• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.
Soooo

Any of you guys working with Win10 and Unity? Also maybe some of you PS4 folk? Was considering updating to 10.

Curious to see if any of you have issues with anything.

I'm not on Windows 10, but from what I've read Unity is still a bit buggy on it. Basically you end up running it in compatibility mode for either Windows 7 or 8.1, and it still has "unique" issues, especially with losing license files and such.

Support is supposedly better in the Unity 5.4 beta, but I don't know if that's really "better" or "Unity better".

In my opinion, if it ain't broke don't do a full OS change -- especially in the middle of a project.
 
That's very cool Jack, brings back memories from Sonic 2's Chemical Plant Zone (good times).

Now that Lillith mentioned that HDR transition effect, I remember I did something like that a few months ago (it was quite easy to achieve):

http://i.imgur.com/cEgo1Ja.webm

oh, yeah. I guess I was referring to something with bloom or color-grading shaders, but just drawing over with a lot of white here looks great.


My friend and I started working on a more proper game last week. We decided to make something like Silent Bomber(PS1)

Since my friend will be busy coding in the next few weeks, the most I can do is create all these 3d Model for our main characters.



Character design is heavily Inspired by Battle Fever J and some other sentai. I will probably tweak the male character because I find his face unsettling like most Sentai hero with that robotic face design like X1 Mask.


also some Enemy doodle/study. I can really start working on them, not until we pinned down most boss mechanics.

This is awesome! I love it ♥
 
That's very cool Jack, brings back memories from Sonic 2's Chemical Plant Zone (good times).

Now that Lillith mentioned that HDR transition effect, I remember I did something like that a few months ago (it was quite easy to achieve):

http://i.imgur.com/cEgo1Ja.webm
Will be playing with some today if I get off my ass. Don't feel so good today.

I think I will take the idea of the lighting change and do something similar but with a bit more flair for the game's setting.

I'm not on Windows 10, but from what I've read Unity is still a bit buggy on it. Basically you end up running it in compatibility mode for either Windows 7 or 8.1, and it still has "unique" issues, especially with losing license files and such.

Support is supposedly better in the Unity 5.4 beta, but I don't know if that's really "better" or "Unity better".

In my opinion, if it ain't broke don't do a full OS change -- especially in the middle of a project.
Dang. Windows has been bugging me like 50x a day to upgrade and it's pissing me off. I'll just wait on official word. Thanks!
 

Gurrry

Member
I am relatively new to game dev and coding in general. Ive been working on a few small projects here and there to just learn.

I actually made something im decently proud of and wanted to share it here. Its nothing that is going to blow anyones socks off, but I think its a fun little thing.

Its only 5 level + a boss right now. I uploaded it to itch.io, so it requires a browser other than Chrome and the Unity web player plug in.

If anyone is interested, here you go!

https://muzach.itch.io/spacefloater
 
Very proud today :)

https://youtu.be/ecPDC-7RKvQ

Some footage since the gif would be insane

Got the weapon system 99.9% working! Only 2 major bugs left - pistol not showing when equipped and pistol ammo not saving over weapon swaps.

Can't believe I got it all done in one weekend. So good, nothing beats that feeling of looking at something you actually made work and solved!
Looks like it's all coming together :3
Is the framerate struggling a little or is that just the capture causing a performance hit?

Here is a newer version:
walkingheadpopingtaller.gif
Nice design. What's the lil scraggly bit under it's beak though? I can't help but stare at it :p
I like the blades though: are they held or fused to the arms?

My friend and I started working on a more proper game last week. We decided to make something like Silent Bomber(PS1)

Since my friend will be busy coding in the next few weeks, the most I can do is create all these 3d Model for our main characters.



Character design is heavily Inspired by Battle Fever J and some other sentai. I will probably tweak the male character because I find his face unsettling like most Sentai hero with that robotic face design like X1 Mask.


also some Enemy doodle/study. I can really start working on them, not until we pinned down most boss mechanics.
I like the shadow peeps designs :D
 
Looks like it's all coming together :3
Is the framerate struggling a little or is that just the capture causing a performance hit?

The capture - it will only record the PIE window at 15fps for some unknown reason.

Once i'm a bit further along I'll start packaging it for testing and recording that. Will give much better FPS
 

correojon

Member
Still some details missing, but this is more or less the final background:
oIyCTXl.png


For comparison, this was the previous version:

Any feedback will be very welcome :)

Thanks a lot to HandsomeCharles for your suggestions, you were spot on!
 

RavenEffect

Neo Member
Apologies ahead of time if this isn't the place to ask.

As someone who got a CS undergraduate degree a year ago and does work in mostly java/js/sql for a living, what is the best way to get my feet wet with real game development? It's been pretty much my main desire/passion for as long as I can remember and I'm finally in a position in my life where I can allocate an abundance of free time to something other than work/social life/etc.

I was thinking of starting off with a few simple projects in Unity to get some hands on experience and then working my way up to more complex project ideas either in Unity or another engine. I know Unity gets a lot of flack here for performance issues but it seems like the easiest to get started in. Eventually I want to develop projects in Unreal.

If anyone has any suggestions/recommendations on what engine to start off with as well as maybe some preferred resources I would greatly appreciate it. Thanks to anyone who takes the time to read this!
 

Lautaro

Member
I just can't focus on one idea at a time. It's horrible. And then I end up dumping them.

Do as I do, start discarding the ones that you CAN'T do for any reason:

Do you need a large sum of money to make an idea, discard it.

Do you need a good team to make an idea, discard it.

Do you need good art assets that you can't make or afford, discard it.

If you have a lot of ideas, just choose one that you can do right now with the resources you currently have.
 

khaaan

Member
I'm starting to learn OpenGL with GLFW with the end goal of making a game. I know there are easier ways to make a game but I wanted to re-learn graphics (took a course a long time ago) and the programming part appeals to me. I have a question that's less about game development and more about C++/Visual Studio, maybe someone can answer?

I'm using Visual Studio 2013 Community Edition, so far it's been fine and I'm seeing the results I should be seeing however the output for my debug and error list is constantly populated with warnings. They both complain about not being able to find or open the PDB file for a large list of dll's. Is this just clutter I'm going to have to accept?

Still some details missing, but this is more or less the final background:
http://i.imgur.com/oIyCTXl.png

For comparison, this was the previous version:


Any feedback will be very welcome :)

Thanks a lot to HandsomeCharles for your suggestions, you were spot on!

That's quite the improvement! The only thing I prefer from the old one is the style of the clouds. I would have to see what you do with the environment first though, the old clouds have a strong style to them and I feel like they would take too much attention from everything else if you were to bring those over.
 

Popstar

Member
I'm using Visual Studio 2013 Community Edition, so far it's been fine and I'm seeing the results I should be seeing however the output for my debug and error list is constantly populated with warnings. They both complain about not being able to find or open the PDB file for a large list of dll's. Is this just clutter I'm going to have to accept?
You should be able to get things to compile clean. What specific DLLs?

Warnings like this often arise when you have mismatched compiler options.
 
As for your previous question. I don't exactly understand what you are trying to accomplish. Load a new scene and play music? Multiple managers? I wouldn't think you would need to have multiple managers just for scene music. That is probably overkill.

You already know how to make 2 scripts assigned on objects talk to one another, so just have your main scene controller tell the music manager to play whatever you want it to play, whenever you want it to play it.

Not multiple managers just to manage the music...

Right now, the way things are set up, each and every scene have their manager objects in the scene, and the audio manager itself has a few variables, and one of these variables is the default music for the given scene, of which it loads automatically on scene load... when the scene is directly loaded in the Unity editor.

If the scene were to be loaded by any other way (a location warp, for example), the original music keeps playing (after fading out and undoing that), and I tried a few ways of getting the loaded scene's manager's data so that the actual manager knows what to play. No dice...

I guess I probably should keep on reworking things... all the "script talk to another script" stuff I've done up to now involved scripts that are already initialized at the same scene (consistent), but this one involves talking to an object part of a scene that is going to be deleted almost immediately afterwards due to redundancy.

Either way, I think I'll try to get the stuff fixed by the end of the day. If I still run into trouble, perhaps I'll chime in back.
 
Still some details missing, but this is more or less the final background:
oIyCTXl.png


For comparison, this was the previous version:


Any feedback will be very welcome :)

Thanks a lot to HandsomeCharles for your suggestions, you were spot on!

Happy to help! :)

It's looking a lot nicer now, the background is definitely more distinct from the foreground and it all seems more consistent. The only things that I'd comment on are the black outlines on things.

I'm not sure if they're on the clouds or not, but on the terrain at least it still feels a little jarring. You could try changing it up so that instead of black, you're using a darker colour of whatever the outline is adjacent to. Again, just my opinion though and I'm by no means an expert, but overall I'd say its looking better :)
 

LordRaptor

Member
Any of you guys working with Win10 and Unity?

Win 10 Unity user here, no issues my end other than having to re-verify licences after a fresh OS install.

As someone who got a CS undergraduate degree a year ago and does work in mostly java/js/sql for a living, what is the best way to get my feet wet with real game development?

Given your background I think Unity might suit you well, as it supports JS natively (well, a special Unity version of JS) and C# is structurally similar to Java.

Having said that, you might as well download a bunch of different game engines and frameworks and see if any resonate with you - there's no point banging your head against a wall using an engine someone else says you 'should' be using but that you hate working in. Have a dabble with whats out there before you become too invested to switch track

this one involves talking to an object part of a scene that is going to be deleted almost immediately afterwards due to redundancy.

Yeah, I'm not sure what you're doing here either... :s

If you already have an Audio Manager, you could just make an array of music on that manager, and if you are assigning one BGM per level, you could just use your level number as your music index - basically you could have all your audio code in your audio manager script, im not sure why you are adding then deleting other objects...?

I'm also trying out stylized walk but the gif is messing up the timing. :s

This is really cool, I am mentally adding "Haters gonna hate" over it though heh.
 
Yeah, I'm not sure what you're doing here either... :s

If you already have an Audio Manager, you could just make an array of music on that manager, and if you are assigning one BGM per level, you could just use your level number as your music index - basically you could have all your audio code in your audio manager script, im not sure why you are adding then deleting other objects...?

Yeah...

In the end, things aren't making sense at all!

I think I'm going into my project and rewrite that bit so that anything level specific is stored as a separate set of data in a scene object that is always loaded fresh. Hopefully this will end the loading woes for good!

Sound good?
 

correojon

Member
That's quite the improvement! The only thing I prefer from the old one is the style of the clouds. I would have to see what you do with the environment first though, the old clouds have a strong style to them and I feel like they would take too much attention from everything else if you were to bring those over.
Thanks for the kind words :)
I have mixed feelings with the clouds too, the old ones look better, but in the end I´ve stopped using that style for the background so they felt a bit out of place in the tests I did. I think I´m going to try mixing the old and new style on them so they "pop" less.

Happy to help! :)

It's looking a lot nicer now, the background is definitely more distinct from the foreground and it all seems more consistent. The only things that I'd comment on are the black outlines on things.

I'm not sure if they're on the clouds or not, but on the terrain at least it still feels a little jarring. You could try changing it up so that instead of black, you're using a darker colour of whatever the outline is adjacent to. Again, just my opinion though and I'm by no means an expert, but overall I'd say its looking better :)
I´m using that black outline for "neutral-interactive" elements (ground, walls, platforms...). I intend to use a red-ish outline for enemies and hazards, the idea is to help these elements pop up from the background so there´s no chance the player can identify them easily and not get confused. Anyway all your advice has been really great so far, so I´m going to make some tests with a different border color. Just taking down the width from 2px to 1px made a huge difference so this could make it look even better.


I can´t wait to finish the background and continue with "real" development, just making this background has taken forever.
 

dude

dude
Soooo

Any of you guys working with Win10 and Unity? Also maybe some of you PS4 folk? Was considering updating to 10.

Curious to see if any of you have issues with anything.

I'm using Win10 and Unity 5.3. No problems so far...
It will occasionally ask me to log in again, I think it only happens after restart though.
 

HelloMeow

Member
No issues with Unity and Windows 10 here. I'm using 4.7 and 5.3. It does crash a lot, but that's because I'm doing some tricky things for mod support.
 
Not multiple managers just to manage the music...

Right now, the way things are set up, each and every scene have their manager objects in the scene, and the audio manager itself has a few variables, and one of these variables is the default music for the given scene, of which it loads automatically on scene load... when the scene is directly loaded in the Unity editor.

If the scene were to be loaded by any other way (a location warp, for example), the original music keeps playing (after fading out and undoing that), and I tried a few ways of getting the loaded scene's manager's data so that the actual manager knows what to play. No dice...

I guess I probably should keep on reworking things... all the "script talk to another script" stuff I've done up to now involved scripts that are already initialized at the same scene (consistent), but this one involves talking to an object part of a scene that is going to be deleted almost immediately afterwards due to redundancy.

Either way, I think I'll try to get the stuff fixed by the end of the day. If I still run into trouble, perhaps I'll chime in back.
You really don't need multiple managers for the same task.

Also if it works one way and not another, despite both ways loading a new scene, that tells me you are controlling what happens from multiple scripts instead of a proper middleman script that receives instruction from other scripts. Like you are managing the music properly on scene swap but don't do it properly on warp.

The controller should manage everything and you simply call a function or coroutine using a single line of code from anywhere you want.

Ex:
My save handling is a single script, a single controller. It has everything I need setup to save whatever I need it to save split up in different functions. When I want to trigger a save I can trigger any type of save, save any information needed, from any object using a single line of code to call SaveEnemiesKilled() or SaveScore() or call a SaveAll() which will then call all of my save functions but only on the save controller.

It sounds like you are trying to directly control the audio from multiple scripts rather than creating functions on your controller that handle all of that for you with functions like StopAllMusic() or FadeOutMusic()

If I wanted to swap tracks I would simply write a function to do just that, pass along the new information to it and have the function self contained.

Ex:
PlayCurrentLevelMusic(trackNumber)

Pseudocode of that function:
Are we playing any music currently?
If yes, call a function to fade out current music
Yield for the fade
Begin playing new track (trackNumber)

Else
Begin playing new track (trackNumber)

It sounds like you have multiple scripts trying to manage the audioanager and have multiple managers for audio trying to do the work and have to delete redundant objects.

Instead let the audioanager manage the music and whatever script calls the audio just have it call a single predefined function on the manager itself.

This will make debugging waaaaaaay easier as you have a single controller to debug when shit hits the fan instead of debugging the objects that call the function and are trying to control what happens directly.

Also, this future proofs what you are doing. Now if you decide to change the way it works you don't need to change every script that calls PlayCurrentLevelMusic() and instead just alter PlayCurrentLevelMusic() and nothing else has to change from any other script unless you want to change when it occurs.

Ex:
I have a weapons controller for my player that uses 3 main functions: Attack, AltAttack and ChargeAttack. Those are the only 3 that are ever called to be used by the player. If I ever need to edit how those work, change systems or do whatever I want - I simply modify what happens when those functions are called and only need to do it on my weapons controller. My player controller can still call all 3 just fine with any changes I make. I only need to edit 1 script and not worry about touching my player controller. Just like with saves, if I need to change how I handle them even on different platforms I only need to edit the save script and nothing else.

Limit the amount of scripts that CONTROL other scripts by only having those outside scripts call functions on the primary manager or controller which does all the controlling.

Edit: from mobile. Hope it makes sense.
 

shaowebb

Member
My friend and I started working on a more proper game last week. We decided to make something like Silent Bomber(PS1)

Since my friend will be busy coding in the next few weeks, the most I can do is create all these 3d Model for our main characters.



Character design is heavily Inspired by Battle Fever J and some other sentai. I will probably tweak the male character because I find his face unsettling like most Sentai hero with that robotic face design like X1 Mask.


also some Enemy doodle/study. I can really start working on them, not until we pinned down most boss mechanics.

thanks :D

I'm also trying out stylized walk but the gif is messing up the timing. :s

5eFen9v.gif
Oh I am loving this so hard. Tons of personality and Sentai :D
 

TheKroge

Neo Member
Finishing up the forcefields! I think the hex looks a lot cooler, but I will play with different shields for different ships. Just a texture with a shader to fade it in and out

7JBIUVc.jpg
 
You really don't need multiple managers for the same task.

Also if it works one way and not another, despite both ways loading a new scene, that tells me you are controlling what happens from multiple scripts instead of a proper middleman script that receives instruction from other scripts. Like you are managing the music properly on scene swap but don't do it properly on warp.

The controller should manage everything and you simply call a function or coroutine using a single line of code from anywhere you want.

Ex:
My save handling is a single script, a single controller. It has everything I need setup to save whatever I need it to save split up in different functions. When I want to trigger a save I can trigger any type of save, save any information needed, from any object using a single line of code to call SaveEnemiesKilled() or SaveScore() or call a SaveAll() which will then call all of my save functions but only on the save controller.

It sounds like you are trying to directly control the audio from multiple scripts rather than creating functions on your controller that handle all of that for you with functions like StopAllMusic() or FadeOutMusic()

If I wanted to swap tracks I would simply write a function to do just that, pass along the new information to it and have the function self contained.

Ex:
PlayCurrentLevelMusic(trackNumber)

Pseudocode of that function:
Are we playing any music currently?
If yes, call a function to fade out current music
Yield for the fade
Begin playing new track (trackNumber)

Else
Begin playing new track (trackNumber)

It sounds like you have multiple scripts trying to manage the audioanager and have multiple managers for audio trying to do the work and have to delete redundant objects.

Instead let the audioanager manage the music and whatever script calls the audio just have it call a single predefined function on the manager itself.

This will make debugging waaaaaaay easier as you have a single controller to debug when shit hits the fan instead of debugging the objects that call the function and are trying to control what happens directly.

Also, this future proofs what you are doing. Now if you decide to change the way it works you don't need to change every script that calls PlayCurrentLevelMusic() and instead just alter PlayCurrentLevelMusic() and nothing else has to change from any other script unless you want to change when it occurs.

Ex:
I have a weapons controller for my player that uses 3 main functions: Attack, AltAttack and ChargeAttack. Those are the only 3 that are ever called to be used by the player. If I ever need to edit how those work, change systems or do whatever I want - I simply modify what happens when those functions are called and only need to do it on my weapons controller. My player controller can still call all 3 just fine with any changes I make. I only need to edit 1 script and not worry about touching my player controller. Just like with saves, if I need to change how I handle them even on different platforms I only need to edit the save script and nothing else.

Limit the amount of scripts that CONTROL other scripts by only having those outside scripts call functions on the primary manager or controller which does all the controlling.

Edit: from mobile. Hope it makes sense.

All right... I think I get what you're saying now. I think I'm going to stop dev, comb through the scripts, and make it so that things are less messy. (And to implement something that allows each and every scene to have unique data associated... wish me luck! I think I get it now.)

I surely can do this. After all, if I managed to get the player positioning correct... :)
 

mStudios

Member
Gamemaker is the biggest piece of shit that I have the honor to use.

There's a glitch with the APK Expansion that's been there for MONTHS and nothing. Don't let me start talking about other glitches...

Nobody can't upload apps over 100mb at the moment
 

Lautaro

Member
What's even the point of putting your game on sale if Steam won't include you in the weeklong deals list?

FFS, its already hard to get any visibility without their system going against you.

EDIT: ok, they fixed it, don't mind me, just overreacting as usual.
 

Noogy

Member
I'm mainly just hoping it means "I made a game with zombies in it" is getting a port.

Wouldn't be surprised if James already has a Mono port of that sitting around. Of course he's got his hands full with Salt & Sanctuary.

Speaking of monogame, it's been an absolute nightmare trying to build localized fonts with the monogame pipeline. I've spent countless hours trying to get the localizedpipeline to play nice with the mono pipeline with no luck.
 

Jumplion

Member
From this moment my professional goal is to attend GDC next year.

Same. I never have enough money when it comes around being a poor/cheap-ass college student.

Decided to slash some of the visual stuff on my game. Keep it simple.

http://gfycat.com/CavernousEllipticalIvorygull

Also added some new wave types and enemies. Particularly fond on the beams, they look neat.

Trying to figure out what I can do visually. Just not sure what would make this look decent.

Also don't know what to call this game. I've been calling it "A Decent Game", but could probably think of something better. Any suggestions?
 

correojon

Member
Gamemaker is the biggest piece of shit that I have the honor to use.

There's a glitch with the APK Expansion that's been there for MONTHS and nothing. Don't let me start talking about other glitches...

Nobody can't upload apps over 100mb at the moment

I may be wrong, but I think someone mentioned some pages ago that it´s a restriction of Google Play?

Here is some more info: http://help.yoyogames.com/hc/en-us/articles/216753468-Using-APK-Expansions-With-Google-Play

One of the things I hate most from GM is the underdeveloped collision functions: For example there´s no way to get more the id of more than 1 instance you are colliding with without developing your own system. Such a basic and useful feature for 2D games should´ve been implemented years ago.
 
Status
Not open for further replies.
Top Bottom