you're interested, I can resend them to you!)

I'm a bit afraid to sound like a broken record at this point, but I also fear it can't be stressed enough, as I see and hear more and more people wanting to find shortcuts to learn how to draw or a similar idea. There are no such things.

Drawing is a skill you need to learn and eventually master through the study and repetition of fundamentals. Much like you need to practice chords for music, or learn basic arithmetics before moving to complex equations, you need to have a solid grasp on the basics, ie: have a solid mental catalogue of shapes, a sense for anatomy, lighting and spacial representation for both figures and objects, and notions of motion for posing - ideally, all of these to know how to "draw anything", and only focusing on what you want/need if you have limited time and are only interested in a specific area - to get anywhere art wise. Any kind of shortcut to "gain time" will only make your work suffer in the long term.
I say all this, since you mention you want to focus on "cartoon" characters: keep in mind that drawing in any kind of stylisation demands to understand a naturalistic representation of things, otherwise you don't know why you/someone else stylizes the way they do. It may be a tired cliché, but it bears repeating: Picasso didn't start with cubism, he went there because he explored everything naturalist representation had to offer him at an age where most of us barely manage figurative doodles.

The good news is, once you have a solid understanding of the basics, you're basically free to go anywhere you like (and expand your horizons much, much further than you originally might have thought), and as long as you keep practicing, you can only move forward :)

(and final word regarding photoshop/tools in general: tools don't make the artist. Once you know how to draw what you want, it doesn't matter what you use. Most software have the same core principles, what changes are generally computation algorithms to get more efficient results on such or such effects, and keyboard shortcuts. Live drawing won't help you with Photoshop, true, but learning Photoshop won't help you draw, either. Focus on the basics for a few months, and you'll find you can do pretty much anything you want using anything you like. If you still need help at that point, you'll have much more detailed and precise questions that'll allow for guided answers relating to specific software usage. As it stands, if you're starting out (and oftentimes, even if not) I'd recommend against using software at all)
 

Misha

Banned
3D modeling programs are usually very complex and using hotkeys is the way to go, I doubt there is anything decent that lets you control everything with a tablet. If you want that because you like something that is easier when you have a traditional art background Sculptris is great. It basically is sculpting like Zbrush but more simplefied and it is free. But don't expect to get game ready assets out of it and sculpting is not really modeling.

that's disappointing but really not surprising. I don't mind the method of modeling I tried with blender so far but I just can't stand the input methods. I really don't feel comfortable doing anything remotely accurate with the mouse and its frustrating to try to reposition my hand on the keyboard while maintaining the position the mouse is in (yes I suck at a lot of games haha)
 

thomasmahler

Moon Studios
Do any 3d modeling programs have strong touch/tablet support, preferably being able to use it without a mouse or keyboard?

Also are any of them cheap

I always use Maya with a tablet. Thanks to marking menus and my own personal preferences, it's AMAZING. Maya was designed for tablet inputs, it features pressure sensitivity early on, it helps a ton with skinning, the sculpting tools it has, etc. - Keep in mind that vanilla Maya is pretty garbage, but you can customize the hell out of it to fit whatever way you like to work.
 

Retro

Member
My goal this year is to learn to draw. I know this has been asked a thousand times, but can anyone recommend good books for learning to draw cartoon style characters and/or coloring using photoshop?

I'll echo Pehesse's comment (with a slight divergence) and recommend you learn just straight up drawing instead of trying to pick up or mimic any specific style. Cartoon-style drawing and animation is rooted in taking the ordinary and making it extraordinary (for example, exaggerated squash and stretch is more effective if you understand what natural features you're exaggerating to cartoonish effect) so the fundamentals are important.

I will recommend one book, however; Drawing on the Right Side of the Brain. It's not so much about learning to draw as it is learning to see, teaching yourself how to look at the world and spacial relationships in a way that makes them easier to translate to 2-D space. It's not a silver bullet and it absolutely will not make you an amazing artist overnight (nothing will) but it can be a huge help if you're struggling to "see" concepts like negative space, foreshortening, etc.

Otherwise, Pehesse has it 100% right; it's a skill just like anything else, and anyone who insists it's "just something you're born with" is just trying to be a special snowflake. Anyone can learn to draw. I'll also echo their comment on tools; nothing gets a chuckle like seeing someone break out the $10 box of Ebony pencils and Moleskin sketchbook for an absolute beginners class. Photoshop is non-essential and you can get by with stuff like GIMP just fine, but really, start with pencil and paper first.

Edit: And don't forget to practice. I fell out of the habit a few years back and it's amazing how quickly things fell off.
 

Misha

Banned
I always use Maya with a tablet. Thanks to marking menus and my own personal preferences, it's AMAZING. Maya was designed for tablet inputs, it features pressure sensitivity early on, it helps a ton with skinning, the sculpting tools it has, etc. - Keep in mind that vanilla Maya is pretty garbage, but you can customize the hell out of it to fit whatever way you like to work.

Maya is just a little bit too expensive for me but I found an addon for Blender that should do it. Probably should have done a bit of a better job searching before coming on here tbf
 

anteevy

Member
That's an awesome idea! At the moment Twitch viewers can only chat but it'd be relatively easy to make the game intermittently trigger polls that the viewers could vote on to cause good or bad things to happen to the streamer! What a great idea, I'll take a look into implementing it :D thanks!
Definitely do that! Streamers love that kind of interaction with their audience and if you implement something like this, it'll give them even more reasons to stream your game. Looks awesome btw. :)
 

Dynamite Shikoku

Congratulations, you really deserve it!
Opinions on that topic may vary, but I'd recommend *not* referring to any kind of book, and learn instead through live drawing. It's very simple, too: pick any kind of paper/notebook you have handy, and just start drawing whatever and whoever's around you, no need to even leave the house (though that'll come in handy eventually to develop your mental catalogue of shapes further).

Once you've got a solid life drawing practice, you basically don't need any other kind of guide, you'll be able to pick and choose your references through images you like/random google searches, and know what you need to focus on. The one mistake amateur drawers make is try to learn through referencing (or worse, tracing! Never trace!) other's work (and yes, indeed, guidebooks fall into that as well), because all of those contain images produced through the lens of someone else's perception, meaning you will unwinttingly be learning someone else's mannerisms and symbolisms, which will ultimately lead to you not knowing how to draw properly (namely, anatomy and basic spacial representation, but also plenty of other stuff).

So my advice: start with the basics, as dull as this may sound, and practice every day, those are really the only two elements you need to go anywhere you want, drawing-wise!

(I've written much more in depth PMs to a few people on this very topic recently with exercice ideas and details about the benefits of each. If you're interested, I can resend them to you!)

I'm a bit afraid to sound like a broken record at this point, but I also fear it can't be stressed enough, as I see and hear more and more people wanting to find shortcuts to learn how to draw or a similar idea. There are no such things.

Drawing is a skill you need to learn and eventually master through the study and repetition of fundamentals. Much like you need to practice chords for music, or learn basic arithmetics before moving to complex equations, you need to have a solid grasp on the basics, ie: have a solid mental catalogue of shapes, a sense for anatomy, lighting and spacial representation for both figures and objects, and notions of motion for posing - ideally, all of these to know how to "draw anything", and only focusing on what you want/need if you have limited time and are only interested in a specific area - to get anywhere art wise. Any kind of shortcut to "gain time" will only make your work suffer in the long term.
I say all this, since you mention you want to focus on "cartoon" characters: keep in mind that drawing in any kind of stylisation demands to understand a naturalistic representation of things, otherwise you don't know why you/someone else stylizes the way they do. It may be a tired cliché, but it bears repeating: Picasso didn't start with cubism, he went there because he explored everything naturalist representation had to offer him at an age where most of us barely manage figurative doodles.

The good news is, once you have a solid understanding of the basics, you're basically free to go anywhere you like (and expand your horizons much, much further than you originally might have thought), and as long as you keep practicing, you can only move forward :)

(and final word regarding photoshop/tools in general: tools don't make the artist. Once you know how to draw what you want, it doesn't matter what you use. Most software have the same core principles, what changes are generally computation algorithms to get more efficient results on such or such effects, and keyboard shortcuts. Live drawing won't help you with Photoshop, true, but learning Photoshop won't help you draw, either. Focus on the basics for a few months, and you'll find you can do pretty much anything you want using anything you like. If you still need help at that point, you'll have much more detailed and precise questions that'll allow for guided answers relating to specific software usage. As it stands, if you're starting out (and oftentimes, even if not) I'd recommend against using software at all)

Thanks for the post. And yeah I'd definitely be interested in getting those exercise ideas. Right now I can't draw more than stick figures.

I'll echo Pehesse's comment (with a slight divergence) and recommend you learn just straight up drawing instead of trying to pick up or mimic any specific style. Cartoon-style drawing and animation is rooted in taking the ordinary and making it extraordinary (for example, exaggerated squash and stretch is more effective if you understand what natural features you're exaggerating to cartoonish effect) so the fundamentals are important.

I will recommend one book, however; Drawing on the Right Side of the Brain. It's not so much about learning to draw as it is learning to see, teaching yourself how to look at the world and spacial relationships in a way that makes them easier to translate to 2-D space. It's not a silver bullet and it absolutely will not make you an amazing artist overnight (nothing will) but it can be a huge help if you're struggling to "see" concepts like negative space, foreshortening, etc.

Otherwise, Pehesse has it 100% right; it's a skill just like anything else, and anyone who insists it's "just something you're born with" is just trying to be a special snowflake. Anyone can learn to draw. I'll also echo their comment on tools; nothing gets a chuckle like seeing someone break out the $10 box of Ebony pencils and Moleskin sketchbook for an absolute beginners class. Photoshop is non-essential and you can get by with stuff like GIMP just fine, but really, start with pencil and paper first.

Edit: And don't forget to practice. I fell out of the habit a few years back and it's amazing how quickly things fell off.

Thank you too. I'll have a look at that book.
 
Little late for screenshotsaturday but whatever!

Spent the weekend getting the basic version of all my items working and a radial menu to select those


https://gfycat.com/BigInsignificantBellfrog < climbing gear, grapple hook, grenades + jetpack

https://gfycat.com/BeautifulExhaustedConey < Speed boots
Looks great! Might I ask how you're learning/teaching yourself UE4? I'm on video 33 of 208 in a YouTube tutorial playlist, but always looking for any advice since I'm early on.
 

Blizzard

Banned
Opinions on that topic may vary, but I'd recommend *not* referring to any kind of book, and learn instead through live drawing. It's very simple, too: pick any kind of paper/notebook you have handy, and just start drawing whatever and whoever's around you, no need to even leave the house (though that'll come in handy eventually to develop your mental catalogue of shapes further).
Thanks for your recent posts and such. They have been very helpful. I suppose one thing I fear is that if I start drawing things without studying for example, Drawing on the Right Side of your Brain (I already own it), I may embed my own horrible habits.

Imagine I know nothing of perspective. If I practice every day drawing things in my house, without knowing any better, do you feel it will hurt me because I might make bad habits about perspective etc.? I mean this as an honest question, since it is a concern of mine.

I say all this, since you mention you want to focus on "cartoon" characters: keep in mind that drawing in any kind of stylisation demands to understand a naturalistic representation of things, otherwise you don't know why you/someone else stylizes the way they do. It may be a tired cliché, but it bears repeating: Picasso didn't start with cubism, he went there because he explored everything naturalist representation had to offer him at an age where most of us barely manage figurative doodles.
I googled this to see, and it is interesting! Here is an early Picasso painting looking surprisingly normal.

 

klaas

Neo Member
My goal this year is to learn to draw. I know this has been asked a thousand times, but can anyone recommend good books for learning to draw cartoon style characters and/or coloring using photoshop?

I completely agree with Pehesse and Retro. It's all just practise at the end of the day. Get a little notebook that you can bust out whenever you have some down time.

Drawing on the right-side of the brain has a lot of neuro-mumbo-jumbo in it that I don't believe (left-side vs right-side), but it nails the fact that in order to keep you alive, you don't see things, you just mentally represent them, reduce them to an idea, not a visual image. It does a great job of getting you to actually look and see! It sounds stupid, and completely redundant, but it's definitely worth the investment in time of doing all the exercises.

Buuuuuut ... you want to draw cartoons! And that needs it's own set of skills too. I recommend reading John Kricfalusi's blog (ooh! this too), he's the guy that founded SpumCo, the guys that did Ren and Stimpy. Cartoons still use all of the very important and useful stuff that Pehesse and Retro talk about ... and then some. Mainly construction, also construction, and then some more construction! Cartoons give you the opportunity to redesign the figure in the way that has most impact and clarity.

The most important thing though, is just to have fun with it. That way it's no bother whipping out a pen and jotting something down, even for a couple minutes. I think it's important to try to improve, but don't try to make everything perfect, do a drawing, learn from it, do another one!
 

Pehesse

Member
Thanks for the post. And yeah I'd definitely be interested in getting those exercise ideas. Right now I can't draw more than stick figures.

I'll rephrase/resend you the PMs' exerices ideas then, else it'd just end up into another massive wall o' text here!

Imagine I know nothing of perspective. If I practice every day drawing things in my house, without knowing any better, do you feel it will hurt me because I might make bad habits about perspective etc.? I mean this as an honest question, since it is a concern of mine.

Fair question! In truth, I don't think you should worry about it. Perspective, in and of itself, is another construct, a set of rules to help understand and interpret what our eyes see. If you focus on learning to represent what your eyes actually "see" (and not what you think they see - one of the finer points of interest that make it all sound like mystical mumbo jumbo, but is actually the most important thing you'll learn), you'll naturally develop an understanding close to what's actually perspective. The rules of perspective only solidify what you'll come to understand by yourself. You can't "learn perspective wrong". You only learn to see it, or something close to it (lots more could be said, but you'll forgive me for shortening that thought for brevity). If you do it wrong, it's because you learn some of the rules, and try to apply them without understanding why they apply. So no: draw what you see, without fearing the end result, and you'll pick it up eventually.

("Fearing the result" is another important notion: most of us will go through sacralizing notebooks, or fearing the blank page, or thinking the end result will be poor while live drawing. Don't! The goal of those exercices is not to make pretty drawings, it's to train your hand/brain/eye connections. Cover your paper in drawings, draw over older ones, tear up your sketches once you're done - anything to learn to overcome this specific brand of anxiety.)

I googled this to see, and it is interesting! Here is an early Picasso painting looking surprisingly normal.

I know, right? If you ever get the chance to visit the Picasso Museum in Malaga, it's quite mindblowing. Here's some more stuff from when he was 14:
communion-ag.jpg

You can easily see why he'd get bored with that after a while :-D

I'll echo Pehesse's comment (with a slight divergence) and recommend you learn just straight up drawing instead of trying to pick up or mimic any specific style. Cartoon-style drawing and animation is rooted in taking the ordinary and making it extraordinary (for example, exaggerated squash and stretch is more effective if you understand what natural features you're exaggerating to cartoonish effect) so the fundamentals are important.

I will recommend one book, however; Drawing on the Right Side of the Brain. It's not so much about learning to draw as it is learning to see, teaching yourself how to look at the world and spacial relationships in a way that makes them easier to translate to 2-D space. It's not a silver bullet and it absolutely will not make you an amazing artist overnight (nothing will) but it can be a huge help if you're struggling to "see" concepts like negative space, foreshortening, etc.

Otherwise, Pehesse has it 100% right; it's a skill just like anything else, and anyone who insists it's "just something you're born with" is just trying to be a special snowflake. Anyone can learn to draw. I'll also echo their comment on tools; nothing gets a chuckle like seeing someone break out the $10 box of Ebony pencils and Moleskin sketchbook for an absolute beginners class. Photoshop is non-essential and you can get by with stuff like GIMP just fine, but really, start with pencil and paper first.

Edit: And don't forget to practice. I fell out of the habit a few years back and it's amazing how quickly things fell off.

I completely agree with Pehesse and Retro. It's all just practise at the end of the day. Get a little notebook that you can bust out whenever you have some down time.

Drawing on the right-side of the brain has a lot of neuro-mumbo-jumbo in it that I don't believe (left-side vs right-side), but it nails the fact that in order to keep you alive, you don't see things, you just mentally represent them, reduce them to an idea, not a visual image. It does a great job of getting you to actually look and see! It sounds stupid, and completely redundant, but it's definitely worth the investment in time of doing all the exercises.

Buuuuuut ... you want to draw cartoons! And that needs it's own set of skills too. I recommend reading John Kricfalusi's blog (ooh! this too), he's the guy that founded SpumCo, the guys that did Ren and Stimpy. Cartoons still use all of the very important and useful stuff that Pehesse and Retro talk about ... and then some. Mainly construction, also construction, and then some more construction! Cartoons give you the opportunity to redesign the figure in the way that has most impact and clarity.

The most important thing though, is just to have fun with it. That way it's no bother whipping out a pen and jotting something down, even for a couple minutes. I think it's important to try to improve, but don't try to make everything perfect, do a drawing, learn from it, do another one!

Agree with those, too! Thanks for the additions and other arguments!
 
Posted an original version awhile back but I disliked it so I just touched it up aka actually adding shading so it doesn't look like pure crap.

nqspLnS.gif


Cute or nah?

It's a little on the scary side @_@ needs a little bit of fluffing up to be cute, I think. Red eyes and teeth are usually a hard sell for cute.

Stage Presence will be on Steam in just over a month so I made a bunch of gifs to celebrate!

In-game Twitch chat support so streamers can communicate with their viewers when playing in VR!
khcam2t.gif


Pretty pleased with the rain clouds that roll in when the player starts doing badly
1T0HrBa.gif


Then there's the timeless classic of the player getting hit in the face by a bottle of warm piss while someone tries to shine a laser in their eyes
IGSytI7.gif


This all looks amazing, I just googled your game and this sounds hilarious. Listening to you sing your game's features cracked me up. https://www.youtube.com/watch?v=3S5Dp19mPp8 (posting the link for anyone else like me who came late to the party)
 

Elitist1945

Member
Watched Blade Runner again recently and have been listening to the soundtrack a lot which is making me want to make a Blade Runner-esque game. There doesn't seem to be very many games like that...other than Cyberpunk 2077 but who knows when that'll come out lol.
 

Blizzard

Banned
Watched Blade Runner again recently and have been listening to the soundtrack a lot which is making me want to make a Blade Runner-esque game. There doesn't seem to be very many games like that...other than Cyberpunk 2077 but who knows when that'll come out lol.
There may be a few adventure games or overhead RPGs, e.g. Shadowrun Returns.
 

asa

Member
This all looks amazing, I just googled your game and this sounds hilarious. Listening to you sing your game's features cracked me up. https://www.youtube.com/watch?v=3S5Dp19mPp8 (posting the link for anyone else like me who came late to the party)

Hah seeing this video made all the difference, I had now idea what you do in the game from the screenshots. This looks way better than just rockband/guitar hero VR impression i got from the screens. It could be super fun in multiplayer!
 
This all looks amazing, I just googled your game and this sounds hilarious. Listening to you sing your game's features cracked me up. https://www.youtube.com/watch?v=3S5Dp19mPp8 (posting the link for anyone else like me who came late to the party)

haha thanks man! That video is super old and it pains me to look at all the old broken things in that vid but glad you enjoyed it, I'm going to cut a new version of it for the launch, people seem to enjoy watching me wail like an idiot!

Hah seeing this video made all the difference, I had now idea what you do in the game from the screenshots. This looks way better than just rockband/guitar hero VR impression i got from the screens. It could be super fun in multiplayer!

Yeah, I made the video for that very reason - when I launched on Greenlight no one had any idea what the game actually was so I had to make a gameplay video to explain it. It's something I'm still struggling with - I'm working on the launch trailer with a super talented trailer guy and we're both a bit stumped on how to explain what the game actually is in a snappy <1 minute trailer. If anyone has any thoughts on how to do that, please let me know :)
 

Dascu

Member

Malebolgia running on a WiiU devkit thanks to the help of Garret Varrin (Shutshimi team member) who also did the Mac port for Steam.

We'll see if we run into big issues that require a more substantial overhaul, but otherwise the port might happen after all. I do fear there will be problems with loading and RAM limitations though.

On that note, any experience here with publishing for the WiiU eShop? In terms of how long the process took, how difficult all the paperwork is, ratings, and ultimately whether or not you thought it was a good time/money investment.
 

Airan

Member
I built a new PC last year, and last weekend I got around to trying to launch my Unity 5 project that's been dormant for 6 months and make it 'functionally complete' to include as a example project in my job hunt.

First up, due to working on a Unity 4 webcourse I forgot I was using U4 so when I was launching the project it asked if I wanted to convert it. Only when faced with a barrage of error messages did I check the version of the editor. Whups.

Downloaded U5, got it running, faced a similar torrent of errors. Deleted /library as per internet suggestions, didn't help. Spent almost half a day trying to move scripts in and out with no luck. Turns out that I had to set API compatibility to .NET 2.0 and all the scripts started to compile once more. Hurrah!

Now I have to re-link variables via Inspector for each and every fucking script that has variables. That'll teach me to use the Inspector. :/
 

DNAbro

Member
What functionality are you looking for?

I want to be able to interact with something and then a dialogue box shows up, text to be able to appear letter by letter, at certain portions be able to make simple choices that effect what pops up, and also to be to change what is displayed depending on how many times you interact with something.

I've been trying to find a good guide and I found some simple ones, but I'm just wondering if there is a really good one somewhere. Curious about the best way to store text, access it, etc.
 

LordRaptor

Member
I want to be able to interact with something and then a dialogue box shows up, text to be able to appear letter by letter, at certain portions be able to make simple choices that effect what pops up, and also to be to change what is displayed depending on how many times you interact with something.

I've been trying to find a good guide and I found some simple ones, but I'm just wondering if there is a really good one somewhere.

Have you looked at Fungus?
Its primarily designed for making visual novels, but does everything you've listed as a 'want' and its pretty easy to integrate into a standard scene
 

DNAbro

Member
Have you looked at Fungus?
Its primarily designed for making visual novels, but does everything you've listed as a 'want' and its pretty easy to integrate into a standard scene

Thanks, I'll take a look at it. Even if I don't end up using it, looking at the code might help. Would still like to see if there is a good tutorial to build my own system though.
 

LordRaptor

Member
Thanks, I'll take a look at it. Even if I don't end up using it, looking at the code might help. Would still like to see if there is a good tutorial to build my own system though.

Well there's a Unity tutorial for generic modal interfaces which would do 90% of what you want, tracking a variable and changing text accordingly would probably be best just as a switch case statement (pseudocode)
Code:
// check dialogue progress
switch (var)
{
case 0:
return "Hello we've just met";
case 1:
return "We've met once before";
default:
return "We've met " +var "times now"
}

typewriter text effect - and I figure there will be code snippets for this online somewhere with a search - would just be getting the source string you want to display and using a string.length while loop / coroutine to keep adding characters to a display string
 
Yeah, I made the video for that very reason - when I launched on Greenlight no one had any idea what the game actually was so I had to make a gameplay video to explain it. It's something I'm still struggling with - I'm working on the launch trailer with a super talented trailer guy and we're both a bit stumped on how to explain what the game actually is in a snappy <1 minute trailer. If anyone has any thoughts on how to do that, please let me know :)
Yeah, I know how that is. It's nice that a lot of games can just show some game footage and be fairly apparent to most viewers, but if you're making one of those more unusual games that's not as easy to compare to existing stuff it can be hard to work out a way of explaining it without feeling like you're making a video tutorial or being boring XD

Hi guys!
Today (FINALLY) Super Helmets on Fire DX was released on Steam (thank god lol).
http://store.steampowered.com/app/429200/
I leave here for my fellow dev gaf members, 3 keys for the game (you can get them by quoting me to see the keys behind the email tags)



I anyone more wants one and the 3 are already used, just tell me here and will try to get more.
Congrats! :D

Hey there. Spent the weekend on improving my Substance Designer skills. I have to say SD is an awesome tool for tiling textures and I am starting to like it's ways.
Looks good! I really wish I could play about with substance but I'll have to wait until I get some income :eek:

Waii! Congrats! :D
 
Thanks, I'll take a look at it. Even if I don't end up using it, looking at the code might help. Would still like to see if there is a good tutorial to build my own system though.
Building your own system would be simply checking to see which conditions have been either met or certain conditions passed (like incremental) and changing the state of the dialogue based on those conditions.

Or are you looking to just have a robust drag-n-drop system that can be used for everything?

They aren't hard to make on your own but those are usually case-by-case so they take time and if your game has a lot of dialogue then i'd say go for a prebuilt. If you are just using back and forth dialogue in only a few places I'd sooner save money and take the 20 minutes with each case to write your own.
 

DNAbro

Member
Thanks guys. I wanted to build something small in the game I'm currently working on in order to understand and expand it later for a future project.
 

Pehesse

Member
Congrats on the releases, guys!

Thanks guys. I wanted to build something small in the game I'm currently working on in order to understand and expand it later for a future project.

This is probably overkill for your purposes, but I happened to be researching dialogue/quest options (amongst other things) for our next game and I'm leaning towards the Dialogue System asset. It seems to be very customizable, source is included and the tools look simple enough that even designers should be able to cope with them. :p
 
You having trouble with it?
GM: Studios HTML5 plain sucks. I tried to ran our game with it on WiiU and couldn't do anything. Same for regular browsers.

I don't have the HTML5 module, and have heard from people it isn't great as a method to port to Wii U. Despite that, I've heard of devs porting their games to Wii U from GM:S with some success. Wonder through what methods.
 

mStudios

Member
I don't have the HTML5 module, and have heard from people it isn't great as a method to port to Wii U. Despite that, I've heard of devs porting their games to Wii U from GM:S with some success. Wonder through what methods.

We ported most of the WiiU library to Gamemaker.
But there a few issues:
-If you have external files, forget about it.
-Shaders? Forget about it
-Blend? Forget about it.
-An Action game with stable FPS? forget about it.

The game has to be as simple as possible
 
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