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

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Switching it is not a bad idea but the problem will reappear if she ever has to "wind up" her sword too much.

Basically she can never be shown hitting with too much strength because of this.

It does look nice, yeah.

Adding the back allows her to do a more natural run cycle too.

True, I'm not disagreeing that it would give her some more options, but if she doesn't want to get into that I just figured it'd be worth offering up an alternative.
 

ElFly

Member
True, I'm not disagreeing that it would give her some more options, but if she doesn't want to get into that I just figured it'd be worth offering up an alternative.

Another less drastic option is to play around with the horizontal stretching of the torso, basically making her thinner in the middle of the animation to make it look like she is rotating a little. Depending on the animating suit, this may require messing around with stretching inheritance a little.
 

Kalentan

Member
Sort of Gif heavy post... Working on my Left side animation (which will also hopefully work for the right.)

My 3 attempts:
r9Lb.gif

s9Lb.gif

t9Lb.gif

2 more versions of the third gif, just changing how long some sprite frames last:
http://i.picpar.com/x9Lb.gif
http://i.picpar.com/y9Lb.gif
 
Y'all are making me blush by quoting me so much!

Are you using Spine or something like that?

I recommend doing an extra piece of art that shows her back and switch it mid animation, so she can be seen moving her right shoulder forward. So basically she starts showing the front of her torso during the windup, switches to the back when the sword goes forward (here you can move the right shoulder forward, and then back; the left shoulder should similarly move back, and then forward), and then switches again to the front torso during the recovery animation.

Otherwise it will never not look like a paper doll, cause when a human does that kind of move, they will turn their torso. It is an extra investment in artwork, but it will give you a lot more freedom in animation, cause basically you can do a lot of moves now that turn her around. You did great by giving her a skirt, cause that way she can turn around her legs without it looking weird, but there's no way around the torso.

A lot of animations done with skeletal animation programs have this problem where they look stiff when doing moves with the back hand, cause it can never go to the front. Similarly, you are making her left hand wave to the back and it looks awkward, cause in a real person that hand would go backward starting from the shoulder. You are making it wave waaay too much to compensate for the lack of turning around.

If you are using Spine, you can smoothly fade one texture even when the other is already there by animating the opacity, so it will look less drastic and smoother (you don't want to change the opacity of both, only to animate the fade of the texture on top). It will help your sword problem too. If you are using something else, I don't know.

Spine, yes. I think I should probably bite the bullet on a few more torso illustrations and maybe another one or two for the face looking in a different direction. There's no real reason I've been avoiding that, except I guess that it's easier in the short run. Your observations are really good! Thank you so much. ♥

Well, as somebody who likes the paper doll look anyway, one way she could get around the "turned torso" thing would be to switch sword hands and give her a "fencing" style of approach, which could look pretty sweet. That said I don't really think the paper doll thing is that much of a problem, the visuals are nice.

There will definitely be enemies and characters designed around the limitations of the animation suite but this can't be one of them. Firstly because the far hand is the shield hand, and secondly because there are going to be both swinging swords and thrusting swords in the game (as well as spears, axes, daggers and hammers), so they need to look different visually.

Switching it is not a bad idea but the problem will reappear if she ever has to "wind up" her sword too much.

Basically she can never be shown hitting with too much strength because of this.

It does look nice, yeah.

Adding the back allows her to do a more natural run cycle too.

I think you're right. I've mostly been getting by with the stiff torso in the run animation because running with a sword you wouldn't expect a lot of gyration. You can see where I'm trying to get a lot of mileage just by translating the shoulder roots, but probably some texture swaps would help.

BHPKd6Q.gif
mY0sedx.gif
 
This looks really good. The tutorial was well done - my only complaint is the lack of controller support. Playing with the keyboard felt very clunky and unnatural.

Thanks! And I'll look into controller support!

P.S. You should be able to remap the key bindings within the options menu. Hopefully, this may improve the keyboard experience slightly.
 
I even went out the extra mile to add support for using both in Unity. How come you don't want to allow both?

I've been spending the last week rewriting a ton of my code to make my game not depend on the framerate anymore. Easily the most stupid decision I've made so far for my game, but at least it's reversed now. Here's hoping I think things through more next time, it's not easy being too eager to create.

Want to navigate the menu with the dpad whilst still able to move the character ingame with the analog since it doesn't pause :)
 
Y'all are making me blush by quoting me so much!



Spine, yes. I think I should probably bite the bullet on a few more torso illustrations and maybe another one or two for the face looking in a different direction. There's no real reason I've been avoiding that, except I guess that it's easier in the short run. Your observations are really good! Thank you so much. ♥



There will definitely be enemies and characters designed around the limitations of the animation suite but this can't be one of them. Firstly because the far hand is the shield hand, and secondly because there are going to be both swinging swords and thrusting swords in the game (as well as spears, axes, daggers and hammers), so they need to look different visually.



I think you're right. I've mostly been getting by with the stiff torso in the run animation because running with a sword you wouldn't expect a lot of gyration. You can see where I'm trying to get a lot of mileage just by translating the shoulder roots, but probably some texture swaps would help.

BHPKd6Q.gif
mY0sedx.gif
Animations look dope.
 

ElFly

Member
Those walk and run animations are p good, tho the run one could look more energetic with a turned torso.

Remember that it is not necessary that the extra art be of the torso completely turned and showing her back; just showing it from the side will suffice.

The fade out trick should not be abused; it should only be applied for one or two frames top. Remember that the spine suite lets you animate at a precision of 30 fps, but the runtimes can go at any framerate, even higher ones, so those two frames will interpolate to 4 frames at 60fps. That's a lot. Of course maybe it will look fine to you without it and not use it, it's a design choice.
 

ephemeral

Member
Gotta love when you make a basic UI but you suck at art :D

It's very rare to excel at both programming and art so don't sweat it :).
Regarding using both the left stick and d-pad simultaneously: that sounds very hardcore. I remember doing it while playing ff14 on my ps4 and it was very uncomfortable, but I like that you give players the option.
 
After lots of hours making sure everything works with both 4.10 and 4.11, I've finally submitted my dialogue system for UE4 (Localizable Voices & Subtitles System for long :p). Hopefully Epic checks it and releases it soon, I'll have at least one buyer!

If anyone is interested, this is the support thread: https://forums.unrealengine.com/showthread.php?103503-(Multilingual)-Localizable-Voice-amp-Subtitles-System-%E2%80%93-L-V-S-S

In the end I had to completely cheat it - so instead of the actual UMG taking input my inputs on the player are cast to the UMG and trigger custom events. Super hacky XD

You would be surprised at how often things like that are done :p It's completely fine as long as it works! And don't hesitate to ask things here in the thread (or via PM even) if you get stuck :)
 
After lots of hours making sure everything works with both 4.10 and 4.11, I've finally submitted my dialogue system for UE4 (Localizable Voices & Subtitles System for long :p). Hopefully Epic checks it and releases it soon, I'll have at least one buyer!

If anyone is interested, this is the support thread: https://forums.unrealengine.com/showthread.php?103503-(Multilingual)-Localizable-Voice-amp-Subtitles-System-%E2%80%93-L-V-S-S



You would be surprised at how often things like that are done :p It's completely fine as long as it works! And don't hesitate to ask things here in the thread (or via PM even) if you get stuck :)

I was actually looking at that system a few days ago, it seems very cool! Glad to see someone on gaf made it
 

Kalentan

Member
Third one is better no contest.
I also prefer the image speed in the gif you presented here, the 2 other ones feels like the character is skating.

Alright, I removed the extra frames.

rDLb.gif


Weeeeeeeeeeeeee. :D

I fixed the right side movement. I made the sword shorter since it looked odd being the same length despite being further back.
 
I was actually looking at that system a few days ago, it seems very cool! Glad to see someone on gaf made it

Ohhh, thanks! To be honest I was feeling a bit down because it seemed to generate close to 0 interest, and I would really like other people to find it useful.

I know I suffered a lot when I first investigated how to have a viable subtitle/dialogue system in my game that:
1. Didn't need C++
2. Was compatible with localization
3. Would work with datatables
4. Didn't need any C++ :p
The native subtitle system in UE4 is really awful imo.

The submission process is a bit confusing but I hope it'll go smoothly. I wonder if I could set up my own website-store to sell it directly to people for a cheaper price though... Not like I hate Epic or anything, but it could be nice to lower the barrier of entry for some people. It'll only be 29.99 USD, but still, indie and specially amateur budgets can be very tight :p
 
I don't suppose there's anyone in this group that uses Game Maker and develops for/has released a game on Xbox One? If so, can you shoot me a PM?
 
Ohhh, thanks! To be honest I was feeling a bit down because it seemed to generate close to 0 interest, and I would really like other people to find it useful.

I know I suffered a lot when I first investigated how to have a viable subtitle/dialogue system in my game that:
1. Didn't need C++
2. Was compatible with localization
3. Would work with datatables
4. Didn't need any C++ :p
The native subtitle system in UE4 is really awful imo.

The submission process is a bit confusing but I hope it'll go smoothly. I wonder if I could set up my own website-store to sell it directly to people for a cheaper price though... Not like I hate Epic or anything, but it could be nice to lower the barrier of entry for some people. It'll only be 29.99 USD, but still, indie and specially amateur budgets can be very tight :p

I've found a lot of people use gumroad or sellfy

Works quite well from a consumer side
 

DNAbro

Member
Has anyone here used Tiled and/or Tiled2Unity? Are there any downsides to using them? Seems like it's an easy solution to creating tile maps for Unity.
 

Insolitus

Banned
Has anyone here used Tiled and/or Tiled2Unity? Are there any downsides to using them? Seems like it's an easy solution to creating tile maps for Unity.

I've used Tiled and it's probably the best editor I've come across for making maps, especially very large ones. I haven't used it for Unity though, but I wouldn't doubt it's probably the best solution for that.
 
Trying to get rid of the paper doll look a little bit and improve my animation. Unfortunately there's a trade-off between smoothness, ability to go off model, and artwork investment. I have two animations below for reference. The old one (below) is using a single texture for the sword and just scaling the bone to get a little faux foreshortening going on. In the new one I have four different textures (flat, sideways, pointing nearer to the camera and pointing further away).

I think it's already an improvement over the former, but at the same time it looks kind of choppy. The only way to fix that is to illustrate more interstitial angles, but then that becomes a HUGE workload with all the weapons I have planned. (screenshot: 43 of the ~100 weapons planned here)

I suppose it's worth noting that the animation will be sped up 25% on average and even more for quicker weapons, so probably the choppiness won't be as apparent in play.


New
UUVR9Q9.gif


Old
x0PWHIn.gif
Something I'm actually taking more notice of here are the eyes. In the old one, because the head rolls a little, the eyes stay stationary within the head and look like she's not actually focusing on what she's attacking. Because that happens less in the new one, it looks like she's keeping her vision focused on what she's attacking, which is great. I think it could go a little further though - keeping her iris and pupils perfectly aligned on the target, but I'm not sure if that's possible with the way you're animating.
 
Has anyone here used Tiled and/or Tiled2Unity? Are there any downsides to using them? Seems like it's an easy solution to creating tile maps for Unity.
Tiled is excellent. Haven't used Tiled2Unity but honestly Tiled's file format is pretty straightforward so you could probably roll your own importer if necessary.
 
Got a huge chunk of code out of the way today which freed me up to get started on prelim art, which is my favorite part... still tons to do, but I'm happy with how far i've gotten in two days of work.

Any tips for breaking up a body for skeletal animation? I'm using Flash for it but just trying to segment my characters accordingly

 
Something I'm actually taking more notice of here are the eyes. In the old one, because the head rolls a little, the eyes stay stationary within the head and look like she's not actually focusing on what she's attacking. Because that happens less in the new one, it looks like she's keeping her vision focused on what she's attacking, which is great. I think it could go a little further though - keeping her iris and pupils perfectly aligned on the target, but I'm not sure if that's possible with the way you're animating.

I'm on mobile right now so I'll check this out when I get back. The face is just a static texture with a swap for whenever she blinks, which is not shown here. I can probably do a mesh warp similar t what's used on the skirt to point her face a little bit differently than it is right now. I'll have to explore a little bit. I drew a bunch of other torso and face perspectives earlier today so I'm excited to get those implemented!


edit:
this is the walk and run redone. There are four different angles for her face now and six for her torso, though only two and four of those are on display here.

8UCX0v2.gif
uO8EDxy.gif
 
#screenshotsaturday :D


Some new stuff i've done - jumping from sprinting, prayer stones (like a bonfire) and rolling. Got lots more done too but dont wanna make the gif ridiculous xD

Apologies for the framerate btw, the software didnt record very well
 

Insolitus

Banned
I'm on mobile right now so I'll check this out when I get back. The face is just a static texture with a swap for whenever she blinks, which is not shown here. I can probably do a mesh warp similar t what's used on the skirt to point her face a little bit differently than it is right now. I'll have to explore a little bit. I drew a bunch of other torso and face perspectives earlier today so I'm excited to get those implemented!


edit:
this is the walk and run redone. There are four different angles for her face now and six for her torso, though only two and four of those are on display here.

8UCX0v2.gif
uO8EDxy.gif

To be honest I kind of like her non elf ear design a little better but that's just my opinion. The only thing I would fix with her animation is her left hand which always seems to be pointing downwards making it look kind of limp.
 

anteevy

Member
Has anyone here used Tiled and/or Tiled2Unity? Are there any downsides to using them? Seems like it's an easy solution to creating tile maps for Unity.
Tiled is awesome! Using it with a custom importer in the UE4. Importing the JSON map file is really straightforward.
 

Sparse

Member
Added the option to spin your destroyed ship back at enemies.
wJciAlW.gif

You can somewhat control it with move, then blow it early with the A button. If you detonate on top of a living player it's pretty much an instakill.

It's only active between respawns, but in last stand you stay that way once you're destroyed. We've found that remaining player start begging, bargaining and threatening to not be a target. :D
 

desu

Member
After lots of hours making sure everything works with both 4.10 and 4.11, I've finally submitted my dialogue system for UE4 (Localizable Voices & Subtitles System for long :p). Hopefully Epic checks it and releases it soon, I'll have at least one buyer!

Bookmarked, looks neat!
 
Has anyone here used Tiled and/or Tiled2Unity? Are there any downsides to using them? Seems like it's an easy solution to creating tile maps for Unity.

I'm personally using it to make my game's maps. I still need to figure out how to get the current map's size in number of tiles, if that's even possible. Wouldn't be good to hard-code stuff. This would allow me to automatically bound the camera to the map's edge, preventing it from going "out of bounds". Do map prefabs generated with Tiled2Unity provide map size data?

Really, the hard work when using Tiled and Tiled2Unity is probably figuring out exactly how you want the layers to be set up, and automapping (if you need to use it). Outside of actually drawing the tilesets, that is.
 

Ranger X

Member
You mean fix or do you mean have specific sprites for going diagonal?

When you walk left you got the right speed and a nice wobbling like the character actually put his feet on the ground. This is very nice. When you walk right it doesnt have the same speed since it doesn't that wobbling so it feels like you're sort of sliding on the ground. Same for walking up and walking. Basically, you should update walking right, up and down to the same same style as walking left.
 

Kalentan

Member
When you walk left you got the right speed and a nice wobbling like the character actually put his feet on the ground. This is very nice. When you walk right it doesnt have the same speed since it doesn't that wobbling so it feels like you're sort of sliding on the ground. Same for walking up and walking. Basically, you should update walking right, up and down to the same same style as walking left.

Oh I see what you mean. Huh, I didn't even intend for that to happen with the left side and didn't notice it myself for some reason but I get what you mean. Hm... I'll edit my post with that.

Edit:

MJLb.gif


Hope this is what you meant.
 

neko.works

Member
Some more shots of my game Vivid, fighting the police was probably a bad idea.

iIvxb50.gif

Looks pretty cool! Do you have a website with more infos about the game?

I've been working on improving the environments for the upcoming Light Fairytale playable demo. Here's a GIF from one location I've been working on recently:

lf_city.gif


I've also implemented a new camera system where you could use the right analog stick to rotate the camera + the right analog trigger to zoom in, similarly to ICO on the PS2.

I'll probably remove the zoom in option as it breaks the camera most of the time, but the camera rotation works pretty well, and help reminds the players that the backgrounds are actually in real-time :p
 

ephemeral

Member
I love when you get bugs like this



edit: It was funny until i found out i can't figure out how to fix it

Now that's a powerful kick :). I like the fact that it curves.

Sadly not, needs fixing but i'm utterly stuck.

Who would of thought having ragdolled dead bodies would be such an issue

Do you need the ragdoll effect for the dead body too? Otherwise you could just disable it once it's lying still, that's the approach I'm taking.

Looks pretty cool! Do you have a website with more infos about the game?

I've been working on improving the environments for the upcoming Light Fairytale playable demo. Here's a GIF from one location I've been working on recently:

lf_city.gif


I've also implemented a new camera system where you could use the right analog stick to rotate the camera + the right analog trigger to zoom in, similarly to ICO on the PS2.

I'll probably remove the zoom in option as it breaks the camera most of the time, but the camera rotation works pretty well, and help reminds the players that the backgrounds are actually in real-time :p

That game looks better everytime I see it. Have you mentioned what platforms you will relase for?
 

Insolitus

Banned
Looks pretty cool! Do you have a website with more infos about the game?

I've been working on improving the environments for the upcoming Light Fairytale playable demo. Here's a GIF from one location I've been working on recently:

lf_city.gif


I've also implemented a new camera system where you could use the right analog stick to rotate the camera + the right analog trigger to zoom in, similarly to ICO on the PS2.

I'll probably remove the zoom in option as it breaks the camera most of the time, but the camera rotation works pretty well, and help reminds the players that the backgrounds are actually in real-time :p

Thanks, and I really like look of your game too!

Sadly I don't have a website or any other info source at the moment, this is believe it or not, the first game I'm seriously trying to develop. All my previous stuff was just Mario fan games and failed concepts.
 
Now that's a powerful kick :). I like the fact that it curves.



Do you need the ragdoll effect for the dead body too? Otherwise you could just disable it once it's lying still, that's the approach I'm taking.



That game looks better everytime I see it. Have you mentioned what platforms you will relase for?

Ideally I want to be able to kick the bodies around ala dark souls :D

If that isnt possible though i'll end up just doing a static animation.

Finally started on AI today and oh my god its hard. It's all so new...

I got my enemy following checkpoints then chasing the player but his animations for walking dont trigger and he doesnt attack or block or anything yet.

LOOOONG road ahead
 
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