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

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More environmental traps!

beacon_basalttrap_gibs.gif

What, no ACME logo?
 
What, no ACME logo?
Haha! Maybe we'll have a Wile E. Coyote corpse hidden somewhere in the game with his legs sticking out from under one of these columns...though that sounds pretty grim.
That looks great! I love seeing good destruction/break apart animations. It makes stuff feel far more tangible, not just some data points in a void.

So it's actually not an animation! It's essentially just loads of gibs models affected by physics, getting switched out from the solid model on 'death'. It works surprisingly well for things like this!
 
So it's actually not an animation! It's essentially just loads of gibs models affected by physics, getting switched out from the solid model on 'death'. It works surprisingly well for things like this!
Even better! Most games don't take the time to model more than generic gibs wnd line them up well, but I think it makes all the difference in the world to go that extra mile. It's easy to cover it all up with a big poofy smoke cloud, but that rarely is as effective.
 

SeanNoonan

Member
Not quite gamedev but trying to remember how to pixel again...

Perry the Umbrella (Super Princess Peach) for pixel dailies.



Edit: I know it's a parasol... but the theme was umbrella :D
 
So I tried making the female character base more.... feminine?

(original on the right, new on the left)
DoThFmT.png


Any preferences, GAF? I may end up using both for variety, but I'm curious anyway.

The male and new female, for reference:
ihoKjag.png
 
So I tried making the female character base more.... feminine?

(original on the right, new on the left)
DoThFmT.png


Any preferences, GAF? I may end up using both for variety, but I'm curious anyway.

The male and new female, for reference:
ihoKjag.png

I generally feel like voxel designs are at their best when they're trying to replicate as few curves as possible, and instead play up the blockiness.

That said, if you're insistent on pushing the female form, it can't hurt to bring the hips up (make the legs longer) and bring the waist in.

Fm6vG6Q.png


I also think you may want to reconsider the shading/highlights on the legs and feet.

Wkag4xi.png
 
Spent a good eight hours working on animation basics today and this is the result:

kX7c3Fv.gif


So, basically halfway to a finished run cycle! Basically just stared at Mega Man and Skullgirl animations and tried to find the middle ground between them. I've got a whole new level of respect for animators, and I was already in awe of them.

Yeah I've been toying around with it and for beginners like myself its pretty frustrating. This past weekend I made a little guy and tried animating him.

6NRsLIz.gif
Love it! I can see him fitting in a charming Earthbound-style game easily.
 

Pehesse

Member
Spent a good eight hours working on animation basics today and this is the result:

kX7c3Fv.gif


So, basically halfway to a finished run cycle! Basically just stared at Mega Man and Skullgirl animations and tried to find the middle ground between them. I've got a whole new level of respect for animators, and I was already in awe of them.

Love it! I can see him fitting in a charming Earthbound-style game easily.

Good start! The most obvious parts you could improve are the arm, the head, and the hips.

For the head, you could do more visible bobbing (I can see the Megaman X inspiration, but that kind of limited movement works for tiny pixerl-art sprites and doesn't for higher resolution ones). The torso already rotates a bit, so you might try having it heave a bit as well (raise/lower, moving the head along with it). Doesn't need to be huge, if the design of the run is to appear lean and focused, but it'd reflect the impact of the feet hitting the ground, which is always a plus.

For the right arm, same thing: right now it randomly vibrates about, when it'd be better to have two distinct impacts for each footstep, and have it raise/lower accordingly.

As for the hips, right now they don't move at all (the belt does, which creates a weird disconnect - and the belt needs to be more connected to the chest rotation, it feels a bit disjointed right now). The legs are connected to the hips and rotate but the hips themselves are currently the most static point of the entire cycle, when they actually should be one of the parts that moves the most. They should lower and raise as mentioned before, and some rotation akin to the chest would be interesting to see as well! When the legs hit the ground, the knees should bend a little, taking the hips down, while the stride has the hips at their highest point (when legs are far apart, the "jump" part of a run)

Still, a pretty good start, I can see this going places :)
 
Good start! The most obvious parts you could improve are the arm, the head, and the hips.

For the head, you could do more visible bobbing (I can see the Megaman X inspiration, but that kind of limited movement works for tiny pixerl-art sprites and doesn't for higher resolution ones). The torso already rotates a bit, so you might try having it heave a bit as well (raise/lower, moving the head along with it). Doesn't need to be huge, if the design of the run is to appear lean and focused, but it'd reflect the impact of the feet hitting the ground, which is always a plus.

For the right arm, same thing: right now it randomly vibrates about, when it'd be better to have two distinct impacts for each footstep, and have it raise/lower accordingly.

As for the hips, right now they don't move at all, the legs are connected to it and rotate but they themselves are the most fixed point of the entire cycle, when they actually should be the torso part that moves the most. They should lower and raise as mentioned before, and some rotation akin to the chest would be interesting to see as well! When the legs hit the ground, the knees should bend a little, taking the hips down, while the stride has the hips at their highest point (when legs are far apart, the "jump" part of a run)

Still, a pretty good start, I can see this going places :)
Thanks! This is all super helpful. Oddly enough, the rotating chest wasn't intentional, it just sort of happened five frames and I rolled with it. So, an accidental delight there.

Haha, and yeah, the "vibrating" of the arm is driving me crazy right now, but if I draw one more line tonight I think I might go insane, so that and the head are my next go-tos tomorrow.
 

Pehesse

Member
Thanks! This is all super helpful. Oddly enough, the rotating chest wasn't intentional, it just sort of happened five frames and I rolled with it. So, an accidental delight there.

Haha, and yeah, the "vibrating" of the arm is driving me crazy right now, but if I draw one more line tonight I think I might go insane, so that and the head are my next go-tos tomorrow.

Yeah, I can relate :-D There's a point during a day after which animation becomes too much! I find it's best to take it slowly and come back with fresher eyes at a later point, as you do, so good going :-D

For the arm, I'd suggest focusing on the motion of the wrist first (forget the actual arm) and get its rising/lowering motion right, then connect it to the shoulder (if need be, do the sequence multiple times over going wrist->shoulder->elbow->forearm/arm, but if you feel comfortable, then wrist/shoulder->arm is enough, and eventually, the whole thing in one go!)
 
Yeah, I can relate :-D There's a point during a day after which animation becomes too much! I find it's best to take it slowly and come back with fresher eyes at a later point, as you do, so good going :-D

For the arm, I'd suggest focusing on the motion of the wrist first (forget the actual arm) and get its rising/lowering motion right, then connect it to the shoulder (if need be, do the sequence multiple times over going wrist->shoulder->elbow->forearm/arm, but if you feel comfortable, then wrist/shoulder->arm is enough, and eventually, the whole thing in one go!)
Awesome, will do! I really appreciate it, as this all crazy overwhelming. But, in a fun way.
 
I generally feel like voxel designs are at their best when they're trying to replicate as few curves as possible, and instead play up the blockiness.

That said, if you're insistent on pushing the female form, it can't hurt to bring the hips up (make the legs longer) and bring the waist in.

Fm6vG6Q.png


I also think you may want to reconsider the shading/highlights on the legs and feet.

Wkag4xi.png

Thanks, Lilith! I agree on the blockiness for the most part. In fact I'm doing my best to make sure, even with some curves in the characters, that they're minimized as much as possible. Performance becomes a concern due to so many tris needed for voxel characters. But mainly I want them to look like my own characters and not something out of Minecraft or StoneHearth or whatever :)

I took your advice and took another crack at it. Left to right from old to new:
3MV4zRM.png


And a couple angled shots to get a better idea (rotated camera around a bit, so new is on the left for the backsides):

It's not all male gaze! Here's a male butt for the ladies to ogle: ;)
7QZl90m.png
 

BatavianBunny

Neo Member
Hey fellas,

After years years of disappointments, unfortunate endings, and lemons... I finally took the the leap to join a couple friends and do our own game studio thing. Hell, I don't know how it'll all work out, or how far we'll make it... It hasn't been easy and we're still figuring out a lot of things but it's nice to be able to say: here's our project (so far).

Anyway... I present: Forged of Blood our work-in-progress moonshot of a game.

We're shooting for a deep tactical-RPG in a fantasy setting that'll be played across two gameplay layers: Strategic and Tactical. The idea here is to put players in charge of taking over a large map on the strategic layer that will give them resources, quests, and further the narrative, while the core gameplay will be done on the tactical layer with small squads of heroes facing off against enemy soldiers, monsters, and the like.

We've been in pre-production and prototyping for about 6 months now and I guess it's time to peak out of our little hole for a bit:

First off, our tactical layer:
http://i.imgur.com/WsCURcB.gifv
WsCURcB.gif


We got most of the models we'd want to use done now, and are figuring out the environments and how many maps we'd want/need. And still figuring out a lot of the animation work as well...

Our strategic layer:
http://i.imgur.com/y8Fyk13.gifv
y8Fyk13.gif


Most of the quest creation data sets are ready to go, but we're still figuring out the full range of mechanics we can feasibly implement on this layer at the moment. Also.. I'm a little (a lot) late on polishing out storylines.

So yeah... what do you guys think? Any interest in a fantasy tactical RPG these days?

[TON OF EDITS: Trying to get the gifs to show... uhh, linked them for now while I figure this stuff out]
 

JP_

Banned
So I tried making the female character base more.... feminine?

(original on the right, new on the left)
DoThFmT.png


Any preferences, GAF? I may end up using both for variety, but I'm curious anyway.

The male and new female, for reference:
ihoKjag.png

I'd just stick with the original. Seems weird to try and sex up voxel art like that. Newer ones look more like skeletal aliens or something.

Hey fellas,

After years years of disappointments, unfortunate endings, and lemons... I finally took the the leap to join a couple friends and do our own game studio thing. Hell, I don't know how it'll all work out, or how far we'll make it... It hasn't been easy and we're still figuring out a lot of things but it's nice to be able to say: here's our project (so far).

Anyway... I present: Forged of Blood our work-in-progress moonshot of a game.

We're shooting for a deep tactical-RPG in a fantasy setting that'll be played across two gameplay layers: Strategic and Tactical. The idea here is to put players in charge of taking over a large map on the strategic layer that will give them resources, quests, and further the narrative, while the core gameplay will be done on the tactical layer with small squads of heroes facing off against enemy soldiers, monsters, and the like.

We've been in pre-production and prototyping for about 6 months now and I guess it's time to peak out of our little hole for a bit:

First off, our tactical layer:
http://i.imgur.com/WsCURcB.gifv

We got most of the models we'd want to use done now, and are figuring out the environments and how many maps we'd want/need. And still figuring out a lot of the animation work as well...

Our strategic layer:
http://i.imgur.com/y8Fyk13.gifv

Most of the quest creation data sets are ready to go, but we're still figuring out the full range of mechanics we can feasibly implement on this layer at the moment. Also.. I'm a little (a lot) late on polishing out storylines.

So yeah... what do you guys think? Any interest in a fantasy tactical RPG these days?

[TON OF EDITS: Trying to get the gifs to show... uhh, linked them for now while I figure this stuff out]

just remove the v and the gifs will show up :)
 
After studying the ZTD 3D Models, I think I've been taking the rigging thing to seriously.

I guess I'm gonna take it easy and do a basic rigging lol

Yeah, with rigging you should really do the minimum of what will work for your game. You can make things very complicated otherwise.


I'd just stick with the original. Seems weird to try and sex up voxel art like that. Newer ones look more like skeletal aliens or something.
I definitely get what you mean. I've posted some "higher res"/high-density voxel characters in this thread that are far curvier but aren't really suitable for gameplay purposes (though I may use them for close-ups, cutscenes, or dialog boxes, for instance).

Speaking of "sexing up," there will be sex in the game but the main purpose I'm considering it was mostly to add some differentiation between characters, as I'm not going to be going all anime with purple, blue, pink, etc hair colors. Not every character will have the same base, but I'm starting with a neutral and trying to add some simple variations that don't go crazy in the number of tris needed.
 

Valahart

Member
Hey Gaf, can anyone recommend me a site or youtube channel that would help with pixel art and animations for absolute begginers?

I found some but it's always better if someone has actually tried and approved it.
 
Hey Gaf, can anyone recommend me a site or youtube channel that would help with pixel art and animations for absolute begginers?

I found some but it's always better if someone has actually tried and approved it.
Pixel art I don't have anything for, but Draw with Jazza is a good place for some animation resources. He has some beginner stuff and also some really specific tutorials that can be helpful.
 

Rafa_Z

Neo Member
Haven't been here since my game's Greenlight campaign - a lot has happened since then, mainly, Lichtspeer is coming to PS4 and PS Vita. I never thought I'll actually be able to make a game for the Vita. Yay!

Oh and here's a trailer, hope you guys enjoy it. Feedback and questions are welcome ;)

https://www.youtube.com/watch?v=RNLYb40DP6o
 
Haven't been here since my game's Greenlight campaign - a lot has happened since then, mainly, Lichtspeer is coming to PS4 and PS Vita. I never thought I'll actually be able to make a game for the Vita. Yay!

Oh and here's a trailer, hope you guys enjoy it. Feedback and questions are welcome ;)

https://www.youtube.com/watch?v=RNLYb40DP6o
Oh my God, I love everything about this! The presentation is spot-on. Congrats on getting uploaded to Playstation's official account as well.
 
Haven't been here since my game's Greenlight campaign - a lot has happened since then, mainly, Lichtspeer is coming to PS4 and PS Vita. I never thought I'll actually be able to make a game for the Vita. Yay!

Oh and here's a trailer, hope you guys enjoy it. Feedback and questions are welcome ;)

https://www.youtube.com/watch?v=RNLYb40DP6o

That trailer is fantastic, dude. Did you make it or hire somebody? Either way it's awesome and makes me want to check out your game, so mission accomplished!
 

Rafa_Z

Neo Member
Oh my God, I love everything about this! The presentation is spot-on. Congrats on getting uploaded to Playstation's official account as well.

Thanks! I'm super happy you enjoyed it!

That trailer is fantastic, dude. Did you make it or hire somebody? Either way it's awesome and makes me want to check out your game, so mission accomplished!

Thank you kind sir!
The trailer was done by our 2 indie friends form South Africa. Awesome dudes. We did the gameplay recordings, some animations and music on our side, they worked on the rest plus the general concept of the trailer.
 

Loginius

Member
Our strategic layer:
http://i.imgur.com/y8Fyk13.gifv
y8Fyk13.gif


Most of the quest creation data sets are ready to go, but we're still figuring out the full range of mechanics we can feasibly implement on this layer at the moment. Also.. I'm a little (a lot) late on polishing out storylines.

So yeah... what do you guys think? Any interest in a fantasy tactical RPG these days?

I love the look of the map!
And there certainly is interest in a tactical fantasy RPG, or at least Im interested in it.

After studying the ZTD 3D Models, I think I've been taking the rigging thing to seriously.

I guess I'm gonna take it easy and do a basic rigging lol

What is ZTD?
Im about to do the rigging for our characters and since they need to be rather advanced Im interested in any reference I can get.
Sorry I havent really followed this thread much, are both rigs from you?
Looks really good.
 

Lautaro

Member
I'm making a new arena for Beastmancer, this time a cavern:



Hopefully people find it nice because I need a better looking arena to showcase the game's features. Also making non-procedural content is a bit of a weak point for me, I hope to improve with this project.
 

mStudios

Member
What is ZTD?
Im about to do the rigging for our characters and since they need to be rather advanced Im interested in any reference I can get.
Sorry I havent really followed this thread much, are both rigs from you?
Looks really good.

ZTD = Zero Time Dilemma. A VIsual Adventure for PC/3DS/Vita.

I rigged the one on the bottom. The one of the top is the one that appear on the game, and it's rather simple and it does the job.
 

SeanNoonan

Member
Was a little out of scope with my pixel dailies this evening - think I might finish the body tomorrow...



It's Princess What's-Her-Name from Earthworm Jim :p
 

Urishizu

Member
Just wanted to stop in share the good news that Outbreak cleared Steam Greenlight in just over 20 days!

Starting the process of preparing for Steam, but a lot of other work remains before the game is ready for early access. Anyone who else is in the Greenlight boat, just keep advertising! It's a full time job but it will pay off. Don't give up! Engage social media as much as you can.

Also just updated my teaser trailer in case anyone is interested in seeing a slightly more polished glimpse of the game: https://youtu.be/5p-PhFc_Sjg?list=PLfr9l2vmh6I_3hEHtEAT15kGD5aaqNqLT .
 

SeanNoonan

Member
I've started working on the Jack B. Nimble update again... it's taking me forever to finish.

Here's some unrelated pixel art I did last night:

pdgb_full.png


(It's Princess What's Her Name from Earthworm Jim)
 
Palette stuff... original palette (246 colors) on the left, my palette (32 colors) on the right

cW16V3o.png
6bhNTle.png

uVDcPeP.png
mbBgVNP.png

What is the end goal here? I'm a little bit curious what the purpose of this practice is. I hope this doesn't sound too judging, because I'm just curious is all.

I'm working with a somewhat limited palette in my game, but it's 150 colors and I might add a few more in the future should I feel so inclined. The only reason I'm using a limited palette is to keep the art crisp and have clean lines, but with most art styles that's not really necessary.

Take a look at my palette for example. The leftmost one is what I'm working with, but that's only because it's vector art. There's no reason I shouldn't be doing digital painting in photoshop with something like the middle or rightmost palette. The color grading is still the same, so the mood would still be the same. There's especially a lot of dark browns, blues and purples to pick from, and then there's not a true red in the game (just different levels of pink). Because I don't like the color red :p

CjkSWZ3.png


Anyway. Just food for thought. If this doesn't apply then please disregard! ♥
 

Jobbs

Banned
I tend to draw things in whatever colors I feel like then change the colors afterwards to make the whole composition work in game

I don't know if that's good or not
 

Oblivion

Fetishing muscular manly men in skintight hosery
Got possibly an easy question for some of y'all. How would I go about incorporating a laser like the one in this pic:

Legend_of_Zelda-A_Link_to_the_Past_(SNES)_34.png


I'm using Game Maker, btw.
 
Got possibly an easy question for some of y'all. How would I go about incorporating a laser like the one in this pic:

Legend_of_Zelda-A_Link_to_the_Past_(SNES)_34.png


I'm using Game Maker, btw.

Looks like it's just a bunch of individual, square objects being presented in a line.

Straight vertical and horizontal lines are easy (i.e. horizontal position is X+width of object, vertical is Y+height of object). Diagonals are a bit trickier, as you have to take into account the actual angle of the line.

Generally, I think these older games only had something like 8-16 specific angles (including horizontal and vertical, so that subtracts 4 angles right off the bat). If you're working with per-determined angles, you just have to work out the specific slope of that line (i.e. rise over run).

If you think about it like graphing a line, it should be easier to visualize. It may be easier to work out a formula that gives you the correct positions of each object at a specific line angle (for something like a smooth rotation) but it might not look very retro. If you go that route, you might want to lock the rotation of the line to something like every 15 or 30 degrees, if you want a more retro "snapping" look.
 
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