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

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Feep's giveaway has shown me that people realllly like free stuff. Not surprising f2p games are so popular on mobile. It also goes to show how hard it is to get exposure from the amount of people who said they hadn't heard of it before.

I don't think I recognize even 75% of the people in that thread, haha
 
I have a suggested app for the OP - Shoebox.

It's an insanely useful (and super lightweight, as its just a compiled Air application) collection of useful image tools;
- texture and sprite ripper
- sprite packer
- PSD extractor
- slice9
- texture masker
- animator compiler / decompiler
 

V_Arnold

Member
This weekend, I finally got a tablet (lol, right?), and after seeing how entry level tablets absolutely struggle to run my code (HTML5, Canvas, its super-optimized canvas, but bad tablets just DO NOT CARE), I decided to migrate rendering to Pixi.jS.

Still in the process of porting, but it runs wonderfully. It first tries to estabilish a WebGL context, and if it falls, there is a canvas fallback.

The tests I checked run properly even on low-end android tablets, thank god.
 
ok ... here are some more screenshots of our demo scene :) hope you like 'em :D



and here, as a bonus, is a little comparison :) the bottom one is just the default Unity 5 PBR lighting "out of the box" ... and the top one is the same thing, only with the realtime GI and a little bit of bloom :)



sorry for the spam ;)

This art is freaking lovely.
 

_machine

Member
Drafts for the new UI have arrived!

We already combined some things we liked from 5 different concepts, but we could really use your thoughts on this latest concept:
uiconceptnewzfkdp.png

The environment is still from last years version as it's heavily under development so no need to focus on that, but readability and simplicity is something we try to strive for.

EDIT: The card design is old too, we haven't gotten the concept ready yet so the new cards will match the UI better.
 
I have a suggested app for the OP - Shoebox.

It's an insanely useful (and super lightweight, as its just a compiled Air application) collection of useful image tools;
- texture and sprite ripper
- sprite packer
- PSD extractor
- slice9
- texture masker
- animator compiler / decompiler
PM me before I forget. I miss posts at work.
 
Might as well jump on the compliment bandwagon while I'm here, since lashman's shots look pretty sweet, the visuals have a nice charm to them.

And I dunno if what Feep is doing will really benefit him in the long run, but I trust he knows what he's doing, and it is amazingly generous of him.


Anyhow, Project Idyal update. I went and tweaked the parkour movement to flow more naturally, and better affected by gravity. Much better than before. And the player can now grab ledges from a side-run. I'll try and see if I can get a recording later after I get some sleep. I actually should start recording this stuff on my Youtube channel, actually, that might be fun. The main problem is figuring out how to record within Unity, however.

Also, as a side-note, thanks to the free version of Mixamo Fuse, the player avatar is a rather vague representation of Xerena, partly due to lack of parts and also because I'm an anatomically illiterate blockhead who doesn't really understand the much subtler parts of human anatomy and can't really tell unless they're exaggerated. Mainly in the facial area.

In any case, I think I'm ready to move on to reimplementing the combat mechanics.
 

Lautaro

Member
Fuck, I was watching a video about the Homeworld Remastered and as a gamer I'm pretty hyped but as a wannabe dev I'm pretty bummed that my project is nowhere near that level of quality.

Maybe I should try to recruit some people but most teammates drift apart or underdeliver when you are not paying them...
 
Hey IndieGAF. I'm currently working on implementing Google Play Games into my Android game and I've hit a few walls. I was able to set up the links to the Leaderboards and Achievements, but I am having trouble with the following:

1. Even after publishing, I still cannot connect to the service. I'm linking an app that is already up on Google Play so I don't know whether it has something to do with the fingerprint code, but I'm using the correct app id to connect, yet I still get an error. Does it take time for the Google Play servers to take effect?

2. Whenever I try to log into Google Play Games, my game screen is shifted upwards, with my hitboxes staying in the same positions. This happens every time, even with AdMob disabled. Is there a way to prevent this from happening?

Thank you for the help in advance.
 
So nerves relating to the Unreal grant submission aside (I'm presuming I won't get one, but I'm kind of not sure how much I'll panic if I do...) things are still going well. Eh, I get my hopes up so easily.

I just want to thank everyone in this thread for helping motivate me so much. You guys don't realize how encouraging you've all been. Since becoming active in this thread I have kept a pace of completing a level's worth of puzzle and environmental design every two weeks. Level 8 should be finished on time, and I should be into level 9 by this time next week. In 8 or 9 weeks the level design should be about done.

Then we have writing, voice work, and a whole new host of problems to tackle!

You guys help keep the wind at my back. Thank you as ever for being so welcoming and so encouraging. I remember the very first time I posted in here I felt like I was intruding, like I hadn't earned a spot in here yet. You guys showed me how dumb that was and I'll always love you for it.

And Feep, thanks again for the download code ;)
 

Valkrai

Member
So nerves relating to the Unreal grant submission aside (I'm presuming I won't get one, but I'm kind of not sure how much I'll panic if I do...) things are still going well. Eh, I get my hopes up so easily.

I just want to thank everyone in this thread for helping motivate me so much. You guys don't realize how encouraging you've all been. Since becoming active in this thread I have kept a pace of completing a level's worth of puzzle and environmental design every two weeks. Level 8 should be finished on time, and I should be into level 9 by this time next week. In 8 or 9 weeks the level design should be about done.

Then we have writing, voice work, and a whole new host of problems to tackle!

You guys help keep the wind at my back. Thank you as ever for being so welcoming and so encouraging. I remember the very first time I posted in here I felt like I was intruding, like I hadn't earned a spot in here yet. You guys showed me how dumb that was and I'll always love you for it.

And Feep, thanks again for the download code ;)

I wish you the best of luck, don't completely rule yourself out on the grant.
 
Hey IndieGAF. I'm currently working on implementing Google Play Games into my Android game and I've hit a few walls. I was able to set up the links to the Leaderboards and Achievements, but I am having trouble with the following:

1. Even after publishing, I still cannot connect to the service. I'm linking an app that is already up on Google Play so I don't know whether it has something to do with the fingerprint code, but I'm using the correct app id to connect, yet I still get an error. Does it take time for the Google Play servers to take effect?

2. Whenever I try to log into Google Play Games, my game screen is shifted upwards, with my hitboxes staying in the same positions. This happens every time, even with AdMob disabled. Is there a way to prevent this from happening?

Thank you for the help in advance.
Hmmm, for #1 I've had delays when trying to reset achievements/leaderboards (it takes a while for the service to actually reflect the changes) but I don't think I've ever run into a delay being able to log in after linking everything.

#2 sounds...really weird. When does it do this? When the login UI tries popping?

#3, what's your game? :D
 

Jumplion

Member
So nerves relating to the Unreal grant submission aside (I'm presuming I won't get one, but I'm kind of not sure how much I'll panic if I do...) things are still going well. Eh, I get my hopes up so easily.

I just want to thank everyone in this thread for helping motivate me so much. You guys don't realize how encouraging you've all been. Since becoming active in this thread I have kept a pace of completing a level's worth of puzzle and environmental design every two weeks. Level 8 should be finished on time, and I should be into level 9 by this time next week. In 8 or 9 weeks the level design should be about done.

Then we have writing, voice work, and a whole new host of problems to tackle!

You guys help keep the wind at my back. Thank you as ever for being so welcoming and so encouraging. I remember the very first time I posted in here I felt like I was intruding, like I hadn't earned a spot in here yet. You guys showed me how dumb that was and I'll always love you for it.

And Feep, thanks again for the download code ;)

Damnit, so inspiring. Guess I'll join in on that camaraderie.

Hey all, Jumplion here. I'm a student right now, so I have to juggle a bunch of things at once, but regardless I'm taking things slow and trying to draft up a game design doc for a project I'm hoping to get off the ground with my friends, planning to get most of it done by Friday if anyone wants to critique it or something. I also have a super dirt simple android game that I'm making just to get my hands a bit dirty, need to find time to sit down and hash out everything.

If you'll let me do some shameless plugging of my own, I've actually got a board game being fully published that somehow got featured at IndieCade. Started out as a student project, wanted to see how far I could take it professionally, evidently getting it sold is about as far as I can take it professionally. I've always planned on doing video game stuff, so the board game kind of turned out to be a happy accident, and now I'm constantly thinking "what's next?". Having some accountability, even from anonymous icons in a peer-pressuring thread with post of disappointment, tends to help me move forward with whatever project I've got.

I'll try to be active around here, I tend to go in and out and always miss the juicy stuff that goes on, but you all seem cool so hopefully I'll wow you some time in the future.
 
I find it hard to be active around her, you know?

You spend a few days reading and posting here, but then you get caught up with development and go a few days without checking in.

Anyway some news on VizionEck.

I had to take a break away from console development for about a month. Just some annoying event that couldn't be avoided. So I used that time to fully flesh out lore and similar things.

Then when I was finally coming back to the game, it felt like I was seeing it with fresh eyes. Instantly noticed a few rough spots here and there that need a full makeover.

Once I make the changes, I'll be making a new trailer. Been well over half a year since the last one. Looking back it feels like a different game even.
 

Ashodin

Member
Yay now that Feep is done we won't see him in this thread any more peddling his terrible games!

;)

Great job man, top of steam newbie games!
 

Blizzard

Banned
Yay now that Feep is done we won't see him in this thread any more peddling his terrible games!

;)

Great job man, top of steam newbie games!
Once Feep has more time I'm especially curious what voice recognition software is used and whether tailoring was required -- if any of it is still open-source.
 

_machine

Member
Added the Tooltip and made some few minor modifications. Any thoughts?
Things that we are going to address include consistency in element design (buttons look the same, tooltips look the same etc.), more consistent style in all elements, proper placing and lines (no guidelines were used for this quick draft).
 

WanderingWind

Mecklemore Is My Favorite Wrapper
Drafts for the new UI have arrived!

We already combined some things we liked from 5 different concepts, but we could really use your thoughts on this latest concept:


The environment is still from last years version as it's heavily under development so no need to focus on that, but readability and simplicity is something we try to strive for.

EDIT: The card design is old too, we haven't gotten the concept ready yet so the new cards will match the UI better.

Uh, that game looks goddamn amazing. There is my feedback.
 

WanderingWind

Mecklemore Is My Favorite Wrapper
Thank you; though (aside from the UI draft) that's just a shot from a 7-week pre-alpha/prototype :)

Okay, but when can I beta test it?

Seriously, that looks like my crack. Grid movement? Card based combat? Awesome, unique style? If you tell me there is a story attached, I may just start throwing money at the screen.
 

Blizzard

Banned
Since fixing the time-consuming, hard-to-reproduce bug, things are looking up. I fixed 3 bugs today and am moving onward down the TODO list! All the basic state stuff and user interface stuff feels quite robust right now which is nice. Of course, some of my TODO items involve changing that to make it more efficient, so who knows what will happen.
 

_machine

Member
Okay, but when can I beta test it?

Seriously, that looks like my crack. Grid movement? Card based combat? Awesome, unique style? If you tell me there is a story attached, I may just start throwing money at the screen.
Still at least two months until alpha testing (we will probably give out some alpha keys here so we can get the necessary feedback, but don't need to go for Early Access).

And yeah, you pretty much got it. Mix of all that nice stuff and you play as shaman summoning killed warrior spirits to gain control of the massive golem you are fighting atop. We'll go more in detail with the lore (which is actually quite deep, stuff just flowed out of our brain when started talking about the game world) later on once our designer get some time to write it into a more presentable format (or we do a story trailer).
 
So nerves relating to the Unreal grant submission aside (I'm presuming I won't get one, but I'm kind of not sure how much I'll panic if I do...) things are still going well. Eh, I get my hopes up so easily.

I just want to thank everyone in this thread for helping motivate me so much. You guys don't realize how encouraging you've all been. Since becoming active in this thread I have kept a pace of completing a level's worth of puzzle and environmental design every two weeks. Level 8 should be finished on time, and I should be into level 9 by this time next week. In 8 or 9 weeks the level design should be about done.

Then we have writing, voice work, and a whole new host of problems to tackle!

You guys help keep the wind at my back. Thank you as ever for being so welcoming and so encouraging. I remember the very first time I posted in here I felt like I was intruding, like I hadn't earned a spot in here yet. You guys showed me how dumb that was and I'll always love you for it.

And Feep, thanks again for the download code ;)
I hope you get your grant, bro. I played good things from your demo so I'll keep my fingers crossed. I agree. This community has been a boon for many of us and I'm glad that you're here.
 
As always I'm pretty nervous to post new stuff here. We just announced our new game, Glitch Warrior, and have launched a Greenlight page alongside it.

Our Kickstarter will be launching tomorrow and we're in full attack PR mode. Any tips for getting coverage from gaming outlets, big or small?
 

WanderingWind

Mecklemore Is My Favorite Wrapper
Still at least two months until alpha testing (we will probably give out some alpha keys here so we can get the necessary feedback, but don't need to go for Early Access).

And yeah, you pretty much got it. Mix of all that nice stuff and you play as shaman summoning killed warrior spirits to gain control of the massive golem you are fighting atop. We'll go more in detail with the lore (which is actually quite deep, stuff just flowed out of our brain when started talking about the game world) later on once our designer get some time to write it into a more presentable format (or we do a story trailer).

How does movement work? Like, is it click to move, can you grab the pieces and move them, etc?
 

friken

Member
We are sitting at 4.9/5 for our mobile SHMUP on Android :D

https://play.google.com/store/apps/details?id=com.AbsintheGames.IC

I'm happy to see so many people are enjoying it for what it is - a simple drag n shoot space SHMUP. The amount of downloads listed is not reflecting its current number from my back-end tho :(

iOS version SOON I hope if Apple can get through its review process faster than FUCKING SLOW.

Congrats on android stats! yeah... apple review process can be painfully slow.
 

friken

Member
Who all here is attending GDC? I will be there all week and would love meet any gafers I can while there. If you would like to say hi, shoot me a pm and we can exchange emails/#s to coordinate while we are there.
 
Call out which one you grab (1-5)

iTunes GO:

E7RM4MLJM774
46JJ934L3AEE
WJF33JFYTR9R
E9X3TE47MF96
KMN9YJ367YNA

I love it! I'm new to this thread so I hope you don't mind that I took one. I just got 346,935 on my first try, which feels pretty good. I'll be rating it 5 stars and telling my friends since they always ask what I'm playing :)

edit: I can't find it in the store just yet (searching either "Infinite Cosmos" or "InfiniteCosmos") so I'll try to review it later.
 
I love it! I'm new to this thread so I hope you don't mind that I took one. I just got 346,935 on my first try, which feels pretty good. I'll be rating it 5 stars and telling my friends since they always ask what I'm playing :)

edit: I can't find it in the store just yet (searching either "Infinite Cosmos" or "InfiniteCosmos") so I'll try to review it later.

Edited and posted a link

It just went up about 30 minutes ago so it may need time to propagate :D
 

friken

Member
Edited and posted a link

It just went up about 30 minutes ago so it may need time to propagate :D

Fun game! Easy controls and good difficulty ramp. I died in around... 5-6 minutes. I'll definitely play more later. Congrats!


They must be trying to limit artificial ratings because it won't let me review it on either desktop or app version of the store. I'll get my boyfriend to buy it though.

Yep, they do. I tried to rate it as well, but I think Apple killed that a while back as devs were always using their keys to ramp up ratings.
 
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