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

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TheExodu5

Banned
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

How do I ensure that a routine runs at a fixed time step? I thought I just had to put the routine in Update and use deltaT to compensate accordingly.

My end goal is to create 2 procedurally generated lines, one being the ceiling, and the other being the floor. They will be y distance apart and that distance will shrink over time. They should scroll to the left at a constant rate.

My short term goal is to create the line for just the ceiling. The ceiling y coordinate is generated off-screen, and then scrolls onto the screen. This is where my solution involves an array of points for the line. The points are equal x distance apart from each other. The array shifting left every n seconds to simulate the ceiling scrolling to the left.

The problem is that I'm guessing this will not play nice with variable framerates. To make it frame independent, I'm guessing I need to make the x distance vary based on deltaT. But for that to work, I would also need to be able to vary the number of points in the line in real time, and that might be very computationally expensive, I'm really not sure. Then again, maybe an array of 10,000 Vector3 being created every frame is not really that computationally expensive after all...I guess I should run some metrics to find out.

What's the best way to run metrics? Just log the time before and after a function call? Or does Unity have built in performance metrics.
 

Pehesse

Member
I'm going to ask here as well (asked on TIGsource first, but I'd actually rather hear from you all first, now that I think of it) even though it remains a huge hypothetical right now, but... would there be Unity devs here interested in working with me to port/remake the current Pacha progress and take development from there? I'm not that enthused at the prospect of working with Unity, but with the recent news on Steam Direct and Construct 3, I'm feeling less confident in a PC focused development by the day.

So yeah, I'm not exactly asking for help, as I'm still planning to work/release with C2 solo if I can/must, but just in case someone happens to be free, knows Unity, has experience with PS4 porting and want to commit to a several-year long project without pay... uh, I'd like to hear from you :-D

And just so this post isn't only an impossibly loaded question, here's a pic stemming from a discussion with Idle Birch on twitter - had fun with it, and I'm hoping some of you will, too!

idlebirchpacha02sd_by_pehesse-dayozmx.png

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.

The functionality looks super slick! But I gotta admit, I'm not a fan of the hue, in and of itself (a bit too bright and neon, maybe because of my screen though), and in contrast with the rest of the environment colors... maybe it makes more sense in context of other parts of the game I haven't seen, but for a monochromatic color, especially one tied to a general/system menu, I may have preferred a green or blue instead, to better fit the overall hues of the rest of the game? Or maybe an orange, if the intent was to contrast... though those are just suggestions off what little I know of the rest of the environments!
 

Makai

Member
I'm going to ask here as well (asked on TIGsource first, but I'd actually rather hear from you all first, now that I think of it) even though it remains a huge hypothetical right now, but... would there be Unity devs here interested in working with me to port/remake the current Pacha progress and take development from there? I'm not that enthused at the prospect of working with Unity, but with the recent news on Steam Direct and Construct 3, I'm feeling less confident in a PC focused development by the day.

So yeah, I'm not exactly asking for help, as I'm still planning to work/release with C2 solo if I can/must, but just in case someone happens to be free, knows Unity, has experience with PS4 porting and want to commit to a several-year long project without pay... uh, I'd like to hear from you :-D

And just so this post isn't only an impossibly loaded question, here's a pic stemming from a discussion with Idle Birch on twitter - had fun with it, and I'm hoping some of you will, too!
You're making a 2D game and probably want drag-and-drop programming. GameMaker is a lot closer to what you want and it builds to PS4.
 

Jobbs

Banned
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).

okay, thanks, and I've taken your suggestion and will tone it down a bit.

The functionality looks super slick! But I gotta admit, I'm not a fan of the hue, in and of itself (a bit too bright and neon, maybe because of my screen though), and in contrast with the rest of the environment colors... maybe it makes more sense in context of other parts of the game I haven't seen, but for a monochromatic color, especially one tied to a general/system menu, I may have preferred a green or blue instead, to better fit the overall hues of the rest of the game? Or maybe an orange, if the intent was to contrast... though those are just suggestions off what little I know of the rest of the environments!

Thank you. I'll probably change that art more and perhaps experiment with the colors -- initially that purple color was chosen because it's the general "trim" color of the game and is seen throughout. I'll probably experiment more though.
 

Pehesse

Member
You're making a 2D game and probably want drag-and-drop programming. GameMaker is a lot closer to what you want and it builds to PS4.

Hmm... Thanks, and indeed, I might consider trying Game Maker as well, but if the plan is to move to another engine, I figure Unity will be more helpful and flexible in the long run, especially since we'd (I+potential prog) be able to play with additional features (lighting, camera, etc)... Additionaly, Game Maker has issues with memory management/2D HD sprites, if I recall prior discussions from the thread, and my own experience with GM shows than you need some knowledge of GML to get it to "really" work, meaning I'd have to work with a programmer all the same - so going to GM would have both the downsides of switching engines for me (ie: that I couldn't work solo anymore)+a number of similar technical downsides currently present with C2. Granted, I didn't try GM2, maybe drag and drop is more flexible there?

Thank you. I'll probably change that art more and perhaps experiment with the colors -- initially that purple color was chosen because it's the general "trim" color of the game and is seen throughout. I'll probably experiment more though.

No worries, it was just a suggestion anyway and I'd play the game as is, but I'd indeed be curious to see the same thing in other tints!
 

Pehesse

Member
You'll need a programmer for Unity. Another option is visual scripting in Unreal

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/

Yes, that's exactly my point, and what I'm asking above: both for GM and Unity, I'd need a programmer, and I'm fairly sure I'm more likely to find devs who know Unity, in addition to the other reasons given above for choosing that over GM!

I'm unfamiliar with the capabilities of Blueprint: is someone fully able to create anything using exclusively that, or do we have to get down to actual scripting at one point or another? If it's the latter, it's the same thing as GM/Unity, I'd need someone for that, so we're back at the same question!
 

Makai

Member
Yes, that's exactly my point, and what I'm asking above: both for GM and Unity, I'd need a programmer, and I'm fairly sure I'm more likely to find devs who know Unity, in addition to the other reasons given above for choosing that over GM!

I'm unfamiliar with the capabilities of Blueprint: is someone fully able to create anything using exclusively that, or do we have to get down to actual scripting at one point or another? If it's the latter, it's the same thing as GM/Unity, I'd need someone for that, so we're back at the same question!
You can create a full game in blueprints with some limitations - it's probably good enough for anything you need to do. Maybe make a simple prototype to see how easy it will be for you to switch - move an animated sprite around on the screen with the keyboard and bump into walls.
 

Costia

Member
Yes, that's exactly my point, and what I'm asking above: both for GM and Unity, I'd need a programmer, and I'm fairly sure I'm more likely to find devs who know Unity, in addition to the other reasons given above for choosing that over GM!

I'm unfamiliar with the capabilities of Blueprint: is someone fully able to create anything using exclusively that, or do we have to get down to actual scripting at one point or another? If it's the latter, it's the same thing as GM/Unity, I'd need someone for that, so we're back at the same question!
Blueprints are basically the same as programming - it is the scripting of UE4. And if you wont like it, or for some reason need more complex tools, you wont have to switch to another engine since you can write in c++ for UE4.

Edit:
I would also say it depends on the type of game you are trying to make.
Unity and UE are more suitable for 3d. You can still make 2d games in them, but i would choose a different engine or just use a library.
 

Pehesse

Member
You can create a full game in blueprints with some limitations - it's probably good enough for anything you need to do. Maybe make a simple prototype to see how easy it will be for you to switch - move an animated sprite around on the screen with the keyboard and bump into walls.

Blueprints are basically the same as programming - it is the scripting of UE4. And if you wont like it, or for some reason need more complex tools, you wont have to switch to another engine since you can write in c++ for UE4.

Interesting! Sounds like I might need to give Blueprints a try, then. Thanks!
 

Pehesse

Member
And if there's something you can't do in Blueprint, you can simply create your own Blueprint nodes using C++ with a Blueprint Function Library (or ask somebody to help you out), where you'll have access to everything the UE4 has to offer: https://docs.unrealengine.com/latest/INT/Programming/BlueprintFunctionLibraries/

Haha, noted! Though indeed, it's more likely I'd have to ask someone to help out, which would kind of defeat the purpose of using Blueprint in the first place, but still, good to know :-D Thanks a lot! (though to be clear, this is a backup plan, ideally I'll still use C2 all the way to the end)
 
Are there any developers here from "exotic" countries who got a game released on steam and or consoles? By that I mean countries that are not in north America or Europe.
Did you have many difficulties getting your game published? I imagine it's a lot harder than it is for people who are US or europe citizens, especially on consoles.
And i mean without partnering with people from those countries.

(I hope i'm not insulting anyone, I myself come from such a country)
 

Five

Banned
Haha, noted! Though indeed, it's more likely I'd have to ask someone to help out, which would kind of defeat the purpose of using Blueprint in the first place, but still, good to know :-D Thanks a lot! (though to be clear, this is a backup plan, ideally I'll still use C2 all the way to the end)

Is there a reason why you're averse to learning programming in Unity or GameMaker? It's not something you'll get overnight, but most worthwhile skills take some investment of time.
 

Pehesse

Member
Is there a reason why you're averse to learning programming in Unity or GameMaker? It's not something you'll get overnight, but most worthwhile skills take some investment of time.

I've explained a number of times in this thread that I've tried and failed repeatedly over the years to learn a number of scripting languages. It's not the logic I have any issue with, it's the actual scripting (you can read that as programming syntax dyslexia, if you like), making the act of scripting impossible for me. I'm asking the above not because I don't know what I'm talking about, but precisely because I have enough experience to know what I can and cannot do.
 

Five

Banned
I've explained a number of times in this thread that I've tried and failed repeatedly over the years to learn a number of scripting languages. It's not the logic I have any issue with, it's the actual scripting (you can read that as programming syntax dyslexia, if you like), making the act of scripting impossible for me. I'm asking the above not because I don't know what I'm talking about, but precisely because I have enough experience to know what I can and cannot do.

Okay, sorry. I hope you're able to find help.
 

Pehesse

Member
Okay, sorry. I hope you're able to find help.

No problem. It's not a common situation, and I've had the occasion to have this discussion a number of time over the years - a few too many, perhaps. I'm just tired of having to explain my motives every time as if I were a complete beginner :)

For the complete record: I've had a number of experiences with all of the engines mentioned above, but not the very latest versions (generally because of bad prior experiences with older ones), and a number of collaboration with different devs, enough to know I end up working better solo and need to find ways to rely on my own skills to make anything happen (like Honey). That's the whole crux of the matter above: I would prefer working solo and ideally complete Pacha for PC that way before handing it off to a porting studio/dev using the revenue off the game to pay for the port, but if I can't and need to consider the porting ASAP (either because Steam is gated, or because the first chunk of revenue will be used to pay off the entry gateway), might as well make the most of the switch and move to something I couldn't do entirely solo anyway!
 

LordRaptor

Member
How do I ensure that a routine runs at a fixed time step? I thought I just had to put the routine in Update and use deltaT to compensate accordingly.

You can use InvokeRepeating or a recursive StartCoroutine with a WaitForSeconds yield statement to move "timers" out of your Update() loop - if you don't want things running every single frame, it makes sense to not have them running every single frame at all.

The problem is that I'm guessing this will not play nice with variable framerates. To make it frame independent, I'm guessing I need to make the x distance vary based on deltaT. But for that to work, I would also need to be able to vary the number of points in the line in real time, and that might be very computationally expensive, I'm really not sure. Then again, maybe an array of 10,000 Vector3 being created every frame is not really that computationally expensive after all...I guess I should run some metrics to find out.

If you think about it, do you really need 10,000 vector3s to do this?
If its a 2D game, then Vector2s are just as good, and inherently need less overhead to store (and are marginally easier to write as you don't need to write that extra ",0" for the Ypos)
In fact, do those positions ever actually need to move other than up and down?
If you think of a Mexican Wave, you have the illusion of movement from positions that are fixed in the X and Y axes, and only move in the Z axis - you can easily see how that could work with an array of pixels drawn from right to left, with each pixel moving to the Zpos its neighbour to the right was at last call, in which case for a 1920x1080 resolution game, you only need 2 arrays of 1920 references to handle floor and ceiling positions for the entire visible screen, which is a lot less than 10k to handle.

I'm not saying this is the way you should do things, but its food for thought, right?

What's the best way to run metrics? Just log the time before and after a function call? Or does Unity have built in performance metrics.

For an at-a-glance overview (and its pretty likely your initial performance hits are going to be graphical or RAM based) the stats button on your game window will give you a good overview - for "deep dive" profiling, under the Unity Windows menu (or CTRL+7) is the profiler (which just running will tank your games performance, so be aware it is not authoritative and if you have framerate problems with it running but not without, thats not necessarily a problem) - all of your script calls will be listed under BehaviourUpdate for any Update() calls, FixedBehaviourUpdate for FixedUpdate() calls

e:
No problem. It's not a common situation, and I've had the occasion to have this discussion a number of time over the years - a few too many, perhaps. I'm just tired of having to explain my motives every time as if I were a complete beginner :)

I mean, the logic part is the hard part, if its a syntactical problem - you know how to speak, you just can't speak German - I'm pretty sure people in this thread would help you out, but I understand you might find that frustratingly slow
 

MrHoot

Member
What exactly happened with construct 3 ? I haven't followed the story at all but i've heard a few devs friends being bummed about it.
 

Pehesse

Member
I mean, the logic part is the hard part, if its a syntactical problem - you know how to speak, you just can't speak German - I'm pretty sure people in this thread would help you out, but I understand you might find that frustratingly slow

Yes, that's it - it would likely be technically "feasible", but if I need to come here for every line of code because of simple stuff I *should* be able to see but fail to for any reason... it'll get aggravating fast for everyone, and it'll be so slow it'll be functionally useless either way :-D Still appreciate the thought, thanks! But the two best solutions moving forward are either finding *full* drag and drop/visual script functionality (and I do mean that, partial functionality being the common failing of most visual scripting tools - they're often designed as partial assistants, not complete and equivalent replacements) - I'm not sure Playmaker, mentioned above, fits the bill, but if it does, it's another option to consider for full solo work... or else, team up with a dev!

What exactly happened with construct 3 ? I haven't followed the story at all but i've heard a few devs friends being bummed about it.

It really depends what one expects out of Construct: so far, their main announcements show a definite aim towards strenghtening their mobile focus at the expense of bigger desktop projects. The engine will seemingly be 100% in browser, meaning added memory consumption - makes sense for smaller/mobile/web stuff, but when you're already struggling to preview from the desktop app, added strain isn't what you're looking for :-D They're also moving to a subscription model which I'm not sure I'll be able to afford considering the length of dev I'm in for, or even want to since I don't like the idea of renting dev software in the first place (cue considerations about what happens if they get bought or go under, etc).

Of course, C2 isn't going anywhere, so I'm still planning to use that for as long as I can, but that also needs to be reviewed in light of the threat of Steam becoming more money gated - if I can't raise the funds for it through KS (always a possibility) then I'll need to target consoles much sooner than I thought/wanted, and C2 or C3 aren't going to help with that!
 

LordRaptor

Member
I'm not sure Playmaker, mentioned above, fits the bill, but if it does, it's another option to consider for full solo work... or else, team up with a dev!

Playmaker has its manual and a bunch of tutorials up for download to non-purchasers, which would be a good way to see if it suits your purposes without committing.

For your purposes, I'd imagine this youtube series would give you an idea about whether thats a workflow you would feel comfortable with adopting.

(I don't use Playmaker so can't really speak for / against it either way, but it regularly appears on "must have unity plugins" type lists)
 

Pehesse

Member
Playmaker has its manual and a bunch of tutorials up for download to non-purchasers, which would be a good way to see if it suits your purposes without committing.

For your purposes, I'd imagine this youtube series would give you an idea about whether thats a workflow you would feel comfortable with adopting.

(I don't use Playmaker so can't really speak for / against it either way, but it regularly appears on "must have unity plugins" type lists)

Noted, thanks a lot for those refs! I'll have to look into it deeper, then :)
 

Gilby

Member
So.....

I'm working on an FPS Smash Bros kinda...


I've been working on it for about a year, but mostly just getting familiar with UE4. Might turn it into a product.
 

_Rob_

Member
Over the last year or so I've been working with the character designer Luigi Lucarelli. So far he's created artwork for 13 of my 3D platformer (Clive 'N' Wrench's) main characters. He's doing a stellar job so I figured I'd share them with you guys and gals too!

clive_n_wrench_characters_by_luigil-dayrov7.jpg
 

missile

Member
Unity is not my cup of tea, sorry, Pe.


That's an interesting approach. ...
It's simple, but won't tell the whole story for roughness.

Hmm ... roughness and its illumination is actually pretty hard to model esp.
if the surface isn't very rough. For very rough ones one can live with just
one parameter for the roughness, but this won't work as good for more
advanced PBR models.

Well, I want to go a bit further in trying to express the roughness with two
parameters. For, the avg. slope can be expressed as the avg. variation from
the mean surface and the avg. peak to valley distance. These parameters will
then go into a more advanced microfacet model making the speculars more
realistic as well as more energy conserving. However, the downside is that
such models are a bit more demanding on the computational end and not
well suited for any artist, for you would now need to give at least 2
parameters to express any roughness. Ouch!

However, I'm not really interested in making it realistic. For games, I think,
the simple models + some fixups are sufficient. But for a certain look I'm
interested in, I want to model the specular regime around very low roughness,
where the roughness starts to depend on wavelength. Combined with the color
shift (of the highlights) due to the Fresnel equation, I think this can
produce some pretty interesting new surface reflections/finish in combination
with the surface's character being a dielectric, metal, or compound. Will see
if it works that way. At least I hope so.
 
Decided to take a few hours off programming the little SRPG-lite I've been working on and come up with some super sick placeholder sprites for what I'm working on before crashing for the night.

7118032ff4.png
c7a7fffc70.png


...Yeah, I was never particularly artistically inclined... Though I guess that's better than my earlier draft of the same character's sprite from a few months ago before I actually started getting lines of code written down. *shudders*

d4cdc67aae.png


...Honestly, when it comes time to actually get some real art in, I'm definitely going to have to look into hiring a real artist who can do some handdrawn character art.
 

correojon

Member
I wrote an extensive analysis on one of my favorite Tropical Freeze´s levels:
I think those making a platformer will find it interesting (well, some principles discussed there can be applied to any kind of game really). And I´d love to read your opinions as well!

Yes, that's it - it would likely be technically "feasible", but if I need to come here for every line of code because of simple stuff I *should* be able to see but fail to for any reason... it'll get aggravating fast for everyone, and it'll be so slow it'll be functionally useless either way :-D Still appreciate the thought, thanks! But the two best solutions moving forward are either finding *full* drag and drop/visual script functionality (and I do mean that, partial functionality being the common failing of most visual scripting tools - they're often designed as partial assistants, not complete and equivalent replacements) - I'm not sure Playmaker, mentioned above, fits the bill, but if it does, it's another option to consider for full solo work... or else, team up with a dev!
May I suggest you make a small test with GM? Follow one of the included first tutorials, maybe even using D&D. Then try to convert it to GML, that´s the way I learnt programming. For any doubts you can count on me, I enjoy explaining stuff and have a lot of patience ;) Besides, as we´re both making a platformer we both may run into similar issues.
 

Pehesse

Member
Unity is not my cup of tea, sorry, Pe.

Haha, no worries, you're busy building the Matrix anyway :-D

May I suggest you make a small test with GM? Follow one of the included first tutorials, maybe even using D&D. Then try to convert it to GML, that´s the way I learnt programming. For any doubts you can count on me, I enjoy explaining stuff and have a lot of patience ;) Besides, as we´re both making a platformer we both may run into similar issues.

I appreciate your answer, and this will be my last reply on the subject, as I didn't want or mean to derail the thread like this. I honestly didn't expect those kinds of answers to my question, and I'm starting to lack the words to explain differently from what I've already said above. I also appreciate that you're trying to help, and I hope I won't sound too terse in my answer.

If my issue with programming could be solved simply by "trying harder", I'd have done so years ago (I believe I've already demonstrated my willingness to bang my head against a number of walls until they break). My issue with GML is the same as every other language: I *cannot* read and write the stuff. It's not that I don't know how, it's not that I don't want or haven't tried (I've been attempting to learn all kinds of programming languages since I was 10 or so through a number of methodologies, all with the exact same result). The best analogy I have is the same I have given above, dyslexia - and I'm a bit baffled that the reaction is "you should just keep at it" even when explained as such, as it simply doesn't work that way. What I'd need instead is what actually already exists in other instances: complete visual equivalents to scripting, ie. Construct's approach. GM's drag and drop is lacking, as it relies on GML to do anything "advanced", and most others similar tools are as well, precisely because of this lack of care and understanding that visual scripting isn't simply a crutch for some before accessing "regular" scripting, but an actual necessity and viable alternative.

What I asked above is the result of my own inabilty at pursuing what I need by myself given what I know of the tools available out there (I'll look deeper into Blueprint and Playmaker, see if they're truly equivalents/full replacements to regular scripting - I hope that can be, though all prior experience tends to indicate that no, they likely won't be to the extent I need them to be). If I had the choice, I'd rather continue solo through my own means, since I like to learn new stuff. If I'm asking for a collaboration, it's because I have no other workable solution (as discussed above, there are theoretical alternatives, but they'd be functionnally worthless).

With that said, I'm sorry I asked. I didn't expect the discussion to take this turn, I was simply looking forward to simple answers to the question, much as I appreciate the spirit in which the other suggestions were given.

And that's that!

To change the topic, your analysis of the DKC level is fantastic - I'm still reading through it all, as it's *long*, but it's very insightful! Looking forward to more, if you're planning any other of the kind!

Over the last year or so I've been working with the character designer Luigi Lucarelli. So far he's created artwork for 13 of my 3D platformer (Clive 'N' Wrench's) main characters. He's doing a stellar job so I figured I'd share them with you guys and gals too!

clive_n_wrench_characters_by_luigil-dayrov7.jpg

Looks straight out of the PS2 3D platformer golden age, this is great :)
 

MrHoot

Member
Pehesse, the alternative could be maybe waiting for clickteam fusion 3 :D its similar on how it works with C2 and while the current version is a bit jank, CTF3 releases later this year and should prove the better option ^^
 

Pehesse

Member
Pehesse, the alternative could be maybe waiting for clickteam fusion 3 :D its similar on how it works with C2 and while the current version is a bit jank, CTF3 releases later this year and should prove the better option ^^

You're absolutely right! I had forgotten about it, but I'm actually very much looking forward to that one... when I remember it's coming :-D Thanks a lot :-D
 

MrHoot

Member
Man, speaking of, while I enjoy the gorgeous look on unity for the game, the fact I don't have total control frustrates me so much. Programmer is a good friend but he's constantly dealing with health problems and I can't do shit except just push more art. I was looking forward to show a version at GDC but I guess that's just down the drain for this year
 

Costia

Member
You're absolutely right! I had forgotten about it, but I'm actually very much looking forward to that one... when I remember it's coming :-D Thanks a lot :-D

Out of curiosity, can you tell more about the game? is there a website/screenshots etc... ?
 

Pehesse

Member
Out of curiosity, can you tell more about the game? is there a website/screenshots etc... ?

Do you mean Pacha? If so, there's no dedicated site as the game is still a bit early, but I'm keeping a devlog over on TIGsource with all the info: https://forums.tigsource.com/index.php?topic=58329.0 !

Man, speaking of, while I enjoy the gorgeous look on unity for the game, the fact I don't have total control frustrates me so much. Programmer is a good friend but he's constantly dealing with health problems and I can't do shit except just push more art. I was looking forward to show a version at GDC but I guess that's just down the drain for this year

Sorry to hear about GDC :-/ I can relate to wanting control over the overall progress of the game - it's one of the big keys for me as well, and one I'm loathe to relinquish in a collab, unless I really have to (which is why asking for help is such a huge deal for me)... though it'll likely eventually happen one way or another - if not for Pacha, then the next, if there's a next :-D
 

chris-013

Member
Like I said earlier in this thread, I will be very happy to help someone with Unity 5 as a developer on a 2D project. You can send a PM, il you are interested.
 

MimiMe

Member
I still let myself distract with stuff I "just want to take a look at".
Worked my §$% off for a few days to see if I can use more complex materials in VR. Ended up somewhere else in the end :/

Now back to where I have been. Low poly without fancy materials and ironing bugs out

new2.gif
 

LordRaptor

Member
Just found a pretty cool freeware / pay-what-you-want node-based procgen pixelart tile generator - Tilemancer

KQQuxF.png


Mebbe of interest to you 2D devs with pixelart aesthetics, I had a bit of a play with it and its pretty cool - even generates normal maps for tiles if you're using fancy lighting, and really comes into its own in breaking up tiles into irregular patterning
 
You'll need a programmer for Unity. Another option is visual scripting in Unreal

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/

Didn't know UE had this, maybe I need to reteach myself 3D modeling I'm so out of practice. I want to make a PS1 throwback horror game so as long as I can make the basic model and texture and go from there.

Don't know if most people are aware or not, but in time for Greenlight shutting down, Humble Bundle is becoming a publisher.
https://humblebundle.wufoo.com/forms/mpf6fag1x0rhg5/

That's really cool!
 

_Rob_

Member
Yes, that's exactly my point, and what I'm asking above: both for GM and Unity, I'd need a programmer, and I'm fairly sure I'm more likely to find devs who know Unity, in addition to the other reasons given above for choosing that over GM!

I'm unfamiliar with the capabilities of Blueprint: is someone fully able to create anything using exclusively that, or do we have to get down to actual scripting at one point or another? If it's the latter, it's the same thing as GM/Unity, I'd need someone for that, so we're back at the same question!

There are several options for visual scripting inside of Unity if you're willing to spend a little. I hear good things about Playmaker:

https://www.assetstore.unity3d.com/en/#!/content/368
 

Tain

Member
What I asked above is the result of my own inabilty at pursuing what I need by myself given what I know of the tools available out there (I'll look deeper into Blueprint and Playmaker, see if they're truly equivalents/full replacements to regular scripting - I hope that can be, though all prior experience tends to indicate that no, they likely won't be to the extent I need them to be). If I had the choice, I'd rather continue solo through my own means, since I like to learn new stuff. If I'm asking for a collaboration, it's because I have no other workable solution (as discussed above, there are theoretical alternatives, but they'd be functionnally worthless).

I can't speak to Playmaker, but Blueprint is, imo, as good of a balance as you can reasonably get. Many of Epic's examples are made entirely in Blueprint, including "full" games like Couch Knights, Tappy Bird, etc. It's not truly equivalent, though, and I don't think you'll find any visual scripting options that are.

Definitely look into it if you have time.
 

MimiMe

Member
For anyone without the skills to code a game via command line I can say that stuff like Epics Blueprints is simply amazing.
I am finishing my project to leave Early Access right now and the limits so far where not due to Blueprints.
I encountered rather general gamedev issues - which is obvious when you're doing your first project - than thinking "Blueprints can't handle this or that".

But it is not like click'n drag for a day and you got a game. Still takes months and a lot of insane complex Blueprints will come out at the end.
 
So turns out my brother ain't so keen on drawing backgrounds and characters, so I'm starting the journey of learning Visionaire as well as drawing by myself. First WIP scene sketch/lineart:

Tckh5pT.jpg


I'm not comfortable with doing the art, but it''ll be a (long) learning experience at least.
 
Been dorking around with Unreal Engine, a little curious is there a simple 3D modeling program (besides Blender, dat learning curve) that's inexpensive or free?

Back in college I did pretty well with 3Ds Max and a little Maya but they're severely outdated programs now version wise. Blender I could not wrap my head around. I have this urge to model bipedal mechs, something low poly for a shooter game I was making in Construct but I'm seriously considering making it a 2.5D type of thing.
 

Makai

Member
Been dorking around with Unreal Engine, a little curious is there a simple 3D modeling program (besides Blender, dat learning curve) that's inexpensive or free?

Back in college I did pretty well with 3Ds Max and a little Maya but they're severely outdated programs now version wise. Blender I could not wrap my head around. I have this urge to model bipedal mechs, something low poly for a shooter game I was making in Construct but I'm seriously considering making it a 2.5D type of thing.
https://www.microsoft.com/en-us/store/p/paint-3d-preview/9nblggh5fv99
 

DemonNite

Member
Been away from home for about 3 weeks so it's been tough to do any real progress (I did bring my macbook with me but no free time). Anyway, came back yesterday and will be back at full speed!

ZPsAu6f.gif


Did some reworking on the dynamic chase soundtrack and tested out her AI to make it feel like she is searching a lot more and not finding you be magic.

https://www.youtube.com/watch?v=GW6rPymiGkc

Since the game levels and NPC placement is all procedural, I've been heavily testing out the game difficulty too.

https://www.youtube.com/watch?v=j-50q7-Jq8w

Next on my list of goals are:

  • Start implementing the Reading mechanic and adding lore into the game
  • Begin designing the outside HUB world
 
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