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

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KOCMOHABT

Member
Hilarious seeing the people up close. Would never have noticed.

:D
yeah but to be honest I think the lighting/shading holds up pretty well even with these abstract models without a texture.

Kind of interesting in its own right i think.

FYI: I never used the proper models in my engine for showcase. Don't repeat my stupid amateur mistakes and download the good ones here: http://www.cc.gatech.edu/projects/large_models/index.html
Using the stanford bunny or dragon awards you points in my book right from the get go.

xZcSDau.png
 

shaowebb

Member
I like it more than the original, to be honest I didn´t like the original much with the blood and that, I thought the blood was making the game look more violent or horror-like than what it really is...but changing it to purple makes it more interesting and you get extra points for the reference to the main character´s colors ;)


A GIF showing some of the basic movement: run, jump, crouch and stomp, along with breakable blocks, moving platforms and the save statue:
YA38xvy.gif

Hn01OVQ.gif
 

Blizzard

Banned
After a lot of experimentation and education, it seems my best bet is to call glFinish() at the start of my game loop. This means I can essentially guarantee the blocking happens there, and the game loop starts once swapping is complete rather than multiple frames being buffered up.

Then, before requesting a buffer swap at the end of the game loop, I attempt to calculate and sleep until near vsync. Even a plain sleep of 14ms saves a ton of CPU and lowers the CPU temperature by 8-10 degrees C.

Of course, sleeping accurately involves its own challenges. :p
For posterity, here's how things turned out for me.

1. It may be more general than this, but at least in my case, NVIDIA OpenGL drivers for GTX 770 on Windows do busy spin loops if you wait on vsync.

2. To avoid this, the only solution seemed to be adding a sleep. The idea is to do input / update / rendering processing, calculate remaining time to vsync, and sleep most of it with some arbitrary error margin (e.g. 3ms).

3. To get a semi-accurate sleep, the standard Windows solution seems to be timeBeginPeriod() and timeEndPeriod(). This allows you to adjust periodic timer minimum resolution. It turns out SFML already does this. If you call the SFML sleep function, it uses the best resolution possible, then immediately restores the resolution.

4. On my system the lowest resolution is 1ms, but the actual sleep may take say, 0.05 to 1.5 ms. So I don't try to sleep less than 2ms with this system.

5. OpenGL can end up blocking at weird times like calling glGetError() after a few frames buffer up. To avoid this, and possibly improve responsiveness, I call glFinish() just before checking input at the start of my game loop. This means I (hopefully) know where the vsync delay is, and the rest of the loop will run quickly.

6. Result: If I process for roughly 3ms and have 13ms remaining in a frame, I would do a nice non-cpu-burning sleep for 10ms. Then I let OpenGL vsync, causing a brief busy wait.



After all of this, my CPU usage went from 50% to 11-15%. The core 1 temperature was maybe 8-10 degrees cooler. For a desktop this is just a fan usage annoyance, but for a laptop I'm hoping it's a battery and heat savings. :) Just in case it causes issues on some systems, I made it an optional feature, "vsync CPU saver" or whatever.
 

manoelpdb

Neo Member
ive been working in a simple shoot'em up game for 2 months now. the levels are basically finished and im working in the final graphics. i captured a gameplay video (i couldnt capture in 60fps/HD, which gave it a vintage look lol). the sfx/music are not mine... i want to compose when im done with the graphics

https://www.youtube.com/watch?v=lj_7akQcv2k
 

Parham

Banned
Alright, I have babby's first Unity programming question:

Is it possible to lerp a 3D box collider in C#? I want to move an object's collider over time by X units, but not the object itself.
 

LordRaptor

Member
Perhaps I should spent my one to the folks of
Gimp. But who does color quantization, retro graphics etc. with Gimp, anyways?
There are better tools, I guess.

Gimp is FLOSS, so I'd assume its just a question of creating a fork with your changes then being peer reviewed for that fork to be rolled into main...?


ive been working in a simple shoot'em up game for 2 months now. the levels are basically finished and im working in the final graphics.

This gives me Fantasy Zone vibes

Alright, I have babby's first Unity programming question:

Is it possible to lerp a box collider in C#? I want to move an object's collider over time by X units, but not the object itself.

Yeah, you should be able to access the collider component of a gameobject that has one via script and then offset it, just like you can in the inspector; might be easiest to do it via local reference to gameobject transform rather than absolute values, something like (pseudocode)

Code:
Collider col = getcomponent(typeof(BoxCollider))();
col.transform.position.x = gameobject.transform.position.x + 1.0f;
 
Alright, I have babby's first Unity programming question:

Is it possible to lerp a box collider in C#? I want to move an object's collider over time by X units, but not the object itself.

On mobile, so apologies for spelling and formatting etc.

In short, no. What I would recommend is having a separate game object with a trigger volume that you lerp independently.

When that trigger gets hit, send an event (or do something similar) that would activate the response you intended.
 

snarge

Member
I almost wanted to make a separate thread to engage and find stories about this, but it seems specific to fellow game devs. Basically, my subject / question is
"Do you have any stories of coincidentally bumping into people you know in game dev?"

I just find it fascinating how small our world is. What's amazing to me is that I started my career on the east coast then moved to the west coast. I'm still running into people over here...from the school I attended AND the places I worked. We as game developers get around.

The catalyst for this question was from Power of Play last weekend. Not only did I bump into a friend from a former company, but I found out he was working on Cerebrawl! I told him "I KNOW THIS GAME, I SAW IT ON GAF!"

http://www.neogaf.com/forum/showthread.php?t=1167098

Had no idea when I saw that thread that my buddy was working on it. Sidenote: Played it, it's great. True fighting game fans making what they love, and you can tell.

Bumping into people like this seems to happen a lot for me, getting out to workshops and conventions. Anyone else?
 

missile

Member
For posterity, here's how things turned out for me.

1. It may be more general than this, but at least in my case, NVIDIA OpenGL drivers for GTX 770 on Windows do busy spin loops if you wait on vsync.

2. To avoid this, the only solution seemed to be adding a sleep. The idea is to do input / update / rendering processing, calculate remaining time to vsync, and sleep most of it with some arbitrary error margin (e.g. 3ms).

3. To get a semi-accurate sleep, the standard Windows solution seems to be timeBeginPeriod() and timeEndPeriod(). This allows you to adjust periodic timer minimum resolution. It turns out SFML already does this. If you call the SFML sleep function, it uses the best resolution possible, then immediately restores the resolution.

4. On my system the lowest resolution is 1ms, but the actual sleep may take say, 0.05 to 1.5 ms. So I don't try to sleep less than 2ms with this system.

5. OpenGL can end up blocking at weird times like calling glGetError() after a few frames buffer up. To avoid this, and possibly improve responsiveness, I call glFinish() just before checking input at the start of my game loop. This means I (hopefully) know where the vsync delay is, and the rest of the loop will run quickly.

6. Result: If I process for roughly 3ms and have 13ms remaining in a frame, I would do a nice non-cpu-burning sleep for 10ms. Then I let OpenGL vsync, causing a brief busy wait.



After all of this, my CPU usage went from 50% to 11-15%. The core 1 temperature was maybe 8-10 degrees cooler. For a desktop this is just a fan usage annoyance, but for a laptop I'm hoping it's a battery and heat savings. :) Just in case it causes issues on some systems, I made it an optional feature, "vsync CPU saver" or whatever.
Nice find! :+


UE4 materials & lighting are amazing.
Some of my tests:

.gif crushing blacks like no tomorrow:
PlushRewardingArmadillo-size_restricted.gif
...
It's not so much the gif format. What's missing in almost all animated-gif
programs is sort of an pre-emphasis stage to manipulate the "continuous" image
beforehand such that the quantized version of it can be more faithfully
reconstructed on the "continuous" output device, i.e. the screen. Since nobody
does it, you have to do it on your own if you want better quality.


No problem :)

So it was literally just called "Pattern" which doesn't really help you much with figuring out exactly what they use I suppose :/
fc697e2442.png

You can see the other two types in that image above if that helps you decipher the difference at all :p
Pfeww, I thought PS would offer much more options for the money. They don't
even let you choose a known pattern nor even saying which one is actually
used. What? xD Perhaps they don't want to give away the technique used.

However, the actual pattern (under Dither: Pattern) used doesn't look like any
of the classic dither patterns like Bayer and derivatives. But I think I know
where they're coming from. The pattern used seems to be of random nature, but
that might not be the case because at a certain size one isn't able to tell
tiled (semi-)random dither patterns away. Depending on the algorithm used
(which seems to be a kept secret looking at the printing companies in
producing better prints with their inks), these patterns may vary in size as
a speed/quality trade-off. This could go as far as generating a pattern just
for one image which is as large as the image itself (hence, no repeats).
Whatever. These semi-random patterns have some characteristics of pointillism
used in the arts since ages to produce pretty nice shades.

It seems that the pattern used is a variant of what can be seen on
high-quality billboard prints. Up-close one will recognize that the higher
quality billboards don't use off-set printing. The pattern used seem to be of
random/pointillism nature. So there is no structure in there and such there
won't be any moiré (which must be a huge advantage) contrary to off-set
printing.

What makes me so interesed in these kind of patterns is that applying them
to low-res 3d graphics should really produce some cool results, if these
patterns can be used for animation at all, because shading via true
pointillism is actually quite expensive to compute.

Well, can you do me one more favor in doing the same as last time with the
image below? But switch off the "Black and White" option (it uses two slots
in the color table even if not used at all).

Qz2Dlpi.png



Gimp is FLOSS, so I'd assume its just a question of creating a fork with your changes then being peer reviewed for that fork to be rolled into main...?
Would be a nice add-on, indeed.
 

LordRaptor

Member
Pfeww, I thought PS would offer much more options for the money. They don't
even let you choose a known pattern nor even saying which one is actually
used. What? xD Perhaps they don't want to give away the technique used.

Your knowledge on this subject vastly exceeds my own, so I'm not sure where to really begin, but you can browse through Adobes patents online and see specifically the methods they use in abstract (and which ones you should avoid using even if arrived at independently because they own that, such is the nature of software patents (sigh))
 
Pfeww, I thought PS would offer much more options for the money. They don't
even let you choose a known pattern nor even saying which one is actually
used. What? xD Perhaps they don't want to give away the technique used.
Yeah you'd think so, but I guess it's like you said and they want to keep it a secret!

And wow, your knowledge of all this stuff blows my mind haha, I'm only new to the world of image processing and graphics so I don't really understand much of it.

Well, can you do me one more favor in doing the same as last time with the
image below? But switch off the "Black and White" option (it uses two slots
in the color table even if not used at all).
Sure, no problem, I switched off the "Black and White" option and here are the results :p

With dithering:
InrXcIu.png


No dithering:
maSCBYM.png
 

missile

Member
Your knowledge on this subject vastly exceeds my own, so I'm not sure where to really begin, but you can browse through Adobes patents online and see specifically the methods they use in abstract (and which ones you should avoid using even if arrived at independently because they own that, such is the nature of software patents (sigh))
Thx. But I really don't want to look into these patents. They will influence
me with me then trying to circumvent their stuff. I don't want to do that. I
want to learn as I go and not trying to counter anyone else in the first
place. If it happens that things may turn out too similar in the end, I think
I will be able, given my knowledge at that point, to counter in any direction
as I see fit. That's also why I follow multiple path here. However, for pure
retro graphics any patents on any of the very well known patterns, algorithms
etc. must have been already expired, because most of the foundation was laid
down in around 1970 to 1980.

Well, I think no one game developer of the C64-age and beyond ever had to pay
any dime on using a Bayer etc. pattern or by using the Floyd-Steinberger etc.
algorithm. That would be interesting to hear about. If anything, I guess the
printer companies will have fought some fights about reproduction techniques
simply because printing was in its infancy back then. A good driver with a
better reproduction technique could easily gave you a bigger advantage. But
today? Today you have to come up with some very well researched stuff, out of
a university perhaps or any printer companies' research labs etc., to actually
have something worth improving upon the state of the art. Well, I don't think
I will hit any of such high-class research stuff with the things I do here in
a couple of weeks worth fighting me over. Not even by accident! But if this
will be the case, nevertheless, then I am going to buy myself a medal or
something. xD
 

LordRaptor

Member
Thx. But I really don't want to look into these patents. They will influence
me with me then trying to circumvent their stuff.

Yeah, I get that completely - as an indie, I'm just glad things like marching squares or perlin noise weren't patented. Software patents are broken :(
 

wwm0nkey

Member
So I saw that walkabout VR demo.

I am just going to assume it is something along the lines of pressing a button to have the world move on the X-axis in relation to your HMD but stuff like this can be really nice for future VR games with roomscale.
 

missile

Member
Am still analysing....


Yeah, I get that completely - as an indie, I'm just glad things like marching squares or perlin noise weren't patented. Software patents are broken :(
I think it started in the US by patenting the sh!t out of everything, and
later flooded all over Europe. What's the state on software patents, anyways?
Last thing I know, from about 10 years ago, is that things are a bit different
in Europe with respect to the US. Btw; doesn't Microsoft have a patent on the
progress-bar? lol

About ten years ago I was involved in a research project on fluid-dynamics and
had skimmed throw some US patents on the subject regarding the rising issue of
software patents in Europe. And hell, they've patented virtually everything as
well as the most trivial things a student does for homework. lol Ridiculous!

But I think I'm not against "patents" in general simply because there is lots
of stuff which takes a lot of time, work, research etc. with you struggling
all day to "stay alive". If you fail, nobody is going to help you. But if your
stuff works out, then I think you deserve a compensation for the risk taken.
This should also hold for whomever makes an investment out of his own pocket.
The risk should be rewarded in some ways. But there might be better ways doing
so in the future.

The problem I have with patents is that everything is simply out of
proportion. It doesn't fit into today's world if you can patent dogs sh!t
for whatever reason. Didn't Paris Hilton wanted to patent the phrase
"It's hot!"? lol


Edit:
Anyone here ever had some patent issues to resolve, or know someone who had?
 
I would do something like this

(I assume you have a singleton object that is set to not be destroyed. This class/object should do all your level loading)

Code:
Have you encounter defined

public class Encounter : MonoBehaviour
{

public string[] enemiesPrefabPathAndFileName; 
public string battleScene;


private GameManager _gameManager = null;

void Start()
{
	_gameManager = GameObject.Find("GameManager").GetComponent<GameManager>(); // Better ways to do this

}
.
.
.


public void DoBattle()
{
	_gameManager.StartUpBattle(this);
}


On your game manager side.

private Encounter _currentBattleDetails = null;
private bool loading = false;

public void StartUpBattle(Encounter newBattleDetails)
{
	loading = true;
	_currentBattleDetails  = newBattleDetails;

	SceneManager.LoadScene(_currentBattleDetails.battleScene); // I Use the DPLoadScreen Asset here
	// Now wait till the level is loaded and place all the objects
}

public void OnLevelWasLoaded()
{
	
	for(int i=0;_currentBattleDetails.enemiesPrefabPathAndFileName.Length;i++)
	{
		GameObject dude = Resources.Load<GameObject>(_currentBattleDetails.enemiesPrefabPathAndFileName[I]);

		PlaceObject(dude);

	}

	loading = false;
}

public void PlaceObject(GameObject thing)
{
	// place object here

	// do a lookup for an empty game object and use its position to place thing.

	// or

	// Random pick x,z and do a raycast straight down to find terrain

	// or something else
}

All right, this looks like it'll be a while before I get the entire thing down. (probably will also involve something to make sure the battle script in the new scene to know of their existence.)

In the meantime...

What would be a good set of graphics options for a 2D game that is intended to be viewed as if it was like a 320x240 game blown up? I have done the set of non-graphics options (text and battle speed, difficulty, music and sound volume), and now I'm trying to think of things beside full screen, vsync, and resolution. Something that adds scanlines? A "forced" bilinear filtering mode? Hmm...
 

Blizzard

Banned
I'm a longtime software engineer and I don't mind regular patents, but I do NOT like software patents.

The idea that you can devise an algorithm from scratch, isolated from the world, and still create something that violates patents is crazy to me.

I suppose in some sense the same sort of harm comes from regular patents where only one company has decent dpads, though.
 

Feep

Banned
^ No way!

Congrats!


Edit:
May tell how the conversion process went?
It would have been reasonably smooth in Unity, except we had to trash and subsequently rebuild an exceptionally complex voice recognition engine using Sony's internal API's.

So, not smooth.

But we did it. = D
 

ZServ

Member
A GIF showing some of the basic movement: run, jump, crouch and stomp, along with breakable blocks, moving platforms and the save statue:
YA38xvy.gif

A while back, there was posts about Lilith's project, and her camera, that talked about how the camera came off as "stiff" and all that jazz. Your camera, while fine, I think could be tuned using those same discussion points to "feel" better. Just an opinion :)
 

KOCMOHABT

Member
I feel a bit bad for spamming this thread, but today I created something which i quite like, by accident.

I set up depth-based fog for the game and I blend it with the base color.

It used to be white, but I accidentally changed the color value to (1, 0, 1) (red+blue = violet), which should be nonsensical, but it turned out to look really lovely.

I quickly set up another NdotL diffuse light for my basic shader which basically adds some purple as well, with L being the camera vector with inverted z-value (aka like a reflection from the ground plane).

av9yIh8.png


I think I am going to use these kind of fog colors for sun rise and sunset.

What do you guys think?
 

ephemeral

Member
I feel a bit bad for spamming this thread, but today I created something which i quite like, by accident.

I set up depth-based fog for the game and I blend it with the base color.

It used to be white, but I accidentally changed the color value to (1, 0, 1) (red+blue = violet), which should be nonsensical, but it turned out to look really lovely.

I quickly set up another NdotL diffuse light for my basic shader which basically adds some purple as well, with L being the camera vector with inverted z-value (aka like a reflection from the ground plane).

av9yIh8.png


I think I am going to use these kind of fog colors for sun rise and sunset.

What do you guys think?
I like it.
 

Lautaro

Member
I decided to focus on the monster tamer RPG idea and luckily I'm having great progress with the combat prototype (click to see it animated):



Its gonna be a content heavy project but the core mechanics shouldn't be that complex. I'll probably put an IndieDB page soon.
 

missile

Member
I feel a bit bad for spamming this thread, but today I created something which i quite like, by accident.

I set up depth-based fog for the game and I blend it with the base color.

It used to be white, but I accidentally changed the color value to (1, 0, 1) (red+blue = violet), which should be nonsensical, but it turned out to look really lovely.

I quickly set up another NdotL diffuse light for my basic shader which basically adds some purple as well, with L being the camera vector with inverted z-value (aka like a reflection from the ground plane).

av9yIh8.png


I think I am going to use these kind of fog colors for sun rise and sunset.

What do you guys think?
https://www.youtube.com/watch?v=ZfbBqBOSXlU

Depth-based fog is always a good thing. :) I think all these easy-to-compute
fog effects (in terms of not having to deal with real light scattering) are
perhaps the simplest effects enhancing any 3d game the most, because it gives
a sense of depth like.no.other (given the formulars are not too linear). Not
even standard distance attenuated lighting can give such cues.

My experimental retro engine has also some fog in there, which reminds me
posting pictures of it instead of all these boring color quants. xD Another
cool thing about fog is, it leads to various optimazions tricks like an
increase in z-buffer precision (see z-clipping planes), or some earlier exit
strategies for algorithms running/searching/integrating through a 3d volume,
like; why checking for objects far away fully covered in fog already?


It would have been reasonably smooth in Unity, except we had to trash and subsequently rebuild an exceptionally complex voice recognition engine using Sony's internal API's.

So, not smooth.

But we did it. = D
Good job! Given the time invested, are you guys 'n gals going to use it for
another game or was it sort of an "requirement" to be better in line with the
PS4s requirements whatsover? Does the game run out of Unity on PS4?


Yeah you'd think ...
Hey man, still up there? ;) Am still analyzing. xD But something is odd here.
I'm convinced you've made an error. Or I still have a problem on my end. Well,
I thought PS's dithering would be superior, but given the image with the
highlights it turns out PS now uses a Bayer pattern (eh?), which leads me to
the conclusion that the initial picture (24-bit -> 256 colors) you've sent
has not used this option unless PS changes pattern at runtime resp. upon
making some prior image analysis which I don't assume. I can't believe that
the difference with and without highlights is so huge. There must be an error
somewhere.

Can you please quantize the following image again?

0LuNyjM.png

24-bit original

Options: 256 colors, Black and White off, Dither: Pattern
 

correojon

Member
Congrats guys!


Thanks, glad you like it!
BTW, I´m a fan of Captain Badass´adventures XD


A while back, there was posts about Lilith's project, and her camera, that talked about how the camera came off as "stiff" and all that jazz. Your camera, while fine, I think could be tuned using those same discussion points to "feel" better. Just an opinion :)
I´ll search for it, thanks for letting me know! Getting an acceptable camera behaviour took me some time and lot of study, so it´s always great to find more information on the topic :)
 

2+2=5

The Amiga Brotherhood
Hey guys i would like to know your opinion about this:
p1p_stand.png


It's just a attempt to make a sort of knight, the shield is not finished and many lines are still dirty, but in general do you think that sprites like this would be decent enough for a game?
 
Hey man, still up there? ;) Am still analyzing. xD But something is odd here.
I'm convinced you've made an error. Or I still have a problem on my end. Well,
I thought PS's dithering would be superior, but given the image with the
highlights it turns out PS now uses a Bayer pattern (eh?), which leads me to
the conclusion that the initial picture (24-bit -> 256 colors) you've sent
has not used this option unless PS changes pattern at runtime resp. upon
making some prior image analysis which I don't assume. I can't believe that
the difference with and without highlights is so huge. There must be an error
somewhere.

Can you please quantize the following image again?

Options: 256 colors, Black and White off, Dither: Pattern

Hey, yeah I'm still around :p Ah right well it may be that the original version I did for you had the Black and White option on. Would that make much of a difference?

Either way here's the image again using those settings

Quantized without dithering:
QIZT7Uo.png


Quantized with dithering:
00vFcVC.png


Hope that clears it up for you :p
 
Hey, yeah I'm still around :p Ah right well it may be that the original version I did for you had the Black and White option on. Would that make much of a difference?

Either way here's the image again using those settings

Quantized without dithering:
QIZT7Uo.png


Quantized with dithering:
00vFcVC.png


Hope that clears it up for you :p

I'm butting in so I can learn a bit, but I don't see a difference between these two. Does this have something to do with HSV coloring scales?
 
I'm butting in so I can learn a bit, but I don't see a difference between these two. Does this have something to do with HSV coloring scales?

Exactly what they've said before I got back here :p The quantizing reduces the number of actual colours used, then the dithering smooths out the appearance of banding between those colours.
 

Razlo

Member
ive been working in a simple shoot'em up game for 2 months now. the levels are basically finished and im working in the final graphics. i captured a gameplay video (i couldnt capture in 60fps/HD, which gave it a vintage look lol). the sfx/music are not mine... i want to compose when im done with the graphics

https://www.youtube.com/watch?v=lj_7akQcv2k

Looks like a lost Japanese shooter from the past. Really dig the style.
 

Razlo

Member
Hey guys i would like to know your opinion about this:
p1p_stand.png


It's just a attempt to make a sort of knight, the shield is not finished and many lines are still dirty, but in general do you think that sprites like this would be decent enough for a game?

Yeah, looks really good so far
 

Minamu

Member
In Unity, is it possible to skip a GUI animation or make it jump to the last frame immediately? I've made a "fancy" looking main menu that fades in over time, and while it looks good when you first start the game, it's really annoying having to sit through it every time I start the game during development xD Or when going from our lobby back to the main menu. I made a splash screen screen with text animations today that I can skip with the spacebar ahead of time but that just loads a new scene and that's not what I want here :) I couldn't find any obvious functions like Animation.JumpToLastFrame(). Stop() would probably just freeze the animation instantly I assume (which would lock out the button functionality of the text I'm animating).
 

missile

Member
Hey, yeah I'm still around :p Ah right well it may be that the original version I did for you had the Black and White option on. Would that make much of a difference?

Either way here's the image again using those settings ...
Much better. Now the Bayer dither pattern is visible! Thx a lot!

Analyzing...
 
In Unity, is it possible to skip a GUI animation or make it jump to the last frame immediately? I've made a "fancy" looking main menu that fades in over time, and while it looks good when you first start the game, it's really annoying having to sit through it every time I start the game during development xD Or when going from our lobby back to the main menu. I made a splash screen screen with text animations today that I can skip with the spacebar ahead of time but that just loads a new scene and that's not what I want here :) I couldn't find any obvious functions like Animation.JumpToLastFrame(). Stop() would probably just freeze the animation instantly I assume (which would lock out the button functionality of the text I'm animating).
Assuming you're using an animator you can just tell it to play again from later in the animation using the technique described here: http://www.unityrealm.com/play-animation-from-frame-unity-5-animator/
If you just wanted to skip to the end, for example you could do something like _animator.Play ("Awesomeanimationclip",0,1f);
 

Minamu

Member
Could you just set the animation speed really high?
Heh, probably xD I doubt my programmers would allow it though ;)

Assuming you're using an animator you can just tell it to play again from later in the animation using the technique described here: http://www.unityrealm.com/play-animation-from-frame-unity-5-animator/
If you just wanted to skip to the end, for example you could do something like _animator.Play ("Awesomeanimationclip",0,1f);
Thanks, that should probably do the trick :) You're awesome!
 

LordRaptor

Member
So maybe of interest to folks in this thread, itch.io just announced their own version of Early Access;

Why refinery?

Too often we've seen developers adopt an early access program as a way of collecting playtesting feedback and starting a source of revenue. There are a few problems with this approach:

Your game is publicly available &#8212; You've launched something you know isn&#8217;t perfect, and not everyone who plays it will be understanding. You may be swamped with negative feedback and bad reviews that may damage the future success of the game.

You've officially launched your game &#8212; The day you launch your game is one of the most important days in your game&#8217;s lifespan: it&#8217;s typically when you'll have the most people watching, talking, and buying. Very rarely do we see games leaving early access getting attention comparable to their initial launch.
For some developers, these may not be an issue, but it&#8217;s an awfully big risk to take. Launching something incomplete may jeopardize the success of the entire project.

You're proud of what you built, so you owe it to yourself to launch with something polished in order to optimize the happiness of your players and the amount of copies you can sell.

refinery is for polishing games. We've built refinery to give developers a staging area for their launch. refinery enables you to create your own distribution model: Limited keys, closed and open playtesting environments, tiered purchases and digital rewards are all possible.

Pretty interesting approach, and like itch.ios other services, free to use

e:
I know I've seen a few regrets from indies about going Early Access as they 'wasted' their launch splash window going with a product they knew wasn't quite ready for prime time - this seems like an elegant solution for that
 

missile

Member
Hey guys i would like to know your opinion about this:
p1p_stand.png


It's just a attempt to make a sort of knight, the shield is not finished and many lines are still dirty, but in general do you think that sprites like this would be decent enough for a game?
As you said. But yeah, I really like it! Make a full game with such characters!
 

Pazu

Member
can someone explain what itch.io is? Refinery seems like an interesting tool I'd like to try but I have no clue where itch.io sits in the overall gaming distribution ecosystem -- is it like Steam? do lots of people use it? do y'all buy and download games from there?
 
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