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

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lol physics

Looks about right to me.

Then again, I base all of my physics on L.A. Noire.
WkQm1dt.gif
 
Some suggestions for snowflake effect: slow them down and make few different layers, then randomise the x speed, create few sudden spikes in y + x speed to simulate gust of wind type of effect. Anyways, looking good, keep it up!
Thanks - does this look any better?

ZfIt33a.gif
 
I've been playing a lot of SFV lately, so decided to try using PixelRender to 'demake' Ryu + Ken. Now I want to make a fighting game like this!

dvho7BX.jpg

fgIGAzn.jpg

Very cool. The guy I'm currently working with and I have been discussing experimenting with sprite-style like this (originally here, but then the guy's site went down) as well, with bits and pieces of your solution, but it's apparent the major problem with this sort of visual approach is that you lose a lot of detail, especially with at least relatively realistically proportioned facial details, as evident in those screens, which become impossible to discern at large distances, with no manual sprite-work to compensate for distance. Larger, more broad details are much easier, but only to an extent. It's certainly a conundrum, because it's a very interesting style.

oy vey importing Spine animations in Unity is huge pain in the ass. There are like twenty times as many steps as in GameMaker. Hopefully it gets quicker the more I get used to it.

lol physics
https://zippy.gfycat.com/FlatSardonicJerboa.webm

I'd honestly recommend the CharacterController2D thing, actually pretty easy to set up and get started with, and also pretty versatile. Not quite perfect, but it will get the job done.

If you weren't using 2D physics, I'd honestly would've recommended the Super Character Controller as well.
 
You lose or gain stamina depending on where you are on the beast. If you're mostly on top of it, you will slowly gain stamina. If you're hanging on its underbelly, you will slowly lose stamina.

When the beast shakes (like it does at the end of the .gif), you will lose some stamina. The size of the stamina loss can be different depending on where you are on the body of the beast at the time of the shake.

So you will have to careful in deciding where you want to move, where you want to stick around, when to use stamina for an attack, and so on. If you're out of stamina, you fall down. If the beast does a shake and you don't have enough stamina to hold on, you will get thrown off (and maybe take some damage?).

A lot of this is still up to extensive playtesting. But that's how I envisage it at the moment. I think it also means that a good and patient player should be able to do a lot of damage and maybe even kill the beast in one climb. I could also take the Shadow of the Colossus route and put in some shakes that always knock the player down, if I think it's "too easy"...
Cool :3 One thing I always kind of liked was that you had to let go to regain stamina in SotC so even if you were on top of something you still had to gamble by letting go and risking instant dismount if they shook, it made it feel scary to go for XD

Thanks - does this look any better?

ZfIt33a.gif
wow, that looks great :D
Not related to the snow but I like how you've done the fire and smoke on the cooking spit, though now that I dwell on it, if there's enough air current to make the snow fall sideways, the flame/smoke should be getting pushed by it too :p

Man hitting a wall with stuff really sucks it out of you. Hard to keep going sometimes :(
Yup yup. Sometimes it's over stuff that nobody playing the game will notice/value as much as you will too but you're too close to realise it, but regardless of the cause it's always disheartening when it happens.
 
Thanks!

Here's another gif showing how things can go wrong very quickly.

giQ4naS.gif


(Archer sees explosive barrel being thrown, tracks up to where the barrel was thrown from, sees player, fires arrow, arrow catches on fire, which ignites the other explosive barrel...and you see the rest.)
 

Pehesse

Member
Thanks!

Here's another gif showing how things can go wrong very quickly.

giQ4naS.gif


(Archer sees explosive barrel being thrown, tracks up to where the barrel was thrown from, sees player, fires arrow, arrow catches on fire, which ignites the other explosive barrel...and you see the rest.)

This looks way more fun than the latest 2D Assassin's Creed games! Very cool!
 
Thanks!

Here's another gif showing how things can go wrong very quickly.

giQ4naS.gif


(Archer sees explosive barrel being thrown, tracks up to where the barrel was thrown from, sees player, fires arrow, arrow catches on fire, which ignites the other explosive barrel...and you see the rest.)
Nice!

Some notes though: The full words appearing one by one when someone speaks seems a bit odd. I've always preferred the letter-by-letter approach personally. Also, I assume the player character will stop talking about oil after they're not holding it anymore? :3

I love how the fire glare and smoke help transform the scene from the previously tranquil wood to a blazing inferno, it's really effective :D
 
I do believe that would sail through Greenlight XD

Sad but true.... I dunno where I stand about these "simulator" games. Surgeon Sim was great, Goat Sim was pretty funny, but now it feels as though it's a "free pass" to make something that is kinda low-effort, or frankly just doesn't work, but still make some money from it... Oh well, guess that's the free market for ya.

Anyway, this Sunday has been pretty productive for me! I'd had a replay system working in my game for a good long while now, but I hadn't yet actually hooked it up to the game-flow. But now you can see all your lovely mistakes when you finish a level.


Here's a Gfy :)
 

anteevy

Member
Has anyone experience with connecting UE4 to Twitch chat (or generally IRC chat)? I'm surprised I can't find anything on that topic. Guess I have to do everything by myself with C++, which will take a while. :(
 
Sad but true.... I dunno where I stand about these "simulator" games. Surgeon Sim was great, Goat Sim was pretty funny, but now it feels as though it's a "free pass" to make something that is kinda low-effort, or frankly just doesn't work, but still make some money from it... Oh well, guess that's the free market for ya.

Anyway, this Sunday has been pretty productive for me! I'd had a replay system working in my game for a good long while now, but I hadn't yet actually hooked it up to the game-flow. But now you can see all your lovely mistakes when you finish a level.


Here's a Gfy :)
I'm going to make a Simulator Simulator.

Y'ALL CAN'T STOP ME!

Gonna have the genre on lock.
 
Has anyone experience with connecting UE4 to Twitch chat (or generally IRC chat)? I'm surprised I can't find anything on that topic. Guess I have to do everything by myself with C++, which will take a while. :(

I was going to try something using fusion by having an irc client like mirc connected to chat and saving a text log file every 10 seconds, then I would use my game to check the last set of text lines every 10 seconds for key words and respond in-game somehow, I never fully tried it though.

If you can read a text file and pull data from that maybe try it with that method to start with before jumping into the deeper stuff, maybe?
 

amanset

Member

anteevy

Member
I was going to try something using fusion by having an irc client like mirc connected to chat and saving a text log file every 10 seconds, then I would use my game to check the last set of text lines every 10 seconds for key words and respond in-game somehow, I never fully tried it though.

If you can read a text file and pull data from that maybe try it with that method to start with before jumping into the deeper stuff, maybe?
Thanks for the reply. :) Yeah, in the end it's gonna be parsing the chat log regularly for key words. But first I need to connect to the chat with an OAUTH token and stuff - I've never done something like this and hoped that there are at least some resources to get this running.
 
Package it as "Platformer Simulator 2016" and you're golden!

Hahaha this is too funny ♥

I'd honestly recommend the CharacterController2D thing, actually pretty easy to set up and get started with, and also pretty versatile. Not quite perfect, but it will get the job done.

If you weren't using 2D physics, I'd honestly would've recommended the Super Character Controller as well.

I'll take a look at both of them. I'm not married to the physics engine, just want the game to perform well. Thanks for the recommendations!

Super realistic!

You probably figured it out already, but you can just freeze the Z-axis rotation under the constraints properties of the Rigidbody2D component on your character.

I did, but thank you!


Thanks - does this look any better?

ZfIt33a.gif

Wow, that's incredible! I think you knocked it out of the park. :)
 

kode80

Neo Member
Very cool. The guy I'm currently working with and I have been discussing experimenting with sprite-style like this (originally here, but then the guy's site went down) as well, with bits and pieces of your solution, but it's apparent the major problem with this sort of visual approach is that you lose a lot of detail, especially with at least relatively realistically proportioned facial details, as evident in those screens, which become impossible to discern at large distances, with no manual sprite-work to compensate for distance. Larger, more broad details are much easier, but only to an extent. It's certainly a conundrum, because it's a very interesting style.
Yup, raw texture detail gets lost at distances due to the point sampling, although you can beat that to a large extent by making sure you cut the geometry so that these details have their own UVs.

Something else I'm looking into is depth/importance based sub-scaling. For example, you define the eye geometry as 'important' and then the shader scales up by a certain amount based on depth. Essentially doing what a pixel artist would do - accentuating details that would be lost at the target scale/resolution.
 

ephemeral

Member
Very cool. The guy I'm currently working with and I have been discussing experimenting with sprite-style like this (originally here, but then the guy's site went down) as well, with bits and pieces of your solution, but it's apparent the major problem with this sort of visual approach is that you lose a lot of detail, especially with at least relatively realistically proportioned facial details, as evident in those screens, which become impossible to discern at large distances, with no manual sprite-work to compensate for distance. Larger, more broad details are much easier, but only to an extent. It's certainly a conundrum, because it's a very interesting style.



I'd honestly recommend the CharacterController2D thing, actually pretty easy to set up and get started with, and also pretty versatile. Not quite perfect, but it will get the job done.

If you weren't using 2D physics, I'd honestly would've recommended the Super Character Controller as well.
What's the major differences to the built in character controller? Couldn't find any info about this.
 

ephemeral

Member
oy vey importing Spine animations in Unity is huge pain in the ass. There are like twenty times as many steps as in GameMaker. Hopefully it gets quicker the more I get used to it.

lol physics
https://zippy.gfycat.com/FlatSardonicJerboa.webm
Thanks for the laugh :).
Thanks!

Here's another gif showing how things can go wrong very quickly.

giQ4naS.gif


(Archer sees explosive barrel being thrown, tracks up to where the barrel was thrown from, sees player, fires arrow, arrow catches on fire, which ignites the other explosive barrel...and you see the rest.)
Amazing! What engine do you use?
 
Yup, raw texture detail gets lost at distances due to the point sampling, although you can beat that to a large extent by making sure you cut the geometry so that these details have their own UVs.

Something else I'm looking into is depth/importance based sub-scaling. For example, you define the eye geometry as 'important' and then the shader scales up by a certain amount based on depth. Essentially doing what a pixel artist would do - accentuating details that would be lost at the target scale/resolution.
Oh, interesting. Hopefully the sub-scaling works out.

What's the major differences to the built in character controller? Couldn't find any info about this.
The built-in character controller is incredibly out of date and uses Javascript. Nasty. While the SCC doesn't take into account physics either (so any interaction with physics objects would need to be defined manually), it is designed for more accurate and versatile character movement - for example, you can define slope limits on a per-mesh basis, and the controller automatically handles stuff like sticking to sharp downwards slopes rather than 'falling' off the edge and missing the top of the slope entirely. It's also built with a state machine methodology, so you can define various movement states for specific behaviour such as idle, walking, jumping, falling, etc.
 
Does somebody want to explain why pan in the scene editor is RMB but it's MMB in mecanim? It's a minor grievance to be sure, but I can't think of any reason why there was a conscious decision to set up the UX that way.
 

Exuro

Member
Playing around with a game idea for mobile. I always mess around with game ideas and never stick to them but I've really been enjoying this one and am scoped out to be small enough that I won't quit it. Transitions are still in progress as is the entire thing but I'm liking what I have so far.

 

correojon

Member
Man hitting a wall with stuff really sucks it out of you. Hard to keep going sometimes :(

Don´t give up! I´ve been 2 weeks now doing a simple background for the first level and I have NOTHING to show :( At least I´ve been able to develop a vertical and horizontall camera-controled parallax scrolling system, now I only need a nice background to make it worth the effort.
 
Playing around with a game idea for mobile. I always mess around with game ideas and never stick to them but I've really been enjoying this one and am scoped out to be small enough that I won't quit it. Transitions are still in progress as is the entire thing but I'm liking what I have so far.

That level transition is smoooooooooooooth!
 

asa

Member
Thanks - does this look any better?

ZfIt33a.gif

Much better! Maybe it could be a tad slower and have less snow "particles". Visually heavy effect like that might get a bit distracting after a while, then again if you're going for blizzard type of weather effect, you nailed it :)


Here's new gif from one of the Power Hover update levels that I just finished working on. It turned out into a really fun level, one of my personal favorites in the whole game.

giphy.gif
 
Watching from the outside as a non-indy-dev (yet... let me win the lottery first... :))... what gives you the biggest rush when building your game, and conversely what feels like a "drag"?

I know when I'm devving, the idea of solving new problems is what excites me. Where I struggle is when I'm solving an "already solved" problem - I don't get excited by the idea of building a menu, a mouse cursor, a parallax scroll, and so on... because I know "it's been done before". I guess that's the benefit of using Unity, Game Maker Studio and so on? It accelerates the development of the "already solved" problems and lets you focus on the game?

Conversely I remember 100 years ago writing a dead simple Arkanoid clone in XNA studio (called Artanoid... you had to break down the blocks that made up a picture... the level was dark and the ball was a light source, the blocks were bump mapped, blah blah) - and the rush of hitting F5 on my laptop and seeing the game appear on my 360 was immense, so cool :)

TL;DR: Do you really have to be a "completer, finisher" type to be an indy game dev :)
 
Thanks - does this look any better?

ZfIt33a.gif

I'd echo the "slightly too fast" comment... but per the previous commenter, can you make each layer vary in horizontal speed dynamically, as if gusts of wind occasionally hit it? So they could vary from falling vertically to going almost sideways if the gust is strong, while keeping the parallax effect for different layers. Does look great though, loving the art style.
 

SeanNoonan

Member
Watching from the outside as a non-indy-dev (yet... let me win the lottery first... :))... what gives you the biggest rush when building your game, and conversely what feels like a "drag"?
Biggest rush - Seeing a new feature working with assigned art assets. Basically the point at which the game looks alive.

Drag - Options, UI, etc.I hate, hate, hate doing this stuff.
 
Watching from the outside as a non-indy-dev (yet... let me win the lottery first... :))... what gives you the biggest rush when building your game, and conversely what feels like a "drag"?

I know when I'm devving, the idea of solving new problems is what excites me. Where I struggle is when I'm solving an "already solved" problem - I don't get excited by the idea of building a menu, a mouse cursor, a parallax scroll, and so on... because I know "it's been done before". I guess that's the benefit of using Unity, Game Maker Studio and so on? It accelerates the development of the "already solved" problems and lets you focus on the game?

Conversely I remember 100 years ago writing a dead simple Arkanoid clone in XNA studio (called Artanoid... you had to break down the blocks that made up a picture... the level was dark and the ball was a light source, the blocks were bump mapped, blah blah) - and the rush of hitting F5 on my laptop and seeing the game appear on my 360 was immense, so cool :)

TL;DR: Do you really have to be a "completer, finisher" type to be an indy game dev :)

The rush for me is seeing something working, where you play something and know that YOU made that happen.

Conversely what drags me down is hitting my head against a problem over and over and not being able to solve it. I find it hard to just step away sometimes
 

correojon

Member
Biggest rush - Seeing a new feature working with assigned art assets. Basically the point at which the game looks alive.

Drag - Options, UI, etc.I hate, hate, hate doing this stuff.

Same for me, the moment when you finally put the assets in the game and suddenly it starts looking like a real game gives me a rush and pushes me forward with renewed energy.
The biggest drag is having to program all those things I´ve done a million times and where I don´t even have to think, just vomit code in zombie mode for a while (UI, menus, basic character movement...).

Here's new gif from one of the Power Hover update levels that I just finished working on. It turned out into a really fun level, one of my personal favorites in the whole game.

giphy.gif
That looks sooo cool! Release it all ready! Please? XD
 

Drinkel

Member
Biggest rush for me is discovering some potential for emergence, like when you have implemented a few mechanics and they start interacting with each other in ways you didn't anticipate. That's really cool.

Worst part for me is implementing stuff that's been done before that is also really hard but important to get right, collision detection and stuff like that.
 
edit: solved! Thanks for the help :)

hey C# people what am I doing wrong?

So in GameMaker there's a really handy function called choose() which takes in any number of parameters and returns the value of one of the parameters at random. For example, if I wanted magic 8 ball to give an answer, I could write choose("signs point to yes", "no", "maybe") and get one of those three strings returned to me. Now I couldn't find anything in Unity that did exactly the same thing, so I set out to write the function myself. Initially I wanted to extend the Mathf class because at the time I thought Random() was in the math class (it is in some languages), but I guess you can't do that because it's a static class already. So I made a bonus Math class called Meth. I know, super classy! This is my code:

Code:
using UnityEngine;
using System.Collections;

namespace Methlab {

public static class Meth<T> {

    public static T Choose(T[] options) {
        int n = options.Length;
        foreach (T option in options) {
            if (Random.value*n < 1f) {
                return option;
            }
            n--;
        }
    }
}

}

I haven't debugged the code yet but that's not where I'm having problems. At least I don't think it is. Here's a stub of the code that's throwing an error:

Code:
using UnityEngine;
using System.Collections;
using Methlab;

public class Me : MonoBehaviour {
    
    void Update() {
        
        if (Input.GetButtonDown("Jump")) {
            anim.Play("jumpStraight"+Meth.Choose("1", "2", "3"));
        }
    }
}

The error I'm getting is "error CS0103: The name `Meth' does not exist in the current context". In MonoDevelop, Meth.Choose is appearing in red but using Methlab; shows fine which to me means that everything from that namespace should be fair game. Does anyone have an idea what the problem is?

Thanks! :)
 

LordRaptor

Member
Does somebody want to explain why pan in the scene editor is RMB but it's MMB in mecanim? It's a minor grievance to be sure, but I can't think of any reason why there was a conscious decision to set up the UX that way.

RMB is actually rotate in scene view, but if you're in 2D mode and the camera is perspective locked, there's obviously no rotation, so they double it up with the more useful pan function ;)

e: at a quick scan, do you already have an instance of your methlab in your scene?
Compiler error page suggests you're referncing an undeclared variable - is it the return option in your foreach loop?
 
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