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

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Popstar

Member
PSA: Got this email but link is dead.
Probably tomorrow's bundle.
mOVICNF.png

+ More exporters, source code, and GAMES!
Weirder Stuff A Clickteam Original Gamejam.
End of embedded video has "On Sept 27th grab your copy of fusion at..." so I guess that's confirmation.
They'll also be doing an AMA on Reddit tomorrow.
 
in Unity, is there a guaranteed way to get Animator.Play to actually fire before the end of the tick?

I have an animation where the player character mantles a ledge and her position doesn't update throughout, so I basically just teleport her to the right place at the start of the animation and offset the beginning of the animation so that everything ends up in the right place by the end. And that works great. The problem though is sometimes the transform updates without the animation updating on the same tick too, so there's a very obvious jump for a single frame.

I've tried a handful of different combinations of Update, LateUpdate, and FixedUpdate, but nothing 100% successful yet. I'm sure there are still a few things I haven't tried but it's getting hard to keep track, so I thought I'd ask. I also tried forcing it with Animator.Update(deltaTime) but that didn't seem to do anything significant.

thanks in advance ♥
 

Feep

Banned
in Unity, is there a guaranteed way to get Animator.Play to actually fire before the end of the tick?

I have an animation where the player character mantles a ledge and her position doesn't update throughout, so I basically just teleport her to the right place at the start of the animation and offset the beginning of the animation so that everything ends up in the right place by the end. And that works great. The problem though is sometimes the transform updates without the animation updating on the same tick too, so there's a very obvious jump for a single frame.

I've tried a handful of different combinations of Update, LateUpdate, and FixedUpdate, but nothing 100% successful yet. I'm sure there are still a few things I haven't tried but it's getting hard to keep track, so I thought I'd ask. I also tried forcing it with Animator.Update(deltaTime) but that didn't seem to do anything significant.

thanks in advance ♥
According to this, internal animation updates happen right before LateUpdate...though it doesn't differentiate between Mecanim and the Legacy Animation system, which it appears you're using. It *seems* like putting the transform update on LateUpdate and checking if the animation fired would work, but maybe not? Maybe mess around with the Script Execution Order numbers? Maybe even use Animator.CrossFade(animation, 0.01f). Could be just weird internal behavior. :/
 

missile

Member
yNNE3FF.gif

(upscaled, banding)

VP8ztDm.gif

(upscaled, PQ)

Here is an animation of dimming the lights down. The luminance is scaled
down from 10^2 to 10^-5. There is no objectionably banding at low lights for
the second animation. (There is a slight one but that's due to GifCam.). At
low light levels you can see how the dithering is working hard to cover the
long band. But see, the pattern is not flickering.

Unfortunately, you won't be able to see the fine dark shades at very low
limunance levels with your eyes adapted to normal (office) light. But if you
turn all lights off and make the surround if the gif black as well, you will
see the fine banding-free shades to the lowest levels. This could be used
(but these times are over now) to mimic an HDR display out of sRGB (Rec.709).
For, you basically dim the room low with your eyes adapting to the low light
making them more sensitive to intensity changes such that you can easily
perceive the dim shades appearing for you as normal. The bright shades can
now be used for the really bright lights, highlights whatsoever. That way you
can create a relative contrast on the screen similar to real HDR images. This
technique isn't new, but was never really applied, for, you would need to
sit in a dark room (the freaks do anyways), but you also need a method to get
rid of the banding at low light levels. Hence, there aren't that many games
out there playing in the dark. However, this problem will be solved with the
new HDR TVs and consoles because the brighter displays will allow you to build
darker games! You don't need to sit in the dark anymore because a HDR display
has much more luminance/m² than the standard displays have to still make the
highlights very bright on the screen, even with you adapted to normal lighting
levels. However, the banding problem basically still exist, but was solved by
sending 12 bits of HDR data (10 bits for now) to the HDR display. Mind you, 12
bits aren't sufficient to suppress the bands at low light levels. 16 bits
would be needed. But then came Dolby (Dolby Vision) having created a
perceptual quantizer (PQ) for HDR displays. Using this PQ to quantize the HDR
buffer down to 12 bits won't produce any banding at the lowest light levels.
Well, it does, but you won't be able to see them. You may now imagine what the
disadvantage of a 10 bit HDR TV is. They will likely produce banding at low
light levels until the TV takes care of it in some ways (perhaps by making the
image more noisy to cover the bands).

The problem of banding doesn't only exist just for monochromatic shades as
seen here, it also happens for dark colored gradients as well. It's very
likely that you have seen banding on a lot of (dark) gradients. If no PQ is
available, you still can use standard quantisation and dithering or random
noise to cover the bands down to a given darkness quite good. It's not perfect
but will smooth out most of them. However, applying the same techniques to
textures one needs to know that dithering will make the image compress much
less, which was perhaps the reason why some earlier dither patterns where held
so primitive for certain scenes as can seen here form the game LOOM of
Lucasfilm Games;

loom_lucasfilm_uk_15.gif


There were only so much kbytes on a diskette.
 
According to this, internal animation updates happen right before LateUpdate...though it doesn't differentiate between Mecanim and the Legacy Animation system, which it appears you're using. It *seems* like putting the transform update on LateUpdate and checking if the animation fired would work, but maybe not? Maybe mess around with the Script Execution Order numbers? Maybe even use Animator.CrossFade(animation, 0.01f). Could be just weird internal behavior. :/

I actually am using Mecanim. I'm quite proud of the hornet's next of a flow chart I've built so far

I think I've solved the problem. It's kind of annoying but if it works it works. So in Update I call anim.Play() and set a bool that LateUpdate will catch. Then in LateUpdate if the bool is triggered and anim.GetCurrentAnimatorStateInfo(0).IsName() then I translate the transform. I feel like I shouldn't have to check the current state if I've already assigned it, but such is life. Thank you very much for your input! You're awesome :)

 

Feep

Banned
I actually am using Mecanim. I'm quite proud of the hornet's next of a flow chart I've built so far

I think I've solved the problem. It's kind of annoying but if it works it works. So in Update I call anim.Play() and set a bool that LateUpdate will catch. Then in LateUpdate if the bool is triggered and anim.GetCurrentAnimatorStateInfo(0).IsName() then I translate the transform. I feel like I shouldn't have to check the current state if I've already assigned it, but such is life. Thank you very much for your input! You're awesome :)
You're welcome! Glad you got it working. ^^
 
in Unity, is there a guaranteed way to get Animator.Play to actually fire before the end of the tick?

I have an animation where the player character mantles a ledge and her position doesn't update throughout, so I basically just teleport her to the right place at the start of the animation and offset the beginning of the animation so that everything ends up in the right place by the end. And that works great. The problem though is sometimes the transform updates without the animation updating on the same tick too, so there's a very obvious jump for a single frame.

I've tried a handful of different combinations of Update, LateUpdate, and FixedUpdate, but nothing 100% successful yet. I'm sure there are still a few things I haven't tried but it's getting hard to keep track, so I thought I'd ask. I also tried forcing it with Animator.Update(deltaTime) but that didn't seem to do anything significant.

thanks in advance ♥

If I were you, I would go about it a little differently. Rather than transforming the character and attempting to fire an animation at the same time, I would use Animation Events.

So, at the point where you would normally do the "teleport", just start playing the animation. However, you should set up an animation event to trigger at the very beginning of the animation. You listen for that event, and then teleport the character once it has been fired.

This way you can ensure that the animation will always happen before the actual transformation.

(I think that would help anyway, unless I've misunderstood you. Also, I don't use Mechanim or Unity's internal animation system so I'm not sure if I've linked you to stuff that is instantly applicable, but in principle that's what I would try to do. Get an event that fires when the animation starts and then do the transformation when the event is recieved)
 

EVO

Member
I'm sorry for bumping this but I'm afraid this is going to get stuck in the last page and I could really use some feedback!

Puzzle games should never require precise timing imo.

I think your game would be a lot better if instead of having to manually switch direction, everything happened automatically. At each junction there would be an arrow or something that you can rotate beforehand, then you just have to hit play and watch the ball do its thing. Kind of like a simplified Spacechem/Rube Goldberg machine.
 

correojon

Member
Just messing around. It's probably nothing.

3o6ZtjhEvrCsswOFig.gif
Full-fledge platformer coming?
I can´t remember if I said this before, but I love your artstyle and have used it as reference for some things in my game. Great job!

Man, Wildfire's high-level ability combinations are getting a bit brutal.

gLRQSt7.gif
Lol, that´s so cool! This is going to be the BotW of 2D games.

Puzzle games should never require precise timing imo.

I think your game would be a lot better if instead of having to manually switch direction, everything happened automatically. At each junction there would be an arrow or something that you can rotate beforehand, then you just have to hit play and watch the ball do its thing. Kind of like a simplified Spacechem/Rube Goldberg machine.

I agree 100% with this, puzzles are usually divided in 2 parts: finding the solution and executing it. The interesting part is always the first one, once you know the solution to a puzzle there´s no fun in executing it, it´s just a necessary evil. Failing when trying to do so can be extremely frustrating, so extra care should be put to avoid this.
 
I have been on a bit of a gamedev hiatus (that's the great thing about being a solo developer ). But I finally managed to get into it again and got basic 1 v 1 LAN play implemented.

Next up is 1 v 1 multiplayer

ZTscHqA.jpg
 

LordRaptor

Member
Puzzle games should never require precise timing imo.

I think your game would be a lot better if instead of having to manually switch direction, everything happened automatically. At each junction there would be an arrow or something that you can rotate beforehand, then you just have to hit play and watch the ball do its thing. Kind of like a simplified Spacechem/Rube Goldberg machine.

ehhhhh... not sure I agree on puzzle games not needing precise timing, its a case by case basis. I can think of plenty of puzzle titles that require reflexive skills in addition to problem solving, ranging from Bust-A-Move all the way up to and including Portal.

For what its worth, the game you're describing - set up arrows then hit play to see what happens - is basically Chu Chu rocket.
 
Finally working on my main characters full range animations and decided to start by doing some close to final lines/colors for their run cycle. Still need to clean up some shadows, the hair, and the knight's "wobbly" back, but overall I'm pretty happy with it. Any feedback is appreciated!

ZTHpcB1.gif
 

Pehesse

Member
Finally working on my main characters full range animations and decided to start by doing some close to final lines/colors for their run cycle. Still need to clean up some shadows, the hair, and the knight's "wobbly" back, but overall I'm pretty happy with it. Any feedback is appreciated!

ZTHpcB1.gif

Whoa, nice!
 

klaushm

Member
Udacity just announced the VR Developer Nanodegree (still not ready)

de604acc66544ce1a673a72551bf2e3b.png

b595ab7e77cf4c1d90906dea2a650c91.png


Recommended Qualifications

  • Access to a computer running Mac OS X (10.8+) or Windows (7, 8, or 10)
  • Advanced computer skills such as video editing, image editing, or desktop publishing
  • Access to a modern smartphone
    • Android (comparable to Nexus 5, Galaxy S5, or later)
    • iPhone (iPhone 5 or later, Mac computer required)
  • No programming experience required

Requirements for the optional concentration track on High-Immersion VR
  • VR-ready PC (Intel i5 or greater, high-end graphics card)
  • HTC Vive or Oculus Rift

Additional Recommendations

  • Programming experience
  • Game development or game design experience
  • Familiarity with linear algebra, 3D math
  • Android or iOS development experience
  • Familiarity with 3D content creation tools

If you ask to be notified, you'll receive an email confirmation with a link to buy a custom google card board with Udacity's colors and style
d5f16030668744028790647fc1cf6b4a.png
 

EVO

Member
ehhhhh... not sure I agree on puzzle games not needing precise timing, its a case by case basis. I can think of plenty of puzzle titles that require reflexive skills in addition to problem solving, ranging from Bust-A-Move all the way up to and including Portal.

Neither of those game require precise timing, nor are they even comparable to the one in question.

Portal was pretty generous when it came to that stuff, and the core mechanic was so much fun that messing up never really felt tedious. Likewise, messing up in Bust-A-Move rarely means having to restart from the beginning.

You're right, there's nothing wrong with testing reflexes in a puzzle game. But when the timing required is as precise as something like Flappy Bird, dying over and over again is only gonna lead to frustration when the solution is right there in front of you. More importantly, it's gonna scare off a huge chunk of your potential audience.
 

kiguel182

Member
Puzzle games should never require precise timing imo.

I think your game would be a lot better if instead of having to manually switch direction, everything happened automatically. At each junction there would be an arrow or something that you can rotate beforehand, then you just have to hit play and watch the ball do its thing. Kind of like a simplified Spacechem/Rube Goldberg machine.

I don't see the game as a full on puzzle game. Is a mix, half and half. I think your idea is cool but I like that you are in control and that the puzzle aspect is more environmental.
 

EVO

Member
I don't see the game as a full on puzzle game. Is a mix, half and half. I think your idea is cool but I like that you are in control and that the puzzle aspect is more environmental.

Fair enough.

How about placing arrows at each junction like I suggested, and then rotating each arrow in the scene by 90 degrees on a button press?
 

kiguel182

Member
Fair enough.

How about placing arrows at each junction like I suggested, and then rotating each arrow in the scene by 90 degrees on a button press?

I love that idea! It could work as an hazard and also help to get to the goal. It opens some interesting possibilities. I'll totally use it after finishing up designing the new levels I have in mind.

In my case that would work with switches because I'm trying to keep it one input only.
 

LordRaptor

Member
The latest Unity beta has the new splashscreen stuff we were talking about earlier in the thread - its pretty cool! I'll post a gif of it in action tomorrow if anyones interested
 

Pehesse

Member
So, Honey has an OT now, thanks to OricWindstar!!

http://www.neogaf.com/forum/showthread.php?t=1286663

Oh, and also, the game is out as I'm writing this.

So, okay, there we are, Honey's finally officially released. We already went through the Jeff Goldblum extravaganza so I won't do a repeat performance, but I still wanted to use the occasion to say a few things about this whole "making a game" thing, if you'll allow a minute of self-indulgent sappy melodramatic shit.

We live in a time where the democratization of game-making tools and the constant increase in available horsepower in all hardware makes it theoretically possible for almost everyone to make something of their own... but the reality is that making a game is one of the most complex, arduous, and time-consuming creative enterprises I know of. It's also one of the least recognized and respected by society at large (even by players to some extent), and making a living out of it, one of the most hazardous choices one could make. I'm fortunate and privileged enough to be in a situation where I could afford to keep working on my own end with little external inference, and even that was testing at the best of times.

Making a game is without a doubt the hardest thing I have ever done and releasing it certainly one of the most stressful. It should be obvious to anyone who's ever glanced at one of my posts here that I wrestle with quite a number of confidence issues, and posting anything anywhere just doesn't come naturally to me. And yet, this thread has been the most welcoming development community I've ever encountered, and there's no doubt Honey wouldn't exist today if it wasn't for your support and advice.

I found out about this thread back when Feep's Sequence came out, and that was the jolt that got me started on my own projects. It still took me some time to come up with something I dared post here at all, but everyone here has been nothing but supportive,
and it's fair to say you've all been a big part of my drive forward.

So all in all, what I really want to say is thank you all for participating in this thread and keeping it alive, making it a thriving discussion and learning environment. Even when the discussion got heated (chromatic aberration anyone?), it always felt like one of the safest sharing spaces. I'm proud to have made a thing, but I'm prouder to have chronicled it alongside all of yours, and I hope maybe it'll be as useful to someone else as some here were for me to get off my butt and get something done.

Now, Honey's out in the wild, and out of my hands - we'll see what the feedback is, if feedback there is. For now, I'll simply get to work on the next one, and start recording its existence here! Here's the current very early state:



..so nothing too exciting yet (in fact, some of you may have already seen it earlier, I just didn't have much energy and focus to work on it more these days). It'll be an action-platformer, it'll have about 10 levels, it'll probably take years to make. I hope to be able to keep writing about it in the Indie Dev OT3, 4 and beyond!

In short: sincere, heartfelt and honest thanks to you all, and keep on doing awesome things!

EDIT: to prevent another Goldblum, don't forget to <snip> the text or something if you're about to quote the text! And either way... Thank you very, very much (won't reply to each of you to avoid cluttering even more, but it's there!)
 
So, Honey has an OT now, thanks to OricWindstar!!

http://www.neogaf.com/forum/showthread.php?t=1286663

Oh, and also, the game is out as I'm writing this.

So, okay, there we are, Honey's finally officially released. We already went through the Jeff Goldblum extravaganza so I won't do a repeat performance, but I still wanted to use the occasion to say a few things about this whole "making a game" thing, if you'll allow a minute of self-indulgent sappy melodramatic shit.

We live in a time where the democratization of game-making tools and the constant increase in available horsepower in all hardware makes it theoretically possible for almost everyone to make something of their own... but the reality is that making a game is one of the most complex, arduous, and time-consuming creative enterprises I know of. It's also one of the least recognized and respected by society at large (even by players to some extent), and making a living out of it, one of the most hazardous choices one could make. I'm fortunate and privileged enough to be in a situation where I could afford to keep working on my own end with little external inference, and even that was testing at the best of times.

Making a game is without a doubt the hardest thing I have ever done and releasing it certainly one of the most stressful. It should be obvious to anyone who's ever glanced at one of my posts here that I wrestle with quite a number of confidence issues, and posting anything anywhere just doesn't come naturally to me. And yet, this thread has been the most welcoming development community I've ever encountered, and there's no doubt Honey wouldn't exist today if it wasn't for your support and advice.

I found out about this thread back when Feep's Sequence came out, and that was the jolt that got me started on my own projects. It still took me some time to come up with something I dared post here at all, but everyone here has been nothing but supportive,
and it's fair to say you've all been a big part of my drive forward.

So all in all, what I really want to say is thank you all for participating in this thread and keeping it alive, making it a thriving discussion and learning environment. Even when the discussion got heated (chromatic aberration anyone?), it always felt like one of the safest sharing spaces. I'm proud to have made a thing, but I'm prouder to have chronicled it alongside all of yours, and I hope maybe it'll be as useful to someone else as some here were for me to get off my butt and get something done.

Now, Honey's out in the wild, and out of my hands - we'll see what the feedback is, if feedback there is. For now, I'll simply get to work on the next one, and start recording its existence here! Here's the current very early state:



..so nothing too exciting yet (in fact, some of you may have already seen it earlier, I just didn't have much energy and focus to work on it more these days). It'll be an action-platformer, it'll have about 10 levels, it'll probably take years to make. I hope to be able to keep writing about it in the Indie Dev OT3, 4 and beyond!

In short: sincere, heartfelt and honest thanks to you all, and keep on doing awesome things!

Wow, lots happened since I last popped my head in here, but I wanted to say congrats on getting all the way Pehesse. I agree that making a full game is surprisingly stressful and arduous task but here's hoping that Honey Rose was worth the effort and that by going through the gauntlet you've perhaps come out the other end a bit more confident and with some new skills under your belt :D
 

correojon

Member
So, Honey has an OT now, thanks to OricWindstar!!

http://www.neogaf.com/forum/showthread.php?t=1286663

Oh, and also, the game is out as I'm writing this.

So, okay, there we are, Honey's finally officially released. We already went through the Jeff Goldblum extravaganza so I won't do a repeat performance, but I still wanted to use the occasion to say a few things about this whole "making a game" thing, if you'll allow a minute of self-indulgent sappy melodramatic shit.

We live in a time where the democratization of game-making tools and the constant increase in available horsepower in all hardware makes it theoretically possible for almost everyone to make something of their own... but the reality is that making a game is one of the most complex, arduous, and time-consuming creative enterprises I know of. It's also one of the least recognized and respected by society at large (even by players to some extent), and making a living out of it, one of the most hazardous choices one could make. I'm fortunate and privileged enough to be in a situation where I could afford to keep working on my own end with little external inference, and even that was testing at the best of times.

Making a game is without a doubt the hardest thing I have ever done and releasing it certainly one of the most stressful. It should be obvious to anyone who's ever glanced at one of my posts here that I wrestle with quite a number of confidence issues, and posting anything anywhere just doesn't come naturally to me. And yet, this thread has been the most welcoming development community I've ever encountered, and there's no doubt Honey wouldn't exist today if it wasn't for your support and advice.

I found out about this thread back when Feep's Sequence came out, and that was the jolt that got me started on my own projects. It still took me some time to come up with something I dared post here at all, but everyone here has been nothing but supportive,
and it's fair to say you've all been a big part of my drive forward.

So all in all, what I really want to say is thank you all for participating in this thread and keeping it alive, making it a thriving discussion and learning environment. Even when the discussion got heated (chromatic aberration anyone?), it always felt like one of the safest sharing spaces. I'm proud to have made a thing, but I'm prouder to have chronicled it alongside all of yours, and I hope maybe it'll be as useful to someone else as some here were for me to get off my butt and get something done.

Now, Honey's out in the wild, and out of my hands - we'll see what the feedback is, if feedback there is. For now, I'll simply get to work on the next one, and start recording its existence here! Here's the current very early state:



..so nothing too exciting yet (in fact, some of you may have already seen it earlier, I just didn't have much energy and focus to work on it more these days). It'll be an action-platformer, it'll have about 10 levels, it'll probably take years to make. I hope to be able to keep writing about it in the Indie Dev OT3, 4 and beyond!

In short: sincere, heartfelt and honest thanks to you all, and keep on doing awesome things!
Congratulations! I´m sure the game´ll do great, it´s got amazing art, it´s original, entertaining and very, very polished. Hope it gets the recognition it deserves and helps you make a very much deserved name as a dev. I´m going to check the OT now ;)
 
The latest Unity beta has the new splashscreen stuff we were talking about earlier in the thread - its pretty cool! I'll post a gif of it in action tomorrow if anyones interested

Call me when they dump Mono and C# fully and they make IL2CPP not take 10 years to make a build, and they open source the engine etc etc.
 

LordRaptor

Member
Call me when they dump Mono and C# fully and they make IL2CPP not take 10 years to make a build, and they open source the engine etc etc.

Uh... the people who were discussing Unitys new splash screen and licencing requirements are mostly people already using Unity and how it will affect them.

If you don't use Unity, and have a list of reasons why you never will, good for you, but I don't know why you're quoting me because I don't care what you are or are not using as a development tool.
 

Minamu

Member
Not to fan the flames of Unity hate but I do find it curious why they focus so much current pr and marketing on the fact that the splash screen is now changeable. It's like they don't get where the hate comes from. It's not the screen itself, it's engine reputation. Being able to change it doesn't solve the underlying issue, which is company image.
 

LordRaptor

Member
AFAIK there has been absolutely zero spent on marketing or PR on the unity splash screen as some killer feature, wtf?

e:
You know, what just forget it. People using Unity know why this is a nice feature under current licencing guidelines.
 

orioto

Good Art™
I hope you didn't like the hamster too much goes i moved one already lol.

DFStanding.gif


Other style entirely! Other genre to. We're prototyping mostly for now so lots of experimentation.
 

Minamu

Member
AFAIK there has been absolutely zero spent on marketing or PR on the unity splash screen as some killer feature, wtf?

e:
You know, what just forget it. People using Unity know why this is a nice feature under current licencing guidelines.
I meant no offense mate :) I've seen multiple ads and banners on facebook for example, and they're all touting the new splash screen as the new greatest thing. I don't mind it and use Unity more than all other options combined.
 

Makai

Member
Peter Sjöstrand;218128241 said:
My first but hopefully not last post in this thread. I'm working on a game together with a couple of guys. It's still in the early stages, but the idea is for it to use a visual style that is very close to that seen in the Wind Waker:

OyjRuAj4UZ3gY.gif
That water looks pretty close
 

Noogy

Member
I actually am using Mecanim. I'm quite proud of the hornet's next of a flow chart I've built so far

I think I've solved the problem. It's kind of annoying but if it works it works. So in Update I call anim.Play() and set a bool that LateUpdate will catch. Then in LateUpdate if the bool is triggered and anim.GetCurrentAnimatorStateInfo(0).IsName() then I translate the transform. I feel like I shouldn't have to check the current state if I've already assigned it, but such is life. Thank you very much for your input! You're awesome :)

I had to do something similar, as I have a trigger event that is based on animation state, and sometimes the animation was kicking in too late. I really wish there was a more elegant way to ensure order of operations.

BTW, I'm not sure, but I think GetCurrentAnimatorState might be an expensive function? You might double check, especially if this is called often.
 

Pehesse

Member
Pehesse, I really hope you share with us someday the results of your "pay-what-you-liked" model for Honey Rose :)

Oh, definitely! That's the plan, anyway! For now it's still to early for anything, and I'm hoping I won't have to crawl back with my tail between my legs, but the whole idea is to share the results and see if it's viable for others... hopefully, maybe!
 

Noogy

Member
We live in a time where the democratization of game-making tools and the constant increase in available horsepower in all hardware makes it theoretically possible for almost everyone to make something of their own... but the reality is that making a game is one of the most complex, arduous, and time-consuming creative enterprises I know of. It's also one of the least recognized and respected by society at large (even by players to some extent), and making a living out of it, one of the most hazardous choices one could make. I'm fortunate and privileged enough to be in a situation where I could afford to keep working on my own end with little external inference, and even that was testing at the best of times.

Congratulations :) And this quote right here sums up modern indie game development better than I ever could.
 

Pehesse

Member
Congratulations :) And this quote right here sums up modern indie game development better than I ever could.

Man, thanks a lot... Dust is still kind of the thing I hope to achieve somehow someday, so hearing you say that means more than a lot.

I've just taken a look at the steam stats for tonight, see what they looked like after about 20h of activity: so far, if they're right (are they?), the "free license" has been granted about 1100 times, and there have been 24 DLC purchases. So about the ratio I expected for "out of the gate" support... now, the whole point will be to see if it turns into a long-game support, and some of the current free players support the game eventually, or not!

(As far as itch.io goes, there hasn't been much activity, and even less on my own site, though that's to be expected!)
 
I had to do something similar, as I have a trigger event that is based on animation state, and sometimes the animation was kicking in too late. I really wish there was a more elegant way to ensure order of operations.

BTW, I'm not sure, but I think GetCurrentAnimatorState might be an expensive function? You might double check, especially if this is called often.

Yeah, I try to use that method as little as possible, but thanks for the heads up.

I still haven't 100% solved the issue, so instead I'm designing around it. It's pretty bizarre, and you would think that adding a listener for when a state starts or ends would be super helpful to a lot of people and worth it for Unity to implement.
 
Uh... the people who were discussing Unitys new splash screen and licencing requirements are mostly people already using Unity and how it will affect them.

If you don't use Unity, and have a list of reasons why you never will, good for you, but I don't know why you're quoting me because I don't care what you are or are not using as a development tool.

I use Unity on a daily basis much to my chagrin.
 

Raticus79

Seek victory, not fairness
I've just taken a look at the steam stats for tonight, see what they looked like after about 20h of activity: so far, if they're right (are they?), the "free license" has been granted about 1100 times, and there have been 24 DLC purchases. So about the ratio I expected for "out of the gate" support... now, the whole point will be to see if it turns into a long-game support, and some of the current free players support the game eventually, or not!

Probably still in the "see if I like it" stage for those who are going along with the pay-what-you-liked concept. Would it let you graph that against playtime?
 

Pehesse

Member
Probably still in the "see if I like it" stage for those who are going along with the pay-what-you-liked concept. Would it let you graph that against playtime?

That'd be pretty cool! But I don't think it can, or at least I didn't see how... makes sense, too, since the system wasn't designed for that kind of use in the first place.

Morning update: we're now at 1700 free licenses, and 34 DLC. Now according to every statistic out there, it should rapidly slow down... we'll see what happens!
 

DemonNite

Member
Did a bunch of things since the last screenshot saturday. Implemented an NPC character, dynamic ambient music, procedural stairs and lifts working. More recently though I just got my Vive earlier this week so time to make some VR hands.

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