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

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First character idea sketch. I'm not much of an artist, but we'll see how this turns out I guess.

You really sold yourself short in your original post with regard to your art skills. For an early sketch, this is great. I really like her design, can't wait to see it colored!
 
D

Deleted member 10571

Unconfirmed Member
yo that's not bad at all mr. baff.

what kind of game is it exactly?

point'n'click adventure a'la lucas arts, is what it should be

l3tMbQU.png


there's some color draft, again probably up to change a million times

she's wearing a matchbox backpack. I still don't have a name.
 

wilboo

Neo Member
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:

jouuEBz.gif


https://www.youtube.com/watch?v=U8lbFP8i730

It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)
 
Yeah, Hollow Knight looks better and better every time, which is ridiculous because it looked phenomenal when it was first revealed. I can't wait for you guys to finish so I can play more of it :D
 

wilboo

Neo Member
Thanks buds :)

We are achingly close to content complete, the thought of actually releasing and watching people play it is super exciting!
 

TheKroge

Neo Member
New trailer!

https://www.youtube.com/watch?v=EeNjcea5pME

Also, the game just went into alpha testing

HfUAiEU.png


If you want a test build, just PM me or sign up on the site here: http://lightspeedfrontier.com

This alpha build contains a bunch of new stuff, including a quest system, inventory system, rewards for killing baddies and completing missions, and of course just tweaking and enhancing of the who warp system. You can pull up a "map" which is really a 3D map where you point towards which wormhole you want to enter, and your ship flies through it. Complete with relativistic compression :)
 

LordRaptor

Member
Crosspost from another thread regarding that new Unity tech demo:

To make Adam, the Demo Team developed custom tools and features on top of Unity including volumetric fog, a transparency shader and motion blur to cover specific production needs. We’ll make these freely available soon!

...because those volumetric fog lighting effects are just lovely, and there was some discussion about this earlier in the thread
 

missile

Member
... because those volumetric fog lighting effects are just lovely, and there was some discussion about this earlier in the thread
Funny. Volumetric fog/shadows is what I'm currently working on for my
experimental 3d low-res engine (custom implementation). Yeah, these effects
are nice and so I wanna experiment with them a bit more because they can give
some of the best visual depth cues which can enhance low-res 3d graphics
considerably. I think with proper volumetric fog/shadows one can go pretty low
in resolution with the scene still holding up tight. That's what I wanna find
out at least, i.e. how low can I go until the 3d graphics breaks down due to
lack of pixels. Stated otherwise; how good does the implementation needs to be
for a given low resolution to make the low-res 3d graphics sill stood out.
Hopefully I can show some first images soon!
 

hampig

Member
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:

jouuEBz.gif


https://www.youtube.com/watch?v=U8lbFP8i730

It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)

It's so beautiful! Really excited to see this finished.
 
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:

jouuEBz.gif


https://www.youtube.com/watch?v=U8lbFP8i730

It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)

Your game looks too good. I need to get back to the beta.

New artwork mock:
logo8_zpsd9kjahmm.png


What say you, Midnight Society?
 

Jobbs

Banned
will sorry for the late reply but hollow knight is AMAZING and you guys are making me feel like shit!

I honestly can't wait to play the final game.
 

Pehesse

Member
Will still check the 32-bit issue, Pehesse! Had a pile of sh!t to deal with.

Oh, thanks :) Take your time! I hope it's not too problematic stuff you have to deal with. Either way, everything you did already gave me plenty to think about, and I'll rework some things in the coming weeks! Not sure it'll help with the 32bit issue, but it should help with the loading, at least :-D
 

orioto

Good Art™
FirstEnemyGlowing.jpg


Did the coloring for the enemy sprite. All enemies will have similar style. We'll find the best way to do that glowing effect in unity (it's photoshop here).

Now i'll have to animate it but it'll be more easy :p

By the way the sprite here are 1:1 scale at 1080p
 
FirstEnemyGlowing.jpg


Did the coloring for the enemy sprite. All enemies will have similar style. We'll find the best way to do that glowing effect in unity (it's photoshop here).

Now i'll have to animate it but it'll be more easy :p

By the way the sprite here are 1:1 scale at 1080p

Generally speaking, that kind of effect is achieved mathematically on a 3D model by calculating a given polygon's tangent to the camera angle. Thus polys at almost a right angle to the camera glow more, illuminating the edges.

To do the same thing in 2D, I think you might as well just draw it.
 
D

Deleted member 10571

Unconfirmed Member
I created a scene in which i can crudely move around my equally crude character by clicking woo


it's horrible but things are moving forward!
 

Jobbs

Banned
I've successfully done convincing glowing effects by adding another layer of sprites that are only the glowing element in isolation and put that above/outside the shadows layer so it appears to glow in the dark.
 

orioto

Good Art™
Generally speaking, that kind of effect is achieved mathematically on a 3D model by calculating a given polygon's tangent to the camera angle. Thus polys at almost a right angle to the camera glow more, illuminating the edges.

To do the same thing in 2D, I think you might as well just draw it.

What i'd like is the screen blending. it's easy to make it directly part of the sprite of on a layer behind it, but without the blending effect, it's going to have a different effect, with less contrast and colors. I saw some tutorials for screen blending effect on internet. We're looking at it.

It's a mess if unity doesn't have that cause construct2 has direct blending option, just like photoshop for every layer for exemple..
 
What i'd like is the screen blending. it's easy to make it directly part of the sprite of on a layer behind it, but without the blending effect, it's going to have a different effect, with less contrast and colors. I saw some tutorials for screen blending effect on internet. We're looking at it.

It's a mess if unity doesn't have that cause construct2 has direct blending option, just like photoshop for every layer for exemple..

Oh, I understand now. Yeah, that shouldn't be a problem. Unity can do the screen blend just fine. I don't know if there's a default option, but you can write the shader for it pretty easily (or borrow someone else').
 

wilboo

Neo Member
I've successfully done convincing glowing effects by adding another layer of sprites that are only the glowing element in isolation and put that above/outside the shadows layer so it appears to glow in the dark.

Yeah we've done the same thing. Cheap and easy and effective!
 

orioto

Good Art™
I've successfully done convincing glowing effects by adding another layer of sprites that are only the glowing element in isolation and put that above/outside the shadows layer so it appears to glow in the dark.

Nice idea even if it's not what i'm trying to do here :p
 
D

Deleted member 10571

Unconfirmed Member
It's "Unity Week" for the PACKT free e-book of the day.

https://www.packtpub.com/packt/offers/free-learning

huh which reminds me that I still have a Unity course somewhere I never really used for more than 2 episodes. Maybe I can find it still.

What software do you guys use for creating animations? I'm a bit stumped here. (For now, free or cheap would be preferrred >_>)

edit: trying to figure out animation joints and creating body parts so i can "just" try to overlay them easily to produce some kind of movement. No idea if it will work.

 
huh which reminds me that I still have a Unity course somewhere I never really used for more than 2 episodes. Maybe I can find it still.

What software do you guys use for creating animations? I'm a bit stumped here. (For now, free or cheap would be preferrred >_>)

edit: trying to figure out animation joints and creating body parts so i can "just" try to overlay them easily to produce some kind of movement. No idea if it will work.

DragonBones (Free)

Spriter (Pro) Free and $59

Spine $69 or $299

Spriter for me, but I don't do a whole lot of art or animation.
 

mStudios

Member
If you're using unity for 2D or gamemaker, consider using Godot Engine.
It even has a 2D animator ala Spriter/Spine

and it's 100% free.
 

Kalentan

Member
J2Tb.gif


Got my first NPC sort of working. Although it's sort of smoke and mirrors right now. It's basic, but it shows how the dialogue with delievered. The biggest changes I hope to make is have the text be drawn by each character instead of instant. I also will have simple but more detailed animated faces in the "face" slot. Not to mention the actual text window will be made a lot nicer looking.

Also, I got controller support working! Yay... Though I'm still running into an issue with the player objects direction being reset to 0 degree's every time I stop moving, making the character standing still and looking left impossible at the moment.
 
So dev on Hollow Knight is still going slowly but well - the end is coming into sight now at least. We thought it was time to release a new trailer too, so we spent some time over the weekend setting one up:

jouuEBz.gif


https://www.youtube.com/watch?v=U8lbFP8i730

It's call the 'Hollow Knight Beneath & Beyond' trailer and this time it's a more atmospheric one, focuses on some locations and characters. It's not going to get the same traction as the previous trailer I think but it was fun to make and should let people know we're still alive (even though we've blown wayyy past all of our projected release dates hahaha)

How on earth did you guys get on Wii U??
 

Parham

Banned
Need some help with emissive materials. I think I might be fundamentally misunderstanding something.

I have a cube with an emissive material in a scene that is only using pre-computed real time GI:

When I try to change the color value while in play mode from editor, the following happens:

Of course, as soon as I exit play mode, the GI adjusts to the color value I set on the material earlier:

Here are the lighting settings for the scene:

And the material:

Anyone know what I'm missing?
 

missile

Member
Need some help with emissive materials. I think I might be fundamentally misunderstanding something.

I have a cube with an emissive material in a scene that is only using pre-computed real time GI:


When I try to change the color value while in play mode from editor, the following happens:


Of course, as soon as I exit play mode, the GI adjusts to the color value I set on the material earlier:


Here are the lighting settings for the scene:


And the material:


Anyone know what I'm missing?
GI solution needs to be re-computed.
Perhaps you can force Unity doing so while in-game.
 

Parham

Banned
Looks like you have to do it using DynamicGI.SetEmissive. I attached a script component to the cube that includes this line:

Code:
DynamicGI.SetEmissive(GetComponent<Renderer>(), Color.white);

But it doesn't actually seem to change the emission color on the mesh itself. Here's what it looks like right now:



Edit:

Adding this line:
Code:
GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);

Seems to have done the trick. Do I really need two separate lines to make this change? It feels like I'm missing something.
 

2+2=5

The Amiga Brotherhood
huh which reminds me that I still have a Unity course somewhere I never really used for more than 2 episodes. Maybe I can find it still.

What software do you guys use for creating animations? I'm a bit stumped here. (For now, free or cheap would be preferrred >_>)

edit: trying to figure out animation joints and creating body parts so i can "just" try to overlay them easily to produce some kind of movement. No idea if it will work.

If you want to use joint animations you have to draw the entire part of the body, not just the visible part(like you did for a leg), also can i suggest to put the front leg behind the leg on the background?

I don't use unity so i don't know if you have some specific needs but for joint animations i suggest spriter that has a good free version.
 

Vanguard

Member
Looks like you have to do it using DynamicGI.SetEmissive. I attached a script component to the cube that includes this line:

Code:
DynamicGI.SetEmissive(GetComponent<Renderer>(), Color.white);

But it doesn't actually seem to change the emission color on the mesh itself. Here's what it looks like right now:





Edit:

Adding this line:
Code:
GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.white);

Seems to have done the trick. Do I really need two separate lines to make this change? It feels like I'm missing something.

Was in midpost when you edited in the soultion :p, but you're not missing anything, that's how you do it :)

edit: Aside from maybe caching the material so you don't get the renderer component every time but, depends how often you do it for it to be worthwhile.
 

Vanguard

Member
Interesting. I'll have to look into this.

GetComponent is just a bit expensive (time and can generate a bit of garbage), so you tend to call it once and store it when Awake/Start is called etc so you don't keep calling it. Or you can just set it as a field in the editor.

One thing to note, when you call material for the first time, Unity will create a new instance from the original meaning that any changes to this material does not affect other materials that share the same original material. Any call to that material from that specific renderer will now be that instanced material, you can see it in the editor as if you inspect that object the material will now be "name (instanced)" or something.
 

JulianImp

Member
GetComponent is just a bit expensive (time and can generate a bit of garbage), so you tend to call it once and store it when Awake/Start is called etc so you don't keep calling it. Or you can just set it as a field in the editor.

One thing to note, when you call material for the first time, Unity will create a new instance from the original meaning that any changes to this material does not affect other materials that share the same original material. Any call to that material from that specific renderer will now be that instanced material, you can see it in the editor as if you inspect that object the material will now be "name (instanced)" or something.

You can change the original material rather than instancing it by using the Renderer.sharedMaterial property, which will automatically propagate the change to all renderers using that material. I think the material changes are kept even after you exit play mode though, so if you use that you're most likely going to need to reset the shared material to its starting values whenever you enter a scene that uses them.

Instancing materials by not using Renderer.sharedMaterial will often prove expensive because doing it for each object will eventually result in N unique materials, lowering performance by a fair bit depending on how large of a value N is.
 

Pehesse

Member
I'll take the last-post-of-the-50ppp-hit for y'all and post this latest tidbit of progress:

tumblr_inline_o96f2lfoeS1rfzuuq_540.gif


142 more frames to color, and I'll be done with animation for the WHOLE GAME!

(and if you're not browing this thread at 50ppp, you're a braver man than I! Loading that many posts is already enough to bring firefox to its knees!)
 

Vanguard

Member
You can change the original material rather than instancing it by using the Renderer.sharedMaterial property, which will automatically propagate the change to all renderers using that material. I think the material changes are kept even after you exit play mode though, so if you use that you're most likely going to need to reset the shared material to its starting values whenever you enter a scene that uses them.

Instancing materials by not using Renderer.sharedMaterial will often prove expensive because doing it for each object will eventually result in N unique materials, lowering performance by a fair bit depending on how large of a value N is.

The thing about sharedMaterial(s) in the way I understand it, is that it is more ideal for editor scripts due to (as you stated) changes to the material in the project itself. Part of this is because when material(s) is called from an editor script, you get a warning about potential memory leaks as the editor is not keeping track of the new instances.

The documentation also says:
It is not recommended to modify materials returned by sharedMaterials. If you want to modify the material of a renderer use material instead.

If you want to do as you suggested and minimise N, then just have one instanced material and assign it to the other renderers material so they all share the same instaned material. Mind you this is also a little more work and you're also in control of said material so it's also your responsibility to destroy it in some circumstances, but it would also avoid the project changes that could happen after with sharedMaterial(s).

But this also extends from not that clear documentation and Unity just being weird in general.
 

JulianImp

Member
The thing about sharedMaterial(s) in the way I understand it, is that it is more ideal for editor scripts due to (as you stated) changes to the material in the project itself. Part of this is because when material(s) is called from an editor script, you get a warning about potential memory leaks as the editor is not keeping track of the new instances.

The documentation also says:


If you want to do as you suggested and minimise N, then just have one instanced material and assign it to the other renderers material so they all share the same instaned material. Mind you this is also a little more work and you're also in control of said material so it's also your responsibility to destroy it in some circumstances, but it would also avoid the project changes that could happen after with sharedMaterial(s).

But this also extends from not that clear documentation and Unity just being weird in general.

Yeah, a middleman material manager would probably be the best bet, but then you're transitioning into singletons, which tend to overcomplicate things and lead to hard-to-track bugs unless used with extreme care.
 
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