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

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Popstar

Member
Can you only use HTML5 or Unity if you self-publish on the Wii U?

The application page seems to imply it.

EDIT: seems so

Developer Application Form said:
Select all that apply. This developer program is focused on the use of these tools. If you are interested in development using C/C++/native SDK, you may consider applying to Warioworld. However, prior game development experience and released titles are required.
 

ZehDon

Member
looks nice, but I think you could do a better transition from red/blue to black, either with more colors or more dithering, to simulate the cloudy effect...
Thanks for the feedback, really appreciate it. I've taken another stab it, using the full range of dithering, which I think has captured that cloud effect. I used some fractal images for inspiration, which I think worked well. I'd appreciate any further feedback:
Nebula002.png

Original for comparison:
Nebula010.png
 

Jobbs

Banned
I finally did last night what I've been putting off forever... coding the actual earnest save system.

this is obviously a temp menu and a temp screen and everything, in the final game I'll fully design some nice menus and think about what info from each save to display and so forth.

http://www.gfycat.com/FrigidCarelessBlackrussianterrier

the important thing for now is that it all works and the potential is there to grab and display any info I want from each save file.
 

Korten

Banned
Well, I got 100 views on my blog! Using twitter really helped. I think I will update my twitter when I post a new blog. Though I wonder if that's annoying to people...

Sadly no one has posted yet a comment yet or followed.

However I've been having fun! I just realized in paint.net (what I use for graphics) that their is a way to blow up a sprite without losing it's sprite-ness. So I tested it out with my dragon... While the biggest one is... well...

I do think the 300% one actually looks pretty good. I mean it is a Dragon.


Normal
8snb.png


300%
7snb.png



500%
6snb.png
 
Well, I got 100 views on my blog! Using twitter really helped. I think I will update my twitter when I post a new blog. Though I wonder if that's annoying to people...

Sadly no one has posted yet a comment yet or followed.

However I've been having fun! I just realized in paint.net (what I use for graphics) that their is a way to blow up a sprite without losing it's sprite-ness. So I tested it out with my dragon... While the biggest one is... well...

I do think the 300% one actually looks pretty good. I mean it is a Dragon.


Normal
8snb.png


300%
7snb.png



500%
6snb.png

I think 300% looks great, but I'm a sucker for chunky pixels.
 
If any 3D artists are interested in developing a game in Japan with ex-Sony/Capcom staff, please send a PM. Bar one team member, we're all bilingual, so no knowledge of Japanese is necessary.


(is this appropriate for this thread?)
 

oxrock

Gravity is a myth, the Earth SUCKS!
Here's 200%

Gtnb.png


Also two other enlarged enemy groups.

Htnb.png


Itnb.png

go with 200%, i like it. As for the rest of the pixel art, i'm digging it. What are those last two guys supposed to be made of btw? Assuming coal or maybe onyx.
 

Korten

Banned
go with 200%, i like it. As for the rest of the pixel art, i'm digging it. What are those last two guys supposed to be made of btw? Assuming coal or maybe onyx.

See I shall admit, I didn't actually draw these (they came in one of the RPG Maker's DLC packs). Though I have edited them (the wings on the Winter dragon are more destroyed than the original), and I recolored the other enemies. The last two look like stone, but I changed them dark and call them Shadow Golem and Shadow Golem Mk 2.
 

Korten

Banned
Now while I didn't draw them, I have edited various battlers, removing and even adding features...

This is my first attempt at combining two of them.

Qtnb.png


I call it the Winged Oni Knight.

Also the Red Dragon Rider. A bit more crude.

Stnb.png
 

oxrock

Gravity is a myth, the Earth SUCKS!
See I shall admit, I didn't actually draw these (they came in one of the RPG Maker's DLC packs). Though I have edited them (the wings on the Winter dragon are more destroyed than the original), and I recolored the other enemies. The last two look like stone, but I changed them dark and call them Shadow Golem and Shadow Golem Mk 2.

This got me wondering about something. There was a ton of rpg maker stuff that was part of a humble bundle a while back and i picked up a rpgmaker something or another plus a crap load of dlc. Is it possible/legal to use the provided artwork from these in games not made in rpgmaker? Anyone know?
 

Korten

Banned
This got me wondering about something. There was a ton of rpg maker stuff that was part of a humble bundle a while back and i picked up a rpgmaker something or another plus a crap load of dlc. Is it possible/legal to use the provided artwork from these in games not made in rpgmaker? Anyone know?

I have no idea. :(

Also I made a second combined sprite.

Stnb.png


Actually I do know when you buy "licenses" on their website for tilesets, sprites, etc. I think you need to pay more to get the license to use them in non-RPG makers.
 

Pehesse

Member
Thanks for the feedback, really appreciate it. I've taken another stab it, using the full range of dithering, which I think has captured that cloud effect. I used some fractal images for inspiration, which I think worked well. I'd appreciate any further feedback:
Nebula002.png

Original for comparison:
Nebula010.png

I think the overall treatment and the dithering works better on your new image, but I liked the contrast between cluttered stars and empty space a bit better on the original one. I'd suggest removing some stars to create contrast, and have lighter blue/red dithering overall, and at other parts of the picture to balance color as well and not have a single colored mass.

Some pixel art space I like, maybe it can help as reference?
ww1.jpg


Making space using pixel art is hella hard, though, so good luck!


I think both 200 and 300 work quite well. As it's been said, 200 feels more like a regular monster encounter, and 300 for a boss, but I wouldn't go larger.

As far as the sprite edits, I'd focus on the lineart thickness to blend them a bit more : they're obviously not the same scale, but simply by adding an extra layer to the rider, for instance, I think it'd mesh a bit better with the dragon. Not sure, mind you!

15f551b768f39eb7910ded0608ec0dfb.jpg


https://www.youtube.com/watch?v=mR3h3HHGCjI&feature=youtu.be (video to showcase animation, music, scene scripting, etc)

Finally jumped on the Bandicam bandwagon, and I have to say, you all were right! This is the best recording experience I've had so far!

Still making more characters. It's been a while of asset-making only, so I'm itching to get back to actual game-making. I'll try my hand at the last missing segment of the game, see if I come up with anything worthwhile to show before the end of the day. Maybe more to come later today, then...?

EDIT: Yup, here's a small update more: http://gfycat.com/SickIdioticBovine

Got the bare basics working for depth movement for the beat'em all stages. Now, I need to make this work with multiple enemy boxes/animations: for now having multiple enemy instances kind of breaks everything, so I need to figure out how to individualize them!
 

oxrock

Gravity is a myth, the Earth SUCKS!
This got me wondering about something. There was a ton of rpg maker stuff that was part of a humble bundle a while back and i picked up a rpgmaker something or another plus a crap load of dlc. Is it possible/legal to use the provided artwork from these in games not made in rpgmaker? Anyone know?

Well curiosity got the better of me and I decided to do some digging. Packs bought from the "non_RM" category from rpg maker website as well as packs listed as free to use here can be used legally in other engines as long as you bought them legitimately. In the end, I don't think I'll use any of their assets for my current game but I certainly wouldn't rule it out for future titles.
 
15f551b768f39eb7910ded0608ec0dfb.jpg


https://www.youtube.com/watch?v=mR3h3HHGCjI&feature=youtu.be (video to showcase animation, music, scene scripting, etc)

Finally jumped on the Bandicam bandwagon, and I have to say, you all were right! This is the best recording experience I've had so far!

I love it, as always. Also love the music.

But I think something is of about the scenery still moving into the middle position while the character appears, maybe is better for the scenery to stop before the character starts to appear. so it doesnt look like the character "slides".
 

Pehesse

Member
I love it, as always. Also love the music.

But I think something is of about the scenery still moving into the middle position while the character appears, maybe is better for the scenery to stop before the character starts to appear. so it doesnt look like the character "slides".

Thanks - and I completely agree! That's something I've not yet decided how to fix, as there are a couple options that could all work. I'll probably try speeding up the sliding itself first, so there's less of a wait when the scene starts, though I also need some wait time for entry sound effects, status bar hijinx and other stuff. I was chalking it up to "it's a prototype for now, I'll fix it later" but it's starting to annoy me as well, so it's getting higher and higher on the "to change soon" list :-D
 
How much do you love bugs you can't reproduce? Even better when the playtester gives very detailed description of all the things that happen when the bug happens, but super vague description of what they were doing to cause the bug.

*Pokes game* "Did that fix it?"
*Pokes again* "How about now?"
 

Korten

Banned
I think both 200 and 300 work quite well. As it's been said, 200 feels more like a regular monster encounter, and 300 for a boss, but I wouldn't go larger.

As far as the sprite edits, I'd focus on the lineart thickness to blend them a bit more : they're obviously not the same scale, but simply by adding an extra layer to the rider, for instance, I think it'd mesh a bit better with the dragon. Not sure, mind you!

Comparison:

Stnb.png

Hvnb.png


I think I see what you mean, the second one looks like their more on the dragon.
 

SeanNoonan

Member
Another PD from me...

pd_070215_taitogames_lg_bg.png


A Paul Robertson Taito sprite study using the three games I released in 2014; Watch_Dogs, Jack B. Nimble and Far Cry 4 :)
 

thomasmahler

Moon Studios
The game runs but doesn't react to any of my input. I'm in Chrome if that info helps. Other unity web games run fine for me.

Did you use an Xbox Controller? It currently only works with controllers, sorry :)

Also, it'll probably only work on windows, cause the osx button configs are different than on win.
 

ZehDon

Member
I think the overall treatment and the dithering works better on your new image, but I liked the contrast between cluttered stars and empty space a bit better on the original one. I'd suggest removing some stars to create contrast, and have lighter blue/red dithering overall, and at other parts of the picture to balance color as well and not have a single colored mass.

Some pixel art space I like, maybe it can help as reference?...[/IMG]
Thanks very much for the feedback! I've gotten it a little further, but I'm going to keep working on it until I'm happy with it. The issue I have is the limited resolution in combination with the limited colour palette, but I'll keep at it!

Haha, these are terrific! I really like the Watch_Dogs one, instantly recognisable.
 

oxrock

Gravity is a myth, the Earth SUCKS!
raceGame_01.png


http://www.warsoup.com/RacingGame/RacingGameWeb.html

Kept going a bit on the Racer.

A to Accelerate
X to Brake
RB to Drift
B to Boost (when the drift meter is orange)
LB to shoot Green Shell
Y to Restart Race

Splitscreen is in and it should all around feel quite a ton better now :)
Is a fun little game. My only comment is that it's quite jarring to go from a vehicle that sticks to the road like glue then to try your sliding feature. It just feels unnatural for your car to then shoot 50' sideways the second you use it.
 

Korten

Banned
Pictures ahoy!

So I decided to today to change my game's window. Basically the borders in all of the menu.

NOTE: You can also change the colors on any of them.

Here is what it looked like originally:

jynb.png


And now I have created 3 variants:

Original Variant:

hynb.png


Variant 2:

gynb.png


Variant 3:

iynb.png


Personally, I really like Variant 2 and 3, the darkened boarders and gradient are very nice.
 

borborygmus

Member
So what kind of tools are y'all using for making games?

Unity's UI didn't really "click" with me so I've procrastinated on learning it. I just find it very counterintuitive and weird. I also have the impression that Unity projects are clunky and have bad load times and weird UIs.

Shockingly, Flash is actually a great piece of technology if you're targeting iOS, so I've been using FlashDevelop + ActionScript + Starling Framework (polygonal backend for 2D) for my project. Adobe provides a native compiler for iOS so it automatically builds into a native app and everything just works. Even some complex stuff easily runs at 60fps on an iPhone 4.

If you're targeting desktops / pretty much anything, you can also use HaXe + OpenFL which offers the entire Flash API and builds natively (it can output to a C++ target).

FYI I am a programmer who is not good at art.
 
Pictures ahoy!

So I decided to today to change my game's window. Basically the borders in all of the menu.

NOTE: You can also change the colors on any of them.

Here is what it looked like originally:

jynb.png


And now I have created 3 variants:

Original Variant:

hynb.png


Variant 2:

gynb.png


Variant 3:

iynb.png


Personally, I really like Variant 2 and 3, the darkened boarders and gradient are very nice.

To my eyes, Variant 3 looks the best by far.
 

oxrock

Gravity is a myth, the Earth SUCKS!
Pictures ahoy!

So I decided to today to change my game's window. Basically the borders in all of the menu.

NOTE: You can also change the colors on any of them.



Variant 3:

iynb.png


Personally, I really like Variant 2 and 3, the darkened boarders and gradient are very nice.

I'd go with 3.
 

oxrock

Gravity is a myth, the Earth SUCKS!
What language do you script in UE4 outside of using blueprint? unrealscript was trashed right?
 
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