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

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Here's the first look at a new level for Stage Presence: The Moon Base (click the gifs for the full length videos)

Beware asteroid strikes if you sing badly


Low gravity microphone tricks


Grab bottles of piss the crowd throw at you and send them right back!
 

zq_audio

Neo Member
The pronounced tree shadow looks particularly great.

Thank you! I have a wind system going in there as well, so they move around all creepy-like with fog, snow, etc...

Mmmmm...creepy.

Speaking of creepy, here's a quick #screenshotsaturday for me today! Editing a skull and prepping for texturing. Ooooooooohhh...spooky.
CvYdQdcUkAAkIcL.jpg:large
 
0IQIFig.gif


Getting all of my AI hooked up for pedestrians/tourists and feeling really good about this game now

Gotta be done before October 31st so I need to start making a level or two or three soon
 

MrHoot

Member
bdd9401ecd.gif


Low quality gif but mostly so I could cram all these animations into it =p Quite happy with the possibilities of my combo chains ! I'm gonna work on concept art for a bit to define the world a bit better before going forward

The sad thing is now: I'm gonna have to redo my entire code progress in another engine. I've been using Clickteam Fusion like Blaze. But sadly, I didn't know that it had a pretty stiff limit in memory usage (it can only make 32 bit apps) and so i have an engine related bug where my character would start disappearing randomly to free up memory...which really sucks.

I guess i'll have to continue into construct 2. I hope the logic is somewhat the same so it won't take me a headache to go back to the state I was at
 

Insolitus

Banned
bdd9401ecd.gif


Low quality gif but mostly so I could cram all these animations into it =p Quite happy with the possibilities of my combo chains ! I'm gonna work on concept art for a bit to define the world a bit better before going forward

The sad thing is now: I'm gonna have to redo my entire code progress in another engine. I've been using Clickteam Fusion like Blaze. But sadly, I didn't know that it had a pretty stiff limit in memory usage (it can only make 32 bit apps) and so i have an engine related bug where my character would start disappearing randomly to free up memory...which really sucks.

I guess i'll have to continue into construct 2. I hope the logic is somewhat the same so it won't take me a headache to go back to the state I was at

Great looking animation and art. Sucks you have to redo the engine, I already had to that with my project going from Unity to GMS, but it was worth it in the end.
 
How is it working in VR? I really want to make a Vive/PSVR game.

I'm loving working in VR personally - more so than 8 years making traditional games (which I also loved).

It's really exciting because a lot of the things that work in normal games don't work in VR and vice versa so there's loads of room to try new, weird things and discover things for yourself. I'd definitely recommend you get on the train and make that Vive / PSVR game. Even if VR doesn't take off, as a dev it's loads of fun.
 

MrHoot

Member
Great looking animation and art. Sucks you have to redo the engine, I already had to that with my project going from Unity to GMS, but it was worth it in the end.

Part of the learning experience I guess. Still...a bit demoralised all my work went to the trash :( and I gotta fork over 130 bucks for Construct2 now
 
Part of the learning experience I guess. Still...a bit demoralised all my work went to the trash :( and I gotta fork over 130 bucks for Construct2 now

Unity not an option? Or I guess you're looking for an engine that's more friendly to non-programmers?

If by any chance you'd like to partner with a programmer, shoot me a PM sometime... :)
 

LordKasual

Banned
Forgive the quality and/or size, i'm bad at GIFs. Tried to make them 60FPS but they play back at like 1/4th the speed. :(

Action-Adventure RPG i've been working on, i'm currently calling "Arcedge". Created using Scirra's Construct Classic.

u2m4bUs.gif

Experimenting with aerial mobility. I'm trying to make aerial combat feel rewarding, so none of your attacks actually stall you in the air or give you free altitude (without spending stamina.)

gjiiBYx.gif

We got magic too.

d9hv3oC.gif

When AI are allowed to attack themselves

2 older ones

Dash.gif

Shortly after i implemented dashing

JvUpbtS.gif

King Slime's special ability -- seek out and assimilate weaker slimes

My progress on this game has been much slower than I expected this year, I just don't have half the time i thought i'd have. I've re-written and optimized many systems under the hood when i can, but since i havent spent much time animating any newer art assets (and my Intuos is unreliable now), there isn't much to show for it.

On the other hand, i'm now pretty confident that my engine will allow me create the kind of fights, AI, and levels I want. After i finish implementing the equipment system, i'd like to put out a playtest to see how people judge the difficulty, but also to observe how it performs on different machines, specifically low-end ones.
 

Feep

Banned
***Attention SoCal devs!***

I'd love some dev feedback on a vertical slice my team and I have built out. If anyone would like to feedback trade, let me know! I'll drive out to you! I will also buy you, like, a sandwich, or something.

PM me if interested!
 

These look great, but I have a suggestion on an issue that's highlighted in this particularly image. Consider giving your camera logic some kind of platform-locking. In the image above, you lose track of the enemies and where you're going to land every time you jump. Basically, don't move the camera's vertical position when the player avatar is airborne, unless velocity and/or the avatar's vertical position exceeds certain thresholds.
 

MrHoot

Member
Unity not an option? Or I guess you're looking for an engine that's more friendly to non-programmers?

If by any chance you'd like to partner with a programmer, shoot me a PM sometime... :)

Right now i'm just looking to prototype myself as much as possible before going into production on a "big" engine. So yeah I need something that's less programmer friendly ^^; i also already have a programmer as a volunteer.

It really sucks cuz i've grown comfortable with Clickteam fusion, despite how janky it could be. The fact that it can't handle HD stuff well blows
 
I'm loving working in VR personally - more so than 8 years making traditional games (which I also loved).

It's really exciting because a lot of the things that work in normal games don't work in VR and vice versa so there's loads of room to try new, weird things and discover things for yourself. I'd definitely recommend you get on the train and make that Vive / PSVR game. Even if VR doesn't take off, as a dev it's loads of fun.

I'm gonna do that. I've been looking into setting up for it the last week. I'm gonna have to find room in the budget and time, because I don't think I can risk having a VR game being the only product in the pipeline right now.
 
Forgot to post it here, but I released my entry for the Pippin Bar GAME IDEA Game Jam last Sunday.

C6bg8b.png


death by flower arrangement is a 2D top-down shooter where you frolic among the flowers as a florist named Flanigan, keeping them at bay with your AK-47, and scattering their petals on the grassy floor in an arrangement of vibrant color.

Even made a small trailer.

---

I'm working on a version 1.1 to fix things that were pointed out by people, as well as some "quality of life" update stuff.
 

Pehesse

Member
Part of the learning experience I guess. Still...a bit demoralised all my work went to the trash :( and I gotta fork over 130 bucks for Construct2 now

I'd suggest trying out the free/trial version of C2 first, see if it suits your needs, before spending money for the bigger licenses, just to make sure? The trial version limits the amount of events you can create, but I don't think they limit the amount of assets you load, so it should allow you to test if you can put in everything you have made so far, and if you have room to put in more.

As far as I know, C2 estimates the amount of RAM usage of your project, and gives out a warning everytime it goes upwards of 1Gb, (which can end up being fairly annoying), though it still seems to be able to handle it. I also don't know if it handles skeletal animation as far as logic goes: if they're exported as spritesheets then there's no issue, but if you load bone data or similar stuff, I have no idea if it knows what to do with it (maybe it can, but if you require that, maybe check first?).

So yeah, it there's still time to make a few checks before jumping in, it might be worth it!

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

Thanks a lot :) And this looks pretty cute! Is the ingame style the top one, and the bottom one the "artwork" style, or are you going to try to veer closer to the second image for ingame visuals?

Forgive the quality and/or size, i'm bad at GIFs. Tried to make them 60FPS but they play back at like 1/4th the speed. :(

Action-Adventure RPG i've been working on, i'm currently calling "Arcedge". Created using Scirra's Construct Classic.

u2m4bUs.gif

Experimenting with aerial mobility. I'm trying to make aerial combat feel rewarding, so none of your attacks actually stall you in the air or give you free altitude (without spending stamina.)

gjiiBYx.gif

We got magic too.

d9hv3oC.gif

When AI are allowed to attack themselves

2 older ones

Dash.gif

Shortly after i implemented dashing

JvUpbtS.gif

King Slime's special ability -- seek out and assimilate weaker slimes

My progress on this game has been much slower than I expected this year, I just don't have half the time i thought i'd have. I've re-written and optimized many systems under the hood when i can, but since i havent spent much time animating any newer art assets (and my Intuos is unreliable now), there isn't much to show for it.

On the other hand, i'm now pretty confident that my engine will allow me create the kind of fights, AI, and levels I want. After i finish implementing the equipment system, i'd like to put out a playtest to see how people judge the difficulty, but also to observe how it performs on different machines, specifically low-end ones.

This has come a long way since I saw it on TIGsource some time back, wow! Air combat is going to be something in Pacha too, hope I'll get something as fluid and cool looking!
 
I'm gonna do that. I've been looking into setting up for it the last week. I'm gonna have to find room in the budget and time, because I don't think I can risk having a VR game being the only product in the pipeline right now.

Yeah that's smart - VR is still super niche and the install base isn't that big at all. There's some money to be made but it's definitely a risky proposition to go VR only. It is a hell of a lot of fun to dev for though!
 

MrHoot

Member
I'd suggest trying out the free/trial version of C2 first, see if it suits your needs, before spending money for the bigger licenses, just to make sure? The trial version limits the amount of events you can create, but I don't think they limit the amount of assets you load, so it should allow you to test if you can put in everything you have made so far, and if you have room to put in more.

As far as I know, C2 estimates the amount of RAM usage of your project, and gives out a warning everytime it goes upwards of 1Gb, (which can end up being fairly annoying), though it still seems to be able to handle it. I also don't know if it handles skeletal animation as far as logic goes: if they're exported as spritesheets then there's no issue, but if you load bone data or similar stuff, I have no idea if it knows what to do with it (maybe it can, but if you require that, maybe check first?).

So yeah, it there's still time to make a few checks before jumping in, it might be worth it!

Yeah i'm gonna give the trial version a go :) see at least if the logic is not too different so I can get accustomed to it. I really hope that it won't be too annoying with memory usage. I wonder if there's a discord/chat I can join just so I can shoot a few questions to the user. Don't want to get in another CTF situation where it would be already too late
 

orioto

Good Art™
Everything looks so impressive in this thread it's kinda intimidating... When you know the entry level for indie games is so good, at least production value wise, it makes you think how the fuck do you even exists!

Anyway i've been working on the game design a bit, thinking about the way to make that work, cause the mix in the game is kinda special (that's how you get a unique game at least).

It's really a shmupvania, so you need to think how to pace the horizontal shooting so that you can structure it like a metroidvania game and that's challenging and interesting! How a genre translates into an other one.

That plus the weapon system uses rpg philosophy translated into shooters with secondary and tertiary weapon allowing lots of customization and additional status effects (poison etc..)

But i'm pretty sure it can be exciting in the end with the proper feel!
 

LordKasual

Banned
These look great, but I have a suggestion on an issue that's highlighted in this particularly image. Consider giving your camera logic some kind of platform-locking. In the image above, you lose track of the enemies and where you're going to land every time you jump. Basically, don't move the camera's vertical position when the player avatar is airborne, unless velocity and/or the avatar's vertical position exceeds certain thresholds.

Thanks! Yeah that's just a GIF specific issue though, the screen is 768x432 so the floor never leaves the screen. I do have little nodes setup to help control the camera though, in situations where i need it not to move an axis, or follow a specific object.

This has come a long way since I saw it on TIGsource some time back, wow! Air combat is going to be something in Pacha too, hope I'll get something as fluid and cool looking!


Thanks, Honey Rose looks awesome by the way! I'm always a fan of handdrawn animation, and this new project of yours is giving me some OG Tomb Raider vibes, especially with that handstand ledge climb. Can't wait to see the combat footage!

Yeah i'm gonna give the trial version a go :) see at least if the logic is not too different so I can get accustomed to it. I really hope that it won't be too annoying with memory usage. I wonder if there's a discord/chat I can join just so I can shoot a few questions to the user. Don't want to get in another CTF situation where it would be already too late

If you got that far with Clickteam products, you should feel right at home with Construct. I'm using Construct Classic, which is discontinued and a bit buggy, and C2 is an improvement on that interface as well. The only reason i'm not using C2 is because it's probably too slow to run my project at the moment. But it's the best interface of its type i've used.

I can't really speak on the memory limitations, but i doubt it'll handle it the same way Clickteam did.

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)

Hey Blaze, looking good. I'm also going to throw a Construct 2 / Classic recommendation at you, since I remember how aggravating it was to handle instances in MMF2. As long as you aren't doing anything too process heavy, it's definitely worth checking out. (Last i checked, someone got Sonic Worlds ported to C2, but for whatever reason it wasn't working too well. Might have changed now, not sure.)
 

MrHoot

Member
If you got that far with Clickteam products, you should feel right at home with Construct. I'm using Construct Classic, which is discontinued and a bit buggy, and C2 is an improvement on that interface as well. The only reason i'm not using C2 is because it's probably too slow to run my project at the moment. But it's the best interface of its type i've used.

I can't really speak on the memory limitations, but i doubt it'll handle it the same way Clickteam did.

Could you elaborate on the "too slow" ? My only worry is that since I use really big sprites, and a lot of them (since i'm going for that muramasa feel, a lot is animated for instance) i'm always afraid the engine couldn't handle it well
 

LordKasual

Banned
Could you elaborate on the "too slow" ? My only worry is that since I use really big sprites, and a lot of them (since i'm going for that muramasa feel, a lot is animated for instance) i'm always afraid the engine couldn't handle it well

Well...short answer:

https://www.scirra.com/blog/58/html5-2d-gaming-performance-analysis

allperf-graph.png


These are objects being drawn at runtime until the framerate lowers to 30.

As for personal results, my computer got to about 5200 objects before it stopped at 30 on WebGL. On Construct Classic it got to about 98,000.

I'm actually not too sure how your game would fare on C2. The main concern for me has been the fact that I have alot of processes, loops and checks being done per frame, with alot of instances, and i'm trying to maintain a stable 60fps. So i'm afraid my project would crawl to a halt on C2.


I wouldn't take my word for it, though. The C2 trial only allows you 100 events (i think?), but I don't think there's anything stopping you from importing your assets and just running some stress tests to see how it holds up. I doubt C2 will struggle to render huge sprites though, i think that's mainly an issue if you're planning to run the program on mobile/browser.
 

Tetraeon

Member
I just launched a Greenlight campaign for The Artist - a first person puzzle adventure game that I made, inspired by other awesome environmental puzzlers like Myst, Riven, and The Witness! I'm hoping to release the game on PC and Gear VR next month, so I would love to get your thoughts - also looking for a tester or two if anyone is interested.

Check out the Greenlight page here, and a trailer for the game here!

EM9iyCM.png
 
I have these plants in the game that you can harvest for the purpose of potion brewing, and during some playtesting just now I realized it feels bad to execute an attack in the general vicinity and not have them react in any way. So I'm trying to decide between making them rattle a bit when you swing at them versus making them completely volatile. I've always kind of liked the idea of items in games that you can miss because you played too aggressively, so I'm currently leaning towards letting the player go all lawnmower on the plants. Thoughts? For what it's worth the plants aren't especially rare. Most of them can be found all over the place and they all respawn after a full day of in-game time.

TF0hjHu.gif
 
Looks like... a Jobbs plant.

futuramafry.jpg


So, the question is if the plants should be destructible, thereby making it impossible to harvest them (for a time)? Hmm, sounds a bit annoying, but I guess the player would quickly learn not to do that. In that case though, there should not be harvestable plants in areas where there are enemies, 'cause accidentally cutting down useful plants while fighting would be really irritating.
 

Kitsune86

Neo Member
I just launched a Greenlight campaign for The Artist - a first person puzzle adventure game that I made, inspired by other awesome environmental puzzlers like Myst, Riven, and The Witness! I'm hoping to release the game on PC and Gear VR next month, so I would love to get your thoughts - also looking for a tester or two if anyone is interested.

Check out the Greenlight page here, and a trailer for the game here!

EM9iyCM.png

Best of luck on the launch of your game :D
 
Looks like... a Jobbs plant.

futuramafry.jpg


So, the question is if the plants should be destructible, thereby making it impossible to harvest them (for a time)? Hmm, sounds a bit annoying, but I guess the player would quickly learn not to do that. In that case though, there should not be harvestable plants in areas where there are enemies, 'cause accidentally cutting down useful plants while fighting would be really irritating.

you have the question correct, and you bring up why I think it might be a problem. But on the other hand I think it's fun to see more evidence of a fight having happened. Like what good is a bar brawl without a bunch of smashed bottles and broken chairs? Plus I think it teaches judiciousness and that when you're in a fight every attack matters.

also Jobbs is a lifesaver. Honestly sometimes it feels like I talk to him more than my girlfriend. lol
 

Pehesse

Member
I have these plants in the game that you can harvest for the purpose of potion brewing, and during some playtesting just now I realized it feels bad to execute an attack in the general vicinity and not have them react in any way. So I'm trying to decide between making them rattle a bit when you swing at them versus making them completely volatile. I've always kind of liked the idea of items in games that you can miss because you played too aggressively, so I'm currently leaning towards letting the player go all lawnmower on the plants. Thoughts? For what it's worth the plants aren't especially rare. Most of them can be found all over the place and they all respawn after a full day of in-game time.

TF0hjHu.gif

Trying to one-up Jobbs? :-D

I agree with Hellblazer, though a compromise would be to allow players to gather cut-down herbs, albeit with a reduced yield, or something: if you go lawnmower or if you battle near herbs, you'll still get goodies, but fewer, than if you take your time and gather "properly". This could make visual sense to if you leave some herb strands on the ground where the
dick
plants once stood proud, in addition to making neat eye-candy, because visual remains/consequences to your actions are cool.

Jesus! Seems Rose was just for warm-up!

Haha, thanks :-D I'm not kidding when I say I learned animation doing Honey, and I'm still learning new stuff on Pacha everyday! If you play Honey, don't compare too closely Little Sun's frames to Queen Bee's, you might see 2 years worth of time spent somewhere in there :-D
 

1upsuper

Member
Hello, all. I've got a pretty general question to ask. I picked up RPG Maker MV on a sale and I've been kicking around some ideas for years for a relatively simple game that plays like Yume Nikki. No combat, just a focus on exploration and collecting/interacting with objects and NPCs. I have basically zero programming experience. If I want to make a modest but respectable experience, should I learn Ruby? Can I do enough just with the intuitive tools built into the latest RPG Maker? I'm just not really sure where to start. I'm willing to put in the effort to make something worthwhile, but I don't know that I have any talent for coding.

Thanks for any input.
 

Kitsune86

Neo Member
Hello, all. I've got a pretty general question to ask. I picked up RPG Maker MV on a sale and I've been kicking around some ideas for years for a relatively simple game that plays like Yume Nikki. No combat, just a focus on exploration and collecting/interacting with objects and NPCs. I have basically zero programming experience. If I want to make a modest but respectable experience, should I learn Ruby? Can I do enough just with the intuitive tools built into the latest RPG Maker? I'm just not really sure where to start. I'm willing to put in the effort to make something worthwhile, but I don't know that I have any talent for coding.

Thanks for any input.

I'd recommend Game Maker Studio since the base version is free and even lets you export Windows applications - http://www.yoyogames.com/gamemaker. I haven't used RPG Maker in years but it looks like the scripting language that MV uses is very similar to other C like languages. Here are some examples - https://rpgmaker.net/scripts/693/

For beginners there are bunch of tutorials and classes available for you to learn a C like language. I personally recommend one of the Unity 2D courses on Udemy but those do cost money - I personally brushed up using Nakov's teach yourself C# book which is available for free here and assumes you have no knowledge of development. It starts you with simply printing to the console and goes from there. http://www.introprogramming.info/wp...Programming-with-CSharp-Nakov-eBook-v2013.pdf
 

Pehesse

Member
Hello, all. I've got a pretty general question to ask. I picked up RPG Maker MV on a sale and I've been kicking around some ideas for years for a relatively simple game that plays like Yume Nikki. No combat, just a focus on exploration and collecting/interacting with objects and NPCs. I have basically zero programming experience. If I want to make a modest but respectable experience, should I learn Ruby? Can I do enough just with the intuitive tools built into the latest RPG Maker? I'm just not really sure where to start. I'm willing to put in the effort to make something worthwhile, but I don't know that I have any talent for coding.

Thanks for any input.

In my experience, RPG Maker of any kind is more than capable of making complete (and somewhat complex) experiences without touching Ruby! With a bit of effort, you can even subvert some of the game's systems through its event editor only. You won't have the freedom Ruby would allow, or Game Maker (or Construct 2) in general, but RMK is an excellent way to get your feet wet and get a sense for the overall logic behind scripting. That's how I got started, anyway :)
 

Klart

Member
bdd9401ecd.gif


Low quality gif but mostly so I could cram all these animations into it =p Quite happy with the possibilities of my combo chains ! I'm gonna work on concept art for a bit to define the world a bit better before going forward

The sad thing is now: I'm gonna have to redo my entire code progress in another engine. I've been using Clickteam Fusion like Blaze. But sadly, I didn't know that it had a pretty stiff limit in memory usage (it can only make 32 bit apps) and so i have an engine related bug where my character would start disappearing randomly to free up memory...which really sucks.

I guess i'll have to continue into construct 2. I hope the logic is somewhat the same so it won't take me a headache to go back to the state I was at

This looks great!
 

D13Michael

Neo Member
Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.

We started working on the interiors of Basin Keep (a town introduced in the last update)
interiors-first.gif


Working even harder on the next dungeon...
mapping-start.gif


which is called So’najiz Temple and...

mapping-progress.gif


... it's an underwater dungeon this time.
mapping-progress2.gif
 

Jobbs

Banned
My cockplant ("Hawken's Silence") is purely a vestigial feature. It used to play a small role in the story and was referenced by one of the characters, but all of that has since been cut for various reasons -- I left the plant in place, though, because how could I not?
 

aesinv

Neo Member
Thanks a lot :) And this looks pretty cute! Is the ingame style the top one, and the bottom one the "artwork" style, or are you going to try to veer closer to the second image for ingame visuals?

Thanks! The top one; the bottom one is mostly just for conceptual purposes. We're still playing around with different resolutions to see how much detail we want, but I think this is the one we're going to go with. Excited to see where my buddy takes this next!
 

MKingery

Neo Member
Been working on this game for the better part of a year and submitted to Greenlight last week (currently at 98th in the current queue)

It's called "Bring Your Own Base" and it's an online FPS where players can build or download a base that you then bring into combat against 3 other players. Bases will cycle through an active phase where they start generating resources so it becomes a rotating push and pull of defending your base from attackers and then going into other bases in an attempt to steal their resources.

Currently, the game is playable on windows and built in UE4. It would be an F2P game where you can earn and craft / buy cosmetic packs that like LEGO give you access to different characters, block skins, music, animations and other cosmetics that make your base stand out on the battlefield.

Right now the game just runs one game mode (no need to divide zero!) but for a launch, we would want a party mode (with larger bases) and a PVE co-op mode where people make a base and fight against waves of AI.

heyuymq.png


Trailer:
https://www.youtube.com/watch?v=fQMD0GcSUSI

Greenlight:
http://steamcommunity.com/sharedfiles/filedetails/?id=779784300
Greenlight is just the next step, but realistically we will need a publisher or investor to take this game to an MVP that could go up on early access.

Random Concept Art
http://imgur.com/a/pK3Dw
http://imgur.com/J4tRiHx
http://imgur.com/WmU2THH

I'm more on the art (currently mostly placeholder), design and project management side of things but let me know if you have any questions and ill do my best to answer or find somebody who can!
 

LuffyZoro

Member
Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.

We started working on the interiors of Basin Keep (a town introduced in the last update)
interiors-first.gif


Working even harder on the next dungeon...
mapping-start.gif


which is called So’najiz Temple and...

mapping-progress.gif


... it's an underwater dungeon this time.
mapping-progress2.gif

I love all the glowing pixel art.
 

Jobbs

Banned
Been working on this game for the better part of a year and submitted to Greenlight last week (currently at 98th in the current queue)

This thread is a community where people share progress, and while we're usually happy to help with this kind of thing you may not get much traction when you just use the place for a driveby plug. Just FYI
 

MKingery

Neo Member
This thread is a community where people share progress, and while we're usually happy to help with this kind of thing you may not get much traction when you just use the place for a driveby plug. Just FYI

True enough and appreciate it. while we are slowing down active dev due to funds i plan on keeping things up to date as we move forward. just more establishing a starting point :)

Im not worried about getting greenlight backers, i feel pretty good that we will get through without much change in trajectory, but wanted to put it up in case people are interested in following for future updates as well.
 

MrHoot

Member
Man, engine optimization sucks but I manage to salvage my project on CTF :D although construct 2 seems comfy as hell, i'm gonna keep my prototype on CTF since I did already so much progress.

Turns out cropping your animation and mirroring instead of duplicating your animation saves quite a lot =p It's maybe the biggest flaw in CTF right now is that "Flipping" is not a natural thing in engine but an effect. Thankfully someone helped me out and did some math. Gotta make a few concessions but for that project it'll be alright
 

Figments

Member
I thought of starting this post with a really awkward introduction, like some kind of letter, but that just seemed stupid, so here goes.

I've posted in this thread like maybe once before a while, while back and I kinda let it fall by the wayside. However, recently adding on a Video Game Design minor on top of my CS major has brought me back, and I have something I'd like to know.

I want to build a simple game engine.

For the immediate purpose of making a game? No. Maybe in the future, but I just want to get experience making one.

Does anyone have any recommendation for a good, comprehensive guide to building basic 2D game engines using DirectX/OpenGL that I can peruse? I'm not really concerned right now with focusing on a specific language for the guides to be in, because I'm gonna be using Rust to build it, and there ain't a whole lot out there for it.

Any help would be appreciated.
 

Jobbs

Banned
True enough and appreciate it. while we are slowing down active dev due to funds i plan on keeping things up to date as we move forward. just more establishing a starting point :)

Im not worried about getting greenlight backers, i feel pretty good that we will get through without much change in trajectory, but wanted to put it up in case people are interested in following for future updates as well.

Okay. :) With the greenlight links and stuff and this being your first post it had that driveby smell.
 

Burt

Member
Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.

We started working on the interiors of Basin Keep (a town introduced in the last update)
interiors-first.gif


Working even harder on the next dungeon...
mapping-start.gif


which is called So’najiz Temple and...

mapping-progress.gif


... it's an underwater dungeon this time.
mapping-progress2.gif
I was wondering how progress was going on this the other day (holding off on full release to really play), and poking around your website I came across your second demo. I had only played the first one before, and... good lawd.

Hooked the whole way through, little over 2 hours to get all the boxes in exploration mode. And it's a small thing in a game that's beautiful throughout, but I just have to mention how fantastic all the UI stuff is.

Awesome to see everything's coming along so well.
 

ephemeral

Member
Last week was quite productive. We're currently working hard on the 0.85 Update for CrossCode and still plan to release it this year. If everything works out as planned we might have the update ready between mid november and the beginning of December. However, let's get back to last week.

We started working on the interiors of Basin Keep (a town introduced in the last update)
interiors-first.gif


Working even harder on the next dungeon...
mapping-start.gif


which is called So’najiz Temple and...

mapping-progress.gif


... it's an underwater dungeon this time.
mapping-progress2.gif
Gorgeous looking game. Keeping ny fingers crossed for a console version.
 

Kitsune86

Neo Member
Today's progress: Simple inventory system stored in an Array so that when the player touches a chest it generates an item and add its to their inventory then returns the item type to the player via dialogue boxes.

14713551_10154011833157066_7270207783432612562_n.jpg


14650536_10154011833127066_1443173051394877787_n.jpg
 
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