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

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If your games tile based, I think the way the old FFs did it was to check what tile you're on, and then load an appropriate background image; eg grass tile = forest BG, sand tile = beach BG, stone tile = Dungeon BG, etc.

Yeah, I think the "loading" part is what I'm having thoughts on exactly how to implement it. Thinking of stuffing all the images in an array and have it just change it to the right one when the time comes.
 

gappvembe

Member
I was very involved with and helped direct and flow the music, but I didn't compose it myself. I had a buddy help.

GunWorld 1 actually came out in late 2014, so GunWorld 2 wasn't really done *that* fast. For a lot of people it just seems really fast because while I was working on GunWorld 2, I also did the Xbox One port of GunWorld 1, which released last September.

That's cool you made it. I bought it a few months ago. Still haven't played it, but just by screenshots, I was thinking it was something I'd play.


edit: and looking at your twitter, you're only about an hour away from me, crazy world.
 

JulianImp

Member
copy *.*

I'm on a similar road. I have the Nano at home and do some programming on it
now and then. My goal is to build/program a video adapter/CRTC in software,
i.e. a video signal generator coupled with a tiny framebuffer to display
graphics on a PAL/NTSC (mini) CRT TV. This should be my video adapter built
from scratch where one is in control of every aspect from an image' bits in
memory up to the spot drawn on the CRT screen. Depending on the resources
left, a simple game or some simple 3d objects flying around would make
everything sounds. Basically, I want to have a fully self-contained solution
where one is 100% in charge of generating and displaying the graphics seen on
the screen. I programmed some exact timing procedures in assembly, recently,
which are accurate down to the nanosecond. Getting exact timings are the nuts
and bolts in realtime video signal generation because everything is determined
by sending the exact signal at the right time.

Yeah, very interesting project, really, love working on it, but I'm like you
here, quite a sh!tload of other things to do as well.

Enjoy yours and post some progress if you have! Always interested.

It's going to take me some time before I feel confident enough to begin experimenting with my LCD display, though. I'll probably be using it as a non-conventional controller alongside Unity so that I can make games that use the sensors I got my hands on in fun and interesting ways, even though I won't be able to distribute games made using it since they'd require end users to wire their own Arduinos the right way and load the proper interface program for using them with my Unity applications.
 

Jobbs

Banned
Just a random bit of gameplay I uploaded last night showing an interesting story moment. It's always a challenge to design effective story moments that don't conflict too much with the game's overall philosophy. (I've already had to reel myself in a few times on this matter)

https://www.youtube.com/watch?v=Z3i2dQoKld8&feature=youtu.be

Spoilers obviously!

This is a character who the player has been working with for a while at this point in the game. These are the final two sightings of him edited together.

Note some interesting details like the roboparrot on his backpack at 1:42 reacting.
 

correojon

Member
Just a random bit of gameplay I uploaded last night showing an interesting story moment. It's always a challenge to design effective story moments that don't conflict too much with the game's overall philosophy. (I've already had to reel myself in a few times on this matter)

https://www.youtube.com/watch?v=Z3i2dQoKld8&feature=youtu.be

Spoilers obviously!

This is a character who the player has been working with for a while at this point in the game. These are the final two sightings of him edited together.

Note some interesting details like the roboparrot on his backpack at 1:42 reacting.

I have no words, that is f* amazing!! You have nailed the mood: graphics, sfx, music...everything is just perfect. Awesome job!

I liked the way the guy talked, very Dark Souls-y. However, it seemed a bit weird that he made too long pauses between each sentence, but anyway, it was great :D
 

missile

Member
It's going to take me some time before I feel confident enough to begin experimenting with my LCD display, though. I'll probably be using it as a non-conventional controller alongside Unity so that I can make games that use the sensors I got my hands on in fun and interesting ways, even though I won't be able to distribute games made using it since they'd require end users to wire their own Arduinos the right way and load the proper interface program for using them with my Unity applications.
Sounds interessting to add real stuff to games even if limited in extend.
 

Jobbs

Banned
I have no words, that is f* amazing!! You have nailed the mood: graphics, sfx, music...everything is just perfect. Awesome job!

I liked the way the guy talked, very Dark Souls-y. However, it seemed a bit weird that he made too long pauses between each sentence, but anyway, it was great :D

Thank you <3

Typically I time things to have a bit room of room between lines for people to take it at their pace. In most cases you can skip ahead a line by pushing the interact button again.
 

missile

Member
"... helps to ground the effect in the world."

is something I hear quite often during the last few month.
Some other popular phrases out there with respect to gaming?
 

correojon

Member
Thank you <3

Typically I time things to have a bit room of room between lines for people to take it at their pace. In most cases you can skip ahead a line by pushing the interact button again.

I see it makes sense now. Again, congratulations on the awesome job.
 
Ugh..I've been so lazy!

But, I finally pulled my finger out and got a loading screen done. Now I can actually transition between levels and menus! Looks like that "Proof of Concept Alpha" isn't going to be too far away after all! (At which point I'm going to request some feedback, which will be scary!)
 

crwilso

Neo Member
This week I have mostly been working on the perception system for our guards. I HOPE YOU LIKE VIEWCONES

N56TBc0.gif
 
Nice. Dishonored did something similar with viewcones that squashed flatter the further out they went, so you could feel elevation was safe. Do the different cones trigger different alert/suspicion behaviours?
 

Minamu

Member
Can someone help me with some Unity issues I've got with fog and effects? We're using the built-in fog in our game, with a black color, the exponential squared setting at 0.04. This creates a pretty good night-time effect and obscures things in the not-so-far-distance as intended. The problem is that the fog also obscures distant light sources, but not Shuriken effects. I've made a screenshot so you can hopefully see what I mean: Here!

Is there a setting I'm missing or do I just have to deal with this? xD I could live with it, but I'd prefer if it obscured both effects AND light, or neither.
 

crwilso

Neo Member
Nice. Dishonored did something similar with viewcones that squashed flatter the further out they went, so you could feel elevation was safe. Do the different cones trigger different alert/suspicion behaviours?

Yep! At the moment the different cones just make 'suspicion' increase at different rates. When suspicion is high enough they'll go and investigate the source. Over time I expect to add more bespoke effects for each cone, and maybe more cones!

Longer term I think we'll need different shapes as pure cones aren't quite right, but it's a lot closer to what we used to have.
 

LordRaptor

Member
Can someone help me with some Unity issues I've got with fog and effects? We're using the built-in fog in our game, with a black color, the exponential squared setting at 0.04. This creates a pretty good night-time effect and obscures things in the not-so-far-distance as intended. The problem is that the fog also obscures distant light sources, but not Shuriken effects. I've made a screenshot so you can hopefully see what I mean: Here!

Is there a setting I'm missing or do I just have to deal with this? xD I could live with it, but I'd prefer if it obscured both effects AND light, or neither.

The default particle shader is effectively an unlit sprite, so it will ignore lighting and rendering post processing effects like the built in Fog effect for performance reasons; if you change your particle to use the Unity Standard Shader instead of one of the Unity Particle shaders, you'll instantly see Fogging applies to it, but you'll get a performance hit (based on how complicated / quanitity of the particles you're using is).

An alternative solution might be to instead of changing your particle shader, add a script that does something like (pseudocode)
Code:
void Awake()
{
     gameobject Player = findgameobjectbytag("Player")
}

void FixedUpdate()
{
     Vector3 playerPosition = player.transform.position;
     float distance = vector3.distance (this.transform.position, player.transform.position);
     if (distance > fogDistance)
     {
          particles.stop;
     }
     else
     {
          particle.transparency = distance / 255;
     }
}

e:
Which would be; if the particle is far enough from the player that it should be obscured by fog, just stop it playing (good sense for performance reasons anyway).
If its close enough to be seen, add some transparency based on how far it is, to simulate being obscured by fog

e2:
Actually, if being performant is an issue, you could do much the same thing with big ass trigger volumes at varying levels of particle 'show', which would completely remove any update() or FixedUpdate() calls in favour of triggers
 

JulianImp

Member
The default particle shader is effectively an unlit sprite, so it will ignore lighting and rendering post processing effects like the built in Fog effect for performance reasons; if you change your particle to use the Unity Standard Shader instead of one of the Unity Particle shaders, you'll instantly see Fogging applies to it, but you'll get a performance hit (based on how complicated / quanitity of the particles you're using is).

An alternative solution might be to instead of changing your particle shader, add a script that does something like (pseudocode)
Code:
void Awake()
{
     gameobject Player = findgameobjectbytag("Player")
}

void FixedUpdate()
{
     Vector3 playerPosition = player.transform.position;
     float distance = vector3.distance (this.transform.position, player.transform.position);
     if (distance > fogDistance)
     {
          particles.stop;
     }
     else
     {
          particle.transparency = distance / 255;
     }
}

e:
Which would be; if the particle is far enough from the player that it should be obscured by fog, just stop it playing (good sense for performance reasons anyway).
If its close enough to be seen, add some transparency based on how far it is, to simulate being obscured by fog

e2:
Actually, if being performant is an issue, you could do much the same thing with big ass trigger volumes at varying levels of particle 'show', which would completely remove any update() or FixedUpdate() calls in favour of triggers

The issue would be that transparency woud lerp instead of following the fuction defined by the fog thickness algorithm, and even then it wouldn't get obscured by the fog since it's unlit. I'd probably suggest looking into how fog is drawn on another shader and porting that bit of code over to a new, custom particle shader. That will obviously come at a performance cost, but it's going to be consistent with the fog settings as opposed to having to manually tweak values on custom scripts whenever fog settings change (which might happen on a per-scene basis or even constantly).
 

TheKroge

Neo Member
I'm actually going to be helping with this game Lightspeed Frontier now that my game is done (thanks Moff!) Here's some POLITICALLY CHARGED humor from the game.

gqZBXSq.jpg
 

Minamu

Member
The default particle shader is effectively an unlit sprite, so it will ignore lighting and rendering post processing effects like the built in Fog effect for performance reasons; if you change your particle to use the Unity Standard Shader instead of one of the Unity Particle shaders, you'll instantly see Fogging applies to it, but you'll get a performance hit (based on how complicated / quanitity of the particles you're using is).

An alternative solution might be to instead of changing your particle shader, add a script that does something like (pseudocode)
Code:
void Awake()
{
     gameobject Player = findgameobjectbytag("Player")
}

void FixedUpdate()
{
     Vector3 playerPosition = player.transform.position;
     float distance = vector3.distance (this.transform.position, player.transform.position);
     if (distance > fogDistance)
     {
          particles.stop;
     }
     else
     {
          particle.transparency = distance / 255;
     }
}

e:
Which would be; if the particle is far enough from the player that it should be obscured by fog, just stop it playing (good sense for performance reasons anyway).
If its close enough to be seen, add some transparency based on how far it is, to simulate being obscured by fog

e2:
Actually, if being performant is an issue, you could do much the same thing with big ass trigger volumes at varying levels of particle 'show', which would completely remove any update() or FixedUpdate() calls in favour of triggers
Thanks! :D I made a new material and tried to emulate the settings of the default shader as best I could and while my light source attached to my player first smeared out all the color of the effect, I ended up with a pretty cool looking alpha blended style in the end! It kinda looks like it's glitching out but I like it :lol Here!

My torches are only 25 particles I think and non-interactable beyond casting shadows so I hope they're not too taxing on the system. Correction: The particles don't cast or receive shadows, I have a point light attached to the effect for this.

Any ideas on how I could reverse this and make the default light sources ignore the fog instead? :)
 

LordRaptor

Member
The issue would be that transparency woud lerp instead of following the fuction defined by the fog thickness algorithm, and even then it wouldn't get obscured by the fog since it's unlit.

sure, but I'd suspect the effect would be 'close enough' for relatively cheap - I haven't tried it myself though, it might look utterly shit in practice

Any ideas on how I could reverse this and make the default light sources ignore the fog instead? :)

To the best of my knowledge, the only non shit way to get nice looking lights with nice looking fog is using some sort of volumetric fog rather than just a distance based shader - annoyingly, they showed off a really nice looking volumetric fog effect at the 5.4 launch event, but don't include it in their image effects
 

Minamu

Member
sure, but I'd suspect the effect would be 'close enough' for relatively cheap - I haven't tried it myself though, it might look utterly shit in practice



To the best of my knowledge, the only non shit way to get nice looking lights with nice looking fog is using some sort of volumetric fog rather than just a distance based shader - annoyingly, they showed off a really nice looking volumetric fog effect at the 5.4 launch event, but don't include it in their image effects
I see, yeah I wanted volumetric to begin with but I couldn't find anything on the store so the built-in was plan B :/ I have no idea how to make my own, I assume it's pretty advanced shader programming. I'm gonna try to replicate the original issue in another texture because I actually want it for our weapon :)
 

LordRaptor

Member
Would unity be best for making an infinite runner?

I dunno about 'best' - there's all sorts of different criteria at play - but you can definitely make endless runners in Unity.
I haven't looked, but there's probably even an asset store template for them to buy, where you just replace the graphics and its good to go.

e: Yup. Lol.
 

JeffG

Member
I dunno about 'best' - there's all sorts of different criteria at play - but you can definitely make endless runners in Unity.
I haven't looked, but there's probably even an asset store template for them to buy, where you just replace the graphics and its good to go.

e: Yup. Lol.

Good start to get onto Jim Sterlings youtube channel. lol
 

correojon

Member
I didn´t like that in most platformers you have the ability to look up and down, but there aren´t usually reasons to do it. So I came up with this new mechanic, hidden blocks!

JH9zZQL.gif


You have to face them and look at them (up if they´re above you, or down if they´re below) to make them reveal their true self. They can hide simple solid blocks you can use to get to new places, powerups or many more things to come...They are barely visible, so if you don´t pay attention to your surroundings you could miss something important!

What do you guys think? Can you think more interesting ways to use the look up & down mechanics?
 
I didn´t like that in most platformer games you have the ability to look up and down, but there aren´t usually reason to do so. So I came up with this new mechanic, hidden blocks!

JH9zZQL.gif


You have to face them and look at them (up if they´re above you, or down if they´re below) to make them reveal their true self. They can hide simple solid blocks you can use to get to new places, powerups or many more things to come...They are barely visible, so if you don´t pay attention to your surroundings you could miss something important!

What do you guys think? Can you think more interesting ways to use the look up & down mechanics?

That's neat! I'm surprised I haven't seen such a mechanic in a 2D platformer before. It'd add a lot of replayability to levels, I think, since you might have missed something on previous playthroughs. Gives you a reason to come back and try the level again.
 

Parham

Banned
Has anyone experienced performance problems with "Overhead" in Unity?

kOGl0X7.png


Not entirely clear on what overhead represents. Google gives me a variety of different answers. I'm going to try loading this project on my laptop to see if I get similar results.
 

Jumplion

Member
Has anyone experienced performance problems with "Overhead" in Unity?

kOGl0X7.png


Not entirely clear on what overhead represents. Google gives me a variety of different answers. I'm going to try loading this project on my laptop to see if I get similar results.

I believe overhead is the Unity profiler itself, since using the profiler tends to make the game itself run slower, so it's to let you know how much is the game and how much is the profiler doing its thing.
 
I believe overhead is the Unity profiler itself, since using the profiler tends to make the game itself run slower, so it's to let you know how much is the game and how much is the profiler doing its thing.

Supposedly, VSync is also thrown under Overhead (even though it sometimes has its own heading as well...?).
 

Speely

Banned
I didn´t like that in most platformers you have the ability to look up and down, but there aren´t usually reasons to do it. So I came up with this new mechanic, hidden blocks!

JH9zZQL.gif


You have to face them and look at them (up if they´re above you, or down if they´re below) to make them reveal their true self. They can hide simple solid blocks you can use to get to new places, powerups or many more things to come...They are barely visible, so if you don´t pay attention to your surroundings you could miss something important!

What do you guys think? Can you think more interesting ways to use the look up & down mechanics?

Really fun idea and one that sounds really great in play. Cheers :)
 

Jobbs

Banned
What do you guys think? Can you think more interesting ways to use the look up & down mechanics?

Yoo that's really cool!

You can push the camera in my game, it doesn't make things appear but sometimes things are deliberately spaced so that they can be spotted by panning.

tO8xsif.gif
 

KOCMOHABT

Member
Yoo that's really cool!

You can push the camera in my game, it doesn't make things appear but sometimes things are deliberately spaced so that they can be spotted by panning.

tO8xsif.gif

I love the softness of the game! Nice image quality!


---

For my own game I think it would be nice to have wind blowing over the sand.

I think it would be appropriate to generate noise and displace it each frame.

Do you have any idea of what type of patterns I should look into (noise generation)?

I think in general something looking similar to how light is refracted on the ocean sand would feel nice, if it's also translated constantly.

Aka something like this
20239597-Sunlight-reflecting-on-a-shallow-sandy-ocean-floor-Stock-Photo.jpg


Or any other suggestions how the windy desert should look like? thanks.
 

sbkodama

Member
Hello, I will finish the draft of a first area soon and wanted to know how some of you think about level design ? My game is probably different from your but everything is good to take.
 

correojon

Member
That's neat! I'm surprised I haven't seen such a mechanic in a 2D platformer before. It'd add a lot of replayability to levels, I think, since you might have missed something on previous playthroughs. Gives you a reason to come back and try the level again.
Thanks! My idea is to hide many secrets, alternative paths and such through the level, so that the player can explore instead of just rushing through the main path.

Really fun idea and one that sounds really great in play. Cheers :)
Thanks, hope I can use it in interesting ways :)

Yoo that's really cool!

You can push the camera in my game, it doesn't make things appear but sometimes things are deliberately spaced so that they can be spotted by panning.

tO8xsif.gif
Thanks! I loved hugging walls in Super Metroid and looking around for secrets rooms or powerUps, that GIF of yours immediately made me remember that feeling.


Hello, I will finish the draft of a first area soon and wanted to know how some of you think about level design ? My game is probably different from your but everything is good to take.

If you´re making a 2D game I wrote 2 articles that maybe could help you:
https://www.reddit.com/r/KitsuneWorldDevblog/comments/40y6z7/macromicro_design_and_pacing/
https://www.reddit.com/r/KitsuneWor...ishotenkentsu_the_nintendo_formula_for_level/
 

JulianImp

Member
For my own game I think it would be nice to have wind blowing over the sand.

I think it would be appropriate to generate noise and displace it each frame.

Do you have any idea of what type of patterns I should look into (noise generation)?

I think in general something looking similar to how light is refracted on the ocean sand would feel nice, if it's also translated constantly.

Aka something like this

I'd suggest not using a constant translation, since that tends to look really artificial. I'd much rather recommend some kind of random "wind generator" that does translate the noise texture, but does so using eased-in and out acceleration curves. Maybe you can have it randomly decide the maximum translation speed (out of a viable speed range) and also randomize how long the wind blows and how long it stays still before it begins blowing again.

As for the noise texture, I think you might want less of a general noise and more like waves (lines or curves) that are parallel to each other, tile well and are also fairly spaced, since windy sand moves more like that and less like water refraction.
 

missile

Member
... For my own game I think it would be nice to have wind blowing over the sand.

I think it would be appropriate to generate noise and displace it each frame.

Do you have any idea of what type of patterns I should look into (noise generation)?

I think in general something looking similar to how light is refracted on the ocean sand would feel nice, if it's also translated constantly.

Aka something like this
20239597-Sunlight-reflecting-on-a-shallow-sandy-ocean-floor-Stock-Photo.jpg


Or any other suggestions how the windy desert should look like? thanks.
May sound a little bit over the top, and I think there are much cheaper
solution, but given that the caustics are in part due to the elevation of
the water's/waves height, why not try to use the Shallow Water equation with
some randomization for simulating the movements of sand/dunes? The Shallow
Water equation, despite being a rude approximation to the Navier-Stokes equation,
shares some similarity to the Korteweg&#8211;de Vries equation from which one can
compute pattern/texture formation (see the formation of a Leopard's texture as
he grows). It basically comes down, if I remember correctly, to compute the
so-called solitons (wave patterns etc.) which can combine with others yet
won't be altered in the process such that they can separate again without
any distortions in shape. The thing is that the Korteweg&#8211;de Vries equation,
and for that matter the Shallow water equation, are of advective/hyperbolic
type, which share some similarity to the wave equation, and hence, these
equations will transport the forming patterns/waves around.

The Shallow Water equations was studied and used a lot for gaming etc. to
approximate cool looking waves/ripples as seen in many games. So there should
be some documentation using it for games. And I think it can be recast into
a sand/dune setting.

Here is a solution of the Shallow Water equation

Shallow_water_waves.gif

Wiki

Don't know if these things will fit your game or are way to complex whatever,
but depending on the game it may also lead to other interesting stuff in the
process, i.e. gameplay-wise etc. Who knows.
 
Wow! all you guys are doing crazy stuff! awesome! I love everything I'm seeing >_< Shows me how behind alot of my technical skills are compared to everyone here >_<


on a good note, it looks like I most likely have scored working with a musician I was dying to get with <3 super happy about it!
 
Late double post, but I worked on my dialogue system today, and it looks like this lol


MdzbGpy.png



there's a reason for names as one of the character's names is that in the pic...
 
Advance finally got through greenlight! :D
...now I just need to finish it, work out how on earth to integrate it with steam and I'll finally have my first ever commercial game on steam :eek:

edit: On the topic of unity, what's everyone's approach to fullscreen?
I originally had it just set to fullscreen window in the settings but only recently realised that was a borderless fullscreen window rather than 'proper' fullscreen. I've set it to 'exclusive' and noticed it's a definite performance improvement. The issue is I know that some people prefer borderless (mostly youtubers, people doing capture or people with multiple monitors)
I thought one solution (for windows anyhoo) would be to set the build to exclusive as default then allow them to switch between borderless fullscreen and exclusive in options or with a hotkey (you have to use native windows code to do that though, it's worth noting) but this doesn't help when it comes to alt+enter, as that will go to whatever you built the exe with for it's fullscreen mode (in this case, exclusive)
There's also the question of which setting is best for mac users too (it's set to fullscreen window with taskbar and stuff but I noticed 'capture' as an option and wondered if people might prefer that due to performance?) end of edit

Would unity be best for making an infinite runner?
If you want to give it a very quick shot, this tutorial does a very simple runner for you to get to grips with: http://catlikecoding.com/unity/tutorials/runner/
I found the tutorials on there pretty handy in general when I was first getting to grips with unity :D
 
So, uh... I don't think Unity likes it when I try to run some multithreaded scripts on it in the editor. Crashes every time. Works okay at runtime even though I know Unity isn't threadsafe.

Such a headache. I'm doing procedural meshes at runtime and I'd like to edit them in the editor as well and save some, but I can't make them the way I make them normally. :\
 
Advance finally got through greenlight! :D
...now I just need to finish it, work out how on earth to integrate it with steam and I'll finally have my first ever commercial game on steam :eek:

Congrats! :) We're in the same boat now. Still trucking away at my own game too. Hoping to release in the coming months.
 
After purchasing the $100 thing for green light, how soon are you able to put a page together? Immediately I'm guessing?
Yup. You'll want a trailer video and 4+ screenshots for it though.
Also make sure your 'game cover' is awesome because that's the first thing people will see on the main greenlight front page: it's essentially the bait on your greenlight hook so you'll want something that makes people curious enough to click it :3

edit:
Congrats! :) We're in the same boat now. Still trucking away at my own game too. Hoping to release in the coming months.
Waii! Thankies! o/ ~hi5
Good luck on the devving. I'm hoping for a much, much shorter timescale of just a few weeks to finish Advance up as it's mostly done :D
I'm still making the 'final' version before I steam-ify it though so I can avoid having to update 2 builds (non-steam for itch.io and steam for... well... steam) but I'm somewhat unsure what the simplist/ideal route is for the steam attachment. I thought ludosity's wrapper was the usual method but I noticed it's kind of outdated now (last updated in 2014? o_O) so I'm guessing most people use steamworks.net now :eek:
 

Blizzard

Banned
Arcane question for anyone who has rolled their own engine: When you use vsync do you see high CPU usage?

On my GTX 770 2GB, I max out 2/4 CPU cores when I use it. This is presumably because of a busy loop in the driver, but it still makes the fan(s) kick up and I'd prefer to avoid it. I think there's a control panel option to avoid multithreading, but that means I max out 1 core instead of 2.

If I recall correctly I'm using SFML's vsync, so maybe there's some OpenGL custom vsync command I can use for different behavior.
 
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