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

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Pehesse

Member
xEAtdue.gif

Wow, this is very cool!
 

correojon

Member
I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
131ByTH.gif

Enter the level with style!
 

Makai

Member
A lot of physics stuff is so damn hard in VR. I'm trying to make a transparent box with something inside that bounces around when you shake it. But no, it just clips through no matter what collider rig I use.
 

ElFly

Member
guys, what are you doing WRT sound effects?

are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?

or some site for stock effects at low prices like with stock photos?

my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward

I do not loathe spending a little money here tho obvs free suggestions would be appreciated
 

Dusk Golem

A 21st Century Rockefeller


Got Hollow Bliss up on Greenlight, a game I'm hoping to release on Halloween.


Appreciate anyone who takes a moment to look at it, I want to get this game greenlit before Halloween to release then, but if not I'll release in November. Original soundtrack by me, has full voice acting, number of the 3D models are by me, has a branching story, and has been my Halloween project this year.

The trailer currently up was a bit quickly done since I needed to post it on Greenlight around now to hopefully get it Greenlit by Halloween, but there is more and much better gameplay videos coming to the page soon, I just made that one quickly as I've been focused working on the game first off Steam and now on Steam.

Hollow Bliss is a strange 3D Horror Adventure-RPG for PC by the creator of Close Your Eyes, Take the Dream IX, Red Haze, & others. Developed in Smile Game Builder to be released as a Halloween project, we will if it gets Greenlit in time. The price of the game will be $4.99 with a 10% discount the first week.

A young man named Chris Lansan has suffered misery after misery ever since he awoke in that mysterious barren house off in the misty valley. He hopes to get help from the nearby village, he even accepted the strange cube-like beings that inhabited it. But it seems things were never meant to go nice for poor ole' Chris. Now at the last of his wits, he must survive, escape, and possibly even save others in a similar position as him from a sugar-coated nightmare.

FEATURES:
-A fully voice-acted story with branching paths & multiple endings.
-Rendered in a strange & surreal 3D world, where you play from both a top-down RPG perspective & a first-person perspective.
-Atmosphere is risen through an original soundtrack of synths, drones, & melodic pieces.
-Unique twisted hollowed monsters come after you, can you survive their ploys?
-Be wary of your choices, including a dynamic action system that uses up a finite number of 'action moves' you can perform.
-A number of secrets, hidden rooms, & discoveries. Can you find them all?


I'll post some more about it in this topic as we get closer to Halloween, I've been experimenting with a lot of engines recently, and this is one of the results of it. I like doing a Halloween project each year to try out new things, and this is this years.
 

correojon

Member
Finally getting around to adding more backgrounds.
I love the night one.


That's looking really good! Maybe need an extra frame or two at the end of the idle animation, but still nice!
Good idea, I plan to make a different and smoother idle animation, guess I´ll also put some transition frames between the end of the enter animation (when the fist is up) and the start of the idle animation. Thanks for the idea!
 

Spectone

Member
guys, what are you doing WRT sound effects?

are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?

or some site for stock effects at low prices like with stock photos?

my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward

I do not loathe spending a little money here tho obvs free suggestions would be appreciated

Check out bfxr http://www.bfxr.net for free simple sound effects
 

JeffG

Member
guys, what are you doing WRT sound effects?

are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?

or some site for stock effects at low prices like with stock photos?

my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward

I do not loathe spending a little money here tho obvs free suggestions would be appreciated

I use Freesound.org mostly.
 

Timeaisis

Member
I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
131ByTH.gif

Enter the level with style!

I love the look of this game. Very GBA-esque, which I've always been very fond of.

guys, what are you doing WRT sound effects?

are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?

or some site for stock effects at low prices like with stock photos?

my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward

I do not loathe spending a little money here tho obvs free suggestions would be appreciated

I use freesound.org

Also, there is this.
You'll have to hunt through it, but there's a crap ton of sounds in there.
 

Dusk Golem

A 21st Century Rockefeller
I use freesound.org

Also, there is this.
You'll have to hunt through it, but there's a crap ton of sounds in there.

I mainly use Freesound as well, though I do think if possible recording your own personal sound effects can add a lot to the game's subtle charms. I have a series of noises I kind of use between my projects recorded from around my house. Some things you need you just can't conveniently record, though.
 

Popstar

Member
I put together a test machine with spare parts I had lying around and installed Windows 7 on it. I thought I had done it the proper way, using the rollups. But it keeps wanting to redownload and reinstall dozens of updates even after they've already been successfully installed.

I did manage to get some testing done and know how everything behaves (and what needs to be installed to get things to work) on vanilla Windows 7 SP1 without updates. That was something I wanted to check so there's that at least.

Maybe I'll just wait for the big "October Rollup" and try again.
 
Currently scratching my head over what to do for the trailer for 'Advance: Mechanical Masquerade'. I have my old greenlight trailer but I feel I could do better, especially after seeing awesome trailers like the one for inVersus :eek:
Someone mentioned before they weren't a fan of the blurring effect I use to avoid the text getting lost in the background so I may at the very least look into doing that differently :s

I finished the start animation, I´ll probably add some small changes but I´m pretty happy with how it looks now:
131ByTH.gif

Enter the level with style!
Nice :3
Is the idle loop afterwards still WIP? It looks like it's about halfway through then jumps back to the start, or maybe I'm misinterpreting it? :eek:

Finally getting around to adding more backgrounds.
Cool, is it a game of chicken with accuracy cones? If so it's an interesting idea :3

guys, what are you doing WRT sound effects?

are you all scouring free SFX collections for what you want, is there a good collection of free effects everyone is hiding from me, or a cheap paid for library?

or some site for stock effects at low prices like with stock photos?

my project needs mostly UI sounds (pushing buttons, sliding stuff, pressing things, electrical connections, etc) and not sure what's the best way forward

I do not loathe spending a little money here tho obvs free suggestions would be appreciated
I kind of use a mix of my own foley work and CC0-license stuff from Freesound like JeffG mentions. I usually edit the heck out of any freesound clips in Audacity though just to get them more in line with what I want :3

edit: if you're interested in dabbling with recording your own stuff this is a great list of ideas on how to get the sort of things you want: http://www.epicsound.com/sfx/
 

Timeaisis

Member
Currently scratching my head over what to do for the trailer for 'Advance: Mechanical Masquerade'. I have my old greenlight trailer but I feel I could do better, especially after seeing awesome trailers like the one for inVersus :eek:
Someone mentioned before they weren't a fan of the blurring effect I use to avoid the text getting lost in the background so I may at the very least look into doing that differently :s
I like your original trailer, conveys the idea pretty quickly and accurately. I guess you could show more victories happening? People like that haha. I guess I get that the text kind of gets in the way of the gameplay shots sometimes. You could do like banner text instead of blurring the background? Might be too big, though.

Cool, is it a game of chicken with accuracy cones? If so it's an interesting idea :3
Essentially, yup. :) Although there's a lot more mechanics on top of that basic concept on all the various stages. Obstacles, environmental modifiers, stuff like that. I'm working on a hero mode with special abilities, but who knows if that will ever get done (I'm no animator). :p
 
I like your original trailer, conveys the idea pretty quickly and accurately. I guess you could show more victories happening? People like that haha. I guess I get that the text kind of gets in the way of the gameplay shots sometimes. You could do like banner text instead of blurring the background? Might be too big, though.


Essentially, yup. :) Although there's a lot more mechanics on top of that basic concept on all the various stages. Obstacles, environmental modifiers, stuff like that. I'm working on a hero mode with special abilities, but who knows if that will ever get done (I'm no animator). :p
Thankies :3 Due to the constraints of time and whatnot I may end up having to just re-use the flow of the old one but if at least some people think it's informative I can live with that XD
Good idea on the victory: I might record some footage to see if I can get a robot to reach the finish line when I'm explaining it in the trailer :D
Not quite sure what the best way to do banner text would be but I'll poke about and see what I can find :3

Sounds like a good idea for your game though :D
Is it going to be purely player vs player or are you thinking of adding versus AI? I ask because that'd be an interesting challenge given the conceit of the game :3
 

shaowebb

Member
This sucks. Its beginning to look like that even though I can get all the awesome shader stuff I wanted to happen in 3d that it wont animate as fluidly as I wanted in 3d for my fighting game unless I went full ASW and did damned near frame per frame editting on every animation.

At this point its a tossup...I can either continue on in 3d on this which front end loads my work with lots of 3d cleanup, modeling, unwrapping, and weighting or I can go 2d which doesn't load anything but requires lots of hand drawn animation and waiting on engine updated for Unity 2d while I setup frames.

To be fair I can still get the lighting stuff to work in 2d given I can setup maps on sprites similar to how things like spriter have done in the past, but this is a real tossup here because for some things no hesitation i'd go 2d. Other cast I draw are super elaborate and tricky to keep on model in 2d. I was getting to the point of outsourcing for help and 2d is cheaper than 3d so thats also a consideration.

Maybe I should go Blaz Blue and use 3d for only some stuff. Its working out well for the Fearless Night folk on their game.
 
Put together some pre-alpha footage of a Vive project my wife and I have been working on called 'All the Little Pieces':

https://youtu.be/ac08zFCmMyU

Everything is still early and slightly on fire, but I suppose that's just how it goes. Our project is a narrative driven game that deals with the themes of grief and loss. You can also punch concrete, so there's that.
 

Timeaisis

Member
Thankies :3 Due to the constraints of time and whatnot I may end up having to just re-use the flow of the old one but if at least some people think it's informative I can live with that XD
Good idea on the victory: I might record some footage to see if I can get a robot to reach the finish line when I'm explaining it in the trailer :D
Not quite sure what the best way to do banner text would be but I'll poke about and see what I can find :3

Sounds like a good idea for your game though :D
Is it going to be purely player vs player or are you thinking of adding versus AI? I ask because that'd be an interesting challenge given the conceit of the game :3

Well, I got how the game worked completely from your trailer, which I can't say about most trailers. So, to me, that's exactly what I'm looking for in a trailer. So you got my attention with it! Also, I really love the concept for the game. I think I might have already told you this months ago, but whatever. Excited to see it come out, I'll definitely grab it. I love games with "hidden" elements like that.

So, I tried doing a basic AI, but as you can imagine, it becomes an exercise in randomness and optimal play (for the computer, that is). I've come to realize this is a game more about psychology than it is about reflexes, and it simply doesn't work (on it's base level) as well against AI. That being said, I might have a basic "story" kind of mode with AI where it's mostly just for learning timing and the ins and outs of the levels. I think that'll be useful for players, but it wouldn't be a mode people wouldn't be coming back to or anything.
 

correojon

Member
I love the look of this game. Very GBA-esque, which I've always been very fond of.
Thanks! I´m trying to get a SNES-GBA style, glad that it´s showing :)

Currently scratching my head over what to do for the trailer for 'Advance: Mechanical Masquerade'. I have my old greenlight trailer but I feel I could do better, especially after seeing awesome trailers like the one for inVersus :eek:
Someone mentioned before they weren't a fan of the blurring effect I use to avoid the text getting lost in the background so I may at the very least look into doing that differently :s
I agree with Timeaisis in that the trailer explains how the game works really well and I think the blurr effect is nicely used. I think it only needs a little more impact, maybe showing some victories or something that disrupts the rythm. I don´t know if it´s too late to change this, but I think the game (and trailers) would benefit from adding some kind of effect when a laser hits a robot, like some particles or something.

Nice :3
Is the idle loop afterwards still WIP? It looks like it's about halfway through then jumps back to the start, or maybe I'm misinterpreting it? :eek:
Yeah the idle animation is...not good lol. I tried to make an energetic animation but it looks broken, I´d probably scrap it and go for something else.
 
Another Halloween, another project I've started

n5oiJYy.gif


Double incentive to get this one done as I'm going to be entering Clickteam's "Weirder Things" contest, so I really do have to be done by the 31st
 

asa

Member
Another Halloween, another project I've started

Reminds me of Quackshots Transylvania levels, nice work on the character :)

We started working on Little Knights overworld this week, this is how far we got in two days:
tumblr_oejh69XYQE1ukj7blo1_1280.jpg


Overworrld uses same tilemap system we built for the game itself, pretty handy :)
 

Makai

Member
Somebody's got to do something about physics. I thought we had pretty much nailed this stuff in the 1600s, but nah

IHmRbWH.gif


I'm just trying to scoop the rock into the cup but it "falls out" the side of it when I shake it even though there's no seams in the colliders and I'm compliant with every stack exchange.
 
Somebody's got to do something about physics. I thought we had pretty much nailed this stuff in the 1600s, but nah

IHmRbWH.gif


I'm just trying to scoop the rock into the cup but it "falls out" the side of it when I shake it even though there's no seams in the colliders and I'm compliant with every stack exchange.

What is this, Unity? If so, you likely need to have interpolation on if you don't already.
 
Well, I got how the game worked completely from your trailer, which I can't say about most trailers. So, to me, that's exactly what I'm looking for in a trailer. So you got my attention with it! Also, I really love the concept for the game. I think I might have already told you this months ago, but whatever. Excited to see it come out, I'll definitely grab it. I love games with "hidden" elements like that.

So, I tried doing a basic AI, but as you can imagine, it becomes an exercise in randomness and optimal play (for the computer, that is). I've come to realize this is a game more about psychology than it is about reflexes, and it simply doesn't work (on it's base level) as well against AI. That being said, I might have a basic "story" kind of mode with AI where it's mostly just for learning timing and the ins and outs of the levels. I think that'll be useful for players, but it wouldn't be a mode people wouldn't be coming back to or anything.
Thankies :D

Yeah, putting AI into my own game was somewhat of a challenge as it's very psychological to some degree. If it's too predictable then it becomes a chore, if it's too random then it feels... well... random XD
Done right though, it could (as you mention) be a decent tutorial for those just picking up the game :3 Keep in mind that AI doesn't necessarily have to play by the same rules as the player: e.g. the bomberman baddies were kind of their own thing with each designed to really pull out a different aspect of the game.

Thanks! I´m trying to get a SNES-GBA style, glad that it´s showing :)


I agree with Timeaisis in that the trailer explains how the game works really well and I think the blurr effect is nicely used. I think it only needs a little more impact, maybe showing some victories or something that disrupts the rythm. I don´t know if it´s too late to change this, but I think the game (and trailers) would benefit from adding some kind of effect when a laser hits a robot, like some particles or something.


Yeah the idle animation is...not good lol. I tried to make an energetic animation but it looks broken, I´d probably scrap it and go for something else.
thankies, and yeah I'll probably put in a victory thing if I can.
Not quite sure what you mean by lasers and particles. Do you mean the laser sights on the guns? :3
The idle for your spirit fox might not be perfect, but the intro anim of it jumping in is great :D

Another Halloween, another project I've started

n5oiJYy.gif


Double incentive to get this one done as I'm going to be entering Clickteam's "Weirder Things" contest, so I really do have to be done by the 31st
Good luck. I find short stuff like Jams and whatnot are good for getting your gamedev flow on :D

I finished my deadline for Beastmancer but I was off by two days, still you can check this article to see what I did last month: http://www.indiedb.com/games/beastmancer/news/beastmancer-progress-report-7

My plan for this month is to prepare for Greenlight, that means creating enough content for a gameplay video and a trailer.
Good luck! Greenlight can be a pain if you don't prep for it. Make sure you use those few days when you first add yourself and appear on the front page as best you can because your traffic will drop off massively once you get pushed off :p
 

correojon

Member
Another Halloween, another project I've started

n5oiJYy.gif


Double incentive to get this one done as I'm going to be entering Clickteam's "Weirder Things" contest, so I really do have to be done by the 31st
Love that sprite and movement looks great!

thankies, and yeah I'll probably put in a victory thing if I can.
Not quite sure what you mean by lasers and particles. Do you mean the laser sights on the guns? :3
The idle for your spirit fox might not be perfect, but the intro anim of it jumping in is great :D
Oh I just rewatched the trailer, I thought the laser sights were in fact laser beams and that robots would only get sent backwards if you hit them with the laser for a while, or if more than one shooter hit them at the same time (you could use this for a coop mode or team mode). Now I see that in fact you shoot bullets, it was difficult to see in my phone´s screen. Maybe if the shooters had a recoil frame after shooting it would´ve been clearer...or maybe if my phone´s screen wasn´t so dirty I could´ve seen better what was below the layer of dust and grease marks XD

Glad you like the intro jump! I´m thinking of leaving the idle animation for last when I learn to animate better, as it´ll be something the player sees often so it must look really good.
 
Interpolation is on. Continuous dynamic is on. Using box colliders without seams. Moving things by their Rigidbodies instead of transforms.

Last time I had a prototype with fast moving objects, I had to roll something like this: Don'tGoThroughThings

Basically, you just keep the object's previous position and raycast towards its current to double-check that it hasn't phased through anything. Performance-wise, it's pretty negligible, so slapping it on any objects you expect to move quickly enough to phase through should work pretty well.
 

Lautaro

Member
Good luck! Greenlight can be a pain if you don't prep for it. Make sure you use those few days when you first add yourself and appear on the front page as best you can because your traffic will drop off massively once you get pushed off :p


Thanks, I know though, its not my first Steam game.
 

Feep

Banned
Last time I had a prototype with fast moving objects, I had to roll something like this: Don'tGoThroughThings

Basically, you just keep the object's previous position and raycast towards its current to double-check that it hasn't phased through anything. Performance-wise, it's pretty negligible, so slapping it on any objects you expect to move quickly enough to phase through should work pretty well.
Seconding. DontGoThroughThings is a cornerstone for me, and is widely in use in TCAE.
 

ephemeral

Member
Adding the script to the object isn't working, but I can try implementing my own version later.
Reusing the previous position will not work in that case with the mug or what you wanna call it :). I'd just move it the same amount as the mug is moved as long as it's in the same direction.
 

shaowebb

Member
2d animation wtih 3d models used to stay on model is working surprisingly super fast. I had an animatic of a move done in next to no time. I'll find out what the clean up is like but as is I can use things like animatic rough cuts and unfinished stuff to prototype as I go. Even if my engine isn't setup for Unity 2d pipelines just yet I can still test things like ranges, tone, impact and other stuff like hit spark and visual flair. Chainsaw Incident folk did that for awhile I believe before they got an engine.

I think I'll be okay and all my hardwork at 3d is paying off for stages with appropriate textures and keeping things on model in the 2d work.

Neat.
 

Timeaisis

Member
Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.
 
Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.

I'm using InControl right now and love it. You barely have to do anything and it just works.
 

crwilso

Neo Member
Still very much heads down at the moment, so haven't posted in here for quite a while. Here's a recent shot from the game. Please insert your own crate puns here:

 
Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.

Rewired is currently the best, in my opinion. It basically does everything you could ever need, and is the most cross-platform as it supports the various input types (XInput, etc.).

It's not free, but honestly the time saved is well worth $45. I have no complaints. I can even control the lightbar on a DS4 (on PC) if I wanted to (without a specific driver).
 
Oh... It seems i need to create some weird ICNS thingy if I want to put my game on Mac. This is going to be interesting :s

Oh I just rewatched the trailer, I thought the laser sights were in fact laser beams and that robots would only get sent backwards if you hit them with the laser for a while, or if more than one shooter hit them at the same time (you could use this for a coop mode or team mode). Now I see that in fact you shoot bullets, it was difficult to see in my phone´s screen. Maybe if the shooters had a recoil frame after shooting it would´ve been clearer...or maybe if my phone´s screen wasn´t so dirty I could´ve seen better what was below the layer of dust and grease marks XD

Glad you like the intro jump! I´m thinking of leaving the idle animation for last when I learn to animate better, as it´ll be something the player sees often so it must look really good.
Heh, no worries. I'd love to have the contestants recoil and flinch but I haven't the foggiest how to animate them: I've got what's there by mostly savaging the mo-cap unity provided :p (the gun holding animation is actually a button pressing animation suspended halfway through XD ) Hopefully it'll all be a bit more clear in the new footage I'll have in the 'proper' trailer as the robots and their shields glow when they get hit or reflect a shot respectively :3

And yeah, your jump in is snazzy. I also really like how the environments have come along since I last saw it too: the entry gate you start on is neat :D

Thanks, I know though, its not my first Steam game.
Oop! Sorry ^.^;

2d animation wtih 3d models used to stay on model is working surprisingly super fast. I had an animatic of a move done in next to no time. I'll find out what the clean up is like but as is I can use things like animatic rough cuts and unfinished stuff to prototype as I go. Even if my engine isn't setup for Unity 2d pipelines just yet I can still test things like ranges, tone, impact and other stuff like hit spark and visual flair. Chainsaw Incident folk did that for awhile I believe before they got an engine.

I think I'll be okay and all my hardwork at 3d is paying off for stages with appropriate textures and keeping things on model in the 2d work.

Neat.
Just reading the stuff you're experimenting with scares the heck out of me but I'm glad it seems to be working out. Always been curious how your fighter has been going :3

Anyone have any experience with Unity input wrappers? Unity's support for multiple gamepads is inconsistent at best. I'll frequently completely lose functionality of triggers on a build, or player numbers will randomly swap from 1 to 2. I'm looking for a decent solution.
Haven't used it myself yet but I've heard good things about rewired?

Still very much heads down at the moment, so haven't posted in here for quite a while. Here's a recent shot from the game. Please insert your own crate puns here:

"Hey, I just met you, and this is crate-zy"
"Crate expectations"
"Mary-Crate and Ashley"
"Crate to the party"
"There's no crate but what we make"
"Love and crate"
"Master crating" :p
 

correojon

Member
Still very much heads down at the moment, so haven't posted in here for quite a while. Here's a recent shot from the game. Please insert your own crate puns here:

I saw this on my phone and had to enlarge the image to believe it was pixelart. F*cking amazing.
 
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