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

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octopiggy

Member
Is the error still there when the game's size is a power of two and when you
scale it in powers of two?

If you´re using views and moving them around during the game, check that they´re at an integer position.

I had a similar problem and this fixed it.

Thanks for the pointers guys. I managed to sort it:
0qfwuaG.png

Turns out I just didn't really understand resolutions/views/ports etc. Just setting the room size to my resolution made Game Maker stretch the game weirdly for whatever reason.

My whole game now looks much crisper.
 

MDave

Member
There is something deeply satisfying seeing something you created show expression! It's not much, but I have been trying out bones for animating facial features for the first time thinking it would be easier then doing vertex animating. That, and I can control where the eyes look through code. Please excuse the wacky camera perspective;

 

Lautaro

Member
Much appreciated :-D Amazed and humbled at all this support, you people are the best!

Dunno how much use this can be, but for future reference, (I'm about to turn in for the day), this is the current stats:


(Not exactly sure what it all means since I lack a bit of context, and I'm not convinced posting these is allowed either, so let's keep this between us - I simply hope someone else can find them of use if they're in a similar situation!)

Voted. Its not against the rules to post your stats.

So its gonna be free? because there's no pay-what-you-want option in Steam
 
Voted for ya too Pehesse, good luck! I love your game's visuals.

Voted. Its not against the rules to post your stats.

So its gonna be free? because there's no pay-what-you-want option in Steam

I'm wondering this too, I'm guessing there will be an in-game transaction? The way I'd do a pay-what-you-want on Steam is making available an "item" for in-app purchase (for, say, $5) that people can buy optionally and an infinite amount of times. People who want to pay $50 could just buy the item 10x times.

This way, Steam handles all the behind-the-scenes transaction stuff and you don't have to worry about it.

There's also the option of just linking to an itch.io page from inside the game, but I don't know if Valve would be OK with that.
 
Anyone know the best way to reach streamers? Is it just emailing them a press release about your game or contacting em, etc?

Has anyone here seen it help promote their game more or no?

I know there's no formula to contact popular streamers, but wondering what's the best known method.
 

Pehesse

Member
I think those are better stats than mine on its first day a few days ago. You'll get up there though so I wouldn't worry ;-D quality work :)

My game, on the other hand, I'm concerned for, because everything is going great, both on Greenlight and Kickstarter, but the pace has me worried I won't make the Kickstarter goal >_< I'll be promoting locally as well at a few events so I hope that has some effect.

If all dosn't go well for my Kickstarter, I would love to maybe take a break from coding and work with one of you guys here by me doing the art for a game.

Handling a kickstarter is a much bigger endeavour, and I'll admit to already dreading the prospect of making one, even though it's months and months away, for another project! I have no useful advice or comments, except good luck!

Here's some insight into what those numbers mean. You may already know all this, but personally I wasn't aware of the specifics this goes into, and I'm sure somebody else here would find it interesting if nothing else.

Thanks for the link! Yeah, I head read most of this information, but it's still good to keep it mind.

Voted for ya on Greenlight Pehesse. It's looking super great!

Many thanks! Looking forward to... whatever it is there is to look forward to :-D

Voted. Its not against the rules to post your stats.
So its gonna be free? because there's no pay-what-you-want option in Steam

Oh, it's not? Good, then :-D I'll post more if you're interested!

The game will use the "free" option on Steam, yes - I'm not sure I'll be allowed (but I'll still most likely give it a try) to link to the support pages from the game's storepage, and there will also be links and explanations of the whole model within the game itself, though I'm still working on the presentation and exact phrasing of all of that. The last thing I want is for it to be intrusive so no "donate to remove ad" type of thing, but I still need it to be visible and seen for obvious reasons.
So far the plan is to add it as an easily accessible option from the title screen, right alongside the credits, and possibly add a callback to that option after the end credits roll during a normal playthrough, but I'm still working on the exact flow - and to be honest, I'd rather get the game done first and worry about that later!


Voted for ya too Pehesse, good luck! I love your game's visuals.

I'm wondering this too, I'm guessing there will be an in-game transaction? The way I'd do a pay-what-you-want on Steam is making available an "item" for in-app purchase (for, say, $5) that people can buy optionally and an infinite amount of times. People who want to pay $50 could just buy the item 10x times.
This way, Steam handles all the behind-the-scenes transaction stuff and you don't have to worry about it.
There's also the option of just linking to an itch.io page from inside the game, but I don't know if Valve would be OK with that.

Thanks a lot!

I hadn't considered ingame transaction at all - my initial reaction would be "not sure about that", but that's actually something interesting to consider the more I think about it. I just don't think I'm up to the task of securely setuping financial transactions from within the game, so I'd probably rely on redirecting people to sites with actual working secure backends, such as itch.io, patreon, or the game's website with paypal widgets.

As I said above: still working on how exactly to phrase, present and get all of this working correctly and fluidly both within and outside the game, since there's no ready-made solution available :-D
 

ScottFarRoad

Neo Member
About 1.5 years ago I found a few folks online and decided to make a post-apocalyptic city building game. It was a game idea I'd had floating around in my head for over a decade. So much has happened since. We've got through a very successful Greenlight and a very unsuccessful Kickstarter and learnt and developed how the heck you make indie games and market them. And we still know almost nothing.

Recently we chose to start selling our game quietly just on our own website where we could get a trickle of feedback without risking our reputation on Early Access. We use the Humble widget for that. We've been on sale for a month for a month or so now.

Here's the latest June dev blog about our game: http://www.farroadgames.com/dev-blog/atomic-society-dev-blog-12-june-2016

I've been blogging about the game every month since we started, last year. It's been a funny journey devoting myself to making indie games when real-life gets in the way. I kind of need monthly dev blogs to help me take stock of the blur that development can be.

This particular June blog talks a bit about what it's like to be on sale, and "exposed" to the public eye, my challenges with marketing, and the usual new content we've been wrestling with lately.
 

hampig

Member
About 1.5 years ago I found a few folks online and decided to make a post-apocalyptic city building game. It was a game idea I'd had floating around in my head for over a decade. So much has happened since. We've got through a very successful Greenlight and a very unsuccessful Kickstarter and learnt and developed how the heck you make indie games and market them. And we still know almost nothing.

Recently we chose to start selling our game quietly just on our own website where we could get a trickle of feedback without risking our reputation on Early Access. We use the Humble widget for that. We've been on sale for a month for a month or so now.

Here's the latest June dev blog about our game: http://www.farroadgames.com/dev-blog/atomic-society-dev-blog-12-june-2016

I've been blogging about the game every month since we started, last year. It's been a funny journey devoting myself to making indie games when real-life gets in the way. I kind of need monthly dev blogs to help me take stock of the blur that development can be.

This particular June blog talks a bit about what it's like to be on sale, and "exposed" to the public eye, my challenges with marketing, and the usual new content we've been wrestling with lately.

That actually looks really cool, I like the style a lot. Also, can I ask how you managed to have such a successful greenlight while not having a successful kickstarter? Did you advertise the greenlight at all?
 

ScottFarRoad

Neo Member
That actually looks really cool, I like the style a lot. Also, can I ask how you managed to have such a successful greenlight while not having a successful kickstarter? Did you advertise the greenlight at all?

Thanks! It's a bit weird, but also encouraging.

We advertised the Kickstarter for Atomic Society like crazy, it was a blitz of contacting press outlets (and I hated it).

But didn't mention the Greenlight page at all anywhere. I wanted all attention going to the Kickstarter so that's all I mentioned. Yet despite all that we had over 6000 yes votes alone in a 2 week period for it, despite not publicising it anywhere at all. (No idea if that's high or low for most games, but it got us through Greenlight in a fortnight.)

I can only guess that our kind of very PC focused, strategy, building game with moral choices like Atomic Society is what the audience on Steam enjoys. Sometimes what Steam seems to like is at odds with what gets a lot of attention in the press.

What Kickstarter likes can be rather different to Steam, or so it seems. Obscure strategy games probably aren't a good fit for it these days, if you're a nobody developer.
 

hampig

Member
Thanks! It's a bit weird, but also encouraging.

We advertised the Kickstarter for Atomic Society like crazy, it was a blitz of contacting press outlets (and I hated it).

But didn't mention the Greenlight page at all anywhere. I wanted all attention going to the Kickstarter so that's all I mentioned. Yet despite all that we had over 6000 yes votes alone in a 2 week period for it, despite not publicising it anywhere at all. (No idea if that's high or low for most games, but it got us through Greenlight in a fortnight.)

I can only guess that our kind of very PC focused, strategy, building game with moral choices like Atomic Society is what the audience on Steam enjoys. Sometimes what Steam seems to like is at odds with what gets a lot of attention in the press.

What Kickstarter likes can be rather different to Steam, or so it seems. Obscure strategy games probably aren't a good fit for it these days, if you're a nobody developer.

Huh. That is pretty strange, but good for you! This game definitely does seem to fit into what the Steam crowd is into. Post-apoctalyptic, survival, building, moral. All the Fallout buzzwords.

Looking at your kickstarter, you did get a good amount of money! Just not exactly as much as you were asking. I feel like with anything over 20k you have to just sort of get lucky and have your project take off.

That gives me a bit of hope for my project too though. I don't expect my kickstarter to catch the world on fire, and I've been sort of stressing about greenlight, but it's good to hear that success or failure in one doesn't necessary translate to the other!
 

Minamu

Member
Ugh, I'm trying to come up with a name for the facebook page for our game, and HolySheep and HolySheepGame were already taken somehow (why anyone would want that as their facebook name, I have no idea...)

Any suggestions? We don't have a company or group name so it has to be related to the game title I think.

Edit: Also, is there any point to making my dynamic lights static if I'm not using any baked lights whatsoever? :) I'm gonna remove "use light probes" on everything as well because I don't need/use it.
 

Parham

Banned
Alright, possibly dumb question: Is it possible to have two project explorer windows open in Unity?

Edit: Found it. Right click on the tab and pick Add Tab->Project.
 

correojon

Member
Progress is going slower than I expected, as I approach the launch of the first basic demo many small details pop-up and take a lot of time to polish. I hope players will enjoy the demo level, I´m carefully designing every small part of it. Currently it features:
  • A small part to teach the basic skills.
  • A main path with nice mechanic development.
  • A harder hidden path with an indirect evolution of the level´s main mechanic.
  • An even harder hidden path with an evolution of the level´s secondary mechanic.

So even though there´ll only be one level it´ll be content-packed and players will be able to play it three times with a lot of new content each time. I could break the level into 3 (or even 4) individual levels to artificially have more content, but this is the design approach I´ll be following for all the game so I hope for it to be a nice taste of what to expect in the game. There are secrets in every path so the player always has to be on the lookout and the macro level design is interesting too, with the first part looping onto itself and teasing one hidden path in some locations or the 2 hidden paths joining in a vertical section towards the end, so you can ascend from one side while watching the other hidden path right next to you (but not being able to access it). This way, whatever path the player follows he´ll always be able to see that there is another one to explore, so that will hopefully make people replay the level.

Does this sound interesting?

Does anyone have recommendation for a database used in gamemaker?

I'm just making a simple RPG, so I'd be using it just for text.

Why do you need a database? In my experience it´s usually better to just use external text files, that way you can easily send them around if/when you decide to translate your game to other languages. Also, it makes editing the texts much easier, which is something you´ll probably be doing a lot. To handle them in-game you can load them into an array or a ds_map.
 

WaterAstro

Member
Why do you need a database? In my experience it´s usually better to just use external text files, that way you can easily send them around if/when you decide to translate your game to other languages. Also, it makes editing the texts much easier, which is something you´ll probably be doing a lot. To handle them in-game you can load them into an array or a ds_map.

Uh yeah, I guess I was counting that as a database.

So make a text file and throw it all in an array?
 
I more or less finished what I've been working on for the past couple weeks and now I can't decide what I'm supposed to do next. I've basically finished all the interiors that I was working on, but I could do more. It's just that they would be interiors for stores where you can't actually buy anything, just look around. I'm not sure what's more upsetting in a game: doors you can't open or shops you can't buy stuff from.

In the dress shop you can buy this winter coat which helps prolong your stamina in the cold zones in the game. I was putting off drawing the actual coat for forever because it felt like a redesign of the player character almost. It has to look significantly different but also the same, and it can't clash with any existing scenery.

1IXcqU1.png

uTLa09s.png
 

Jobbs

Banned
It's literally just this one coat. Don't think rpg style, think the different tunics Link gets in Zelda.

that's okay. I think I saw the shop screen and got prematurely excited about playing "Fashion Magnate", which may be a clue for you with respect to the concern you stated a bit ago
 

Pehesse

Member
I more or less finished what I've been working on for the past couple weeks and now I can't decide what I'm supposed to do next. I've basically finished all the interiors that I was working on, but I could do more. It's just that they would be interiors for stores where you can't actually buy anything, just look around. I'm not sure what's more upsetting in a game: doors you can't open or shops you can't buy stuff from.

In the dress shop you can buy this winter coat which helps prolong your stamina in the cold zones in the game. I was putting off drawing the actual coat for forever because it felt like a redesign of the player character almost. It has to look significantly different but also the same, and it can't clash with any existing scenery.

1IXcqU1.png

uTLa09s.png

I assume the new coat is the left one? If so, it doesn't tell me "winter" more than "military" or "formal" coat because of its cut and color, but I still find it fantastic all the same and I can imagine it working just right with everything you've shown so far... In fact, I would probably use it more than the base costume if it has no penalties for using it outside of cold areas :-D

As for moving on to a new task: I can relate... every time I finish a big sprint, I have a few hours'/days' worth of indecision about what to tackle next, even when it's completely clear what it should be from the to-do list. Usually I find it's the best time to get a breather in before starting another big chunk...

Shops you can't buy stuff from: I wouldn't mind, as long as said interior had something else to do - this could be just about anything interactive, even talking with someone for random bits of trivia/world building would be enough!
 

correojon

Member
Uh yeah, I guess I was counting that as a database.

So make a text file and throw it all in an array?

That´s the way I did it for cutscenes for an old project. The text file could be something like this:
Hello, stranger, what nrings you here?
I´m looking for the awesome sword of awesomeness.
What a stupid name for a sword

So you basically write every "character speech line" in a separate line in the text file and then you can load it with a loop at the start of the game/level/whatever:
Code:
var file, line;
line = 0;
file = file_text_open(working_directory + "\ScriptFile_0.txt");
while (!file_text_eof(file)){
    script[line] = file_text_read_string(file);
    line += 1;
    file_text_readln(file);  
}
file_text_close(file);
(I wrote this without GM, so check for errors).
You could also use a ds_list instead of an array so you don´t have to keep track of the "line" variable.

If you want to make a text that takes many lines you can use the special character "#" in the text file:
This#is#written#in#many#lines

Hope it helps :)
 
that's okay. I think I saw the shop screen and got prematurely excited about playing "Fashion Magnate", which may be a clue for you with respect to the concern you stated a bit ago

Not so much. I love fashion as much as the next girl (and oftentimes more), but I'm trying to be sensible about this. There's not a whole lot you can do when the outfit has to be suited to adventuring, and it has to work on the existing animation rig. I'd have to re-animate a lot of stuff even if I just wanted to drop the skirt and give her pants.


I assume the new coat is the left one? If so, it doesn't tell me "winter" more than "military" or "formal" coat because of its cut and color, but I still find it fantastic all the same and I can imagine it working just right with everything you've shown so far... In fact, I would probably use it more than the base costume if it has no penalties for using it outside of cold areas :-D

As for moving on to a new task: I can relate... every time I finish a big sprint, I have a few hours'/days' worth of indecision about what to tackle next, even when it's completely clear what it should be from the to-do list. Usually I find it's the best time to get a breather in before starting another big chunk...

Shops you can't buy stuff from: I wouldn't mind, as long as said interior had something else to do - this could be just about anything interactive, even talking with someone for random bits of trivia/world building would be enough!

I'm trying to figure out how to use it. Previously the plan was to have her automatically swap to it when you enter a cold area as long as she has the coat, and then swap out upon leaving. But I made that plan before doing the design and liking it so much, and know I'm inclined to show it off as much as possible.

It's just a women's peacoat, and it's supposed to be an indication of wealth. I suppose the red does make it look militaristic, but the color choice is mostly out of necessity. It can't be indigo because there's already too much of that in her design. It can't be lavender because that doesn't feel period appropriate. Brown looks bland, and isn't visually different enough from the base design. Any other natural color blends into too much of my scenery art.


I like your idea of chatting with NPCs and gaining random bits of trivia. Coincidentally, I already have all the other NPC designs drawn up. Like there's a butcher, cobbler and postman already designed, but the player will never need meat, new shoes or mail. If they don't get shop interiors then they'll either be standing outside of the exteriors or walking around town for you to see.
 
Are there any broad writings or guides about best practice ways to store and refer to both speech dialogue audio files, and their associated subtitle text, in a game's code?

I'm using GameMaker but I'm sure it can apply generally. Just looking for good ways to actually sort and refer to the raw files and text.
 
Are there any broad writings or guides about best practice ways to store and refer to both speech dialogue audio files, and their associated subtitle text, in a game's code?

I'm using GameMaker but I'm sure it can apply generally. Just looking for good ways to actually sort and refer to the raw files and text.

I liked this talk Anna Kipnis (Double Fine veteran) gave a couple years ago:

https://www.youtube.com/watch?v=o76JAP_9GkA

Not sure if there's a transcript anywhere.
 

WaterAstro

Member
That´s the way I did it for cutscenes for an old project. The text file could be something like this:


So you basically write every "character speech line" in a separate line in the text file and then you can load it with a loop at the start of the game/level/whatever:
Code:
var file, line;
line = 0;
file = file_text_open(working_directory + "\ScriptFile_0.txt");
while (!file_text_eof(file)){
    script[line] = file_text_read_string(file);
    line += 1;
    file_text_readln(file);  
}
file_text_close(file);
(I wrote this without GM, so check for errors).
You could also use a ds_list instead of an array so you don´t have to keep track of the "line" variable.

If you want to make a text that takes many lines you can use the special character "#" in the text file:


Hope it helps :)

Ah yes, I've done text file loading before.

I probably want something more complex because I want to ID text to the proper objects.
 

Minamu

Member
Ugh, I'm trying to come up with a name for the facebook page for our game, and HolySheep and HolySheepGame were already taken somehow (why anyone would want that as their facebook name, I have no idea...)

Any suggestions? We don't have a company or group name so it has to be related to the game title I think.

Edit: Also, is there any point to making my dynamic lights static if I'm not using any baked lights whatsoever? :) I'm gonna remove "use light probes" on everything as well because I don't need/use it.

Apparently HolySheepGame on Facebook is a French student game project from back in early 2015. It's doubtful they have filed for a name trademark, yeah? How can I check? Their Youtube, Twitter and Facebook page have not been active since March last year.

https://www.facebook.com/HolySheepGame/

Edit: I've checked a few trademark databases and I can't find anything. There's nothing in French databases as well so I guess it's cool (I read that you actively have to apply for a trademark in France, or it won't be protected).
 
Apparently HolySheepGame on Facebook is a French student game project from back in early 2015. It's doubtful they have filed for a name trademark, yeah? How can I check? Their Youtube, Twitter and Facebook page have not been active since March last year.

https://www.facebook.com/HolySheepGame/

Edit: I've checked a few trademark databases and I can't find anything. There's nothing in French databases as well so I guess it's cool (I read that you actively have to apply for a trademark in France, or it won't be protected).
Protection isn't the end all. If someone used it already, grab another, IMO. Even if it's a dead project.

You dont want any search results pointing to another game - plus it's bad form.
 

Minamu

Member
Protection isn't the end all. If someone used it already, grab another, IMO. Even if it's a dead project.

You dont want any search results pointing to another game - plus it's bad form.
Yeah, you have a point. It seems that our game is the first one to show if you google "Holy Sheep", on page two. "Holy Sheep Game" makes our Global Game Jam site the very first hit, otherwise it's some sort of Spanish news site, strangely enough. Our GGJ site has two exclamation points attached to the name to make it stand out a bit more, but there seems to be at least two completely different "Holy Sheep!" games out already on either iOS or Android. Not sure what to do, we have no monetary considerations, the platform is different and the style of game as well. I agree it's bad form, but finding a new name will be troublesome too :/ I'll have to discuss it with the team, really should've checked this ages ago.
 

wondermega

Member
Kind of at the end of my rope with this, I've been working crazy late-nights for several days trying to get a larger issue dealt with - if you are curious, scroll to about :56 in this video to see how he's got his volume culling (boolean effect) as he pulls geo around https://www.youtube.com/watch?v=0rE4MwLK1eE

Anyway I am like 90% there with this, thanks to some help from friends. I actually have the effect I was looking for (like in the video) or damn well close enough for my tastes right now. Last issue was that I wanted to be able to select the whole rigamaroll (clipping volume itself PLUS all the geometry involved) and be able to move/scale/rotate it all around, relatively - think of simply translating the whole set of structures from the video across the table, without "swimming" through the mask.

I actually have the translation working, but not the scaling (it swims, as I mentioned).

So say I have all this stuff (geo & clipping volume) under a single game object; I'm currently reading the transforms from the parent object during gameplay and feeding them into this line in the shader:

float4 objPos = mul(unity_ObjectToWorld, float4((-endX), (-endY), (-endZ), 1));

("end's" are the transform differences) to get both geo + volume to move together,and that's working great.

Now then -

clip((1.0 - (distance(i.posWorld.rgb,objPos.rgb)/_Volume_Scale)) - 0.5);


where volume_scale is user defined in the material (I embiggen that number, and it reveals more geo - and vice-versa). I am also reading in a difference value "sendX" for the scale, but cannot for the life of me understand where to involve that in this second line of code here.. FYI this was derived from a shader that a friend set up in shaderForge for me to use with Unity, I've not used shaderForge myself personally.
 
Spent the night adding more random tile patterns to my maps to give the maps more uniqueness

Next step is to add

- Random Weather
- More foliage variation to match the biome changes

muR6yds.gif
 

Pehesse

Member
Late to the party, but good luck!

It's never too late :-D In fact, I'd argue it's just the right time! Thank you very much!

I use FRAPS and Instagiffer but as all my contributions to the thread are potato cam quality and postage stamp sized, I don't think I can honestly say its the best solution available

I record with Magicam, then Gif it through Gifcam and upload it to Gfycat... and I could never manage to get rid of compression either, especially not when trying to keep the filesize low!
 
It's never too late :-D In fact, I'd argue it's just the right time! Thank you very much!



I record with Magicam, then Gif it through Gifcam and upload it to Gfycat... and I could never manage to get rid of compression either, especially not when trying to keep the filesize low!

Might have to try out magicam

wQIiCGy.jpg


I try to keep file size below 5 meg mainly so I can post it on Twitter .
 

Kalentan

Member
Hey guys... long time no see... So I've been messing around with spriting for this Viking looking game thing and I got this character.

49Sb.png


(1st is the size in editing, 2nd is 2x2 and it's ingame size and the 3rd is an even more clearer image.)

My main issue has been movement. Should I try and make him directly at a profile view and make him run that way or should I attempt to cross the legs?

I got this...

G9Sb.png


H9Sb.gif


Yeah...

I tried to mimic this:

K9Sb.png


But not sure I was really successful. (In fact one could say I failed spectacularly!) I think my biggest issue is going from straight lines to angular lines.
 

neko.works

Member
Oh wow, looks great, really promising.

Love the art style (both the 2D portraits and 3D graphics), early looks at the turn-based combat and story and character info/goals.
Edit:Nice music track too, and looking at twitter the more sci-fi looking interface was a nice choice as it looks great in the game and with the portraits.

Thanks :3

I've changed the illustration for the title screen. I'll be using it for the promotion too from now on.

This is not a commission, actually it's just a painting I did myself while practicing that I've decided to use as I think it looks good enough, and I like the idea of changing style for the title screen / cover versus in-game portraits.

470.png
 

JulianImp

Member
Hey guys... long time no see... So I've been messing around with spriting for this Viking looking game thing and I got this character.

49Sb.png


(1st is the size in editing, 2nd is 2x2 and it's ingame size and the 3rd is an even more clearer image.)

My main issue has been movement. Should I try and make him directly at a profile view and make him run that way or should I attempt to cross the legs?

I got this...

G9Sb.png


H9Sb.gif


Yeah...

I tried to mimic this:

K9Sb.png


But not sure I was really successful. (In fact one could say I failed spectacularly!) I think my biggest issue is going from straight lines to angular lines.

Here're some tips:
  • If animating a sorta realistic humanoid character, look for reference videos to use as a base, or at least try doing the actions yourself. You'll notice that even simple actions such as walking require moving multiple body parts in particular ways
  • Your walk cycle only has leg movement, which is also so stiff it's actually hard to notice the legs are switching places. There's also no shoulder movement, which makes the character way too stiff. I'd recommend that you add some bobbing and also some movement to the characters' arms (and, by extenstion, his soulders/torso) to make the animation more lively
  • Old games could make do with 2-3 frame walk cycles, but you should really use at least four frames (front leg forward, crossing point, back leg forward and a second crossing point that isn't a copy of the first one)
  • You could also look into building your characters like papercraft models and animating them by rotating joints like in Flash aniamtions, but only if the engine you're using supports that kind of stuff and has a decent animation system rather than forcing you to rotate things by code (Unity works fine, but I don't remember GameMaker being any good at that for example)
  • If real world references still don't quite cut it for what you want to do, look for spritesheets of walk cycles you'd like to use for your character and try to trace them, or at least learn what kind of movements you'd need to add to your character to make him move in the way you want (heroically, casually, cautiously, etc.)
 

Kalentan

Member
Here're some tips:
  • If animating a sorta realistic humanoid character, look for reference videos to use as a base, or at least try doing the actions yourself. You'll notice that even simple actions such as walking require moving multiple body parts in particular ways
  • Your walk cycle only has leg movement, which is also so stiff it's actually hard to notice the legs are switching places. There's also no shoulder movement, which makes the character way too stiff. I'd recommend that you add some bobbing and also some movement to the characters' arms (and, by extenstion, his soulders/torso) to make the animation more lively
  • Old games could make do with 2-3 frame walk cycles, but you should really use at least four frames (front leg forward, crossing point, back leg forward and a second crossing point that isn't a copy of the first one)
  • You could also look into building your characters like papercraft models and animating them by rotating joints like in Flash aniamtions, but only if the engine you're using supports that kind of stuff and has a decent animation system rather than forcing you to rotate things by code (Unity works fine, but I don't remember GameMaker being any good at that for example)
  • If real world references still don't quite cut it for what you want to do, look for spritesheets of walk cycles you'd like to use for your character and try to trace them, or at least learn what kind of movements you'd need to add to your character to make him move in the way you want (heroically, casually, cautiously, etc.)

Thanks for the tips!

Just one clarifiation, I didn't animate the arms yet since I was waiting to see if I could even do the legs correctly. xD
 

Pehesse

Member
Forgot to say:

Voted!

Aah, good news to wake up to :-D Thanks!

Here're some tips:
  • If animating a sorta realistic humanoid character, look for reference videos to use as a base, or at least try doing the actions yourself. You'll notice that even simple actions such as walking require moving multiple body parts in particular ways
  • Your walk cycle only has leg movement, which is also so stiff it's actually hard to notice the legs are switching places. There's also no shoulder movement, which makes the character way too stiff. I'd recommend that you add some bobbing and also some movement to the characters' arms (and, by extenstion, his soulders/torso) to make the animation more lively
  • Old games could make do with 2-3 frame walk cycles, but you should really use at least four frames (front leg forward, crossing point, back leg forward and a second crossing point that isn't a copy of the first one)
  • You could also look into building your characters like papercraft models and animating them by rotating joints like in Flash aniamtions, but only if the engine you're using supports that kind of stuff and has a decent animation system rather than forcing you to rotate things by code (Unity works fine, but I don't remember GameMaker being any good at that for example)
  • If real world references still don't quite cut it for what you want to do, look for spritesheets of walk cycles you'd like to use for your character and try to trace them, or at least learn what kind of movements you'd need to add to your character to make him move in the way you want (heroically, casually, cautiously, etc.)

I agree with all of the above, except for tracing - I would advise to NEVER trace, not even to "go faster" or "do something efficiently", as you are learning absolutely nothing doing so (in fact, more often than not, you're even likelier to unwittingly harm your long term drawing abilities). By tracing, you simply go over something you don't understand since you haven't observed it/analyzed it. In almost every case, I find it better to look at/draw from observation whatever it is you're trying to draw instead, even if it's a still image reference. You might make more mistakes, but you're learning a hell of a lot more that way, as long as you take the time to look at what you did and where you went wrong if you did.

If you're looking for walk cycle references, google is overflowing with walk sheets using many different styles, so it's hard to recommend one over the other, though it never hurts to study this basic reference from the animation survival kit:

attachment.php
,

or any series of photos by Muybridge.
(That stance against tracing obviously doesn't apply to rotoscopy, even though I'd argue it's a special case and I'd recommend not doing rotoscopy until you have a solid understanding of what it is exactly you're drawing underneath, but that's a whole other discussion!)

Walk anims are harder than run anims because of the more constant contact with the ground.

Run anims are very easy by comparison because running is really just leaping and you can get all of that inferred from just a few key frames.

That, too!
 

Jobbs

Banned
Walk anims are harder than run anims because of the more constant contact with the ground.

Run anims are very easy by comparison because running is really just leaping and you can get all of that inferred from just a few key frames.
 

Kalentan

Member
Here's my next try by looking at more references:

JASb.gif


KASb.png


It looks better than before!

Again, I will hold off on the arms till the legs themselves look good...

Edit: Actually, I did make a tiny edit to see if the arms moving makes it look any better.

aBSb.gif


I feel like the arms look fine but they look smoother than the legs do.
 

correojon

Member
Here's my next try by looking at more references:

JASb.gif


KASb.png


It looks better than before!

Again, I will hold off on the arms till the legs themselves look good...

Edit: Actually, I did make a tiny edit to see if the arms moving makes it look any better.

aBSb.gif


I feel like the arms look fine but they look smoother than the legs do.

I think the best advice is to not try to cheap it out. Instead of keeping the same sprite and animating only the legs and arms, try to fully redraw it for every frame, or at least for every keyframe. When walking the body will rotate a bit, the head will go up and down, everything is affected. If you disregard this and just try to animate only separate parts it will always look weird with a sprite that big.

Edit: Whoops read my post and I sound like an idiot, sorry I´m not trying to undermine your job, it´s just that I´ve recently gone through the same problems you´re having and want to tell you what I think helped make my walking animations exponentially better.
 
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