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

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Vanguard

Member
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:

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:

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! :)


Because the class has a generic parameter, you need to tell it what type you want for the T when you're calling it, so

Code:
Meth<string>.Choose("1", "2", "3")


Also what you're passing in won't (or shouldn't I think) be an array. You either need to make "1", "2", "3" an array, ooor you can change the choose method to:

Code:
public static T Choose(params T[] options)

That will work with any number of parameters now, which I think is what you're aiming for?
Also there might be an issue with not all paths returning a value in the Choose method... possibly.

Hope this helps!
 
Because the class has a generic parameter, you need to tell it what type you want for the T when you're calling it, so

Code:
Meth<string>.Choose("1", "2", "3")


Also what you're passing in won't (or shouldn't I think) be an array. You either need to make "1", "2", "3" an array, ooor you can change the choose method to:

Code:
public static T Choose(params T[] options)

That will work with any number of parameters now, which I think is what you're aiming for?
Also there might be an issue with not all paths returning a value in the Choose method... possibly.

Hope this helps!

That helps a lot! I got it to work.

You were right too about not all paths returning a value. At least the compiler seems to think so, but I don't understand how unless I did the math wrong.
 
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.

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

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.


Great insights, thanks all <3

Love the idea of the emergent behaviour :)
 

Vanguard

Member
That helps a lot! I got it to work.

You were right too about not all paths returning a value. At least the compiler seems to think so, but I don't understand how unless I did the math wrong.

Hmm, it could/should work I think, but the compiler isn't that smart to run the math at compile time either to see that it should :p, so in its head there is a possibility that the if statement will never be true.

I would suggest looking at Random.Range though, as that can give a value between two values you give it. (Took me a while to find this, was too used to .nets Random.Next...)
 
You were right too about not all paths returning a value. At least the compiler seems to think so, but I don't understand how unless I did the math wrong.


Whether your maths is right or wrong, the compiler won't check the maths, it just sees:

if (condition that might never happen) {
return option;
}

So it's entirely possible, syntactically, to fall out the bottom of that loop without hitting the return, hence the 'not all code paths' error.

You should either return a default value in case there's a flaw in your maths (bad for gameplay being biased towards one particular outcome), or throw an exception (bad for the player as your game will die if your maths is wrong) :)
 
Hmm, it could/should work I think, but the compiler isn't that smart to run the math at compile time either to see that it should :p, so in its head there is a possibility that the if statement will never be true.

I would suggest looking at Random.Range though, as that can give a value between two values you give it. (Took me a while to find this, was too used to .nets Random.Next...)

Whether your maths is right or wrong, the compiler won't check the maths, it just sees:

if (condition that might never happen) {
return option;
}

So it's entirely possible, syntactically, to fall out the bottom of that loop without hitting the return, hence the 'not all code paths' error.

You should either return a default value in case there's a flaw in your maths (bad for gameplay being biased towards one particular outcome), or throw an exception (bad for the player as your game will die if your maths is wrong) :)

ah, I see. Thanks again for all the help! It really means a lot to me :)
 

-Winnie-

Member
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

congrats and good luck with your launch!
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.
Grats! Very glad to see this coming out!

I may pick your brain in the future for trophy/leaderboard implementation on PS4 if you don't mind. In the far future but I'm sure I'll need some hints!
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Grats!
 

asa

Member
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Grats! Looks like fun! Good luck out there!
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Ah, I was wondering what had happened to this! Congrats on finishing it all up, and good luck for your launch :)
 

-Winnie-

Member
Thanks, guys! :D

I may pick your brain in the future for trophy/leaderboard implementation on PS4 if you don't mind. In the far future but I'm sure I'll need some hints!

Sure thing! We don't have leaderboards in our game, but I'm happy to help out with trophy stuff if I can! There's plenty of hidden pitfalls of console development that are easily missed, so if I can save others any pain I'm happy to haha. PM me anytime :)
 
I would suggest looking at Random.Range though, as that can give a value between two values you give it. (Took me a while to find this, was too used to .nets Random.Next...)

Yeah, to echo this, I'd just do
Code:
return options[Random.Range(0, options.Length)];

(with sanity checks for null input :)
Note that Range has both int and float variants. Random also has other useful methods such as insideUnitCircle.
 

dude

dude
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Nice! Good luck :)

I don't own consoles, but if it ever hits PC I'd totally support it.
 
Took a break from my main game today to mess around with the smaller simpler game i'm doing. Weirdly I find that going away from the problem and working on something else helps me when i get back to the problem :)

Anyway I made a sick ass logo for the secondary game and hope to have some gameplay gifs soon

a9acb03c9b.png
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Congrats and I salute you for good luck!

Looks rad, you've got a buyer :)
 
Took a break from my main game today to mess around with the smaller simpler game i'm doing. Weirdly I find that going away from the problem and working on something else helps me when i get back to the problem :)

Anyway I made a sick ass logo for the secondary game and hope to have some gameplay gifs soon

Looks great. Don't forget to wrap big-ass pictures in "QUOTE" tags though :)
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.
Wow congrats! Colour me jealous XD
 

Das-J

Law of the West
worst part is realizing something you thought would be cool is actually shit in practice.
Such a big part of game dev... even after years of practice this can and will happen. Getting to what's great means moving through a lot of shit.
 

desu

Member
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

Congrats, awesome trailer!

Just wondering, how long did you work in total on the game :)?
 

DNAbro

Member
worst part is realizing something you thought would be cool is actually shit in practice.

Feel like this, I feel like I'm trying to polish a piece of crap at this point. As a note to myself, make something actually fun next time rather than a dumb idea that has potential. It's been a good learning experience regardless which was the point.
 

amanset

Member
worst part is realizing something you thought would be cool is actually shit in practice.

Not quite like that, but I added vibration to my game when a user interacts with an object (the game is based around swiping objects around) because a friend that I value the experience of, due to him being an industry veteran, said it really needed it as it was difficult to tell if you'd touched an object.

Now the game is live and everyone hates the vibration. Hell, I hate it but I valued his input. There's an option in the settings to turn it off but it is the first thing anyone talks about. So I am now going to update the Android version today with the default being vibration off. And if I get round to it today submit a new iOS version.

Gah.
 
edit: solved! Thanks for the help :)

hey C# people what am I doing wrong?

Thanks! :)

Even though you've got it solved already, I wanted to touch on a couple things:

1. Random.range would definitely be better than Random.value here. Especially if you're passing in an array, you'd just use Random.range to get a number between 0 and the length of your array.

2. You might look into percentage-based weighting while you're at it. (Something like this) I've got something like that thrown into a Utility class and it's pretty amazing for getting random or semi-random results. It's totally generic, so you could use it on basically anything.

3. You should move off of MonoDevelop if you can (it's pretty terrible). If you're on Windows, Visual Studio should be your next stop. If you're on Mac, you might want to give Visual Studio Code a spin. Either of them will be better than MonoDevelop, and the better Intellisense will really help, especially as you're learning the API.
 

Jobbs

Banned
Such a big part of game dev... even after years of practice this can and will happen. Getting to what's great means moving through a lot of shit.

Feel like this, I feel like I'm trying to polish a piece of crap at this point. As a note to myself, make something actually fun next time rather than a dumb idea that has potential. It's been a good learning experience regardless which was the point.

Not quite like that, but I added vibration to my game when a user interacts with an object (the game is based around swiping objects around) because a friend that I value the experience of, due to him being an industry veteran, said it really needed it as it was difficult to tell if you'd touched an object.

Now the game is live and everyone hates the vibration. Hell, I hate it but I valued his input. There's an option in the settings to turn it off but it is the first thing anyone talks about. So I am now going to update the Android version today with the default being vibration off. And if I get round to it today submit a new iOS version.

Gah.

When in doubt use time testing core gameplay mechanics /flex
 

213372bu

Banned
Hey,

I'm currently using Gamemaker and toying around with a few things and going over some basic programming. I noticed that it was pretty easy making pixel art for smaller assets, and I had a question :

I'm currently playing around with the assets and I'm already wondering if going through it this way is viable. I haven't taken into account scaling or anything, and realized that maybe a vector image would be good later on down the line.

Is there any specific program that's best/easiest for vector pixel art?
 

Kalentan

Member
Hey,

I'm currently using Gamemaker and toying around with a few things and going over some basic programming. I noticed that it was pretty easy making pixel art for smaller assets, and I had a question :

I'm currently playing around with the assets and I'm already wondering if going through it this way is viable. I haven't taken into account scaling or anything, and realized that maybe a vector image would be good later on down the line.

Is there any specific program that's best/easiest for vector pixel art?

I'm actually kind of wondering this.

I managed to make one my pixel art characters (drawn in Paint.net) to a vector (then edited in Illuistrator) ... Wondering what are the benefits of making all of my pixel art vector vs not.
 

Jumplion

Member
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Conglaturations! Must have been awesome to get LLR on board with that, always a dream to get noticed by famous people you fanboy/fangirl over.
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

Congrads! My dream is to be in the same position you are in right now! I look up to you guys genuinely :)


Hey,

I'm currently using Gamemaker and toying around with a few things and going over some basic programming. I noticed that it was pretty easy making pixel art for smaller assets, and I had a question :

I'm currently playing around with the assets and I'm already wondering if going through it this way is viable. I haven't taken into account scaling or anything, and realized that maybe a vector image would be good later on down the line.

Is there any specific program that's best/easiest for vector pixel art?

Maybe see if you can grid out stuff in Flash with snapping. If not, just make it on a snapping grid in Illustrator and you should be good.

That's a general way of drawing it in vectors, but I know there is way more than just that simple answer.
 
Oh great. Now I want to scrap the 145 page GDD I have and can actually start pre-prod on now that Game 1 is out for a Metroidvania project.

Must. Resist.
 

213372bu

Banned
Maybe see if you can grid out stuff in Flash with snapping. If not, just make it on a snapping grid in Illustrator and you should be good.

That's a general way of drawing it in vectors, but I know there is way more than just that simple answer.

Thanks for the suggestions!

I'm going to hold off on getting Illustrator right now, but I'll see about Flash, which I still have a licence for and am pretty familiar with.
--
Other than that, I'd love to hear some suggestions on some other tools like Krita and how well it works with pixel art.
 

snarge

Member
I love that feeling you get when you play with your game and you realize you're not wasting your time 'cause you're having fun with it.

http://gfycat.com/ImmenseLimpHapuku

Went back to the spawning system, fixed some kinks, and added some new different waves. I'm feeling the groove with this thing.

I love that feeling, when you lose yourself in "testing" your game and realize you've been playing it for 30 minutes...

Game looks really great, btw! That's a solid concept.
 

-Winnie-

Member
Thanks for all the kind words, guys! :,)

Congrads! My dream is to be in the same position you are in right now! I look up to you guys genuinely :)

We started from essentially nothing, straight out of university. Boggles the mind to think we've made it this far, but if we can, I believe anyone else can too!

Just wondering, how long did you work in total on the game :)?

The PC version was honestly pushed out too quickly, but it was released after about 9 months of development. We continued working on it throughout last year to fix bugs and add lots of free content while we were doing the ports to PS4 and Xbox One. It's our first time porting as well, so that took longer than expected, so porting to both platforms took roughly a year. Online multiplayer was the real challenge, as there are so many features to support and edge-cases that can creep up on you and break the game. That said, I'm glad we did it, because we want people to be able to enjoy the game even when they don't have people around to play with.

Must have been awesome to get LLR on board with that, always a dream to get noticed by famous people you fanboy/fangirl over.

Yeah, it was really cool! One of our team members is quite involved with the LRR community and we just reached out to them and they were really keen to help us out! They did a really good job with the trailer. :)
 
So after years of blood, sweat, tears our game Screencheat is finally coming out on PS4 and Xbox One tomorrow! :,) It's only hours away, and I can hardly believe it's happening.

We're just a tiny group of 3, and we worked ourselves to the bone to make this happen. I'm so proud of what our team has accomplished for such a small, and young studio.

And also I gotta thank all the folks from GAF who showed support and interest in our games in the past! Everybody in this thread should be proud of what you've done! Dream big, work hard and amazing things can happen. :,)

Here's our launch trailer, featuring the awesome LoadingReadyRun!
https://www.youtube.com/watch?v=Cm4M5lEyLOw

Please check out our game, spread the word if you're into splitscreen multiplayer and hope you enjoy it if you do pick it up!

Now I'm gonna go pass out from exhaustion.

This looks really great! Creative, polished, and fun. :D Congratulations! We're a team of three as well so I really respect your achievement on a persona level as well :'D.
 
Congratulations -Winnie-

I was checking out Screencheat the other day on the ID@Xbox showcase. I was on earlier in the stream showing off GunWorld 2.

Coincidentally, GunWorld 2 just wrapped up development, so looks like both of us are doing some celebrating. Congratulations again, and I wish you nothing but success on Xbox One and PS4, I know I'll be buying it!
 

shaowebb

Member
Just introduced my brother in law who is nothing but pure coder to various game engines. Poor guy was trying to reinvent the wheel...now he's able to prototype fast in Construct 2 and RPG Maker and all without needing to struggle with assets due to all the spriter software I introduced him to.

Good chance he'll hook up with his sister for help on art and me for advise on design stuff but it feels good to help him get started here. Sad time for me though...I'm about to move so all action is halting as I begin paperwork and packing. Time to backup a lot of shit.
 

Exuro

Member
Got some basic maze generation now. Still getting a feel for where I want to take this. I'd like to add some simple things like keys, doors, exit points, ect. but who knows where I'll be with this in a week. Suggestions are welcome.

 

PirateHearts

Neo Member
Took a break from my main game today to mess around with the smaller simpler game i'm doing. Weirdly I find that going away from the problem and working on something else helps me when i get back to the problem :)

Anyway I made a sick ass logo for the secondary game and hope to have some gameplay gifs soon

Yay '80s laser grids! '80s laser grids are the best.
 

correojon

Member
Congrats to -Winnie- and amanset for your releases and to Diablohead for reaching those milestones in KS, show us the way!


Finally after some weeks without almost any advances yesterday I finally found an art style for the backgrounds that matches what I wanted. As a bonus, I could finally solve a historic bug that affected gameplay dramatically. Funny thing is that I had tried many things to get rid of it without success, but yesterday in little more than 20 minutes it was totally eradicated with a simple and elegant solution. My baby is growing up nicely! :D Hope I can show some screens tomorrow and get some feedback from you guys.
 
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