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

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Makai

Member
Depending on how heavily someone relies on the Unity Editor (mainly for Inspecting stuff) I'm afraid that this is terrible advice. Structs aren't serialized the same as fully-fledged classes and MonoBehaviours, so their data can be lost or messed up when serialized/deserialized in the Editor.

If the data only exists at runtime (for example, I use structs all the time for my event system) that's great. They'll absolutely be better, as they won't be adding extra Garbage Collector pressure.

But before anyone gets to that point, I'd wager there are many, many other optimizations they could do, before delving into converting classes to structs. Due to their fundamental differences, a "quick" conversion can quickly turn into a mess (especially with how Unity handles serialization differently).
I've never heard of that, but that doesn't sound so scary - go back in version control for the right values. Structs are just an example - there's a cost to using many Unity features and even C# features. I see massive GC spikes in almost every indie game these days so I hope people start taking this more seriously. I think developers shrug it off because it's triggered intermittently but it still sucks when you're playing.
 

wwm0nkey

Member
I really like that the new beta version of Unity 5.6 had a video player option which I assume was for Timeline, either way I am having fun with it lol
 

Kalentan

Member
Anything is okay if it's okay with you.

If you're worried about pleasing purists then you'll make things unnecessarily hard on yourself. Just making the thing is hard enough.

Alright. :O

I personally sort of like the look of it. But I didn't know if people would take issue with it.
 
Alright. :O

I personally sort of like the look of it. But I didn't know if people would take issue with it.

There will be people that take issue with everything, trust me :)

A lot of people here don't like the chromatic aberration Jobbs is using a lot in Ghost Song, but he's doing it anyway.

Let's say you made all your pixels the same size. Next, people will complain that the you're using too many colors for "true" pixel art, or that the backgrounds are too low-resolution, or that you're using pillow-shading too much, or that the lighting isn't consistent, etc.

It's endless.

Do what looks good to you. If you think it looks cool to have the character have bigger pixels, go with it! You can certainly make the argument that it makes him pop off the background more easily. It's easier to animate with fewer pixels, so that's another plus. Easier to do clothing changes should you decide to do that. Etc.

Seriously, don't worry about what people think. If you want feedback, we can give that. But don't ask if you should redo things, or change things wholesale. You need to have the strength of conviction in your own work because it's YOUR game. Make sure YOU are passionate about it, because that's the only way it gets done.

Something I'm looking at in my game is whether or not I want my voxel characters to remain true to the "grid" during their animations or to let them rotate. Purists would say I HAVE to keep them on the grid, but on the other hand it's easier for me to animate using a rigged character. Also, the character's voxels might be a slightly different size than the environment voxels. I'm going to end up doing what feels best to me because if I am trying to please everyone else it will just suck the joy out of it.
 

wwm0nkey

Member
Tiling the opacity texture on LED shader made things look better, decided to go the full mile again on making it [a e s t h e t i c] lol

Even though vaporwave and etc has kind of become a meme, I really want to do something cool with the style, but school has just been stopping me from really starting on anything.

98euvhhxvqey.gif
 
Alright. :O

I personally sort of like the look of it. But I didn't know if people would take issue with it.

I mean... sure, do what you want and all that. But if you're asking for our personal opinions, I'm definitely not a fan of mixing pixel sizes. It just looks weird to me and makes it feel like the lower resolution parts are lacking details.
 
I've never heard of that, but that doesn't sound so scary - go back in version control for the right values. Structs are just an example - there's a cost to using many Unity features and even C# features. I see massive GC spikes in almost every indie game these days so I hope people start taking this more seriously. I think developers shrug it off because it's triggered intermittently but it still sucks when you're playing.

You're assuming that someone who's blindly optimizing without understanding what they need to optimize and why would actually be using version control. :p

GC spikes are a problem, but I think it's more of an issue of most people having more RAM to play with, and it makes them somewhat complacent. When I started with XNA, the 1mb limit on the GC was, frankly, terrible. Every 1mb allocated, the GC would automatically run. Since this was an ancient version of .NET, this specific GC was ridiculously slow. (Like, if anyone thinks the current version that ships with Unity is slow, you have no idea how bad it can actually be)

Given that that was my first real game project, and I was almost entirely self-taught, I had to learn all this supposedly fundamental stuff about how garbage collection works, and what causes garbage in the first place (that basically every tutorial ever glossed over as largely unimportant). By the end of the project, I only had a few unavoidable string allocations left in my code, and a couple external library allocations that I couldn't fix. The gist of it was -- garbage collection never happened during gameplay. I'd always manually call GC.Collect at the end of a loading screen so everything was wiped as clean as possible for the next batch of gameplay (and gameplay allocations were kept below the 1mb limit). And this was with horrible, awful spaghetti code that was the culmination of 4 years of learning while working on the project -- and I still managed to wrangle the GC to a reasonable degree.

That actually taught me a lot -- and now that gaming has moved past the 360 and we have consoles and budget PCs with significantly more RAM, it's much easier to get by with sloppy programming. I think there's a certain amount of opportunity/cost analysis here where fixing GC spikes are often the least of a game's developmental problems, but, in my opinion, there's a pretty huge gap in educational fundamentals in regards to teaching people about garbage in the first place. Unity's especially bad with this, with their one-off tutorials advocating frequent string concatenations and the like. All that's fine in a small tutorial, but they seem to forget that they're potentially teaching someone a fundamental thing -- that that tutorial is someone's first experience doing something a certain way -- and they're teaching them bad practices.

I never thought I'd say it (way) back in 2010-2012 when I was hating my code, trying to fix out-of-control allocations, but thank you XNA for teaching me how to work within a memory limit that was much too small, and way too easy to fill up. I'm a better programmer for it.
 
Insert long and foul-mouthed rant about having to deal with a garbage collected garbage language for game development. I like Unity, but I'd sing its praises if it wasn't so tightly married to an environment where memory management works great as long as you don't allocate any memory.
 

Minamu

Member
Thanks, I'll have to re-read it and see if I can apply any of it.

Your dynamic lights are creating extra draw calls on the same materials used and shadows add on that too I believe. Another thing to make sure if you haven't is allow for dynamic batching of objects and make sure all those cubes are the same including the scale.

Lastly, I remember reading somewhere that if your framerate is fine don't worry too much about the draw calls
Okay I'll need to read up on dynamic batching, it seemed like a good idea in some cases and terrible in others. Same with static batching apparently. Doubt that's what's making my framerate drop though :/ Must be shadows and lights, but I can play so many other brilliant looking games that I just find it weird.

Depending on how heavily someone relies on the Unity Editor (mainly for Inspecting stuff) I'm afraid that this is terrible advice. Structs aren't serialized the same as fully-fledged classes and MonoBehaviours, so their data can be lost or messed up when serialized/deserialized in the Editor.

If the data only exists at runtime (for example, I use structs all the time for my event system) that's great. They'll absolutely be better, as they won't be adding extra Garbage Collector pressure.

But before anyone gets to that point, I'd wager there are many, many other optimizations they could do, before delving into converting classes to structs. Due to their fundamental differences, a "quick" conversion can quickly turn into a mess (especially with how Unity handles serialization differently).



Looks pretty slick, I like it. Having the pink art glow/flicker sounds pretty good (or combine the two effects, maybe?).
I'd suggest making the text option you have selected be a different color, in addition to having the selector next to it. It'd make it easier to tell what you're on at-a-glance.
Interesting stuff :) A bit over my designer head though. I kinda doubt that my programmers would be interested in this though :/
 

missile

Member
Ok, finally, have some speculars going. For those who know, it's a microfacet
model (DGF) based on the works of Beckmann for the D term, proposed by Cook
and Torrence, and with a slightly improved G term by Torrence to better
counter the D term bringing the engery more down at gazing. The Fresnel term,
F, is my own work, more towards the real thing yet computational much more
demanding, for I want to stay away from deriving the reflection F based on an
derived IOR from reflectivity data at normal incident. For that special
stylized/retroish reflection model I want to build I'm going the other way
around in building IOR data over the spectrum and plug these in the Fresnel
equation. This will give me much more control in building stylized reflection.
Anyhow, there is a lot to do. For, the model needs to be energy preserving,
second, better G and D terms are needed (Sancer, Koestner perhaps), an
wavelength dependency esp. for the Fresnel term would be cool to give proper
colored highlights for metals yet highlights colored like the light source
when being at gazing.

The latter is what I want to try next. But there is a pretty odd thing here.
Realizing the wavelength dependency in RGB space would be much faster, but the
colors won't be that accurate or even wrong at times (the wavelength thing was
already integrated out) nor varied enough (only 3 channels/"wavelengths"), but
I think I will try nevertheless, for it may already look different/cool enough
until, finally, going for a spectral version which will be much more demanding
but comes with a lot of advantages of its own next to colors.

Anyhow, here is the animation, nothing too special but still.

gh3Q8uB.gif


All surfaces have the same roughness. In my implementation I adjust the
roughness in a different way, more meaningful I would say, i.e. the roughness
is the rms slope of the grooves of the surface expressed in degrees from
0 to 90 degrees with 0 being the smooth/ideal surface and anything greater a
more and more rough one. This gives a good mental picture. The roughness
in the animation is set to 4 degrees giving a somewhat smooth surface. No? :)
 

Kalentan

Member
I mean... sure, do what you want and all that. But if you're asking for our personal opinions, I'm definitely not a fan of mixing pixel sizes. It just looks weird to me and makes it feel like the lower resolution parts are lacking details.

Hm... Well, I did at least test it out.

BouncyFakeAmoeba.gif
GrizzledShamefulGemsbuck.gif


Re-did the tileset at 32x32 before scaling it up to 64x64 (which is what I did with the character.)
 

Blizzard

Banned
Hm... Well, I did at least test it out.
I definitely like the right version better. It looks more consistent and professional to me.

As for the question of whether you SHOULD change it? There are billions of Indie pixel games. My opinion is that if you want to stand out, showing you put thought into making it high-quality is rather important. One of the easiest ways to look cheap, low-budget, and Flash-movie-esque is to mix pixel sizes.

Now if you were just making a personal project instead of something to sell on Steam, then by all means do whatever you like. :p
 

Tain

Member
Yeah, I think it was worth doing for the sake of consistency.

If you want to fully sell the effect, I'd also suggest making sure that any pixel movement is aligned to the same grid that the art is. That may be a lot of work, though.
 

Blizzard

Banned
Yeah, I think it was worth doing for the sake of consistency.

If you want to fully sell the effect, I'd also suggest making sure that any pixel movement is aligned to the same grid that the art is. That may be a lot of work, though.
Depending on what the engine allows, one of the easiest ways to do this might be to make the art at 1x1 size and then scale the game's display.
 
For some context since I'm horrible at remembering to post here, I've been working on VizionEck since 2013. It has a cube multiplayer mode and a puzzle-platformer single player.

I decided to split it into two separate games. The multiplayer part has been near finished for a long time and I can't keep going without releasing a game soon. Plus it was stupid to combine the two modes in the first place.


So 2017 should actually be the year I finally release a game.
 

Tain

Member
Depending on what the engine allows, one of the easiest ways to do this might be to make the art at 1x1 size and then scale the game's display.

Yup, for sure. It just depends on what else he already had in place. If there isn't much else, definitely go that route.

and then if you're feeling saucy, Kalentan, you can get into elements of CRT simulation! lol
 

ricelord

Member
Would you guys & gals recommend adventure creator, adventure game studio, gamemaker or stencyl for a complete newb just starting out?

i'm new but i'm using gamemaker atm.

i want to know which is better Pyxel edit or Aseprite for pixel art and animation .
 
Hm... Well, I did at least test it out.

BouncyFakeAmoeba.gif
GrizzledShamefulGemsbuck.gif


Re-did the tileset at 32x32 before scaling it up to 64x64 (which is what I did with the character.)

Yeah, I like the new one better, personally.

Is there some shadow moving under the floorboards? What is that? Maybe just some gif artifact, mind you...

and then if you're feeling saucy, Kalentan, you can get into elements of CRT simulation! lol

Please don't. :(

Would you guys & gals recommend adventure creator, adventure game studio, gamemaker or stencyl for a complete newb just starting out?

Well, from those choices, I assume you're making an old-school point-and-click adventure? You'll surely have an easier time with a tool specifically made for that genre, like Adventure Game Studio or Adventure Creator, rather than a general engine like Gamemaker or Stencyl. Unless you intend to do really atypical stuff, then you'd probably have more flexibility with a full engine -- but Adventure Creator is a Unity extension so you do get a more general engine behind it, and Gemini Rue did have those weird action parts so I guess Adventure Game Studio does allow a decent level of customizability as well.

I haven't actually used any of those, mind you, so I can't give very detailed recommendations, but some things to consider:

-AGS is free, while Adventure Creator is $70 (as you probably noticed).
-AGS supports only Windows out of the box (but there are runtime ports for Android, iOS, Mac, Linux, as I understand it), while Adventure Creator/Unity can export to probably any current platform you can think of, including consoles.
-AGS requires some coding, while AC allegedly does not.
-AGS is limited to low-resolution 2D (at least, the official site says up to 1024x768, but I think there might be plugins for higher-res stuff?), while AC will let you use whatever... pixelart, HD 2D, 2.5D, 3D.
 

TheExodu5

Banned
I need some technical help.

Trying to recreate this in Unity, roughly:

https://www.youtube.com/watch?v=HtnI7ku-G3U

Not sure if I'm approaching this the right way, especially with making things framerate independent. And I'm not sure if my solution will perform enough.

I am currently working on the top/bottom walls. Here's the solution for one of them.

My solution so far is this:

- I have a line spawner object offscreen to the right.It goes up and down using a RigidBody and gravity, which gives it a nice, appealing shape.
- I create a line renderer and attach it to the line spawner. I give it a large number of positions (e.g. 10,000).
- Every 1/n of a second, I set the last line renderer position to the line spawner position. I then take the line renderer positions, and shift them left using a loop.

Here's the code:

Code:
public class LineSpawnerScript : MonoBehaviour {

    public float speed;

    public Color c1 = Color.yellow;
    public Color c2 = Color.red;

    public int lengthOfLine;
    public float distanceBetweenPoints;

    private Rigidbody2D rb;
    private LineRenderer topLine;
    private Vector3[] linePoints;

    private float lastTime;

    // Use this for initialization
    void Start () {
        topLine = gameObject.AddComponent<LineRenderer>();
        topLine.material = new Material(Shader.Find("Particles/Additive"));
        topLine.startWidth = 0.05F;
        topLine.endWidth = 0.05F;
        topLine.numPositions = lengthOfLine;

        rb = GetComponent<Rigidbody2D>();
        topLine = GetComponent<LineRenderer>();

        linePoints = new Vector3[lengthOfLine];

        topLine.SetPositions(linePoints);
    }
	
	// Update is called once per frame
	void FixedUpdate() {
        if (Input.GetMouseButton(0))
        {
            rb.gravityScale = -1.5f;
        }
        else
        {
            rb.gravityScale = 1.5f;
        }
    }

    private void Update()
    {
        if((Time.time - lastTime) > (0.008)){
            float topLineY = rb.position.y;
            float topLineX = rb.position.x;

            Vector3 pos = new Vector3(topLineX, topLineX);

            topLine.SetPosition(lengthOfLine - 1, new Vector3(topLineX, topLineY));

            int i = 0;
            while (i < lengthOfLine - 1)
            {
                topLine.SetPosition(i, new Vector3(topLine.GetPosition(i + 1).x - distanceBetweenPoints, topLine.GetPosition(i + 1).y));
                i++;
            }

            lastTime = Time.time;
        }        
        
    }
}

I'm just wondering if I'm approaching this the right way.

I'm really new to game dev and definitely making things framerate independent. I'm not sure how I should be controlling the speed of my line moving horizontally. I'm just using deltaT as a barrier to enter the update function, but if there is a large fluctuation of the framerate, it's going to break down pretty badly. I could check for multiples of the threshold deltaT to compensate, but I'm not sure if that's the right approach.

Any advice is appreciated. Not sure if I explained things well enough here.

note: fixedUpdate is just using mouse input to control the line spawner position at the moment. It will eventually used a randomized function to control the gravity swaps.
 
Would you guys & gals recommend adventure creator, adventure game studio, gamemaker or stencyl for a complete newb just starting out?

I did a bit of research into Point and Click games last year for a massive project. I looked at AGS, purchased Adventure Creator and some more.

AGS is probably way too complicated for someone just starting out. This is because it requires a fair bit of scripting. Free is good though.

Adventure Creator is good, the examples are well fleshed out but I found it a bit complicated in some areas.

The best in my opinion was Visionaire Studio. It has a load of functionality out of the box and its easy to use. The only issue I had with it was if you're not an administrator on the computer using Visionaire then a slow memory leak will crash the program in about 25 minutes of use.
 
Well, from those choices, I assume you're making an old-school point-and-click adventure? You'll surely have an easier time with a tool specifically made for that genre, like Adventure Game Studio or Adventure Creator, rather than a general engine like Gamemaker or Stencyl. Unless you intend to do really atypical stuff, then you'd probably have more flexibility with a full engine -- but Adventure Creator is a Unity extension so you do get a more general engine behind it, and Gemini Rue did have those weird action parts so I guess Adventure Game Studio does allow a decent level of customizability as well.

I haven't actually used any of those, mind you, so I can't give very detailed recommendations, but some things to consider:

-AGS is free, while Adventure Creator is $70 (as you probably noticed).
-AGS supports only Windows out of the box (but there are runtime ports for Android, iOS, Mac, Linux, as I understand it), while Adventure Creator/Unity can export to probably any current platform you can think of, including consoles.
-AGS requires some coding, while AC allegedly does not.
-AGS is limited to low-resolution 2D (at least, the official site says up to 1024x768, but I think there might be plugins for higher-res stuff?), while AC will let you use whatever... pixelart, HD 2D, 2.5D, 3D.

Yeah, a point & click is what I had in mind. Thanks for the reply. I found the bolded to be very helpful and it sounds like AC might be right choice for me.

I did a bit of research into Point and Click games last year for a massive project. I looked at AGS, purchased Adventure Creator and some more.

AGS is probably way too complicated for someone just starting out. This is because it requires a fair bit of scripting. Free is good though.

Adventure Creator is good, the examples are well fleshed out but I found it a bit complicated in some areas.

The best in my opinion was Visionaire Studio. It has a load of functionality out of the box and its easy to use. The only issue I had with it was if you're not an administrator on the computer using Visionaire then a slow memory leak will crash the program in about 25 minutes of use.

I'm not familiar with Visionaire Studio but will definitely check that out as well. Thanks.

EDIT: Visionaire Studio looks really good after checking some tutorials!
 

Ranger X

Member
Would you guys & gals recommend adventure creator, adventure game studio, gamemaker or stencyl for a complete newb just starting out?

I'd say GameMaker Studio for 2D games and Unity for 3D games.
Personally I started during GameMaker 8 times and clicked with GameMaker right away. Still using Studio today. And Studio 2 seems like another great improvement.
 
Not sure if this type of post is allowed, I'll remove it if necessary. That being said, here's the meat of the post;

Rogues Like Us, a game we've been working on for near to a year now, has just released on Early Access! We've got a good chunk of the game done but need more feedback, so we felt that Early Access would be a good avenue for us. We're keeping a close eye on feedback and plan to stay active within the community. My own personal role is an artist who focused on environment art, so the main hub and dungeon art are where most of my time has gone into. A quick synopsis about the game; Rogues Like Us combines hack ‘n slash combat with rogue-lite dungeon crawling into a fast-paced adventure full of monsters, mayhem, and endless loot! Adventure through procedural dungeons, fighting enemy constructs and powerful bosses in an attempt to survive and find the treasures within.

If you're interested, check out the Steam page!

And some Screens;

If you do end up playing the game and have any feedback, feel free to reply or PM me and I'll be sure to relay it back to the rest of the team! I also plan on posting weekly updates here as well, if that is allowed. In any case, thanks for reading!
 

daedalius

Member
Hey guys, any suggestions of boards or places to post/trawl for indie jobs?

I just finished up a new art portfolio and I'd like to shop it to potential clients. I have been doing work for tabletop/rpg books for quite a few years now, and I've never quite managed to figure out where the best places to post/look for jobs for indie games is.

I just started to keep an eye on the Unity boards, but I am sure there are other good places to look for people posting paid work as well.

Here's my portfolio if you think that would help for telling me where to look. Usually I have done finished illustrations and concept art for the few video games I've worked on: https://michaelrookard.artstation.com/

One of my art acquaintances who happens to do a bit of video game art offered me the sage advice of : "move to Seattle". Needless to say, that wasn't very helpful!

Thanks in advance!
 

MrHoot

Member
I have returned ! The porting to unity is underway, right now we just have a character moving around but the assets being done and all, I had fun with lighting, particles and stuff. The forest is looking prettier than ever

2d22a78cd7.gif
 

LordRaptor

Member
I'm just wondering if I'm approaching this the right way.

Like most code things there's usually a whole bunch of ways of doing things - if you ask how to do something in the most abstract way possible, you might get more of a feedback on possible ways to approach it, rather than double checking if a way you've come up with works (because skimming your code it looks like it should...?)
Is this for the 'walls' or the 'player'?

My only real suggestion would be to put inputs into Update() and the results of those inputs into FixedUpdate() where the physics step happens, because it makes controls feel more responsive - so something like

Code:
void Update()
{
     if (input.getbutton("Fire"))
     {
          toggle = !toggle;
     }
}

void FixedUpdate()
{
     if (toggle) { gravity=1.5; }
     else if (!toggle) { gravity=-1.5; }
}

Also rather than making a fake timer inside of Update(), it might be worth looking into a coroutine that runs at a fixed time step instead?

Sorry not more help, I'm just skimming your sample code - like I say, if you think about things in terms of end result you'll probably get a broader range of suggestions on how to go about it
 
I know this is a few hours old but I was surprised. Not sure if the best solution.

Evolving Steam

The next step in these improvements is to establish a new direct sign-up system for developers to put their games on Steam. This new path, which we're calling ”Steam Direct," is targeted for Spring 2017 and will replace Steam Greenlight. We will ask new developers to complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account. Once set up, developers will pay a recoupable application fee for each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline.

While we have invested heavily in our content pipeline and personalized store, we're still debating the publishing fee for Steam Direct. We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we'd like to gather more feedback before settling on a number.
 

Granadier

Is currently on Stage 1: Denial regarding the service game future

MrHoot

Member
Just curious, why did you port and from which engine? Looking great though!

I was doing my prototyping on clickteam fusion before which i've shown here a bit. It's a nice engine for me alone and I plan to do other things with it. But it's somewhat limited in its power and I knew from the start the scope of the game would demand a bigger, more conventional engine that can also allow me to port easily to stuffl ike ps4 (and hopefully vita). So it was always the plan to move to unity once i got enough assets and the basic prototype done.
 

Pehesse

Member
I have returned ! The porting to unity is underway, right now we just have a character moving around but the assets being done and all, I had fun with lighting, particles and stuff. The forest is looking prettier than ever

2d22a78cd7.gif

It sure looks nice, though I'd be hard pressed to point out the exact differences from before! I'm starting to consider moving to Unity myself eventually, though that poses a huge problem... I'd have to find a Unity dev to work with!

So after two and a half years on Hollow Knight, we're getting to the end and preparing for release :)

We just put out our Release Trailer. Not much time until our release, but hopefully it gets some traction.

https://www.youtube.com/watch?v=UAO2urG23S4&feature=youtu.be

Gonna be a crazy few weeks

Woo! Congrats! Didn't expect the game so soon, to be honest. And two years and a half... only? You must have had a number of sleepless nights for that amount of content!

--

ImpoliteBiodegradableBoaconstrictor.gif


"Biodegradable Boa Constrictor", indeed. They should just make the name gamejam theme off a random gfycat name!

Regarding the whole Steam Direct thing, I'm looking forward for more info, but all I can say for now is that if the fee is too high, I won't be able to put Pacha on it - only current solution would be to account for it in a KS. Anything above the current Greenlight fee represents a few month's worth of savings for me. So yeah! Not saying it's good or bad in general, and Greenlight did have problems of its own, but as a smaller dev with very limited income and resources, their currently announced direction is simply going to hurt me. Thankfully, there's still itch.io, and I hope this will be the point that will finally start moving a larger part of the audience from Steam to there!
 

DemonNite

Member
I still dont know what to think about this Steam Direct thing myself. I've only released one title on Steam thus far but had a full time job at a game studio during that time to support myself. I left my job in September and been working on my current game with what savings I have but even then I would have to think very carefully about the fee if it is not the low end of the scale they are proposing.

I've never really considered taking the game through crowdfunding but might have to as a form of security. And to be honest, I much prefer working independent versus at anither game studio again if I had the choice!
 

MrHoot

Member
It sure looks nice, though I'd be hard pressed to point out the exact differences from before! I'm starting to consider moving to Unity myself eventually, though that poses a huge problem... I'd have to find a Unity dev to work with!

Haha yeah the diff isnt really noticeable on a low quality gif...i'd have to make a vid :U

Mostly, animations run at 60fps now and I have access to some really nice lighting effects, as well as more controlled parallax. It's really neat !
 

Jobbs

Banned
Got my status screen dialed in. Still a couple things to fix later, but it's pretty much all there.

http://i.imgur.com/dkZdC9W.gifv

Incidentally, it doesn't show ALL of the stats or have slots for all of the powers (at this time). Some I think should be a bit more mysterious.
 

neko.works

Member
I know this is a few hours old but I was surprised. Not sure if the best solution.

Evolving Steam

I wonder if already Greenlit games will be affected?

I have one game released on Steam, and an other game that have been Greenlit recently (with an app ID), but I was planning to release it later this year, probably after the shutdown of Greenlight... I hope I won't have to pay a fee for it :3
 
All surfaces have the same roughness. In my implementation I adjust the
roughness in a different way, more meaningful I would say, i.e. the roughness
is the rms slope of the grooves of the surface expressed in degrees from
0 to 90 degrees with 0 being the smooth/ideal surface and anything greater a
more and more rough one. This gives a good mental picture. The roughness
in the animation is set to 4 degrees giving a somewhat smooth surface. No? :)
That's an interesting approach.
Wonder where I sit here. My game got greenlit, but i haven't clicked "accept" yet since I haven't gone through the paperwork to make my business a legit one.

So I'm in limbo.

I imagine if I click accept I'll be okay and won't have to pay another fee to get the game up.

I wonder if already Greenlit games will be affected?

I have one game released on Steam, and an other game that have been Greenlit recently (with an app ID), but I was planning to release it later this year, probably after the shutdown of Greenlight... I hope I won't have to pay a fee for it :3
May want to shoot off an email and ask what's going to happen. I know there's probably a lot of others in the same situation.
 
So after two and a half years on Hollow Knight, we're getting to the end and preparing for release :)

We just put out our Release Trailer. Not much time until our release, but hopefully it gets some traction.

https://www.youtube.com/watch?v=UAO2urG23S4&feature=youtu.be

Gonna be a crazy few weeks

Nice, congrats! Hollow Knight's looked great for a while, I can't wait to play it!

Got my status screen dialed in. Still a couple things to fix later, but it's pretty much all there.

http://i.imgur.com/dkZdC9W.gifv

Incidentally, it doesn't show ALL of the stats or have slots for all of the powers (at this time). Some I think should be a bit more mysterious.

That looks nice, although you might want to tone-down the flickering. It's pretty seizure-inducing right now (either slow it down, or have the highest opacity value be a bit less).
 
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