Okay, a question: let's say I want to make a platformer with strategy elements, sprite graphics. What would currently be the best goto engine?
Main menu (without the actual buttons). The camera is slowly rotating around the scene, keeping the sheep centered:
Unlit version of Arena, the very first map I created back in January at GGL 2016. It quickly became a dev team favorite during development and testing:
Lit version of Arena. It's pretty clear that I'm inspired by symmetrical multiplayer maps, I think:
Unlit version of Battleground, our second map. It's more rectangular in shape and everyone starts at the center:
Unlit view of Pyramid, my latest remade map, third iteration style I think. It's still WIP and is missing some geometry.
Lit view of Pyramid. I'm partiuclarly proud of how the pillars turned out, they looked really cool when the map is as dark as intended.
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.
Hm... I didn't do that yet for my walking but I did draw the (incomplete) running animation from new.
Extra Bonus Fun:
This is the running animation:
As you can see, it's missing 2 frames, namely between 2 and 3 and 4 and 1. I plan to make those hopefully tonight.
I'm not happy about the cloak thing I have on him in 4... The others look right whereas that one looks weird. Unsure how to make it fold and move based on the back arm moving.
nice progress, I'd recommend getting some actual vertical movement in the character. head bob adds a lot! when the character kicks out raise him up a bit, when he lands and goes between strides lower him a bit.
I built my engine on it, what's your question?
Yeah, but what engine should I learn. I mean, if you say "whatever to like" it seems in the long run UE4 would be the most flexible option with the best performance if I go into 3D stuff? Then again, Steam's and Amazon's engines are totally free but I don't have heard a lot about them yet.I always recommend Game Maker Studio for 2D stuff, but in reality the best answer is always whatever engine you're most familiar with.
If you're not familiar enough with an engine already to be able to build something like that inside of it, then my recommendation is to forget about it and learn an engine.
Yeah, but what engine should I learn. I mean, if you say "whatever to like" it seems in the long run UE4 would be the most flexible option with the best performance if I go into 3D stuff? Then again, Steam's and Amazon's engines are totally free but I don't have heard a lot about them yet.
Truth.Consider yourself in 'pre-production'; how much time do you have available for pre-production?
Make a list of engines you think would be worth working with; for 'general purpose' indies the forerunners are GameMaker, Unity and UE, but if you have specific genres you want to work in don't discount 'single genre' engines like Twine, RPGMaker or AGS.
If you're an experienced coder, don't rule out things like SDL or Monogame either.
Pick an engine, and spend about a month doing basic tutorials; how is the workflow? Are you hitting obstacles to continue often? Can you foresee any 'deal-breaker' issues that you wouldn't want to deal with on a long-term basis?
Making similar content in multiple engines should give you an idea of which suits you better; suiting you better is waaaaaaaaaaay more important than what an engine is 'supposed to be' good for or what people who don't make games think is a 'good' or 'bad' engine.
Yeah, but what engine should I learn. I mean, if you say "whatever to like" it seems in the long run UE4 would be the most flexible option with the best performance if I go into 3D stuff? Then again, Steam's and Amazon's engines are totally free but I don't have heard a lot about them yet.
Hm... I think I can do the headbob but I'm not sure about the other part you mentioned.
That's some nice progress! I'd suggest that you move the soulders back and forward a tiny bit to give it more movement, because it looks like the arms from the elbows up aren't moving at all, and that makes it look and read worse.
And I feel guilty because I fuel the flames with my game.
Now obviously it's not that far in development, I can still scrap it.
But I love the stuff I have created, I like the world and I like the story behind it.
If anyone has an idea how I can make the desert survival car mad-max setting into something peaceful and interesting I would love to hear about it. I will surely spend a lot of thought myself about that.
Thanks for listening.
Guys, I'm torn. Maybe it's just tonight and it will go away. I don't know.
I've added some wind and sand flying around and implemented some antialiasing, supersampling, SMAA blabla yada yada
What I'm really on about is the idea of my game being inherently violent.
You drive around with your cars and when meeting others you may trade or talk with them, but eventually a fight will break out with someone. People are dying, it's inevitable.
And even if I made it a world without people, it would still be a violent one.
Because, of course, it is some form of projection of a real world with huge problems and violence.
Mad Max is an obvious inspiration and it was a movie of few words. It was about survival, but to survive you have to defeat and kill.
This is a really big problem, basically ALL SCI-FI OR FANTASY that feels meaningful is about violence. I don't mean just games, I mean the inspiration for my games and often stuff I dream and think about. Books, movies, paintings.
Yes yes there are many films about love or coming of age or many other themes, but how many of these are set in a deeply interesting world different from ours? (If you have suggestions, please leave a comment!)
To be really edgy, to have a interesting and conflicted world (drama is the beginning of all stories, really) the vast majority of important media is violent.
Star Wars, LOTR, Mad Max, the Matrix ... yes they have some character development but it's met and developed with combat (in mind).
Basically all movies with interesting imaginative worlds are peaceless.
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I have made and thought about non-violent games before, but it's really hard to do in a compelling fashion. Some fun games people can play together in the same room are nice, but I am looking for singleplayer immersive stuff.
In most cases you can either go the sports/race route, which is boring, or go the puzzle route a la the witness, or do some "another platformer, but with a different twist this time!".
Making adventures is not fun for me, it is a crazy amount of writing for little play time and i don't enjoy playing them either.
None of these are truly compelling and I can't remember any of these grabbing my attention like a combat-oriented game could (again - any great outliers I should try? Please tell me!)
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This e3 was horryfying for me. Games like Battlefield 1 look like hypergory "fuck yeah" shooters that are really really offputting, but the crowds love them.
I have never been so bored before when looking at new shooter titles. Maybe it's that I'm not a teenager any more, I don't know.
But e3 so far has been a real mirror showing the reality of big budget video games today. Violence and murder - be the best one!
I am still intrigued by Prey or Dishonored. But because the world looks so interesting. The artist in me can really appreciate the heart and thought that went into creating it. It is beautiful.
But this is just one side of the coin.
It's really really offputting.
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And I feel guilty because I fuel the flames with my game.
Now obviously it's not that far in development, I can still scrap it.
But I love the stuff I have created, I like the world and I like the story behind it.
-
If anyone has an idea how I can make the desert survival car mad-max setting into something peaceful and interesting I would love to hear about it. I will surely spend a lot of thought myself about that.
Thanks for listening.
If anyone has an idea how I can make the desert survival car mad-max setting into something peaceful and interesting I would love to hear about it. I will surely spend a lot of thought myself about that.
Thanks for listening.
Thanks for the kind replies guys, I'll think about it.
I did see Jonathan Blows tweets meanwhile and as you can probably guess I agree with them, but they were not the stepping stone of me feeling uneasy (and bored af) in the grand scheme of modern gaming
Thanks for the kind replies guys, I'll think about it.
I did see Jonathan Blows tweets meanwhile and as you can probably guess I agree with them, but they were not the stepping stone of me feeling uneasy (and bored af) in the grand scheme of modern gaming
So should I be moving the cloak(thing) more then? Is that what your saying? Show more moment in it's wrapings?
Also:
My enemy! It walks... AND NOTHING MORE!
Notice that even when walking we don't just move our arms back and forth, but also tend to rotate our torso ever so slightly. That's the kind of subtle (and minor) movement I think your sprites are missing. Like, they're serviceable for prototype art, but I think they just wouldn't cut it for being considered as release quality sprites.
Guys, I'm torn. Maybe it's just tonight and it will go away. I don't know.
What I'm really on about is the idea of my game being inherently violent.
Thanks for listening.
I'm not trying to tell you what to do, but I'm also on the side of appreciating games with non-violent options. I've been playing a ton of Mirror's Edge Catalyst, which unfortunately still makes you fight guards occasionally, but for the most part the emphasis is on platforming.
For those who need music for their game, Groupees has a Royalty Free Music bundle available until tomorrow. Pay what you want with a $1 minimum (with a $3 tier that nets you extra tracks)
https://groupees.com/rfmb2
*nodnod* Not sure if I'm going to that, but if I do, I'll let you know!No, I don't have anything to present yet and my day-job is pretty busy at the moment. Though, unrelated, but I'll be at vidcon.
Any SoCal folk at E3 this week? Lilith, maybe?
Screenshot saturday!
Difficulty starts to rise in the hidden paths:
I've always loved the gameboy-ish feel of this.
I've slowly been getting more spirtework from my artist but now I'm facing a conundrum as the frame sizes keep changing from animation to animation. I don't have an issue with my engine knowing the frame dimensions for each animation, it's more a concern about them being properly centered in relation to each other. For example, his head is dead center when he's standing still, but more to the right when he's running. Right now it's using the top left corner as the anchor point for positioning, but I'm wondering if I should switch to using the center as the anchor.
For those using spite sheets in your game (like Jobbs with Ghost Song, I assume), how are you handling this problem?
I've slowly been getting more spirtework from my artist but now I'm facing a conundrum as the frame sizes keep changing from animation to animation. I don't have an issue with my engine knowing the frame dimensions for each animation, it's more a concern about them being properly centered in relation to each other. For example, his head is dead center when he's standing still, but more to the right when he's running. Right now it's using the top left corner as the anchor point for positioning, but I'm wondering if I should switch to using the center as the anchor.
For those using spite sheets in your game (like Jobbs with Ghost Song, I assume), how are you handling this problem?
I've slowly been getting more spirtework from my artist but now I'm facing a conundrum as the frame sizes keep changing from animation to animation. I don't have an issue with my engine knowing the frame dimensions for each animation, it's more a concern about them being properly centered in relation to each other. For example, his head is dead center when he's standing still, but more to the right when he's running. Right now it's using the top left corner as the anchor point for positioning, but I'm wondering if I should switch to using the center as the anchor.
For those using spite sheets in your game (like Jobbs with Ghost Song, I assume), how are you handling this problem?
If you're talking about Source Engine, I would recommend against that strongly, as someone who spent years making content for it. Literally any other engine would be a better choice. You don't want to have to deal with Valve time when it comes to engine updates, bugfixes, and support.
There's a reason Valve made Source 2 free, and it wasn't because they were being charitable.
On a different note, Beacon had like, 3 seconds of footage in Microsoft's E3 conference, so I can probably check that off the life goals list!
https://youtu.be/1_mLdDSi7L8