• 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.

pixelpai

Neo Member
I'm trying to design a creature that tucks itself into a ball that can roll around.. it's a simple idea but very hard to design/animate.

looking at armadillos.

3_banded_armadillo.jpg


this shit is so rad!

It definitly is! So rad I dedicated my next game "Rudi" to armadillos:

https://gfycat.com/MajesticRaggedGoosefish

Sadly I'm no designer, so currently there are no animations at all.

quick and dirty

I kinda just envisioned an easier way to do it and took the shortcut, since it's a very small creature

ThickGiddyElk.gif

This looks nice and the creature itself look friendly for sure. But maybe a little bit too cute for the tone of your game?
 
So looks like that every xbone is a devkit might happen huh?

Would be really cool for solo devs and starting teams. I imagine it must be a big morale boost to see your game on an actual xbone and play it
 

Pehesse

Member
I think I just wrote the last text event needed for Honey. It's strange... I'm feeling a bit empty, to be honest! The game's still far from done, but it's "only" mechanics stuff from here on out (and edits, but there should be no huge text additions, unless playtesting shows an additional need). Who knew getting credits right would be one of the harder things to do, too!
 

Pehesse

Member
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.

It is, I downloaded it and can confirm it's all soundfiles (and regrettably, haven't found the time to check them out ;_;). I think they had done one last year, too.. and possibly even more before that!

On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
 
You can definitely develop games, just need further explanation into what types of games could be made using Xbox One Dev Mode:



"Deactivating your console means that you will no loner be able to use your console to develop games and apps."

There's some more info in this Reddit thread, but I expect the full details to be out within the next day or so.

There are some caveats and restrictions, but still it's rather exciting! Especially considering that we can now technically buy a "second hand" devkit on the cheap :p
 

desu

Member
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!

Both of these are great, thank you.
 

asa

Member
Whee! We finally got the Power Hover Update ready, launching on April 7th!
Here's the Trailer showing of some of the new content.
https://www.youtube.com/watch?v=gXIxAlqMxeA

Here's few shots from the new levels:

Also something pretty crazy happened on last Friday: Power Hover passed 500 000 cumulative users (Android+iOS players) And to think just a while ago it was just punch of code and fuzzy idea :)

Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.

Thanks for this! I saw this earlier but it had slipped my mind. I guess Sonniss is doing this yearly now, last year they released similar package of sounds and we used many of the effects on Power Hover. Sonniss is legit Company, at least I haven't heard anyone complaining. They are doing these royalty free audio packages to promote their site.
 

neko.works

Member
There are some caveats and restrictions, but still it's rather exciting! Especially considering that we can now technically buy a "second hand" devkit on the cheap :p

Reminds me of the PSM program (PlayStation Mobile), which allowed to use a retail Vita as a devkit, and even had Unity 4.3 support!

Anyway, back to work! I've implemented a new gameplay system in Light Fairytale:

Pressing the help button will make the lead player wear AR goggles, that displays a few infos on the screen, such as input help, NPCs and exits locations, and battle zones.

Battle zones are locations where walking some random duration will trigger a battle. These zones are not visible initially, but after the first battle in each zone you will be able to see them with the AR goggles, along with a completion %.

The random encounters are actually limited, so the max level you can get at a specific story moment is limited to the locations you had access to so far.

When a battle zone is active, you can trigger the next battle immediately with the help button pressed + the interact button. This should make leveling (if needed) less frustrating!

Here's a screenshot of the AR goggles in action, which adds a green atmosphere to the scene:

456.jpg
 

correojon

Member
Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.
Thanks for sharing!

It is, I downloaded it and can confirm it's all soundfiles (and regrettably, haven't found the time to check them out ;_;). I think they had done one last year, too.. and possibly even more before that!

On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
This is awesome, HUGE thanks!!
 

Blizzard

Banned
It is, I downloaded it and can confirm it's all soundfiles (and regrettably, haven't found the time to check them out ;_;). I think they had done one last year, too.. and possibly even more before that!

On a similar note, this list of resources has been making the twitter rounds lately: https://game-development.zeef.com/david.arcila
Too much stuff to list here, so you might need to sift through to find if it has something you might want/need... but with the amount it has, it's pretty likely!
Thanks for the link, bookmarked.

Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.
THANK YOU! I downloaded last year's bundle but didn't hear about this year.
 

Jobbs

Banned
Looks good mayne

This looks nice and the creature itself look friendly for sure. But maybe a little bit too cute for the tone of your game?

Thanks and no =)

Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.

Oh, nice. Been looking for something like this. I mostly make my own sounds but often I incorporate aspects of existing sounds, so something like this could be a killer score.
 

Kalentan

Member
Hey, anyone using GameMaker able to tell me why this is happening?

I'm getting this error:

############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object objChest:

Variable objChest.ITEM_IDLESET(100009, -2147483648) not set before reading it.
at gml_Script_ItemGetDefine (line 17) - _item[ITEM_IDLESET] = argument9;
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_ItemGetDefine (line 17)
called from - gml_Object_objChest_CreateEvent_1 (line 20) - item = ItemGetDefine("NO NAME", -1, 1, -1, -1, "NO DESCRIPTION", -1, 0, 0, -1);

If you look at the piece of code where this is happening, you clearly see 10 arguments (0...9)

I have this:

/// ItemGetDefine(name, type, count, object, icon, description, spriteSet, effect, value, idleSet);
//
// Take all the values needed to create a new item, and returns it's array.
//
//*****************************************************************************

var _item;
_item[ITEM_NAME] = argument0; // Name of item
_item[ITEM_TYPE] = argument1; // Type of item
_item[ITEM_COUNT] = argument2; // Default 1 item, so we don't have to always define it
_item[ITEM_OBJECT] = argument3; // Default NO associated object
_item[ITEM_ICON] = argument4; // Icon for the item, used in inventory
_item[ITEM_DESCRIPTION] = argument5; // Item description, used in inventory
_item[ITEM_SPRITESET] = argument6;
_item[ITEM_EFFECT] = argument7;
_item[ITEM_VALUE] = argument8;
_item[ITEM_IDLESET] = argument9;

return _item;

and from the Chest Object:

if (ds_list_find_index(objGame.persistanceEvents, id) != -1)
{
open = true;
dropTimer = -1;
image_speed = 0;
image_index = image_number-1;
}

else
{
// Start closed
open = false;
dropTimer = -1;
dropDirection = 270;

// Default contents, nothing
containsItem = false; // Default, chest contains NO item
canDropOnGround = false; // Drops on ground, or false = directly put into inventory
item = ItemGetDefine("NO NAME", -1, 1, -1, -1, "NO DESCRIPTION", -1, 0, 0, -1);

// Pause animation on first frame
image_speed = 0;
image_index = 0;
}

// Simple depth sort
depth = -y-4;

I've also already established the ITEM_IDLESET in other scripts...
 
random apeshit gif that mostly won't make sense, but just a milestone of where I'm at (GameMaker + placeholder sprites).


Finally nearing a fully functional Beat-Em-Up-game. Got all combat components working except for a few hit states. Once combat is done it's onto the camera and stage system.

It feels good as I'm primarily more a visual artist than a programmer, though I've made alot of "art" software, this is my first time investing in making a retail product.


Someone I follow on twitter posted this free sound effect pack. 16 GB of royalty-free, attribution-free SFX.
http://www.sonniss.com/gameaudiogdc2016/

It looks legit, but I've never heard of this company before so I'm not 100% sure.

Thx! saw this but forgot about it. My wife could use this easily as well for some of the art she makes.
 

correojon

Member
Hey, anyone using GameMaker able to tell me why this is happening?

I'm getting this error:



If you look at the piece of code where this is happening, you clearly see 10 arguments (0...9)

I have this:



and from the Chest Object:



I've also already established the ITEM_IDLESET in other scripts...

The error is saying that ITEM_IDLESET is not intialized, are you sure you´re giving it a value before calling the script? Check that you´re doing so in an instance of objChest, maybe another instance of a different object is calling the script so ITEM_IDLESET is begin set as a local variable of that instance, instead of of objChest.

Even if GM allows initializing variables anywhere before using them, I strongly recommend you get the habit of initializing all variables of an object in the create event. It´s also a very nice way of keeping track of all your variables once the code starts growing.
 

Ito

Member
uploaded a clip of stuff I was working on today

https://www.youtube.com/watch?v=XDddCLLZeTg&feature=youtu.be

you can see the beginnings of the ball critters at the end, it needs more work, but basically they just play a little game of tease with the player. will have sounds and stuff later.

Nice stuff!

I just watched some other recent vids I had missed on your yt channel.

Judging from what I just watched, you seem to have made a lot of progress as of late, so congrats :)
 

Kalentan

Member
The error is saying that ITEM_IDLESET is not intialized, are you sure you´re giving it a value before calling the script? Check that you´re doing so in an instance of objChest, maybe another instance of a different object is calling the script so ITEM_IDLESET is begin set as a local variable of that instance, instead of of objChest.

Even if GM allows initializing variables anywhere before using them, I strongly recommend you get the habit of initializing all variables of an object in the create event. It´s also a very nice way of keeping track of all your variables once the code starts growing.

Yup, I have this script which contains the info for IronSword:

/// ItemGetAwesomeSword();
//
//*****************************************************************************

var _item;
_item[ITEM_NAME] = "Iron Sword"; // Name of item
_item[ITEM_TYPE] = ITEM_TYPE_WEAPON; // Type of item
_item[ITEM_COUNT] = 1; // Default 1 item, so we don't have to always define it
_item[ITEM_OBJECT] = -1; // Default NO associated object
_item[ITEM_ICON] = sprIconIronSword; // Icon for the item, used in inventory
_item[ITEM_DESCRIPTION] = "This is a deadly Iron blade!"; // Item description, used in inventory
_item[ITEM_SPRITESET] = SetWeapon_IronSword;
_item[ITEM_IDLESET] = SetWeapon_IronSword;
_item[ITEM_EFFECT] = 2;
_item[ITEM_VALUE] = 1;

return _item;

The chest object has this on it's creation code:

containsItem = true;

item = ItemGetIronSword();

This worked before when I didn't have ITEM_IDLESET, this error has begun to error. Since in YoYoRPG, there is no weapon being shown while idle, so I'm trying to add that.
 
Yup, I have this script which contains the info for IronSword:



The chest object has this on it's creation code:



This worked before when I didn't have ITEM_IDLESET, this error has begun to error. Since in YoYoRPG, there is no weapon being shown while idle, so I'm trying to add that.

go into the constants menu (I think they renamed it macros) at the bottom of the resource tree and add a definition for ITEM_IDLESET, preferably with number one higher than the last other macro in the ITEM_X set
 

Jobbs

Banned
Nice stuff!

I just watched some other recent vids I had missed on your yt channel.

Judging from what I just watched, you seem to have made a lot of progress as of late, so congrats :)

Thanks man =)

And how is Ori & TBF so FUCKING god damn beautiful? I have the enhanced edition up right now (rare case where having a Bone was nice) and I'm just gazing at it
 
anybody have experience with font creation? I wanna turn this into a real font. They're paths in an Illustrator file so copy-pasting the svg content into some program would be ideal.

776ohUw.png
 
I've never used it, but I have FontForge bookmarked. It might do what you want.

looks like it's either this or Birdfont for free options. I'll go ahead and give this a try. Thanks!


edit: it turns out the UX for Birdfont is a lot nicer, so I'm sticking with that for now. I can't comment on which is the better tool for font creation from scratch, but dragging the glyphs I authored in Illustrator works perfectly fine in both so I just picked the prettier one.
 

Kalentan

Member
go into the constants menu (I think they renamed it macros) at the bottom of the resource tree and add a definition for ITEM_IDLESET, preferably with number one higher than the last other macro in the ITEM_X set

That helped!

Thus far I have this:

ahMb.gif


It doesn't seem to "destroy" itself quick enough so it appears in the previous spot for a moment before vanishing. Plus I keep getting this error whenever I try to exit the menu after switching a weapon, even if I exit from it after switching back to the default weapon:


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objPlayerCharacter:

instance_create argument 1 incorrect type (5) expecting a Number (YYGI32)
at gml_Object_objPlayerCharacter_Step_0 (line 1) - {
############################################################################################

Edit: I also managed to make it changed if I am moving... But... well... lol.

phMb.gif
 

PirateHearts

Neo Member
Couple months back, I added treasure chests to Gunmetal Arcadia Zero with the intent to also add mimics, and then I totally forgot to ever add the mimics until tonight.

temOWFU.gif


And when they die, they close back down and then pop open like normal chests but with even more loot.

36P6zSV.gif


Super happy with how this whole thing turned out.
 

SeanNoonan

Member
It came up today in a chat at work, but do any of you have trouble leaving their old work alone?

I can't stop the feeling of wanting to "George Lucas" all of my old work. It's the main reason I'm still working on Jack B. Nimble a year after it's release...

Help! D;
 

correojon

Member
Couple months back, I added treasure chests to Gunmetal Arcadia Zero with the intent to also add mimics, and then I totally forgot to ever add the mimics until tonight.

temOWFU.gif


And when they die, they close back down and then pop open like normal chests but with even more loot.

36P6zSV.gif


Super happy with how this whole thing turned out.
It looks great! Be careful when designing the level, you should place Mimics carefully and use the level design to tip the player somehow that they aren´t a real chest...I hate it when a game places a Mimic with no way of telling it´s an enemy before it´s too late. Dark Souls did this great with the first Mimic in Sen´s Fortress. Also, I don´t like it when the sprite is somewhat different from the normal chests; once you learn to identify them they trun from a cool surprise to a chore of examining each chest carefully before jumping in.

That helped!
Thus far I have this:

ahMb.gif


It doesn't seem to "destroy" itself quick enough so it appears in the previous spot for a moment before vanishing. Plus I keep getting this error whenever I try to exit the menu after switching a weapon, even if I exit from it after switching back to the default weapon:

Edit: I also managed to make it changed if I am moving... But... well... lol.

phMb.gif
You´re destroying an instance and creating a new one everytime you move around? You shouln´t do that, just create a single instance which draws the sword at different positions or just get rid of it all and just handle it from the player object itself using draw_sprite() in the Draw Event.
As for your error, instance_create(x, y, object_index) asks for 2 coordinates and an object type, check what arguments you are passing to it.



Yup, I have this script which contains the info for IronSword:



The chest object has this on it's creation code:



This worked before when I didn't have ITEM_IDLESET, this error has begun to error. Since in YoYoRPG, there is no weapon being shown while idle, so I'm trying to add that.
I know you already solved it, but just for reference that script was initializing _item[ITEM_IDLESET], but not ITEM_IDLESET itself
 
It came up today in a chat at work, but do any of you have trouble leaving their old work alone?

I can't stop the feeling of wanting to "George Lucas" all of my old work. It's the main reason I'm still working on Jack B. Nimble a year after it's release...

Help! D;

I don't think what you're doing at the moment is any kind of an issue. You're going to be launching on new platforms, and are adding a load of new content right?

I think it only becomes a problem if you polish something obsessively, to the degree where you're not actually making any real progress.
 

Ito

Member
This might sound weird, but someone actually is paying me to recreate my own character for another game (I did the concept art and I'm currently doing the texture work, the 3d model is not mine).

TZrP8uE.png


flMw962.png
 

PirateHearts

Neo Member
Looks cool. Feel free to ignore this advice if you choose: the spirit of NES is more important than accuracy. I'd give the chests an actual black instead of relying on the backdrop.

I suspect in most cases, these will appear against black backgrounds, so it'll be a non-issue. I do have the option to give sprites solid black pixels, but it comes at the cost of one color in the palette, since I've built my tech around the assumption that all sprites will have three colors plus transparent. On the upside, it means I get NES-like palette swapping effectively for free. (The frame rate of the GIF clobbers the effect, but when enemies take damage, they flash through a number of palette swaps very quickly to recreate the look of taking damage in Zelda II.)

It looks great! Be careful when designing the level, you should place Mimics carefully and use the level design to tip the player somehow that they aren´t a real chest...I hate it when a game places a Mimic with no way of telling it´s an enemy before it´s too late. Dark Souls did this great with the first Mimic in Sen´s Fortress. Also, I don´t like it when the sprite is somewhat different from the normal chests; once you learn to identify them they trun from a cool surprise to a chore of examining each chest carefully before jumping in.

Good point, I haven't yet thought about how I want to introduce these. I don't want to completely spoil the surprise, but I also think the fun of mimics is less about that initial shock and more about the tension of never knowing for sure whether any chest after that might be a mimic. Totally agree about not using a different sprite or palette.
 

Kalentan

Member
You´re destroying an instance and creating a new one everytime you move around? You shouln´t do that, just create a single instance which draws the sword at different positions or just get rid of it all and just handle it from the player object itself using draw_sprite() in the Draw Event.
As for your error, instance_create(x, y, object_index) asks for 2 coordinates and an object type, check what arguments you are passing to it.

Ah, I see. Yeah, I've been making a new instance since that is what the pre-made code did for attacking. It would create a new object "objPlayerAttack" and then play the attack animation and the sword animation before having both be destroyed at the same time. My problem is how I was trying to do that same thing but still using the regular model and being able to loop for however long you're walking for.

I'm pretty sure the error is in relation to this code:

http://pastebin.com/Y9KsgmpS

If I get rid of both code relating to: _newMoveMask and _newIdleMask, then the error vanishes.
 

Raticus79

Seek victory, not fairness
UE4.11 is out :D woo!


New: VR Instanced Stereo Rendering

Instanced Stereo Rendering is an optimization that makes it more efficient for the engine to render stereoscopic images for VR headsets.

Previously, the engine rendered a stereoscopic image by drawing everything for the left eye, and then drawing everything for the right eye. With Instanced Stereo Rendering, we render both eyes at the same time, which significantly cuts down on the work done by the CPU, and improves efficiency in the GPU. Here are the two techniques running side-by-side:

image_16.gif


Yesssss
 
Status
Not open for further replies.
Top Bottom