• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

Status
Not open for further replies.

LordRaptor

Member
If anyone's entering the Lundum Dare and needs a sound guy, I'd be happy to help.

I am, but I'm (trying) to Compo Entry which means all solo work from scratch.
I have like a 50-50 chance of actually finishing making a thing that can actually be fairly called a game within the time limit and it slipping into being a Jam entry instead though. Especially as this is the worst (as in most prescriptive) theme I've yet seen in LD, and I have severe whatever the game maker equivalent of writers block is.

They do have a new "create a team" feature though, so maybe GAf indie devs would be up for a collaboration in the future?
 

DNAbro

Member
A fellow pals has worked on a new Survival MMO for PC, called Voodoo. Is one of the biggest italian project so far.

The game is on Kickstarter, anyway. If you check out the trailer, please, let me know what you think about the game!

At first before clicking it I was thinking "oh great another open world survival game" but that actually impressed me. What a nice spin and interesting setting.
 
I am, but I'm (trying) to Compo Entry which means all solo work from scratch.
I have like a 50-50 chance of actually finishing making a thing that can actually be fairly called a game within the time limit and it slipping into being a Jam entry instead though. Especially as this is the worst (as in most prescriptive) theme I've yet seen in LD, and I have severe whatever the game maker equivalent of writers block is.

They do have a new "create a team" feature though, so maybe GAf indie devs would be up for a collaboration in the future?

Good luck with the Compo! Yeah, my team wasn't really feeling the theme either. I'd be up for a future collaboration though if anyone's down for it.
 

missile

Member
... Many thanks! Though aren't you "blown away" because of that last move, already, hehehe? :-D But yeah, backgrounds should definitely help a lot in grounding all of that. Just want to get at least all the moves sketched in before considering anything else! (that way testers will be able to try the whole move palette and find issues while I work on other stuff!)
Of course!
 

EDarkness

Member
Just popping by to see how everyone is doing. I probably should post here more, but I never have any idea what to say or post about. My game isn't as interesting to post about as everyone else's. Still, good to see lots of progress being made and how much talent there is here. It's really quite impressive.
 
Just popping by to see how everyone is doing. I probably should post here more, but I never have any idea what to say or post about. My game isn't as interesting to post about as everyone else's. Still, good to see lots of progress being made and how much talent there is here. It's really quite impressive.

Share anyway and let us be the judge of what's interesting or not 8D! my game is not in a shareable state yet (hopefully next month..) but I'm trying to be more active as well.
 
Minamu, did you ever figure out a fog solution that worked well?
-

Does anybody know how to make matinee sequences loop perfectly in UE4? I'm trying to work on some camera anim stuff to replace my camera shakes for headbobs but the damn thing won't loop properly. Here's one track. And here's another I tried, based on this video.

Also, how do I add keys at a time other than 0?

Matinee is so confusing.
 

Blizzard

Banned
If anyone's entering the Lundum Dare and needs a sound guy, I'd be happy to help.
I skipped last time and was hoping to do this time, but I'm too busy. I even know what I WOULD have tried making this time.

I agree about the theme comments though. I guess "Entire Game on One Screen" was 2 years ago, but it feels like only yesterday that there were a million escape-the-room games.
 

LordRaptor

Member
IsxBojm.png


My trademark likeness infringing vacuum cleaner
 

correojon

Member
Screenshot saturday! Somewhere in the world it´s still saturday, right? :p

When you reach the end of the level Kitsune will perform different animations depending on the number and types of collectibles you´ve found. But if you don´t find anything at all...well, she won´t be happy:
kkonVmY.gif


The red crosses are placeholders until I find out some other effect I like.
 

orioto

Good Art™
Screenshot saturday! Somewhere in the world it´s still saturday, right? :p

When you reach the end of the level Kitsune will perform different animations depending on the number and types of collectibles you´ve found. But if you don´t find anything at all...well, she won´t be happy:
kkonVmY.gif


The red crosses are placeholders until I find out some other effect I like.

That's fucking great!
 

Pehesse

Member
Screenshot saturday! Somewhere in the world it´s still saturday, right? :p

When you reach the end of the level Kitsune will perform different animations depending on the number and types of collectibles you´ve found. But if you don´t find anything at all...well, she won´t be happy:
kkonVmY.gif


The red crosses are placeholders until I find out some other effect I like.

Dang, this is really shaping up! So awesome!
 

missile

Member
Can someone do me a favor quantizing the following image down to 256 colors
as best as possible (dither: positional) using Photoshop? Many thx in advance!

O7eS3ZM.png
 

Loginius

Member
Can someone do me a favor quantizing the following image down to 256 colors
as best as possible (dither: positional) using Photoshop? Many thx in advance!

I dont think there is a dither:positional option on ps. This is with dither:diffusion at 100, is this ok?
nQI92HC.png
 

MM4nson

Neo Member
At first before clicking it I was thinking "oh great another open world survival game" but that actually impressed me. What a nice spin and interesting setting.

Thank you! :D

The game will be out in Q1 2017 on Steam (Early Access), but the build is pretty stable now :)

Here a first look at Izimu, one of the enemy in Voodoo :)

voodoo-closed-beta-highlights-1.jpg
 

missile

Member
I dont think there is a dither:positional option on ps. This is with dither:diffusion at 100, is this ok?
nQI92HC.png
There should be an option (I thought it were called 'positional') to quantize
with the help of a dither pattern (technically called; dispersed-dot ordered
dither) like for example the classic Bayer patterns. The diffusion technique
isn't exactly what I need. Basically, I want to compare my new algorithm
against PSs quantizer using said dither patterns, yet diffusion will give me
another comparison. And if this is the best what PS has to offer regarding
diffusion, my new algorithm already surpass it. :) So thx for that one.
However, I finally want to beat PS on their quantizer using their best dither
patterns.
 

Loginius

Member
There should be an option (I thought it were called 'positional') to quantize
with the help of a dither pattern (technically called; dispersed-dot ordered
dither) like for example the classic Bayer patterns. The diffusion technique
isn't exactly what I need. Basically, I want to compare my new algorithm
against PSs quantizer using said dither patterns, yet diffusion will give me
another comparison. And if this is the best what PS has to offer regarding
diffusion, my new algorithm already surpass it. :) So thx for that one.
However, I finally want to beat PS on their quantizer using their best dither
patterns.

Ah ok, there are a lot of settings for indexing an image in photoshop so I cant really help you with this as I dont understand the technical differences, I only see the result.
This is not be the "best" its just what gives the nicest gradient (imo)
These are the base settings i use
I did some with different settings, this might be useful to you:
none
pattern
noise
If this is not what your looking for then Im not sure how to achieve it.
 

MrHoot

Member
Any of ya'll will be at GDC by the way ? I'm going with the swiss delegation, was wondering if you guys were going to pop up there
 

missile

Member
Ah ok, there are a lot of settings for indexing an image in photoshop so I cant really help you with this as I dont understand the technical differences, I only see the result.
This is not be the "best" its just what gives the nicest gradient (imo)
These are the base settings i use
I did some with different settings, this might be useful to you:
none
pattern
noise
If this is not what your looking for then Im not sure how to achieve it.
Yeah, thx! Exactly what I need. And thx for the other ones as well. The option
'Pattern' is what I meant, as it seems, but didn't knew they call it that way.
One more question; is it possible to change the pattern itself, i.e. the
pattern PS chooses to dither with? The pattern used (with option 'Dither:
Pattern') looks like a 4x4 Bayer pattern. Can it be changed? It looks awful to
say the least and produces lots of aliasing making me somehow believe they
don't know how to apply dithering (using patterns) with respect to palettized
images. But I guess that's simply the best what their algorithm has to offer.
For, dithering via diffusion is way easier to realize on palettized images,
which seems also to produce the best image here next to noise. However,
diffusion and noise aren't good for animation. Anyhow, will analyze them all
and will put them against the results of my new algorithm.
 

DNAbro

Member
So I starting rewriting my code base from scratch a bit back because I knew I was coding things awfully. I wasn't that far into my game code wise and had a lot of partially finished features and it was rough trying to remember things after not working on it for a couple of months. Also didn't really have that good of implementation for certain things and would have had to recode it anyways.

Spent most of the night working on figuring out what to do for my dialogue system to read it in properly so I ended up learning how XML files work and how to read them in properly. Then I just made sure I could display it in the game properly. It feels like a minor thing but I'm so glad I go that I got it done. Next on the list is proper NPC interactions, then dialogue conditionals.
 

Loginius

Member
SNIP i.e. the
pattern PS chooses to dither with? The pattern used (with option 'Dither:
Pattern') looks like a 4x4 Bayer pattern. Can it be changed? SNIP
Im not sure, I dont think you can change it. But there might be a different way to achieve this that im not aware of.
 

missile

Member
Im not sure, I dont think you can change it. But there might be a different way to achieve this that im not aware of.
Alright.

If anyone in here knows how to change the (Bayer) pattern in PS to any other
one (perhaps to an 8x8 or user-defined), I would be glad to hear about it. :)
 
We have a new build of Beacon available if anybody here would like to try!

It features lots of new areas, items, mutations, melee system, enemies. Essentially it's the first 'act' of the game in it's most bare-bones form. For anybody that played some months back, it runs a lot better, and is far far, less crash prone since we switched our UI solution.

As point of reference I'd recommend having a 780ti/860m equivalent to run it well at full 1080. We'll be continuously optimizing the game as we go forward of course

A map system, reworked gamepad aiming, more level randomization, dynamic music, menu polish, re-worked boss (and new bosses!) proper in-game tutorial setup and more will be coming up in our next build!
We are more likely going to be making future builds more open to the public, as we look to get broader feedback. But for the time being, send me a message, and I'll get you a build straight away!

If you are interested, please fill out the feedback form I'll also be sending you, as we've had a bunch of folks who don't even bother, which makes it hard to find out if they even enjoyed the game or not...anyways, here's a nice gif to get your attention!

 

wilboo

Neo Member
Screenshot saturday! Somewhere in the world it´s still saturday, right? :p

When you reach the end of the level Kitsune will perform different animations depending on the number and types of collectibles you´ve found. But if you don´t find anything at all...well, she won´t be happy:
kkonVmY.gif


The red crosses are placeholders until I find out some other effect I like.

Oh wow, that's a really clever idea and really well executed! Nice! That's the sort of thing I love to see in a game. Adds heaps of character.
 

correojon

Member
Oh wow, that's a really clever idea and really well executed! Nice! That's the sort of thing I love to see in a game. Adds heaps of character.

Thanks! As Kitsune is wearing a mask and there´s no text in the game I had to come up with stuff like this to try to portray her personality in some way, very glad it´s working!
 

orioto

Good Art™
Hey guys so we're at a point where i struggle with wayy to big latency in touch input on my phone (which is crappy, an android, onetouch idol 3, but the game runs at 60fps for now).

I've tried to make a gif of it at 60fps, 2 times real time and one time slowmo, but i can only have the gif playing real time with irfan view as it's slowed down on firefox.

Anyway we're looking for stuff on internet but this may be a big issue cause the platformer can be pretty tricky and timing based for jumps.

i've read android have bigger latency issues, and also unity could be the cause ?
 

LordRaptor

Member
Hey guys so we're at a point where i struggle with wayy to big latency in touch input on my phone (which is crappy, an android, onetouch idol 3, but the game runs at 60fps for now).

I've tried to make a gif of it at 60fps, 2 times real time and one time slowmo, but i can only have the gif playing real time with irfan view as it's slowed down on firefox.

Anyway we're looking for stuff on internet but this may be a big issue cause the platformer can be pretty tricky and timing based for jumps.

i've read android have bigger latency issues, and also unity could be the cause ?

I mean, first off, my suggestion would be if that you're planning on having a game requiring frame specific inputs, to change your game design, because touchscreens aren't super responsive HIDs under any scenario, so you might be better off changing your concept to be more input lag tolerant at a high level.

Having said that, some of the following might be useful
- If you're using the built in generic touch input, you're probably better off writing your own input script instead - AFAIK, the generic touch system uses the Events system, so depending on order of execution, a broadcast message from touch could skip an entire cycle
- You could use OnRelease rather than OnPress to do a jump, so players can 'queue' a jump rather than 'tap' a jump
- If you're using physics based movement, put the input polling in Update() but the input execution in FixedUpdate(). If you're using any Time.Deltatime multipliers anywhere to smooth things, take them out, and you'll get actual performance rather than interpolated performance, and you get old school slowdown rather than 'fixed framerate' jitters
 

orioto

Good Art™
I mean, first off, my suggestion would be if that you're planning on having a game requiring frame specific inputs, to change your game design, because touchscreens aren't super responsive HIDs under any scenario, so you might be better off changing your concept to be more input lag tolerant at a high level.

Having said that, some of the following might be useful
- If you're using the built in generic touch input, you're probably better off writing your own input script instead - AFAIK, the generic touch system uses the Events system, so depending on order of execution, a broadcast message from touch could skip an entire cycle
- You could use OnRelease rather than OnPress to do a jump, so players can 'queue' a jump rather than 'tap' a jump
- If you're using physics based movement, put the input polling in Update() but the input execution in FixedUpdate(). If you're using any Time.Deltatime multipliers anywhere to smooth things, take them out, and you'll get actual performance rather than interpolated performance, and you get old school slowdown rather than 'fixed framerate' jitters

Thx a lot, i'll copy that to the guys!
The game is not frame based as would be a fighter for exemple, it's just pretty quick (there is a run button). We're still prototyping so things can be adjusted, slowed down of course.
 

Situacao

Member
We have a new build of Beacon available if anybody here would like to try!

It features lots of new areas, items, mutations, melee system, enemies. Essentially it's the first 'act' of the game in it's most bare-bones form. For anybody that played some months back, it runs a lot better, and is far far, less crash prone since we switched our UI solution.

As point of reference I'd recommend having a 780ti/860m equivalent to run it well at full 1080. We'll be continuously optimizing the game as we go forward of course

A map system, reworked gamepad aiming, more level randomization, dynamic music, menu polish, re-worked boss (and new bosses!) proper in-game tutorial setup and more will be coming up in our next build!
We are more likely going to be making future builds more open to the public, as we look to get broader feedback. But for the time being, send me a message, and I'll get you a build straight away!

If you are interested, please fill out the feedback form I'll also be sending you, as we've had a bunch of folks who don't even bother, which makes it hard to find out if they even enjoyed the game or not...anyways, here's a nice gif to get your attention!

Oh awesome, just sent you a PM. This looks awesome!
 

DNAbro

Member
I'm happy with Super Text Mesh. Choppiness is on my end in recording.
PqpdhrO.gif



EDIT: Spent a lot of the night, but I got NPC interactions working in a seemingly not shit way. Well currently I don't have to be facing the NPC to talk to them but I think that can be fixed easily. Probably. Next is multiple text boxes, and then items and menus.
 

missile

Member
Here is a new partial result of my new quantizer/dither algorithm. My new
algorithm delivers, finally. It still needs some more work, but I can't wait
showing the following result. I'm now able to produce high quality ditherings
having similar smoothing characteristics as Floyd-Steinberger's diffusion
algorithm, but realized with a pattern.

That means;
no computational cost (compared to diffusion),
no aliasing (compared to the Bayer patterns when applied over another pattern),
no jittering in animations as seen with Floyd-Steinberger diffusion, and
almost no recognition of the pattern itself (similar to diffusion).

I adjusted my quantizer and pattern to match Photoshop's quantizer and its
diffusion result based in the image (upper part) from a previous post of mine.

Bo4V199.png


This will lead to much better gifs in terms of perceived quality.

However, my algorithm is much more advanced. I'm actually able to smooth out
the ramp completely for some given trade-offs which aren't perceptually that
pronounced as the bands will. But that's something I'm still working on to
find the right balance for.


Edit: Here's a glimpse of what's possible;

C4BbgHO.png


That's a dream coming true...
 
Hey GAF.. Just stumpled on this thread and I'm hoping it might change my life..

I have quite a few game ideas in my head, but no idea what tools to start with. Some are Point and Click adventure games, one is a twin stick shooter, and one is a 2D platformer. Any pointers for which engines to learn/use, and what tools would be best to do the 2D graphics, 3D modelling, texture art and 2D/3D animations in?
 
Hey GAF.. Just stumpled on this thread and I'm hoping it might change my life..

I have quite a few game ideas in my head, but no idea what tools to start with. Some are Point and Click adventure games, one is a twin stick shooter, and one is a 2D platformer. Any pointers for which engines to learn/use, and what tools would be best to do the 2D graphics, 3D modelling, texture art and 2D/3D animations in?

If you have zero programming experience, I suggest Game Maker Studio (or the new GMS 2). I'd also strongly suggest you start with something like cloning classic arcade games, and moving up to your idea of a twin stick shooter, as that's going to be the easiest of your ideas to get up and running the fastest.

I know for a lot of people, not seeing results quickly can discourage them from continuing, or the hurdles can keep them down. Stick to something simple, and don't expect to produce your dream idea the way you want it for a couple of years.
 

LordRaptor

Member
Hey GAF.. Just stumpled on this thread and I'm hoping it might change my life..

I have quite a few game ideas in my head, but no idea what tools to start with. Some are Point and Click adventure games, one is a twin stick shooter, and one is a 2D platformer. Any pointers for which engines to learn/use, and what tools would be best to do the 2D graphics, 3D modelling, texture art and 2D/3D animations in?

For point and click adventures, the goto recommendation is probably Adventure Game Studio, which is basically specifically made to create point and clicks as easily as possible in (and free)
 

Retro_Stew

Member
Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.

My friend (and dev) went through hell to deal with Apple Tax agreements and all, but we managed to find a way ^^

The game is called Highway Runners : a retro arcade inspired racing game.

Official Screens :
screen520x924.jpeg

screen520x924.jpeg


AppStore link : https://itunes.apple.com/us/app/id964932741

Youtube trailer : https://www.youtube.com/watch?v=INcufV2Qfzg

Thanks all for your advices!
 
Hey Gaf!
So the game I've been working (and showed a few pages ago) is finally released on iOS!
It's my very first "official" game, so it feels a bit weird. I really hope you guys enjoy it if you happen to buy it.

My friend (and dev) went through hell to deal with Apple Tax agreements and all, but we managed to find a way ^^

The game is called Highway Runners : a retro arcade inspired racing game.

Official Screens :
screen520x924.jpeg

screen520x924.jpeg


AppStore link : https://itunes.apple.com/us/app/id964932741

Youtube trailer : https://www.youtube.com/watch?v=INcufV2Qfzg

Thanks all for your advices!

Congrats on your release!! I'm not much for racing but this looks amazing, like it came right out of my childhood arcades :'D my husband loves this stuff, I'll have to point him towards it
 

LordRaptor

Member
What are your thoughts on monogame engine? I noticed it wasn't in the OP so not sure if that means its just not supported or no recommended.

I think the OP is just things people in OT1 recommended, not a curated "Dos and Donts".

for example;
OP said:
The C4 Engine is widely regarded as having the cleanest professional source code and one of the best architectures in the industry.

I've literally never heard of anyone using the C4 engine, let alone seen praise for its professional source code and architecture. Same with Loom.
Everyone I know doing 2D IOS stuff is Unity or Cocos2D, pretty much without exception.

Monogame is a reverse engineered XNA, and XNA was pretty good (good enough to have people reverse engineer it after MS end of lifed it certainly).

e:
And FWIW, a lot of Unity scripting is directly based on Monogame
 
Status
Not open for further replies.
Top Bottom