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

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LordRaptor

Member
Ohno. Can't build to WebGL so I gotta do desktop builds only

If you don't have the option, reinstall Unity and make sure you select WebGL as a supported platform from the installation options.
They changed it in... 5.3? I think? so build options are all opt-in at installation.

It's sorta clunky IMO.
 

Makai

Member
If you don't have the option, reinstall Unity and make sure you select WebGL as a supported platform from the installation options.
They changed it in... 5.3? I think? so build options are all opt-in at installation.

It's sorta clunky IMO.
I can't build because I'm using F# instead of C#. IL2CPP doesn't know what to do with the IL. This problem will go away as soon as they ditch IL2CPP for the latest version of Mono, which seems to be happening soon based on their experimental builds.

Maybe on day 3 I'll port it to C# or a native plugin so I can build for web.
 

LordRaptor

Member
Y9VJx3C.gif


I sort of like this theme.

I've never made a TD game, and I actually like TD games, so that's what I went with this time. Gonna spend tomorrow making assets... getting a solid 60fps in my WebGL build with placeholders so hopefully won't impact that too much.
 

MrHoot

Member
For funsies, I thought i'd show the current parts I have for my character. Still more to come but that's already plenty for a bunch of animations, considering freeform deformation and post-export modifications will come later too

LdghJn4.jpg
 

bearbytes

Member
This is absolutely incredible.

Thanks!

Only a few more days left until the 31st! We're putting up the games soundtrack on Steam as well, if you're into NES-style music. You can get a little taste here.

Haven't put up too much for screen shot saturday in a while, so here's some stuff.

Magnetta taking out some junk robots:
707mjho.gif


Being chased by some Spibots:
rpwUmYF.gif


Using the Cleaning Kit item to clear up the Glitch for a bit:
ihrUypV.gif


And a little minecarting!
3cvR3r3.gif
 

Ontoue

Member
Depends on what platform and specifications you're targeting. I'd say (IMO) that it's probably OK if you're targeting mid-range PC's or consoles. Certainly not suitable for mobile though.

For reference, a rough approximation of the Triangle counts for the character models in Overwatch is 30-56k per character. I guess that puts yours in the same kinda range.

Can we see it? :p

It's almost done, just wanted to make sure before I got too ahead of myself with the polycount.
 
It's okay, guys. I got the bug. Only took seven hours, but I got the bug.

For funsies, I thought i'd show the current parts I have for my character. Still more to come but that's already plenty for a bunch of animations, considering freeform deformation and post-export modifications will come later too

LdghJn4.jpg

Looks good.
 

Pokemaniac

Member
I can't build because I'm using F# instead of C#. IL2CPP doesn't know what to do with the IL. This problem will go away as soon as they ditch IL2CPP for the latest version of Mono, which seems to be happening soon based on their experimental builds.

Maybe on day 3 I'll port it to C# or a native plugin so I can build for web.

I think you have it somewhat backwards. From my understanding, IL2CPP is part of what will enable them to upgrade mono. It isn't going away or anything.

One of the main things holding them on the old Mono version now is licensing issues regarding using Mono libraries on closed platforms. IL2CPP is sidesteps that issue by not being reliant on Mono.
 

Makai

Member
I think you have it somewhat backwards. From my understanding, IL2CPP is part of what will enable them to upgrade mono. It isn't going away or anything.

One of the main things holding them on the old Mono version now is licensing issues regarding using Mono libraries on closed platforms. IL2CPP is sidesteps that issue by not being reliant on Mono.
Microsoft bought Xamarin, developers of the Mono compiler, and they're letting Unity have everything they need for the upgrade. There's already a build out there with the latest version of Mono - e.g. foreach loops no longer allocate memory.
 

Pokemaniac

Member
Microsoft bought Xamarin, developers of the Mono compiler, and they're letting Unity have everything they need for the upgrade. There's already a build out there with the latest version of Mono - e.g. foreach loops no longer allocate memory.

It doesn't actually use a newer Mono, just a newer compiler.

And besides, I don't really see how their supposed to build for WebGL without using IL2CPP right now anyway. Is there some other solution for compiling .NET to Javascript that I'm not aware of?
 

Raticus79

Seek victory, not fairness
Been meaning to do this for a while (I don't think anyone else set one up) but I made a Discord server for IndieDevGAF. Quote this post to see the invite link (at the bottom). It's only good for a day (can't see an option to make a longer one) but it's a start. I figured it'd be good for real-time dev chats that aren't well-suited to a forum.

Good idea. To create a permanent Discord link, go into "advanced settings" in the invite dialog and you can set it to "never expire" and unlimited use.
https://support.discordapp.com/hc/en-us/articles/208866998-Instant-Invite-101

The mobile app is pretty good. If anyone tries it, I'd recommend going into its options and disabling the sound and vibration for its notifications.
 

ike_

Member
The Compo portion of Ludum Dare 36 is officially over! And I feel like garbage! Sounds about right.

Honestly I wasn't a big fan of this theme. I should have voted smarter.
 

Blizzard

Banned
I wasn't around most of the weekend and only spent maybe 1.5 hours on a game once I had an idea, so I'll bail out this time too (I have to work tomorrow). Hopefully in December I'll be around the whole time and aim for the compo.
 

SomTervo

Member
So, cool news.

I quit my day job today.

Two and a quarter years and a pretty soul destroying experience, but I've come out the other end with an insanely good head for organisation and an understanding of how to get shit done.

Now to apply all this to GAMES GAMES GAMES.

Things already went well with the Solus Project and I'm also working on another project which floats around GAF from time to time, but I'm NDA'd so better not mention it.

Feel free to PM me anyone if you need tips with game texts (creative or functional), VA, or playtesting!

Howdy beauties ! Today we're coming with two new animations, walking and first attack in the combo chain !

oF0vzZG.gif

Pzwoa4y.gif

This is awesome man.

Apologies for the large gif, but one of the coolest, unintentional things happened in the game I've seen so far. We've very much built the game with dynamic systems in mind to interact and add interesting outcomes when they all collide together, whether we designed them to do so or not (Spelunky's always been a big influence). it adds that extra layer of emergent gameplay to make the world feel alive, hopefully providing exciting scenarios to occur.

So basically to break down what happened in this:
The player has a Tesla Rifle, that when charged will hit an enemy, stunning it, then bouncing onto the next nearby target. The basalt spire is an environmental trap that can randomly spawn and broken if targeted by the player (or randomly breaks regardless)

Basically, I shot the charged up Tesla, it hits the spire, triggering it to break, but at the same time, ricochets off and hits the droid, stunning it as it walks underneath...only to then be crushed by the falling basalt. So awesome.

That is goddamn sick. Great design.

So the levels are pre-designed but feature randomised elements?
 

Lautaro

Member
What are some lighting techniques for unity?

My rooms looks "bland," I don't know how to fix it :'(

Show us a picture.

Also check that your level geometry is marked as static. There's more info here: https://unity3d.com/es/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering

You can try other Image Effects in your camera too like Global Fog, Color Correction and Contrast Enhancing to create atmosphere. Experiment!

EDIT: also assign your skybox in the Lighting tab.
 

LordRaptor

Member
Whew, just squeaked in with my entry, and its buggy as shit and has no sound or music, but its game complete (has an end condition)!

e:
Also first time actually using itch.io instead of promsiing myself I'll get around to it, and holy shit what a beautiful seamless process uploading an entry was.
Fuck using my own hosting and FTPing shit!

What are some lighting techniques for unity?

My rooms looks "bland," I don't know how to fix it :'(

Cookies can make a huuuuuuuuuuuuuuge difference to your light sources and implying a larger world - instead of having an ambient directional, maybe have a skylight as your primary source, with the cross shadow?
 

MrHoot

Member
Did a few more animations and started prototyping since yesterday in clickteam fusion 2.5. Last time I used such program was Games Factory back when I was 12 ! It's kinda cool to go back to my very first dev roots

Anyway so far I'm just doing the basics and it's still a bit rough. Character can jump/fall, walk and run and has a two combo chain and a working shadow

I have a long plane ride going from switzerland to PAX so i'll probably work on more stuff while i'm in there !

71d3c7456b.gif
 
Good idea. To create a permanent Discord link, go into "advanced settings" in the invite dialog and you can set it to "never expire" and unlimited use.
https://support.discordapp.com/hc/en-us/articles/208866998-Instant-Invite-101

The mobile app is pretty good. If anyone tries it, I'd recommend going into its options and disabling the sound and vibration for its notifications.

Hey, thanks for that. I wasn't aware a permanent link was an option.

Quote this post to see the invite link, right here:

Maybe this can get added to the OP? I mean, it doesn't need to be a secret or anything, I was just trying to keep it separate for devs on here. Any devs here are more than welcome to join.
 

xillyriax

Member
Gonna have to be a bit more specific, I think. Are you looking for paid work? Got a portfolio? Are you strictly an animator, or do you do modelling as well (you mentioned 3D art)?

I'm sure that someone here (lurker or otherwise) might have something for you, we just need to know what you're looking for.
Sorry for the lack of details in the post.
- awesome if paid, but really just looking for possible portfolio work and to get my name out there
- http://johngulledge.com/
- I'm mostly a modeller. Did some animation work as part of school assignments and some gigs, but l enjoy modelling more. Very few rigs are done from scratch and for those that aren't, I use TSM for Games. All work done in Maya.
 

mStudios

Member
Cookies can make a huuuuuuuuuuuuuuge difference to your light sources and implying a larger world - instead of having an ambient directional, maybe have a skylight as your primary source, with the cross shadow?

Show us a picture.

Also check that your level geometry is marked as static. There's more info here: https://unity3d.com/es/learn/tutorials/topics/graphics/unity-5-lighting-and-rendering

You can try other Image Effects in your camera too like Global Fog, Color Correction and Contrast Enhancing to create atmosphere. Experiment!

EDIT: also assign your skybox in the Lighting tab.


This is using the skybox, it actually fixed a lot of the 'bland' issues.

This look all nice with a pointlight thing. But using a directional light doesn't look all that well.
I guess I just have to stick with the pointlight system for now :p

I still gotta apply texture, but I was looking at the lgiht system first.
 

Anno

Member
If anyone wants to play my Ludum game, here it is: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111349

There's not too much there, but I think I got all the bugs ironed out, and the procedural generation is fun.

Thanks! I had a good twenty minutes of fun with this. Half that time was spent not knowing that you can shoot stuff so it was basically a weird stealth game. Finding out that moving into a wall prompts enemy turns helped a lot. Catchy music too.
 

GrizzNKev

Banned
So I'm working with some GAFers and non-GAFers on a UE4 project. I spent the last two weeks putting together a Titanfall-inspired wallrun system.

Video here:
https://twitter.com/g1dev/status/770447757676978176

Next up I'm going to tackle a clamber/mantle system, and I was wondering, am I better off doing it based on a collision volume on the character and just taking measurements against the object I'm touching, or should we actually place trigger zones in the level?
 

That looks like a Bloom + Depth of Field post process stack. There may be some Color Grading and Anti-Aliasing in there.

All of those types of effects are in the Unity Cinematic Effects package.

So I'm working with some GAFers and non-GAFers on a UE4 project. I spent the last two weeks putting together a Titanfall-inspired wallrun system.

Video here:
https://twitter.com/g1dev/status/770447757676978176

Next up I'm going to tackle a clamber/mantle system, and I was wondering, am I better off doing it based on a collision volume on the character and just taking measurements against the object I'm touching, or should we actually place trigger zones in the level?

That looks great, really fluid. Just needs some weapon-model sway to really sell the effect.
 

LordRaptor

Member

Deferred rendering + HDR enabled camera + bloom + SSAO + the other SSAO + colour correction + tonemapping + DoF + vignetting + chromatic aberration + FXAA.

5.4 image effects gonna include volumetric fog lighting and screenspace reflections too, woohoo

e:
Yes, I am fully aware using basically every post process effect available is basically lens flaring the shit out of everything the first day you get photoshop
 

GrizzNKev

Banned
That looks great, really fluid. Just needs some weapon-model sway to really sell the effect.

Thanks. We have custom FP arms and some gun models that aren't animated or in-engine yet. Top priority!

Here's a proper gif of the wallrun so you don't have to click that link from my other post:

Xf3g0hA.gif
 
Here's the Ludum Dare entry I made with my girlfriend, if anyone's interested: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=29335

At first I wanted to make a kind of Zelda-like, but since I have absolutely no artistic talent, and couldn't really find appropriate public domain sprites, I got discouraged... So I ditched that idea completely and we made a choose-your-own-adventure type game with no graphics instead. :D That's some old-school "ancient technology," yeah?
 

LuffyZoro

Member
Thanks! I had a good twenty minutes of fun with this. Half that time was spent not knowing that you can shoot stuff so it was basically a weird stealth game. Finding out that moving into a wall prompts enemy turns helped a lot. Catchy music too.

Thanks! Yeah, I put instructions in the description, but shooting isn't super clear from the game itself. Originally the enemies moved every time you did, but that was way too difficult without being able to predict how they'll travel. I know nothing about composing music, I just keyboard smashed the built in soundboard until it sounded good. :p

This was PICO-8, in case anyone was wondering.
 

Feep

Banned
All this secretive nonsense is no fun. I wanna share stuff with you guys...

Really cool stuff on this last page!

At least I'm finally getting reasonably proficient in UE4, though.
 

Noogy

Member
All this secretive nonsense is no fun. I wanna share stuff with you guys...

Really cool stuff on this last page!

At least I'm finally getting reasonably proficient in UE4, though.

Curious, your last game was Unity, right? Any reason for the switch to UE4?
 

Feep

Banned
Curious, your last game was Unity, right? Any reason for the switch to UE4?
It's shiny, basically.

In terms of pure speed and ease of development, even ignoring the relatively painful difficulty curve in UE4, you can't beat Unity. I'm probably anywhere from 25 to 50% slower at any given task in UE4 (except maybe character animation and particles, which are comparable) when compared to that same task in Unity.

Still, I'm absolutely confident that I could never match the fidelity I've got in my prototype right now with a Unity build. I reluctantly admit that it's technically possible (Unity puts out very impressive demos all the time), but not to someone with my skill level, I think. I'm very happy with what I've got so far.

The 5% might sting in the end, but I'm trying to catch some eyeballs!
 

correojon

Member
It's been a while

Old jumping anim

HampooJumping02.gif


New one

HampooJumping02%27.gif


The jump is meant to be higher than that obviously, thus the longer fall.
Thx correojon for the feedback!
Much better! I love the little details, like how he changes expression when landing and tilts a bit forward, or how the shirt follows the movement with a small retard. It´s also amazing the control of volume you have, it really looks squashy and roundy (don´t know hot to express this correctly in english lol). If I were you I´d leave the hands up during the falling part and move them down just in the landing frame, but it looks great anyway. Very smooth and fluid too, did you animate this by making the keyframes first and then the inbetweens or did you just do it straightforward?
 
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