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

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LordRaptor

Member
jRP1foq.gif


Playing with refueling effects for docked ships and recycling existing textures
 
This looks even cooler in motion! What engine did you say this is running on? What's your targeted resolution?
Sorry! Somehow missed this. We're using Unity and going for 1080p.

Finally, I can GIF again!!!

So it's time for a little dump of what happened during the week:
And these look amazing! I'm currently working on the transitions between actions as well. It's tough, but these will provide some inspiration to keep at it.

Fuckin' brilliant.
Thanks!
 

NandoGip

Member
Sup guys. Quick question. I want to make a simple 2d rts, what software would you guys recommend? Im on OSX or should I should macOS now?

Unity seems like the best bet since Gamemaker doesn't run on macs. Any tutorials you guys recommend for that?
 

Makai

Member
Sup guys. Quick question. I want to make a simple 2d rts, what software would you guys recommend? Im on OSX or should I should macOS now?
OS should make no difference. Monogame, Unity, or GameMaker should be fine. Can recommend one of them if you tell me more about your programming ability and general game features.
 

NandoGip

Member
OS should make no difference. Monogame, Unity, or GameMaker should be fine. Can recommend one of them if you tell me more about your programming ability and general game features.

I thought Gamemaker is Windows only? I'm a complete noob so I'm not really looking to make some crazy game. I am asking what software so that I can learn. Features of a simple game I want to make for fun:

-RTS style map
-After pointing where the character has to move to, they begin walking towards it
-Have an animation play when they move over specific spots
 

Makai

Member
I thought Gamemaker is Windows only? I'm a complete noob so I'm not really looking to make some crazy game. I am asking what software so that I can learn. Features of a simple game I want to make for fun:

-RTS style map
-After pointing where the character has to move to, they begin walking towards it
-Have an animation play when they move over specific spots
I recommend learning enough Python to make a simple text adventure in the terminal. Good to start small and get a foundation for programming. This interactive guide should have everything you need: https://www.codecademy.com/learn/python

After you have a playable text adventure, move onto C# and Unity. Just look at example code to figure out what you need to do. Fumble around. When you're ready to move onto more advanced topics, start with:

Interface
Delegate/Action/Func
Coroutine
 

NandoGip

Member
I recommend learning enough Python to make a simple text adventure in the terminal. Good to start small and get a foundation for programming. This interactive guide should have everything you need: https://www.codecademy.com/learn/python

After you have a playable text adventure, move onto C# and Unity. Just look at example code to figure out what you need to do. Fumble around. When you're ready to move onto more advanced topics, start with:

Interface
Delegate/Action/Func
Coroutine

Wow, thank you very much for the help. I'm assuming learning the basics in Python will directly translate to programming in C# and Unity? Or is it more like if I understand Python, I will be able to understand other languages easier?
 

Makai

Member
Wow, thank you very much for the help. I'm assuming learning the basics in Python will directly translate to programming in C# and Unity? Or is it more like if I understand Python, I will be able to understand other languages easier?
The second. It will be easier to learn Python first, then move onto the more complicated C#. Similarly, an RTS is a more complicated project than a text adventure. Much easier to do successively more complicated projects than to dive straight in. You'll probably come up with mini projects to start in Unity first on your way to making an RTS.
 

the TMO

Member
Cross posting from the Vive Thread

Hi! We have made an update for Edge Guardian featuring a new enemy type!


You can check out the trailer here
https://www.youtube.com/watch?v=iK6Z1-o76Z8

The store page is here!
http://store.steampowered.com/app/518000

Updates

Added new Emitter enemy*
Added preliminary mixed reality support
Added wave counter on Hex

YouTube™ Video: Edge Guardian Update - V.0.1
Views: 73
A new challenger appears! Type-282 aka the Emitter! http://store.steampowered.com/app/518000 - Added new Emitter enemy - Added preliminary mixed reality support - Added wave counter on Hex - Fixed...

Fixes

Fixed leaderboard display flicker
Fixed enemies hitting player head and breaking combo
Fixed some minor enemy wave behaviour bugs

Warning
*Leaderboards will be reset @12am EDT because of the new entry!

Please let us know if you like the update and tell us if something doesn't works properly or needs improvement!
 

MrHoot

Member
The depth is real

Actually tweaked it a bit to add more depth ! (notably near the bottom cape)

XBftK8Z.gif


Also to see it in action with the stinger which I finished today

77db979a5f.gif


Only two actions to go and i'll have a basic moveset ready..can't wait to be done
 

JackelZXA

Member
Bunch of new sprites for my game, Pioneer One.

Ashe in default Talking pose and Entering/Exiting a Door:
tumblr_ofa992P36Y1qcq8slo1_250.gif
tumblr_ofa992P36Y1qcq8slo2_250.gif


Ashe Rolling with a Sword in the off hand and Aiming Down with a Gun equipped (Gun takes priority for rolling)
tumblr_ofa992P36Y1qcq8slo4_250.gif
tumblr_ofa992P36Y1qcq8slo5_250.gif


Ashe's Death animation. (You get knocked back in the air and land with a thud)
tumblr_ofa992P36Y1qcq8slo3_400.gif


Really close to having everything I need done to get my updated Playable Test done. :D
 

trugs26

Member
Bunch of new sprites for my game, Pioneer One.

Ashe in default Talking pose and Entering/Exiting a Door:

Ashe Rolling with a Sword in the off hand and Aiming Down with a Gun equipped (Gun takes priority for rolling)

Ashe's Death animation. (You get knocked back in the air and land with a thud)

Really close to having everything I need done to get my updated Playable Test done. :D

Nice sprites!

Question for those using Unity, are you using Unity input manager or build your own input?

I'm using my own. But the control scheme in my game is unique, otherwise I'd opt to go with something like input manager.
 

Jobbs

Banned
Actually tweaked it a bit to add more depth ! (notably near the bottom cape)

XBftK8Z.gif


Also to see it in action with the stinger which I finished today

77db979a5f.gif


Only two actions to go and i'll have a basic moveset ready..can't wait to be done

Are there going to be transitional animations to connect, for example, that swing back to the idle state?

I think those are extremely important
 

MrHoot

Member
Are there going to be transitional animations to connect, for example, that swing back to the idle state?

I think those are extremely important

I'll try to smooth out stuff as much as possible later on. Can't say I will do a transition for everything (since i'm the only one working on it) but i wanna at least smooth out the most jarring stuff like that swing, or when the character switches to his dash. After that, the action will be so fast that some stuff won't be really noticeable in actual gameplay I think
 

Mik2121

Member
This is not the project I'm working on that I want to show one day, but still wanted to show it because I thought it was fun:

https://www.youtube.com/watch?v=BqJWSoe4U34

Some GTA-like basic prototype of a prototype that right now just lets you ride cars and run around (this part is by default with UE4 third person preset). Everything else made from scratch (assets, Time of Day setup, other blueprints, etc..), all done last Saturday night!

I might keep working on this thing here and there when I get in the mood for it :p Just wanted to show how easy it is to prototype shit in UE4 in a matter of hours (around 6 from zero to what you see in the video).
 

Pehesse

Member
Sorry, but I just have to vent.

Does anyone outside the US have any experience with the IRS and getting an ITIN number? This is the second time they reject my application, this time for seemingly no reason as it's the same notice as last time, except I followed to the letter their instructions as they gave them to me over the phone, so this newest notice simply makes no sense to me.

It's a complete crapshoot to reach them over the phone as their service is constantly overloaded, and I have no ways of contacting them otherwise, apart from blindly sending another application and waiting a month and a half for it to get through.

I'm simply *seething* at this, as I've seemingly been taken for a ride at my own (expensive) expense for over 3 months now. If anyone has any idea on how to expedite this process and actually get what I'm after instead of the runaround, it'd be much appreciated!!

EDIT: finally managed to reach someone, and as I expected, it does sound like the problem was on their end... I still have to wait one more month to see if it went through, but I'm hopeful this time will be the right one. Fingers crossed!
 
The IRS suuuuuucks and they're pretty much built to never talk to anybody. So many layers of "protection" against talking to actual people.

That you got through and seemingly had success is great, Pehesse. Just keep an eye on it... My dad had to talk to the IRS for over a year to get a filing mistake on their end cleared up.
 

Pehesse

Member
The IRS suuuuuucks and they're pretty much built to never talk to anybody. So many layers of "protection" against talking to actual people.

That you got through and seemingly had success is great, Pehesse. Just keep an eye on it... My dad had to talk to the IRS for over a year to get a filing mistake on their end cleared up.

My word! o_0 And I thought we had it bad with the french equivalent... at least, they can be reached through email!
 
Sorry, but I just have to vent.

Does anyone outside the US have any experience with the IRS and getting an ITIN number? This is the second time they reject my application, this time for seemingly no reason as it's the same notice as last time, except I followed to the letter their instructions as they gave them to me over the phone, so this newest notice simply makes no sense to me.

It's a complete crapshoot to reach them over the phone as their service is constantly overloaded, and I have no ways of contacting them otherwise, apart from blindly sending another application and waiting a month and a half for it to get through.

I'm simply *seething* at this, as I've seemingly been taken for a ride at my own (expensive) expense for over 3 months now. If anyone has any idea on how to expedite this process and actually get what I'm after instead of the runaround, it'd be much appreciated!!

EDIT: finally managed to reach someone, and as I expected, it does sound like the problem was on their end... I still have to wait one more month to see if it went through, but I'm hopeful this time will be the right one. Fingers crossed!

I honestly don't know if this works for you, but I know here in UK I was able to avoid having to obtain an ITIN because our national insurance number apparently counts as a valid insurance number for these kinds of things :eek:
Maybe worth checking if you can do something similar?
 

Jobbs

Banned
I'll try to smooth out stuff as much as possible later on. Can't say I will do a transition for everything (since i'm the only one working on it) but i wanna at least smooth out the most jarring stuff like that swing, or when the character switches to his dash. After that, the action will be so fast that some stuff won't be really noticeable in actual gameplay I think

Transitional animations are equally important as everything else. If you flip awkwardly and instantly from one position to another it just looks unfinished.

That doesn't mean every transitional state has to be highly complicated -- It just has to be there. I have kind of a general "reset" animation that sort of bounces a character from "some other state" back to idle and this often serves as enough to fool the brain into putting everything together whether it's coming from a run to a jump landing to something else. I first learned this by studying the SOTN spritework.
 

MrHoot

Member
Transitional animations are equally important as everything else. If you flip awkwardly and instantly from one position to another it just looks unfinished.

That doesn't mean every transitional state has to be highly complicated -- It just has to be there. I have kind of a general "reset" animation that sort of bounces a character from "some other state" back to idle and this often serves as enough to fool the brain into putting everything together whether it's coming from a run to a jump landing to something else. I first learned this by studying the SOTN spritework.

Yes of course, I get what you mean. I will transition everything that's jarring in due time (at this point, it's mostly the end of normal attack animations) so that it revers somewhat fast to the default state. Stuff like the downard stomp or the stinger tho I like to keep it snappy. I think that in the heat of the action where the player needs to be very reactive, it won't be too bad. Of course if I really do get a large amount of criticism for certain animations i'll fix em as well
 

correojon

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! Hope to see some of your stuff soon!

Transitional animations are equally important as everything else. If you flip awkwardly and instantly from one position to another it just looks unfinished.

That doesn't mean every transitional state has to be highly complicated -- It just has to be there. I have kind of a general "reset" animation that sort of bounces a character from "some other state" back to idle and this often serves as enough to fool the brain into putting everything together whether it's coming from a run to a jump landing to something else. I first learned this by studying the SOTN spritework.
Is there any more information on this somewhere? I´m VERY interested in this atm.
 

Pehesse

Member
I honestly don't know if this works for you, but I know here in UK I was able to avoid having to obtain an ITIN because our national insurance number apparently counts as a valid insurance number for these kinds of things :eek:
Maybe worth checking if you can do something similar?

Appreciate the suggestion, thanks a lot! Unfortunately it doesn't look like my FR SSN works, or at least not for Steam, so I'll need an actual ITIN. Still, could be handy to know if another is in a similar situation!

(also, full disclosure for anyone wondering what all of this is for: it's for the tax declaration part of Steam's revenue, since all revenue made in Steam *has* to be declared to the IRS and you seemingly can't sell on Steam without filling out this tax information - by default, if you're outside the US, you get a 30% tax rate (in addition to Steam's own cut), which can change if you have a trade agreement - in my case, this should reduce the rate to 5%, so... it can make a pretty huge difference!
especially considering I still have VAT and all the fun self entrepreneurship stuff on top of it :v
)

NSPzXbE.gif


Doing this kind of stuff in Clickteam Fusion isn't easy, unless I resorted to using built in platformer presents for objects (and I didn't)

Have you tried Construct 2? It's not the most powerful engine but it gets the job done quickly.

Adding another recommendation to try out C2, see if it helps, but I also wanted to mention I like the way it's turning out so far :-D
 
I've been using some variant of Clickteam Fusion for... hm.

17 years? It started as Klik 'N' Play, then was Corel Click & Create, then The Games Factory, then Multimedia Fusion, now Clickteam Fusion.

I got in when it was Click & Create.

I watched GiantBomb's "Let's Make Game!" stream, so I've seen what Construct 2 looks like and it is indeed very similar, but I have not yet poked at it. It doesn't help that now thanks to the Humble Bundle I have all the coolest most expensive toys for Clickteam Fusion 2.5.

Bleh
 

Loginius

Member
The art for all the characters in our game is finally done (at least for the ones Im working on) so I started working on the environments.
At the moment Im just creating a bunch of materials while also working on the general shapes. I have to say that I love the Unreal material editor, the pom is just amazing.
I havent worked much with Unity, does it have a comperable material editor?
 

asa

Member
Added Power Hover to Steam Greenlight just now!

http://steamcommunity.com/sharedfiles/filedetails/?id=784086184

Initially we thought trying to get Power Hover to Steam woulb be great way to get familiar with the platform, but now that we have been working with the PC/mac version of the game, we found out that it's actually really nice fit to bigger screens and controllers.
Really happy with the current build of the game, now we just need to get the game greenlit. Votes appreciated :)


 

zq_audio

Neo Member
*Nervously decides to post what I've been working on over the last few years*

Arkhangel: The House of the Seven Stars
3D Point & Click Horror-Adventure

Teaser Trailer: https://vimeo.com/144301098

Website: http://www.winternightgames.com/blo...even-stars-an-original-point-click-adventure/

This is based on a short story that I was writing back in...uhhh...2003? I had been kicking around different ideas for it for years but didn't really know what sort of medium to tell the story in. Then, I started replaying all of the Quest for Glory, King's Quest, and other point & click games in 2012 and suddenly knew how to do it.
I asked my brother if he wanted to help out and we've been working on this and our table top game since then. We've created this big mythology/universe that both games are grounded in which involves lots of Lovecraftian + Judeo/Christian influences. I run point on this project (I'm basically the lone Unity developer for it. The asset store is a godsend) and he runs point on the table top. We share writing and art tasks across both projects. We've been having a blast!

My long-time friend/collaborator Chad Seiter is composing the music for it (he recently just finished the score for ReCore). It's going to be gorgeous. I am beyond stoked.

I'm dangerously close to being complete with a fully first playable (all systems, locations, characters, most puzzles, etc...) and hopefully can finish this damn thing by late 2017.

Some screenies (all WIP. Several more over at the webpage if y'all are interested):

Anyway, this thread is really great! I've been dreading having to do press stuff, so there are a ton of great resources that I can now start investigating! Thanks everyone and thanks to Jacksinthe for starting this awesome thread! Also, it's clear I need to update the winternightgames.com webpage and stop relying on Twitter/FB.
 
Got some GUI design/programming for a character status and equipment screen done. It's probably my least favorite thing to do, and I really ought to build an interactive GUI tool instead of typing out all the widgets manually and hoping I didn't screw anything up.

https://www.youtube.com/watch?v=Jfbtul--XJw

Still a few things left to do with it, like logic for 2-handed weapons, tooltips when clicking on stats, and a detail panel for equipment when right-clicking the item, but it's otherwise finished (until I change something).
 

Feep

Banned
I have important and necessary changes to make to several core mechanical systems.

Instead I spent three hours making sweet ripple effects when you run on wet surfaces.

#gamedev
 

Pehesse

Member
Screenshot saturday? Screenshot saturday! Here's this week gif-y progress:

-a jump recoil/combo mechanic straight out of the Smurf's Nightmare (I liked that game, sue me)
WholeFaintBison.gif


-...with different "to stand" and "to move" animations if you want to keep running:
BogusIllIndianspinyloach.gif


-some wall sliding:
PleasedGiftedDromedary.gif


-...and what you can do from there:
PoorAnguishedBlacklab.gif


-...and what you can do from THERE:
YellowFamousAlpaca.gif


-and a final handstand just because (and it WORKS ON SLOPES YESSS)
RespectfulWaryIridescentshark.gif


Still super rough and early, it still have a lot of issues when simply moving around and doesn't feel as good to play as it should yet, but I'll keep hammering at it until it does. Next objectives are a few additional transition animations between some of the jerkier states, additional movements to expand this core moveset, and work on an expanding collision box system to get rid of some of the legibility issues. I got it working for the height, I hope it'll work with width now without getting stuck everywhere!
 
That animation is too much fun ♥

It's one thing to just have technically solid animations, but those are so characterful and alive that it's a joy to watch :)
 

Pehesse

Member
That animation is too much fun ♥

It's one thing to just have technically solid animations, but those are so characterful and alive that it's a joy to watch :)

Thanks a lot!! I'm hoping it'll keep some of that energy when cleaned/colored, as that process tends to "stiffen" the overall result a bit, but I'll keep backups of these... just in case :v
 

Noogy

Member
Screenshot saturday? Screenshot saturday! Here's this week gif-y progress:

**awesome images**

Still super rough and early, it still have a lot of issues when simply moving around and doesn't feel as good to play as it should yet, but I'll keep hammering at it until it does. Next objectives are a few additional transition animations between some of the jerkier states, additional movements to expand this core moveset, and work on an expanding collision box system to get rid of some of the legibility issues. I got it working for the height, I hope it'll work with width now without getting stuck everywhere!

Man, seeing your update makes me miss working on a platformer. Someday....
 

MrHoot

Member
Man these animations really great ! I'm quite in awe, I can't put that much work in mine as of now ^^; really eager to see it colored in
 

ephemeral

Member
*Nervously decides to post what I've been working on over the last few years*

Arkhangel: The House of the Seven Stars
3D Point & Click Horror-Adventure

Teaser Trailer: https://vimeo.com/144301098

Website: http://www.winternightgames.com/blo...even-stars-an-original-point-click-adventure/

This is based on a short story that I was writing back in...uhhh...2003? I had been kicking around different ideas for it for years but didn't really know what sort of medium to tell the story in. Then, I started replaying all of the Quest for Glory, King's Quest, and other point & click games in 2012 and suddenly knew how to do it.
I asked my brother if he wanted to help out and we've been working on this and our table top game since then. We've created this big mythology/universe that both games are grounded in which involves lots of Lovecraftian + Judeo/Christian influences. I run point on this project (I'm basically the lone Unity developer for it. The asset store is a godsend) and he runs point on the table top. We share writing and art tasks across both projects. We've been having a blast!

My long-time friend/collaborator Chad Seiter is composing the music for it (he recently just finished the score for ReCore). It's going to be gorgeous. I am beyond stoked.

I'm dangerously close to being complete with a fully first playable (all systems, locations, characters, most puzzles, etc...) and hopefully can finish this damn thing by late 2017.

Some screenies (all WIP. Several more over at the webpage if y'all are interested):




Anyway, this thread is really great! I've been dreading having to do press stuff, so there are a ton of great resources that I can now start investigating! Thanks everyone and thanks to Jacksinthe for starting this awesome thread! Also, it's clear I need to update the winternightgames.com webpage and stop relying on Twitter/FB.
The pronounced tree shadow looks particularly great.
 

Pehesse

Member
Man, seeing your update makes me miss working on a platformer. Someday....

Someday soon, I hope! :-D

Man these animations really great ! I'm quite in awe, I can't put that much work in mine as of now ^^; really eager to see it colored in

Thanks! Though why do you say you can't? You've done an amazing job with your technique already, and puppet and frame-by-frame animation are really different approaches! I wouldn't be able to do what you're doing, especially not with your level of detail :-D

And yeah, eager to color those in, too! Should only take a few... months... fffffFF
 

aesinv

Neo Member
Man Pehesse that looks soooooo good! Loving the fluidity of the movements, should make movement tech a LOT of fun. Awesome stuff!

I wish I had more to update on my buddy and I's endless runner mobile project but I've been cranking on the algorithm that generates the levels and while I've finished the majority of the maths involved I've gotta now finish the object pooling for platforms and actually get those injected into the correct place in the hierarchy based on player position.... yaaaaaaay....

Buuuuut I think we're a bit closer to finalizing our visual style!

7KCfKSt.gif

q1IszvL.jpg
 
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