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

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Pushing forward with more animations and level art.

Bs8RbJv.gif


Also, what's the best way to make high quality gifs? I figured Photoshop, but I can't figure out how to do it.
 

ephemeral

Member
Back with a revengeance of fixing my broken animations!

Went from this

DFStanding.gif


to this

DFStanding02.gif


And for the fun the.. 8k version :p (just a crop!)
DFStandingCROP.gif


Also did an enemy for testing purpose

Bee01.gif
Bee01Dying.gif


and some Sparks and bullets

DragonFlyHitSparks01.gif
DragonFlyWeapon01Sparks.gif


BeeSpark01.gif
DragonFlyWeapon01.gif


But with my screen latency those bullets are just a blurry mess when moving.. It's really horrible, not sure how much is this from the screen or a problem in Unity.
Omg, your art style is fantastic. Your work is amongst the best I've seen. How long have you been doing this for?
 

Dlink16

Member
so our new run animations are implemented, including a bunch of new things like a proper melee system and IK placement to make things look and feel a lot better. It's a massive improvement!

Actually finally feels like the animation quality finally matches the movement and style we were always trying to hit.


We've been putting off a melee system for a while, but after some feedback regarding combat we brought it forward, and it's revamped the way encounters feel. It gives you the incentive to get in close and interrupt certain enemy attacks (like below), as it also allows a method of attack if your gun is reloading. Feels great to smack robots in the face! It also opens up new types of mutations that focus on boosting the melee and gives more importance to the Stamina DNA Stat!

And we also stuck in IK for foot placement (and weapon aiming), which reduces the 'ice-skating' effect we suffered from due to how the collisions with the terrain and character interacted. I'm also quite happy with this crash-zoom gif :D


We're going to add some zelda-style swipe particles and impact effects to make the melee stand out more, as well as more obvious staggered animations for the enemies, but yeah, things are coming together well!

Looking fantastic!
 

orioto

Good Art™
So i have unity question guys. For the shooter, when i have a bullet cross the screen pretty quick, it's a fucking mess, it's super blurry it hurt my eyes. So i was thinking that's my screen that sucks, but i realized.. when i play a shooter on my pc, let's say even an emulator, mame or a genesis emulator, quick things on screen are less blurry..

But if i screencap my game the shots are not blurry so that's the screen.. But is there some sort of vsync to add or something ?
 
We unveiled our key art today!

Can you tell me, if you saw something like this on a Steam or GOG store page, would you be compelled to click through to find out more about the game?

8nJH79E.png
 
So I've been slowly working on a game, on and off, for a while with a friend, and we're finally getting to a point where content is being made. Our game is called StarStrife and it's gonna be a 4 player platform fighter, in the vein of Smash Bros. We're going for a low-poly, low-res texture style not unlike Megaman Legends and other PSX/Saturn/Model 2 games. Animation will be limited like in Guilty Gear Xrd, ie. not interpolated. Probably based on 3's(if you're a 2d animator). We going with a 80s/90s, Saturday morning, kids sci-fi/cyberpunk-ish art style. It's set in a non-descript space future, with a non-human cast.

Here's our first character model:
3gc6PSt.gif

The colors aren't final, they're just set up like that, as a base, since there'll be palettes.
Her name's Lebret, and she's an alien "Space Cop". She's also our flagship character.

We have some experience in fighting game dev as we worked together on one previously, but we shut the project down after hitting a wall. The previous game was built from scratch, but this time around we're using Unity.
 

JulianImp

Member
I haven't been posting much around here because Japan, but progress on the classicvania I'm doing freelance work on is coming along smoothly so far. I'm currently working on the environment hazards, and had to do several acts of wizardry to implement swinging chandeliers and rotating gears that the player could ride reliably. The algorithms used aren't pretty (chandeliers use an empty transform parented to the platgorm's base to translate the player based on the transform's delta movement, and gears apply a tangent force to objects riding them in order to mantain the illusion that they're being ridden).

Today I also learned that I could very easily rotate transforms by multiplying them with a quaternion (but only in the "quaternion * vector" order, because matrices). That really helped me, since I have an object that is made to lerp through a polygon collider's points (as some kind of makeshift path), but I had to rotate the collider's points based on the object's rotation, since a (-1,0) to (1,0) path would always go left-to-right, even if the object was rotated along the Z axis in order to try and make it move diagonally or vertically.

Once I'm done with that, it'll finally be time to go and work on the bosses. That sure's going to be fun, since I've liked working on the first one using an animator controller to operate all of its functions. That kind of enemy behavior is particularily cool here since it results in distinct and clear enemy behavior patterns, which works like a charm for the arcade-ish style the game has going for it.
 

orioto

Good Art™
So i have unity question guys. For the shooter, when i have a bullet cross the screen pretty quick, it's a fucking mess, it's super blurry it hurt my eyes. So i was thinking that's my screen that sucks, but i realized.. when i play a shooter on my pc, let's say even an emulator, mame or a genesis emulator, quick things on screen are less blurry..

But if i screencap my game the shots are not blurry so that's the screen.. But is there some sort of vsync to add or something ?

Sorry quoting myself for update lol

So for exemple if i take that vid of deathsmiles, at the boss point, see the big purple balls he's throwing at us, they tend to create the same problem on my screen.

So i guess there are no real solutions for that right, but it's more about avoiding some really fast objects on screen, when they get too much detail or something ?
 
Any GAF member here a writer? Looking to hook up with a writer for my indie game. I'm a 3D artist and I've been learning CryEngine and Unity for the last 3 months.
 

Pehesse

Member
I´m making the goal of the level, at first I was do something like SMW´s moving goal but after playing DKC Tropical Freeze I´ve decided to add a twist. See, you have to knockot this enemy just by jumping into him:

Sho_Ryu_Ken.gif


But if you manage to jump on him first, you can stun him and combo him into oblivion! XD

ezgif_com_crop.gif

I didn't notice the Kitsune heads when the floating ball is stunned, it's a very cool detail :-D

Pushing forward with more animations and level art.

Bs8RbJv.gif


Also, what's the best way to make high quality gifs? I figured Photoshop, but I can't figure out how to do it.

This looks even cooler in motion! What engine did you say this is running on? What's your targeted resolution?

For GIFs, I use bandicam to record smooth footage, then record segments off it through gifcam, then either upload then on gfycat, or rework them (size, rhythm) through photoshop before uploading directly on twitter or anywhere else. (That is, when my upload works, so not right now... hoping I can share more gifs soon)
 

LordRaptor

Member
So I'm reading about how PS4 controllers are just Steam controllers now, and secretly hoping Valves new controller APIs get a standalone release and a Unity plugin, because... I think I said upthread if I ever buy an asset its probably going to be a controller input one, and there were some fresh discussions about it recently.
 
Hey indie dev GAF, long time lurker here !

I'm currently doing my curriculum at ISART Digital Paris as a composer and a sound designer and I'm looking to compose and do sound design for a few projects outside of my school as an obligatory validation to graduate to my next year !

So I'm looking for any free or paid project (doesn't matter) of a relative small size (I'll be doing this on my free time outside of school and personal work), so if any of you are in need of sound work hit me up !

(Is it okay to link to my own portfolio here or bannable self-advertisement?)
 

soultron

Banned
We unveiled our key art today!

Can you tell me, if you saw something like this on a Steam or GOG store page, would you be compelled to click through to find out more about the game?

8nJH79E.png
Went to a thing at Steam Dev Days yesterday where they talked about store art.

The speaker from Valve mentioned the logo was the most important thing on any keyart leading to your store page.

With that in mind, I think you could do more to make your logo stand out in that piece. How would you address that, do you think?
 
Went to a thing at Steam Dev Days yesterday where they talked about store art.

The speaker from Valve mentioned the logo was the most important thing on any keyart leading to your store page.

With that in mind, I think you could do more to make your logo stand out in that piece. How would you address that, do you think?
That's a great point and something I've been cognizant of. I've seen a lot of leading carousel art pieces that are basically a huge logo with hints of actual game art around the edges. And the logo is also the only thing you see in the tiny capsules like on new release lists and sale pages. So I think that it'll be about positioning the logo with a key element (like the cropped protagonist holding a fireball) in tandem that will be attractive, rather than just the logo by itself. We'll see!
 
Haven't been in this thread in a long while now! I recently found Pehesse's game via /r/Steam on Reddit, and I was a bit nostalgic for this place again.

On my end, I'm in the middle of a game jam at the moment (the Pippin Barr GAME IDEA Game Jam) and I'm very close to wrapping up work on my entry, death by flower arrangement.

Here's a progress GIF of how it looks so far.


The game is based off one of Barr's prompts, specifically: there is nothing but you and your AK-47 and mountains of freshly cut flowers.

My take on it was a top-down shooter where you control Flanigan (the florist) and shoot flowers to spray their petals all over the floor and arrange them into something eye-catching in a set time-limit. You can also screenshot your arrangement in-game (at least in the browser version), and share it if you please.

Made it in Construct 2 over the course of four days, and I'm pretty jazzed at the progress so far.
 

aesinv

Neo Member
(Sorry for the awful quality gifs)
Earlier in the year some of my co-workers and I decided to make a mobile RPG for a forthcoming web development conference our consulting firm hosts; we already make an app for it each year and trying to come up with an excuse to make a game has difficult but we managed to find one this year, finally.

The story is based around and takes place at the conference; you're a marketing manager that arrives at the conference with your dev team and they all get kidnapped. As you go through the game you obtain the different technologies the conference was based on re-imagined as battle abilities, which you use in 3 turn-based boss battles.

The entire game takes place at the conference, so we recreated the venue in pixelized form:

W80gmdX.png

sE3ffQF.png


We wanted to make sure we brought real-world context into the game so we had a couple cool features: we used low-energy bluetooth beacons to detect when players were in specific areas in the real world so we could kick off events such as unlocking a room or interaction, we also had an Amazon Echo integrated in during a part of the story where you are trying to find the password to a laptop to unlock your next ability (saying "Alexa, ask the Codemaster what the password is" to the Echo would give you the password).

This was my first actual "release" outside of just playing around with making little mini-games, so I learned a ton from it and had a ton of fun. Looking forward to finishing some more full-length games, especially ones I can release to the public!

The artist from the project and are going to team up for a couple more games, but since we need a little break after many many sleepless nights leading up to the conference we've lazily started a very simple endless runner for iOS/Android where you beam between the floor/ceiling by swiping up/down and fire projectiles by swiping right. So far all that's done is the swipe direction detection and lots of scaffolding, but I did get sent some sweet artwork concepts this week which got me pretty amped!

Gameplay with temp visuals:
iwEuF7X.gif


Some goodies my buddy doing the art sent:
EVnIiIO.png
 
Hello everybody, it's been a while since I posted in the thread. I thought some might find this cool -

I've been working on a PBR material library along with one of my friends for use on all of our current and future projects. We've both collected a large amount of photo reference and even have a process (that needs a lot of simplification) for gathering the correct values we need in order to make the materials physically correct. While we've been taking lots of photos we're actually working on making scalable, tileable versions of these maps from scratch.

Here's one of the most complete examples inside of Unreal Engine 4:

Base copper (2048x2048 for showcase purposes):
Making it brushed (brush-ness can be controlled with a slider as well as the angle)
Playing with the age slider
Playing with the scratches slider
Playing with the oxidation slider
Going crazy

I'm planning to release parts of the library for free so people can learn about Substance Designer and also have some cool assets to play with.
 
Back from Steam Dev Days. Ridiculously helpful and productive, and helped me wittle down "Dick Whitman"'s character count.

Pushing forward with more animations and level art.

Bs8RbJv.gif


Also, what's the best way to make high quality gifs? I figured Photoshop, but I can't figure out how to do it.

Fuckin' brilliant.
 

HowZatOZ

Banned
So, first time posting in the thread but a long time lurker and am quite excited about our progress. Our team is working on a release in the very near future for Citizen Participation Mandatory but right now I'm creating a launch trailer to go alongside the obvious launch.

So far I'm just capturing raw footage but I was wondering if anyone could recommend or suggest a good editing tool? Years and years ago I use to use Windows Movie Maker, is that still a thing? I just want some basic cuts and an intro/outro so nothing ultra serious or pro.

Anyway, here's a few screens of our game. Its a single-player arena shooter where you also have to manage the arena you are competing in, in hopes of escaping the tyrannical government's stranglehold. We have a website up as well but I'll definitely be letting you guys know when the game is up, its been an exciting year-long journey and I'm very keen to continue onward and upwards.

 

anteevy

Member
Does anyone know if/when the Steam Dev Days talks are made available online? I think I've read somewhere that they would upload them to YT.
 
Hooked up Stage Presence's multiplayer IK this week using FinalIK's new VRIK system. Btw, FinalIK's new VRIK system absolutely rules (click the gifs for the full videos, shows more of the IK working)



The multiplayer IK is so good it will give you ROCK HARD ABS
 

HelloMeow

Member
The mod tools for Unity I'm working on are working better than expected. I tried exporting a free game from the asset store as a mod and it just worked! So apparently the system can load whole games at runtime.

f3hat4Y.gif
 

MrHoot

Member
I've been having fun all week making more intricate moves for my character. Notably air combos and a stomp, and a jumpdash for good measure

4ad064719f.gif
 

missile

Member
So I've been slowly working on a game, on and off, for a while with a friend, and we're finally getting to a point where content is being made. Our game is called StarStrife and it's gonna be a 4 player platform fighter, in the vein of Smash Bros. We're going for a low-poly, low-res texture style not unlike Megaman Legends and other PSX/Saturn/Model 2 games. Animation will be limited like in Guilty Gear Xrd, ie. not interpolated. Probably based on 3's(if you're a 2d animator). We going with a 80s/90s, Saturday morning, kids sci-fi/cyberpunk-ish art style. It's set in a non-descript space future, with a non-human cast.

Here's our first character model:

Her name's Lebret, and she's an alien "Space Cop". She's also our flagship character.

We have some experience in fighting game dev as we worked together on one previously, but we shut the project down after hitting a wall. The previous game was built from scratch, but this time around we're using Unity.
Like the whole idea and graphics style. Cool stuff!
 
One benefit of working alone is no one is going to vomit after looking at your code XD


Done with pretty much all the main attacks/animations, I'm still thinking if I want to add ranged/special attack but I will put it on hold and start working on enemy stuff.
 

oxrock

Gravity is a myth, the Earth SUCKS!
I may have an opportunity to receive an oculus rift DK2 to use in the development of the game I'm currently working on in the Unity engine. What I want to know is, is the DK2 still a viable means of testing your product during the development process? I understand there are potential performance differences between DK2 and CV1, but is the DK2 still supported to a degree where developing with it is still possible?

Thanks in advance.
 

MrHoot

Member
One benefit of working alone is no one is going to vomit after looking at your code XD



Done with pretty much all the main attacks/animations, I'm still thinking if I want to add ranged/special attack but I will put it on hold and start working on enemy stuff.

That's very odin spherish :) (down to the character colour and almost the clothes i might add =p)
 

MrHoot

Member
The theme is inspired by Odin Sphere, though I was actually looking at Valkyrie Profile when working on the design :)

Very nice nonetheless, also cool that we're kinda coming off with similar inspiration and game genres :D

Also that poor cat : <

I'm still finishing my moveset. Kinda dreading when i'll have to start coding AI/target behaviour
 

missile

Member
Hello everybody, it's been a while since I posted in the thread. I thought some might find this cool -

I've been working on a PBR material library along with one of my friends for use on all of our current and future projects. We've both collected a large amount of photo reference and even have a process (that needs a lot of simplification) for gathering the correct values we need in order to make the materials physically correct. While we've been taking lots of photos we're actually working on making scalable, tileable versions of these maps from scratch. ...
Gettering the right data is a daunting taks, and is where the weight is for
many such libaries or tools.

... Here's one of the most complete examples inside of Unreal Engine 4: ...

Playing with the oxidation slider
30247431591_539fe80f39_o.jpg


...
I like the oxid one. Looks pretty cool!

Well, I'm working on something similar but from a different perspective,
for, I primarily try to recreate the reflectivity of certain materials esp.
metals from their specific reflection, refraction as well as absorption
properties. Another thing I'm working on is a flexible roughness model
from which I can compute the surface roughness parameter m and geometric
shadowing parameter G, used in many PBR engines, from given average surface
properties. Despite I want to use it for games, my primary goal is to generate
some realistic reflectivity of certain objects under some given lighting
condition while rendering the object's colors with respect to human vision
adapted to different viewing/environment conditions.
 

Pehesse

Member
Finally, I can GIF again!!!

So it's time for a little dump of what happened during the week:

WellwornWhichAfghanhound.gif

BossySpanishFrog.gif

IdealisticMerryCoypu.gif

LoneClearcutAntlion.gif

IdioticUnhealthyAustraliankestrel.gif

JoyfulFewGorilla.gif


Looking to cram in as many transition animations as I can, like rolling with different "to stand" and "to move" motions (though none of them directly affect control: logic wise, it always responds instantaneously), we'll see how much I can really afford to use since there are two (three?) characters I need to take into account. But even at this very rough stage, it's already fun to jump around, so I'm hopeful for the future :-D
 

correojon

Member
Wow Pehesse, really awesome stuff. Even with all those smooth animations and transitions she seems really agile, looks to be a blast to just move her around!
 

Pehesse

Member
Damn that looks fluid, awesome stuff.

Wow Pehesse, really awesome stuff. Even with all those smooth animations and transitions she seems really agile, looks to be a blast to just move her around!

Thank you both :) And yeah, as we discussed, correojon, logic is still key here, so all of these transitions are completely optional: the logic itself is straightforward and doesn't pause, so it's possible to chain all those moves without waiting! I feel it makes the extra animation a bit more of a reward that way: if you like them, you take the time to pause and "pose", as it were :-D
 
Finally my account have been proved, this thread is the reason why I want to join. So jealous looking at you guys' work. Here I am struggling for real just to make a simple game for Android with GameMaker.
 

Pehesse

Member
Finally my account have been proved, this thread is the reason why I want to join. So jealous looking at you guys' work. Here I am struggling for real just to make a simple game for Android with GameMaker.

Welcome, then :-D And don't worry, we all started somewhere, and I'm pretty sure most of us are still "starting" (starting on my first platformer right now!). I hope you'll show us some screens/footage of your progress!
 
Welcome, then :-D And don't worry, we all started somewhere, and I'm pretty sure most of us are still "starting" (starting on my first platformer right now!). I hope you'll show us some screens/footage of your progress!

Oh thanks! :) This thing I'm currently working is mainly for learning. It'll most probably ended up in the trash pool of app store so I don't feel like posting any stuff from it. But the next project after that hopefully will be a "proper" game that I'll feel like posting the progress.
 

JulianImp

Member
Oh thanks! :) This thing I'm currently working is mainly for learning. It'll most probably ended up in the trash pool of app store so I don't feel like posting any stuff from it. But the next project after that hopefully will be a "proper" game that I'll feel like posting the progress.

Honestly, that doesn't matter. I think this thread is the perfect place for posting WIPs, even if they're just prototypes made for learning. One of the things I learned a bit late into my game programming career was that getting feedback beats doing things in isolation any day of the week, and it's even better when the feedback you can get comes from people who are also working in similar projects, preventing you from falling into common development pitfalls and saving you a lot of time and effort in the long run.

Even if you're struggling with pixel art, music or implementing flappy bird, the advice and encouragement you can get from being part of the developer community is a great boon, and nobody will criticize you even if you're just showing a box moving around the screen and colliding against other boxes, because we've all started from somewhere.
 
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