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

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anteevy

Member
It's been a while! I'll have some very exciting news to share about Stage Presence at the end of the month. In the mean time, here's some short gifs of a VERY WORK IN PROGRESS new environment. Hoping to have a bunch of different environments ready for launch - the festival stage, this indoor arena stage and a few others. The 360 nature of the this environment is ace in VR!
Looks awesome as usual btw, I especially like the first screen. :)
 

devo1989

Member
Working on a little thing in GameMaker, how strict is keeping Sprite sizes to the power of 2? I know this was a rendering constraint back in the day but is it still an important rule to abide by? This concerns mostly character sprites.
 
Working on a little thing in GameMaker, how strict is keeping Sprite sizes to the power of 2? I know this was a rendering constraint back in the day but is it still an important rule to abide by? This concerns mostly character sprites.

No. Don't worry about that at all. GameMaker has a texture atlaser that will put all your sprites on power-of-two textures for you, as many as will fit. You can change the size of the textures in the project settings if you feel that's important, but the default settings should suffice.
 

missile

Member
Hey, missile! How are you doing?

I've been busy with my new job, and I've barely had any time to do any programming, but I'm trying to get back into the game again. It's been fun reading your technical posts.
So your new job isn't about games, programming, and stuff? Anyhow, hope to see
you back on game development in here!

Yeah, thx for the flowers.
Well, things are mixed on my end. I'm running out of money in a couple of
month. So I better pack some of my stuff together and see what I got to gain
some fresh money. Technically am quite deep in all topics considering signal
theory and friends to further improve on the video signal en- and decoding
stage for my CRT simulator and for some other real CRT projects. Would love
to talk more about it, but some of those things are way off-topic. For
example, I recently developed a program to synthesis real (passive) filter
networks out of a given (valid) pole-equation. Off-topic. Second, currently
I'm doing some AVR assembly to generate exact timings to produce an NTSC/PAL
sync signal for driving a real CRT. Off-topic. However, when the first
pictures come around I'll will post them in here.
 

Bollocks

Member
uDkkZXj.gif

Mom's spaghetti lol

Nice work ;)
 
I´m not sure, it may just be that we aren´t accounting for the sprite offsets in the drawing code so we aren´t drawing it correctly. To be sure, try replacing the previous code with this:
Code:
draw_set_alpha(1);
draw_sprite_ext(sprPlayer...);//This line is the same as before
draw_set_alpha(0.6);
draw_set_color(c_red);
draw_rectangle(bbox_left, bbox_top, bbox_right, bbox_bottom, false);//but now we draw the collision boundaries
This will draw the collision boundaries of your current mask, it will work regardless of sprite offsets.

Edit:
For reference, this are my collision masks when the player is standing and crouching:
PZm8V0e.gif


(I have pending to make a taller crouching sprite so it can fill the whole crouching mask). Note that this mask is used for collisions against the environment, for collisions against enemies I´ll use an even smaller mask so the sprite overflows it in all directions.

Mmm hmm...

Come to think about it, the more I see your game, the more I think the main character is too adorable to resist. :)

*winces as he tries to pixel art a few main characters for use in the title screen for his game*

Sometimes it does feel easier to operate on greyscale and then colour things in later. Anyone else?
 

Likely referring to [insert mobile phone platform] app store where the very "simple" games are also usually the most successful ones... though I don't know if it's still going to be true these days.

Sometimes I wish I had an idea what I'm doing with my pixel art, but at least I'm doing something.
 

SeanNoonan

Member
Likely referring to [insert mobile phone platform] app store where the very "simple" games are also usually the most successful ones... though I don't know if it's still going to be true these days.

Sometimes I wish I had an idea what I'm doing with my pixel art, but at least I'm doing something.
Ah. Doubt I'll put it on mobile, just a little throw away thing I'm doing for PC.

Regarding pixel art, I know what you mean. After Jack B. Nimble I'm gonna take a break from it for a while. Try out some 3D stuff or vectors, etc.
 
For a short moment, when I scrolled crazy fast down the thread, I thought someone posted photos of an event. Nice! (My network connection is a bit bad now, so GIFs load very slowly.)

Nice as fuck.

Mom's spaghetti lol

Nice work ;)

Thanks for the kind words guys :D

Looks awesome as usual btw, I especially like the first screen. :)

Thanks man! Looking forward to seeing more of Ballhalla!

The clipping is real! The screens are looking really great but the audience clipping would get anyone out of their immersion.

Yeah you're right, the audience clipping really does suck atm. I'm trying to find a balance between the audience being packed together close enough to look like a real crowd without too much clipping. There's always going to be some though, unfortunately.
 

Ianan

Member
Went back to an old gamejam game to see what I could do to polish it up. It's got too many colours and is quite high resolution so it doesn't gif well D;

EXoZlj2.gif

Whats there looks nice, are you doing this in Construct 2 again or a different engine?

Construct 2 always pleasantly surprises me, wanting to buy a license but £80 is really steep for me at the moment.
 

SeanNoonan

Member
Whats there looks nice, are you doing this in Construct 2 again or a different engine?

Construct 2 always pleasantly surprises me, wanting to buy a license but £80 is really steep for me at the moment.
Aye, Construct 2, hence why it won't be going to mobile. I exported it to iOS and it ran at about 5 FPS. Construct 2 physics on iOS aren't so hot.
 
Hey GAF

My indie studio will be outsourcing some of the game design for our next title and what better place to begin than here? (OK, to be fair, I'm reaching through real life friends too). If anyone posting or lurking in this thread is interested in approx two/three months of paid (strategy) game design consultancy, please send a PM.

If on the other hand, I've committed a terrible faux pas by mentioning such a thing in this thread, please disregard this message and wipe your memory.
 
Now that I've got my own Imgur account and worked a bit more on stuff... just felt like sharing a bunch of things here now, if only to say that I'm doing some work... at least graphics and UI-wise.

Some of the characters, used in the title screen:
KvDJQfb.png

I think it looks sorta OK, if a bit lumpy... any tips on smoothing out pixel art?

The title screen itself, still a WIP
RtJ2UQ0.png


Very empty :) I think it needs a bit more presence, and since I have only added the characters. And an actual title... the green box is for a subtitle when I can think of one. (No worries, it uses an automatically tiled UI element.)

The latest field/system UI revision as of now
uEUATDZ.png

The two stray windows behind are the location name box that is called when one moves to a new location and the dialogue window box (dialogue itself unimplemented yet) - they should be hidden in the actual game when the system menu is up.

It covers the entire scene now when the system menu is up. Still thinking about the flavour of menu options that would show up on the right side... I probably will need to make good use of the button class, though if they looked like actual buttons, things might look a bit ugly... There's also doesn't seem to be enough space for text, though that's why the help box is there.

Thinking of using 56x16 graphics for the possible system menu options. Does that sound good?

If you have noticed anything from my past posts about working with the UI, yeah, I also added a pattern to all UI windows, as well as some window frame gradient shading. They look a lot nicer when it's not entirely solid.
 

JulianImp

Member
So things have been speeding up for me in the last couple weeks, including freelance work on a mobile Classicvania, teaming up with a small indie studio as their second programmer and even getting a couple job proposals (which I might end up passing on if they want to hire me right away because I just can't leave my current job and have the company crash and burn without me as their lone programmer). On top of that there's a personal project I'm still working on with a fellow IndieGAFfer, so that's a whole lot of stuff I'll be doing in the coming months.

I'm still wondering if I'll be able to keep up with my day job, paid freelance work and two side projects, but I guess I'll have to try and see how things go.
 

Kalentan

Member
I´m not sure, it may just be that we aren´t accounting for the sprite offsets in the drawing code so we aren´t drawing it correctly. To be sure, try replacing the previous code with this:
Code:
draw_set_alpha(1);
draw_sprite_ext(sprPlayer...);//This line is the same as before
draw_set_alpha(0.6);
draw_set_color(c_red);
draw_rectangle(bbox_left, bbox_top, bbox_right, bbox_bottom, false);//but now we draw the collision boundaries
This will draw the collision boundaries of your current mask, it will work regardless of sprite offsets.

Edit:
For reference, this are my collision masks when the player is standing and crouching:
PZm8V0e.gif


(I have pending to make a taller crouching sprite so it can fill the whole crouching mask). Note that this mask is used for collisions against the environment, for collisions against enemies I´ll use an even smaller mask so the sprite overflows it in all directions.

D7Mb.png


Didn't seem to change so something is clearly wrong. I checked the collision masks and it's clearly covering the whole model, but it's seems to be splitting it.

Oh... I think I know why... I never changed the Mask from the original sprite used...
 
(Unity) Did this one slip under anyone else's radar?

I know it was posted April 1st, but teasing "High Performance Garbage Collector" would be far too much of a cruel joke...

It was announced as part of Build on the 31st.

Hey, Wildfire's music composer has put up a behind the scenes look at how the game's dynamic music is written. If you're into any of that, check it out:

https://www.youtube.com/watch?v=lJZsyZZ8ZeA

Thanks for sharing that.
 

JulianImp

Member
anybody in here building anything in VR? my friends and I made a short 360 video murder mystery film, and now we're building an adventure game in Unreal Engine. can't wait to start laying out levels with Vive in the VR editor.

I'm doing some pretty basic VR stuff for Cardboard, GearVR and Oculus at my day job, and the performance differences between a middle-tier phone (Cardboard), a mid-high-tier one (Gear) and a desktop PC make it really hard to balance quality and performance. We'll probably need to substantially lower triangle counts, texture counts and sizes, fall back to simpler shaders and use either baked or just ambient lighting to make things work on Cardboard, which is a real pain since it'll take time to create and implement.

Then there's the issue of control schemes, since many phones that can run Cardboard apps don't even have NFC capabilities to use the magnet button, so we've had to implement a simple "look at waypoint to move towards it" system for moving around a virtual building (the app's meant for marketing purposes only, so there's no actual gameplay).
 
anybody in here building anything in VR? my friends and I made a short 360 video murder mystery film, and now we're building an adventure game in Unreal Engine. can't wait to start laying out levels with Vive in the VR editor.

Stage Presence which I showed some WIP work on the last page is a VR game. Rift and Vive :)

I've got a few other VR titles I've been kicking about but they'll need to wait until Stage Presence is shipped. VR dev really is super, super fun - so many unknowns, it's awesome figuring everything out :D
 

devo1989

Member
No. Don't worry about that at all. GameMaker has a texture atlaser that will put all your sprites on power-of-two textures for you, as many as will fit. You can change the size of the textures in the project settings if you feel that's important, but the default settings should suffice.

Thanks! Appreciate the reply.
 

correojon

Member
Mmm hmm...

Come to think about it, the more I see your game, the more I think the main character is too adorable to resist. :)

*winces as he tries to pixel art a few main characters for use in the title screen for his game*

Sometimes it does feel easier to operate on greyscale and then colour things in later. Anyone else?
Thanks! Glad you like it ^^!
I use the greyscale approach when doing animations, but when doing "normal" sprites I just use the definitive colors from the start. I start by "painting" the outline in free hand, then cleaning it up to make it 1px wide in all points, then paint the base colors and last add lighting and shadows. It´s easier for me this way and you can correct many mistakes that would be harder to get right with the image finished. Check this pixel art tutorial if you already haven´t, I learnt this approach from it, it´s pure gold:
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

For reference, these are my walking frames after clearing the border and before adding color and lighting:
sePM2ZQ.png

The final frames:
tJ4HO6M.png

And the animation:
oCeOBqi.gif



Now that I've got my own Imgur account and worked a bit more on stuff... just felt like sharing a bunch of things here now, if only to say that I'm doing some work... at least graphics and UI-wise.

Some of the characters, used in the title screen:
KvDJQfb.png

I think it looks sorta OK, if a bit lumpy... any tips on smoothing out pixel art?

The title screen itself, still a WIP
RtJ2UQ0.png



Very empty :) I think it needs a bit more presence, and since I have only added the characters. And an actual title... the green box is for a subtitle when I can think of one. (No worries, it uses an automatically tiled UI element.)
I think the 2 characters in the left, specially the girl, have their heads displaced to the left compared with their respective bodies, it looks a bit weird. The eyes also look a bit strange, though maybe coloring will fix it. Anyway I´d try to make them a bit different in each character to distinguish them better and try not to mix dithering and sharp shadows, either use one or the other because the mix looks a bit off. But I´m no expert, so if anything I said sound like bs, it probably is :p
 

Jumplion

Member
Finally! After six months of on and off development, totaling to about four months of total work, Dot Matrix Dodger is now available at your local Google Play store!

Check out the release trailer here!

Some lovely screenshots;


I would super appreciate anyone who can to download it and give it a try. I'm probably going to try and get it on the iOS App store in the future, but for now I'm going to take a much needed break and play someone else's game for a change.

Thanks to everyone who encouraged me and helped me with this. I know it's not the most exciting game to screenshot or something that lends itself towards dev logging easily, but I appreciate being able to have a place to track my progress and feel a part of something.

Download here:
https://play.google.com/store/apps/details?id=com.giantshoulderproductions.dotdotdot
(You can turn off ads manually completely for free, though obviously I'd appreciate them being left on)
 

Pazu

Member
Stage Presence which I showed some WIP work on the last page is a VR game. Rift and Vive :)

I've got a few other VR titles I've been kicking about but they'll need to wait until Stage Presence is shipped. VR dev really is super, super fun - so many unknowns, it's awesome figuring everything out :D

Stage Presence is looking sweet! looking forward to trying it out when you ship it.
 

Pazu

Member
I'm doing some pretty basic VR stuff for Cardboard, GearVR and Oculus at my day job, and the performance differences between a middle-tier phone (Cardboard), a mid-high-tier one (Gear) and a desktop PC make it really hard to balance quality and performance. We'll probably need to substantially lower triangle counts, texture counts and sizes, fall back to simpler shaders and use either baked or just ambient lighting to make things work on Cardboard, which is a real pain since it'll take time to create and implement.

Then there's the issue of control schemes, since many phones that can run Cardboard apps don't even have NFC capabilities to use the magnet button, so we've had to implement a simple "look at waypoint to move towards it" system for moving around a virtual building (the app's meant for marketing purposes only, so there's no actual gameplay).

seems like there's a ton of friction around multiplatform VR development right now, vast differences between phones and peripherals and all. Cardboard has the biggest user base, but you can't build anything with motion controls. Vive's got room-scale capability, but how many people have enough space to take full advantage of it? there's a fascinating cost to every choice.
 
Thanks! Glad you like it ^^!
I use the greyscale approach when doing animations, but when doing "normal" sprites I just use the definitive colors from the start. I start by "painting" the outline in free hand, then cleaning it up to make it 1px wide in all points, then paint the base colors and last add lighting and shadows. It´s easier for me this way and you can correct many mistakes that would be harder to get right with the image finished. Check this pixel art tutorial if you already haven´t, I learnt this approach from it, it´s pure gold:
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

For reference, these are my walking frames after clearing the border and before adding color and lighting:
sePM2ZQ.png

The final frames:
tJ4HO6M.png

And the animation:
oCeOBqi.gif

Heh... weird as it may be, seems like I'm already using most of the workflow, though I do not colour until the very end as of now. It feels a lot easier to visualize things without colour at all... to me, colour is just something that I can do later once I'm done with everything else.

Speaking of pixel art, sprites, and animations, the only set of usable field sprite set I have is heavily based off how things looked like in Final Fantasy VI. Perhaps I should try for a more distinct look, but...

As things are right now, they also look pretty good, and I'm not comfortable with working with larger sheets... 16x16 is quite squished and unusable IMO in battles, while 16x32 anything larger would be rather taxing on my pixel art skills, or lack thereof. I think a move to 16x32/32x32 might be a good idea, though, if only to give everything a bit more legroom, especially when doing horizontal movement sprites and stuff.

I think the 2 characters in the left, specially the girl, have their heads displaced to the left compared with their respective bodies, it looks a bit weird. The eyes also look a bit strange, though maybe coloring will fix it. Anyway I´d try to make them a bit different in each character to distinguish them better and try not to mix dithering and sharp shadows, either use one or the other because the mix looks a bit off. But I´m no expert, so if anything I said sound like bs, it probably is :p

Mmm. I think I'm going to redo the shading now... come to think about it I probably should ditch the dithering and go simple and flat, unless it's supposed to look patterned. Probably will also start thinking about going full colour vs. making them even darker and in a brown hue, to blend in with the background.

Oddly tiny amount of space taken by the characters... can't shake that feeling, but I think things might end up being a bit different once I add the rest of the image.
 

correojon

Member
Finally! After six months of on and off development, totaling to about four months of total work, Dot Matrix Dodger is now available at your local Google Play store!

Check out the release trailer here!

Some lovely screenshots;






I would super appreciate anyone who can to download it and give it a try. I'm probably going to try and get it on the iOS App store in the future, but for now I'm going to take a much needed break and play someone else's game for a change.

Thanks to everyone who encouraged me and helped me with this. I know it's not the most exciting game to screenshot or something that lends itself towards dev logging easily, but I appreciate being able to have a place to track my progress and feel a part of something.

Download here:
https://play.google.com/store/apps/details?id=com.giantshoulderproductions.dotdotdot
(You can turn off ads manually completely for free, though obviously I'd appreciate them being left on)
Here are some early impressions:
  • Game looks great, GIFs, don´t do it justice.
  • Gameplay is solid, it reminds me of Super Hexagon.
  • I miss a sensibility option for the controls, maybe I just need time to get used to them but it would be nice to be able to tweak them. Also, an option to invert the Y-Axis would be great, my brain always made me tilt the phone in the opposite direction when I wanted to move vertically.
  • The "physical" back button doesn´t do anything and I couldn´t find any option to exit the game. It would be nice to allow for it to take you back to the main menu and then exit the game. I had to press the phone´s home button to minimize the app and then kill it with the task administrator.
  • Once, my "dot" got stuck between the 2 outside circles and wouldn´t move at all; going back to the main menu and pressing the recenter button fixed it, but for a moment I thought the app had frozen.
  • I would also love to be able to play this with buttons instead of the gyro, maybe with a virtual circle pad placed in the bottom-right or bottom-left.
  • Ads are super intrusive, I´m guessing most people will turn them off after a couple of games.

I like the game concept, visually it looks great and all presentation elements are really polished, but I think the controls work against the game a lot of times. I´ll be playing it more.

Current record: 30 seconds in easy :p
 

Jumplion

Member
Here are some early impressions:
  • Game looks great, GIFs, don´t do it justice.
  • Gameplay is solid, it reminds me of Super Hexagon.
  • I miss a sensibility option for the controls, maybe I just need time to get used to them but it would be nice to be able to tweak them. Also, an option to invert the Y-Axis would be great, my brain always made me tilt the phone in the opposite direction when I wanted to move vertically.
  • The "physical" back button doesn´t do anything and I couldn´t find any option to exit the game. It would be nice to allow for it to take you back to the main menu and then exit the game. I had to press the phone´s home button to minimize the app and then kill it with the task administrator.
  • Once, my "dot" got stuck between the 2 outside circles and wouldn´t move at all; going back to the main menu and pressing the recenter button fixed it, but for a moment I thought the app had frozen.
  • I would also love to be able to play this with buttons instead of the gyro, maybe with a virtual circle pad placed in the bottom-right or bottom-left.
  • Ads are super intrusive, I´m guessing most people will turn them off after a couple of games.

I like the game concept, visually it looks great and all presentation elements are really polished, but I think the controls work against the game a lot of times. I´ll be playing it more.

Current record: 30 seconds in easy :p

Thanks for the feedback, I'll adjust the ad rate to be much lower. I'll ad some of those options you mentioned, should be a quick line or two to implement. There is a sensitivity slider in the settings, but the icon for it is admittedly vague.

I'll be putting the game off to the side for a bit, play another person's game for a bit.
 
Did a bit of a quickie, and coloured in the skin of everyone and mostly finished Character 1 (from the left side).
9HSTNVn.png


Hmm... the legs seem to should have been in a different colour. I probably should make push the shading on the chest lower by a lot, too...

And the more I look at Character 3, the more I realize that his outfit is at odds with everyone else. Heh. Perhaps some tweaks are in order...
 

correojon

Member
Did a bit of a quickie, and coloured in the skin of everyone and mostly finished Character 1 (from the left side).
9HSTNVn.png


Hmm... the legs seem to should have been in a different colour. I probably should make push the shading on the chest lower by a lot, too...

And the more I look at Character 3, the more I realize that his outfit is at odds with everyone else. Heh. Perhaps some tweaks are in order...
Where is the light coming from? For the character in the left it seems to be coming completely from his left or front-left, but for the other 2 it seems to be coming from above. for the upper body and from the front for the legs. You should also paint shadows on the faces, them being in a single plain color stands out.
 
Where is the light coming from? For the character in the left it seems to be coming completely from his left or front-left, but for the other 2 it seems to be coming from above. for the upper body and from the front for the legs. You should also paint shadows on the faces, them being in a single plain color stands out.

Aha! I think I see it now. Time to make the lighting more consistent, probably from the upper-left corner. Yeah, kind of worked it as if there's only outlines for a while... I think at this point I probably can finish the shading now.

I was thinking that I might have difficulty getting shading right with just a little pixels there on the face, but I'll also try.

Thinking of probably doing it in 96x96, too, instead of the current 64x64, but that'd mean at least extensive redrawing, since it's pixel art'd.
 

Vanguard

Member
My old GUI was flashy but it wasn't really that functional when it came to modding the items aspect of the game. Idea is that you click a body part, which would then bring a pop up allowing you to select an item, similar to what I prototyped earlier with this:

But modding the cybernetic parts with stats and abilities is a big part of the game so I wanted a similar menu that gets up close and personal with each part. So modifying an item (kinda like Destiny on hindsight) brings up a new menu,


The idea is that you then click on a mod in the left window, which brings up a window to select a mod on the right hand side of the screen. In theory anyway, not fully functional yet and is just an idea/wip so far.

Started tidying up the main interface for player character interaction though. More and more looking like the clean style I wanted,



Still hate doing GUI though!
 
Thanks! I tried exporting to iOS last night... it ran like total shit, like sub 20fps :(

Construct 2 doesn't like physics or alpha...

Very first thing I'd do is probably to tone down on the effects a lot. Does it run much better if you simplify/disable effects?

Still trying to rework shading while colouring the rest of the characters for my game... hmm, I think I get it now. Things look quite a lot more alive once the shading kinks are worked out... hopefully, by the end of the day, everyone is done.
 

TheKroge

Neo Member
Have some battle shots here, pre battle, during, battle, post battle! The particle effects are custom physics-responsive particles that will fly out from the ships when they're destroyed at a given velocity.

There is also a custom "dissolve" shader which gives the appearance that the ship is dissolving in flames when it's destroyed.

Then there is a force field shader which I added a texture on top of for the hexagonal grid feel. It just gave them a bit more life.

The projectiles themselves are a mix of particle effects and 3D models, with the lasers being interpolated textures with a glow and fade shader.

1Battle.png


2Battle.png


3Battle.png
 

bumpkin

Member
Damn, talk about finally giving indie devs something they've been asking for and finding a way to make it suck. Being able to use a retail XB1 as a dev kit has fine print. True, you can switch back and forth at-will to play your retail games and Apps, but if something goes awry with the developer OS - and if I'm reading the docs right - you have to factory reset your XB1 altogether which means you have to reinstall everything. :(
 

Feep

Banned
holy shit feep
I'm just kidding godddddddd

In all seriousness, it's okay. I expected to fail, and most people do, the first time. I'm holding out hope for a pass on the second round, but if I fail *three* times it'll start to cause havoc with a bunch of dates and plans and stuff.

It's a tough process.
 
I'm just kidding godddddddd

In all seriousness, it's okay. I expected to fail, and most people do, the first time. I'm holding out hope for a pass on the second round, but if I fail *three* times it'll start to cause havoc with a bunch of dates and plans and stuff.

It's a tough process.
Why is that? Did you expect to fail because almost everyone does, or because you got tired of looking for issues yourself?
 
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