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

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Ranger X

Member
I think that's generally in line with consumer expectations, though not ideal. It's good practice to put controls behind a layer of abstraction that makes different sources of input easily interchangeable - something to think about for future projects.

What do you mean by that?
 
What do you mean by that?

Don't have your input manager check for specific keys/buttons, have it look for generic inputs that can read from specific inputs based on platform.

For instance, in your input manager don't explicitly say, "If A is pressed, do {whatever}" ... say, "If Left Button is pressed..." and then set it up so you can swap out what the "Left Button" is based on the controller being used.
 

Lork

Member
Don't have your input manager check for specific keys/buttons, have it look for generic inputs that can read from specific inputs based on platform.

For instance, in your input manager don't explicitly say, "If A is pressed, do {whatever}" ... say, "If Left Button is pressed..." and then set it up so you can swap out what the "Left Button" is based on the controller being used.
Or swapped out for whatever the player wants it to be! Remappable controls are always welcome.
 

Ranger X

Member
Oh I see. My buttons/key in writing are all "dynamic" and can change. I even made so my controller related text can change but I like the idea of forcing a configuration like most console games do. Anyhow, its ready to become remap-able if ever I change my mind yeah. ;)
 

Blizzard

Banned
Why'd you quit native development?
I've been too busy with a relationship and non-game work so it's paused at the moment. I've always planned to get into UE4 if I ever try 3D development instead of 2D, however. Doing a 2D engine was enough work.
 

missile

Member
Yes, you were right :). I am a bit frustrated with the Unity documentation actually, I would really like to have additionally information on how certain things are computed. It is nice to see what effect a method has, but to decide whether to use it or not, some information about the cost of an operation and what it exactly does (like in this case bounding box checks) would be very helpful.
Fully agree. It's a daunting task to look it all up on your own. I mean,
knowing how this query is actually computed was the first thing I was asking
myself seeing isVisible. But perhaps they don't want you to tell to be able to
change the behavior later on.
 
Anyone got any good recommendations for posting freelance jobs?

I've been trying to find a tech artist, heck even just someone who can make some shaders, since the start of this year and the usual Twitter/UE forums posts aren't cutting it.
 

missile

Member
Pretty dragging in here today. xD


Anyhow, I've put some more work in the, well, "slide-projector" ...

TYuvT8b.gif




Edit:
Works for 3d texture projection as well.

EdmEJyc.gif



Thinking about my game in making it look somewhat different, I think I've
found an interesting application for these 3d texture projections. What about
some cool 3d holographic textures which will slightly rotate and move when
changing the viewing position? :D
 

Ranger X

Member
Its super cool really.
The curves really look good and love when we can see one coming in the distance. However, I would need much more verticality. There's no enough hills of different heights. Look at some huge cool ones that were in some old school games like Top Gear 2 SNES or again Outrunners. Your game needs that ;)
 
Getting there with making a working prototype :)

Got enemies, HUD, and some small visual changes for gameplays sake done :)

tomorrow I aim to get the melee enemies working, enemies dropping health + random loot on death and a pause menu and main menu :)

 
What are you after?

Basically I'm wondering these questions:

1. Is the art style I'm aiming for even feasible.
2. Which areas would an environmental or character shader be better and which area would just straight texturing/modeling be better.
3. If shaders needed to be written, how would that look from concept to implementation. What would I have to "give up" to get something that's close to the aim but makes sense in the context of 3d space.

And then the actual creation of the shaders themselves. I can't write shaders for shit haha (that's been well documented in the past from me in this thread :p)

I'm at work at the moment, but I'll find the references again so I can post them here.
In a nutshell, I want the game to look like an early 90's anime, down to the background/character composition. (there are definitely more modern examples that the art itself is something that stuck in my head, especially Redline with it's use of hard inked shadows)
I've always found it hard to find an example that successfully pulls it off rather than trying to "ape" a cartoon look.
Guilty Gear Xrd seems to be the closest I've seen but artistically that's a different tone than what I'm aiming for. Maybe mechanically there's some similarity!

/wall'o'text
 

Kalentan

Member
Hey guys... wow, haven't posted here in a while. Good to see everyone still up to their works. :)

I've been busy with stuff and finally sat down to try some more spriting. Here is what I came up with.

Mbmc.png


I tried to sort of mimic the RPG Maker DS style but then just due to not copying 1 to 1, made them a bit leaner and such.

It's not the most super detailed sprite but I sort of like it!
 

wwm0nkey

Member
I am not an artist and I haven't really messed with shaders, but does anyone have any idea or a link to any shader that can give me a LED screen door effect like this video? I am very impressed this was done in Unity and I really REALLY like that image effect.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I now have my collectathon platformer project running on New 3DS (porting was fast), but in the larger level it is limited to around 30-40fps as opposed to the desired 60fps which are easily met on Wii U. So I am currently thinking whether I should put a lot of effort into getting the same levels as on Wii U to run on New 3DS or if I should rather go for a separate set of levels that are a bit more linear, basically producing a "N64 style" platformer on consoles and a "Bandicoot style" platformer on 3DS...
 

missile

Member
Hey, that looks much better! :)


Basically I'm wondering these questions:

1. Is the art style I'm aiming for even feasible.
2. Which areas would an environmental or character shader be better and which area would just straight texturing/modeling be better.
3. If shaders needed to be written, how would that look from concept to implementation. What would I have to "give up" to get something that's close to the aim but makes sense in the context of 3d space.

And then the actual creation of the shaders themselves. I can't write shaders for shit haha (that's been well documented in the past from me in this thread :p)

I'm at work at the moment, but I'll find the references again so I can post them here. ...
We had someone in here (many months ago) having done something similar what
you are looking for, I guess. I can't remember him/her, but the demo (s)he
posted was about a little girl wandering around through some floors. The look
of the girl was more or less of anime style, if I remember correctly. Back
then I was thinking that it looked quite good. So perhaps you can get in
contact with him/her, who ever (s)he is.


... In a nutshell, I want the game to look like an early 90's anime, down to the background/character composition. (there are definitely more modern examples that the art itself is something that stuck in my head, especially Redline with it's use of hard inked shadows)
I've always found it hard to find an example that successfully pulls it off rather than trying to "ape" a cartoon look.
Guilty Gear Xrd seems to be the closest I've seen but artistically that's a different tone than what I'm aiming for. Maybe mechanically there's some similarity!

/wall'o'text
Haven't done such renderings, but from the look of it I think you need a good
artist above all. The lighting and shading etc. doesn't seem to be complex.
Some artistic shading stuff (like in cell shading) are is needed, sure, but
I think these kind of graphics live by the artist drawing them.


I am not an artist and I haven't really messed with shaders, but does anyone have any idea or a link to any shader that can give me a LED screen door effect like this video? I am very impressed this was done in Unity and I really REALLY like that image effect.
The raster effect you see is actually a pattern made out of the following
symbols; " ", ".", ":", "O", "*". Basically, it's ASCII rendering rendered as
an overlay. You tile the screen and compute for each tile an average quantity
(brightness for example) and quantize it into these symbols/steps/levels. The
symbol chosen is then drawn into the tile resp. drawn as an overlay.
 

Minamu

Member
I now have my collectathon platformer project running on New 3DS (porting was fast), but in the larger level it is limited to around 30-40fps as opposed to the desired 60fps which are easily met on Wii U. So I am currently thinking whether I should put a lot of effort into getting the same levels as on Wii U to run on New 3DS or if I should rather go for a separate set of levels that are a bit more linear, basically producing a "N64 style" platformer on consoles and a "Bandicoot style" platformer on 3DS...
Well, without knowing anything at all about your game, as a gamer I'd probably prefer if the game is the same across all platforms, assuming the gameplay and controls etc are a good fit for a portable device. It's unfortunately so easy to view different portable versions as downgraded baby brother versions of lesser quality, at least for me. Having different gameplay on different platforms just feels weird to me. But on the other hand, you need to play off of each system's strengths.

Of course, the handheld version could have a different name or a subtitle, but it still kinda sounds like it would be a different game altogether.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Well, without knowing anything at all about your game, as a gamer I'd probably prefer if the game is the same across all platforms, assuming the gameplay and controls etc are a good fit for a portable device. It's unfortunately so easy to view different portable versions as downgraded baby brother versions of lesser quality, at least for me. Having different gameplay on different platforms just feels weird to me. But on the other hand, you need to play off of each system's strengths.

Of course, the handheld version could have a different name or a subtitle, but it still kinda sounds like it would be a different game altogether.

You are right of course, many people view it this way. I'll try a bit more to get it to 60fps, but after some finetuning I'm still barely north of 40 - and since the game is work in progress, it might go down even further. Would you as a handeld player prefer a version of the game that runs at two thirds the frames, but plays otherwise identically over a distinct handheld version that is built to fit the hardware? I would of course not name the two games the same if they come with different level sets and different gameplay focus.
 

Minamu

Member
You are right of course, many people view it this way. I'll try a bit more to get it to 60fps, but after some finetuning I'm still barely north of 40 - and since the game is work in progress, it might go down even further. Would you as a handeld player prefer a version of the game that runs at two thirds the frames, but plays otherwise identically over a distinct handheld version that is built to fit the hardware? I would of course not name the two games the same if they come with different level sets and different gameplay focus.
Nah lower framerate also says inferior product but I extremely rarely play handheld games so I'm probably not the right person to ask :) I go for unique games on handhelds I suppose, I wouldn't buy fifa 18 on the new 3ds if I had a ps4 pro, regardless if the versions are identical.

I have a question of my own! In unity, my directional light/sun is shining through my outer walls, because they're one sided planes. So dark places are getting sunlight :/ I don't want to have textures and verts in places the player and camera won't ever be, but walls only stop lights if the normals are pointing outward, it seems. Can this be fixed easily? Preferably without having geometry on both sides of the outer edges on my map.
 
I now have my collectathon platformer project running on New 3DS (porting was fast), but in the larger level it is limited to around 30-40fps as opposed to the desired 60fps which are easily met on Wii U. So I am currently thinking whether I should put a lot of effort into getting the same levels as on Wii U to run on New 3DS or if I should rather go for a separate set of levels that are a bit more linear, basically producing a "N64 style" platformer on consoles and a "Bandicoot style" platformer on 3DS...

Keep the content the same. Idk your situation/art style but I can think of a bunch of ways to get extra frames here and there depending on certain things.
 

Kalentan

Member
sjmc.gif


Made the first walking animation. You can see the RPG Maker sprite next to it. Emulating a very similar animation.

Note: There is a jitter in the GIF. I couldn't time it correctly to make it a perfect loop.

Edit: My attempt at the side view... Hmm...

Wjmc.png


ukmc.gif
 

Pere

Neo Member
Is it okay to bend the rules a bit and post a video for screenshotsaturday? :p

Today we released a trailer for our game.

We're hoping to finish up a demo soonish~ (we have to fix an awfull bug that crashes the game because unreal feels like it) i hope i can count on you guys to give us some tips : )
 

BatavianBunny

Neo Member
We're finally ready to show a short look at our magic! This is the casting sigil for a: Thermal expel spell with one effect placed - I'll elaborate more on the magic system soon!

36h9xyZ.gif


And below is an album of our past screenshots mostly showcasing our environments and progress on the tactical map.

http://imgur.com/gallery/foIHJ
 

MrHoot

Member
Awesome job as always Pehesse, and my condolences to your wrists in advance indeed :p

I've been doing more art while waiting on my unity programmer, and recently have been playing with lighting options for my spine objects. Finally found something that allows me to have normal maps, specular and emission maps and it's looking really damn fancy

8ad328ed13.gif


EDIT: and another test, this time with a conclusive result. I used Sprite Dlight to generate a normal map that actually works for a 2d surface. Results are pretty damn good and i'm gonna have a ton of fun with lighting

86540377c7.gif
 

Kalentan

Member
GIF Saturday.

Homc.gif


(Note: Background is not mine. I edited a Pokemon(?) background to get an idea of what I sort of want to do with the BG.)
 

Costia

Member
Thinking about making a time travel paradox puzzle game.
The basic idea is that you do something in the present which might, or might not be possible while you are in a "ghost/quantum" state.
Then you travel back in time to make whatever you did in that state possible.

For example:
You are locked in a cell and cant get out.
But what if you can, because you traveled back in time after you got out and opened the door for yourself?
UE4 prototype puzzle video
 

Jobbs

Banned
Screenshot/Gif saturday:

HelplessJealousCusimanse.gif


100 frames down, 1500 to go (and then, color). I'm starting to think I made a huge mistake

nice work

I have some kind of weird bump on my finger where the pen rests -- I think it's because of drawing

EDIT: and another test, this time with a conclusive result. I used Sprite Dlight to generate a normal map that actually works for a 2d surface. Results are pretty damn good and i'm gonna have a ton of fun with lighting

Okay I'm officially jealous.
 

Kalentan

Member
I think I fixed my left and right walking animations.

Fqmc.gif


(New ones on the left-hand side.)

Not sure how I didn't catch it but the old left and right animations had their arms 3 pixels longer and thus the hands went past the belt rather than just reaching it which made the transition from walking up and down seem a bit odd.

Also introducing my next character... Evie.

Iqmc.png


In this version I didn't change any of the body shading or anything from the Protagonist body... However...

Jqmc.png


In this version I attempted to use shading to show her breasts, through shading rather than changing the chest area outline wise. What do you guys think?
 

correojon

Member
I think I fixed my left and right walking animations.

Fqmc.gif


(New ones on the left-hand side.)

Not sure how I didn't catch it but the old left and right animations had their arms 3 pixels longer and thus the hands went past the belt rather than just reaching it which made the transition from walking up and down seem a bit odd.

Also introducing my next character... Evie.

Iqmc.png


In this version I didn't change any of the body shading or anything from the Protagonist body... However...

Jqmc.png


In this version I attempted to use shading to show her breasts, through shading rather than changing the chest area outline wise. What do you guys think?
I think it's too dark, the brown color for the skin and the black for the shadows make it difficult to read. One trick for shadows and lightinh which gives great results is to tint the light color with yellow and the dark color with blue/purple, that could benefit your sprite a lot. Also, make the shadow color more saturated and the light color with much less saturation than the skin color. And use a direction for the light instead of shading it from the inside to the outside.
 

Pehesse

Member
holy cow :O

loled hard. you didnt but.. yeah... you kinda did. rip wrist

It begins!

Awesome job as always Pehesse, and my condolences to your wrists in advance indeed :p

I've been doing more art while waiting on my unity programmer, and recently have been playing with lighting options for my spine objects. Finally found something that allows me to have normal maps, specular and emission maps and it's looking really damn fancy

8ad328ed13.gif


EDIT: and another test, this time with a conclusive result. I used Sprite Dlight to generate a normal map that actually works for a 2d surface. Results are pretty damn good and i'm gonna have a ton of fun with lighting

86540377c7.gif

nice work

I have some kind of weird bump on my finger where the pen rests -- I think it's because of drawing



Okay I'm officially jealous.

Thank you all, really means a lot, as always :-D And yeah... I'd joke about the wrist thing, but it just so happens I'm waking up with a sore neck+back from all of that, with said wrists lagging not far behind, so... yeah :-/ It's going to be a long year!

And wow, Mr. Hoot! That's awesome... something I wish I could do, to be honest, but I don't think C2 is up to the task :-D

I think it's too dark, the brown color for the skin and the black for the shadows make it difficult to read. One trick for shadows and lightinh which gives great results is to tint the light color with yellow and the dark color with blue/purple, that could benefit your sprite a lot. Also, make the shadow color more saturated and the light color with much less saturation than the skin color. And use a direction for the light instead of shading it from the inside to the outside.

I was about to say the same thing :-D So, yeah, +1 to the above, especially to the pillow shading! http://pixeljoint.com/forum/forum_posts.asp?TID=8097
 

Kalentan

Member
I think it's too dark, the brown color for the skin and the black for the shadows make it difficult to read. One trick for shadows and lightinh which gives great results is to tint the light color with yellow and the dark color with blue/purple, that could benefit your sprite a lot. Also, make the shadow color more saturated and the light color with much less saturation than the skin color. And use a direction for the light instead of shading it from the inside to the outside.

I was about to say the same thing :-D So, yeah, +1 to the above, especially to the pillow shading! http://pixeljoint.com/forum/forum_posts.asp?TID=8097

Tqmc.png


How about this? (Tried removing the pillow shading as well.)
 
EDIT: and another test, this time with a conclusive result. I used Sprite Dlight to generate a normal map that actually works for a 2d surface. Results are pretty damn good and i'm gonna have a ton of fun with lighting

Yo! I've definitely been curious about how Sprite Dlight works, is it really 1-click?

I'm tempted to ask you to throw a few tiles in there to see how they turn out... I'm really hesitant to buy it XD
 

MrHoot

Member
Thanks ya'll ! I can't wait to experiment more with actuals. There's some fantastic stuff I could do with lighting

Yo! I've definitely been curious about how Sprite Dlight works, is it really 1-click?

I'm tempted to ask you to throw a few tiles in there to see how they turn out... I'm really hesitant to buy it XD

Sprite Dlight is easily the best solution. And yeah it's close to "one click" (well you still have to adjust in the program for ideal settings but yeah, it takes almost no time =p)

I experimented basically with three different methods to get to this. I first tried using the normal maps generated by the nvidia plugin in photoshop but it does almost nothing really. It will only give volume on things you've shaded yourself so it won't have that full 3d volume effect.

Crazy bump also isn't really adapted, it's better for 3D than 2d and the normals it generates are really messy

Then you have spritelamp which is the first thing I found. Technically it's capable but it basically requires you to draw your shading yourself. It took such a ridiculous amount of time I didn't bother.

Sprite Dlight is honestly the best option. Now it doesn't handle really large files well due to the amount of calculating power, but you can resize 4096x textures to 2048 and then boost them up once it's done since for normals it's not that important. It also generates great specular maps and depth. Honestly, probably the best tool to have if you wanna do "fake 3d in 2d" style with good bump mapping.

Plus it's rather cheap and still updated (latest update from december)
 

DemonNite

Member
Not bad. What's up with her, game-wise?

This is the main antagonist to be afraid of in the dungeons. Easily gets angry and pretty deadly if you are found. Right now she can be alerted by noises you make and appears when your sanity is High. Sanity is affected by you staying in the shadows too long.

The chamber room is where she sleeps but also the place you need to get to so it's gonna be tough.
 
Thanks ya'll ! I can't wait to experiment more with actuals. There's some fantastic stuff I could do with lighting



Sprite Dlight is easily the best solution. And yeah it's close to "one click" (well you still have to adjust in the program for ideal settings but yeah, it takes almost no time =p)

I experimented basically with three different methods to get to this. I first tried using the normal maps generated by the nvidia plugin in photoshop but it does almost nothing really. It will only give volume on things you've shaded yourself so it won't have that full 3d volume effect.

Crazy bump also isn't really adapted, it's better for 3D than 2d and the normals it generates are really messy

Then you have spritelamp which is the first thing I found. Technically it's capable but it basically requires you to draw your shading yourself. It took such a ridiculous amount of time I didn't bother.

Sprite Dlight is honestly the best option. Now it doesn't handle really large files well due to the amount of calculating power, but you can resize 4096x textures to 2048 and then boost them up once it's done since for normals it's not that important. It also generates great specular maps and depth. Honestly, probably the best tool to have if you wanna do "fake 3d in 2d" style with good bump mapping.

Plus it's rather cheap and still updated (latest update from december)

Thanks for the explanation!

Yeah, I tried spritelamp and it's ridiculous how much work you have to do for it. I wanted something that would reduce my workload not expand it XD

I also tried CrazyBump and just like you said, it makes really messy normal maps.

So I've been pretty gun-shy on "automatic-normals!" programs since. I'll give Sprite Dlight a closer look!
 
ReflectingLimpingCatfish.gif


Early #screenshotsaturday for me so I can go to bed :)

This is the main antagonist to be afraid of in the dungeons. Easily gets angry and pretty deadly if you are found. Right now she can be alerted by noises you make and appears when your sanity is High. Sanity is affected by you staying in the shadows too long.

The chamber room is where she sleeps but also the place you need to get to so it's gonna be tough.

Eeeeeek, so creepy @___@ Nicely done! So to avoid her you want to be a little bit less most of the time?

Screenshot/Gif saturday:

HelplessJealousCusimanse.gif


100 frames down, 1500 to go (and then, color). I'm starting to think I made a huge mistake

Gorgeous as always!! 1500 frames tho... RIP, lol. 2D animation is so amazing but whew so labor intensive.


Awesome job as always Pehesse, and my condolences to your wrists in advance indeed :p

I've been doing more art while waiting on my unity programmer, and recently have been playing with lighting options for my spine objects. Finally found something that allows me to have normal maps, specular and emission maps and it's looking really damn fancy

8ad328ed13.gif


EDIT: and another test, this time with a conclusive result. I used Sprite Dlight to generate a normal map that actually works for a 2d surface. Results are pretty damn good and i'm gonna have a ton of fun with lighting

86540377c7.gif

These are gorgeous as well!!


We've just returned from our first PAX as a company, which was fun and great, but it was sort of mixed for us I feel. We showed VEV and got some great response and a lot of people lining up to play it (I imagine because it's PSVR), but we also went out there to show our visual novel and that half got a lot more ????? from folks. I suspect I might have better luck promoting that particular game at an anime con as that's a bit more their demographic. People liked the artwork but a lot of the time our conversations went like this:

Them: What's this?

Me: Are you familiar with visual novels?

Them: No.

Me: *explains, then...* Do you have a PS4?

Them: No.

Me: Ah, okay.

Not really what I was expecting from PAX, lol. We gave out a lot of pins which was nice, but I suspect we got more benefit out of announcing we'd be there than our actual presence at the show itself (one of our actors is quite popular online so he'd RT our announcements). We did do a lot of theme business there though so... still a success lol. Just learned a lot. There was another visual novel there as well and they seemed to have the same experience but theirs was playable so they have an easier time showing people I suppose.
 

Pehesse

Member
Gorgeous as always!! 1500 frames tho... RIP, lol. 2D animation is so amazing but whew so labor intensive.

Haha, thanks :-D If all else fails... I'm hoping it'll make a somewhat decent demo reel to crawl my way into an animation job somewhere? I'm only hoping enemies+bosses won't double the amount of work ahead, though I'm definitely planning to make them easier to make... however that happens!

We've just returned from our first PAX as a company, which was fun and great, but it was sort of mixed for us I feel. We showed VEV and got some great response and a lot of people lining up to play it (I imagine because it's PSVR), but we also went out there to show our visual novel and that half got a lot more ????? from folks. I suspect I might have better luck promoting that particular game at an anime con as that's a bit more their demographic. People liked the artwork but a lot of the time our conversations went like this:

Them: What's this?

Me: Are you familiar with visual novels?

Them: No.

Me: *explains, then...* Do you have a PS4?

Them: No.

Me: Ah, okay.

Not really what I was expecting from PAX, lol. We gave out a lot of pins which was nice, but I suspect we got more benefit out of announcing we'd be there than our actual presence at the show itself (one of our actors is quite popular online so he'd RT our announcements). We did do a lot of theme business there though so... still a success lol. Just learned a lot. There was another visual novel there as well and they seemed to have the same experience but theirs was playable so they have an easier time showing people I suppose.

I'm sorry to hear that, though I can't say I'm actually that surprised, the visual novel genre being rather traditionally PC/portable, in addition to being super niche, right? Though hopefully, you're paving the way for some discovery of the genre for a larger audience on home consoles!
 
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