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

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Does anybody have any suggestions for achieving a blur effect under UMG menus?

Similar to the HUD on this:
16468777828_8a19e0be78_o.png
 
Some progress on the BH project.



Visually, not much has changed, but we've done a lot with the physics. If anybody wants to test it out, PM me.
 

Vark

Member
So after sitting on the assets forever and a day I'm finally getting around to coloring the other character portraits in the game.

cb_helmsman.png
 

Limanima

Member
RyiU7Nw.gif


Having a thumb in there might help, but skin coloured pole and two skin coloured bumps... yup.

I have a dildo that looks just like that.

Just add hair to the nutz and you're all set

Hahaha! Now that you guys speak of it... It does look like a dildo!

Clever, but I'd say the fingernail needs to be smaller size and better defined.
Yes, something is off in the finger nail.
 
I'm taking an unity 3d class and it's pretty legit. The class actually focuses on scripting and putting together simple games. One thing I really hate about Unity is scripting. Man...finding small errors really irks me sometime lol
 
Redoing my menus in VizionEck. Originally I had one universal menu that allowed everything to be accessed while playing, but it was too cluttered and confusing for players. New design breaks the menu up and should fix that.

Does anyone have any advice for programing menus in Unity? Not too bad when programing for a mouse, but gosh is it awful scripting things for a controller. When each menu section has its own layout, it just gets even worse. Can't decide if I should write a custom script for every single page, or create a much larger and complex script that can be customized for each page.





Also it's been really great watching Feep's release of TCAE. VizionEck will be my first commercial game release so I have no experience with what to expect come launch. Learning by proxy is the best I can get. On that note, congrats again Feep on the game release!!!!!!!!!!!
 

okiemok

Member
Man...finding small errors really irks me sometime lol
If you are using C#, highly recommend you use the professional MS compiler along with "Unity VS". Compiler is expensive, but think of the time and quality you save and it may be worth it.

If using JScript, you should consider JetBrains Webstorm. Again, saves time and money if you are serious.
 
If you are using C#, highly recommend you use the professional MS compiler along with "Unity VS". Compiler is expensive, but think of the time and quality you save and it may be worth it.

If by "compiler" you mean Visual Studio, then, yes, that's a good recommendation.

It's not expensive, though. Visual Studio Community is free. If you're an individual, there are practically no functional differences between Professional and Community, and Community will allow you to use extensions like the Visual Studio Tools for Unity (formerly UnityVS).
 

Jumplion

Member
Hahaha! Now that you guys speak of it... It does look like a dildo!


Yes, something is off in the finger nail.

Roll with it, it'd clicks at least.

Would probably make the fingernail more defined, maybe put some joint grooves on the finger. I'd even darken the skin a bit. A thumb would probably help with your penis problem to.

If you want to be a clever ninny, you could rotate the image clockwise 90 degrees and have a "P" where the finger would do that, and then an "E" where the knuckles are. That's just my inner logo nerd surfacing though, no need to be that clever.
 

okiemok

Member
If by "compiler" you mean Visual Studio, then, yes, that's a good recommendation.

It's not expensive, though. Visual Studio Community is free. If you're an individual, there are practically no functional differences between Professional and Community, and Community will allow you to use extensions like the Visual Studio Tools for Unity (formerly UnityVS).

Yeah I am old fashioned when I say compiler. If Community is free AND works with Unity VS - then that is awesome deal and I would see it as difficult to not choose C# over JS.
 

Turfster

Member
Anyone that was thinking of using Blender with UE4 for animated skeletal meshes... don't do it.
Don't even think about it.
Just... no.

It will break your stuff in every single way because its FBX importer and exporter are utter garbage.
 

Gaspode_T

Member
Does anyone here have full time job and family/kids? How do you do it? I have to get up at 7am and am at work at 9am, get home at 7 or 8pm at earliest...after kid goes to sleep it's 9pm and have a few precious hours to decide how to allocate but it's difficult to not just want to zone out.

Thinking about just taking "Starbucks time" in the middle of the day and do it in daylight hours. Also maybe scheduling some coworking space time and inviting a friend to put the peer pressure on. Also all my projects I'm trying to do along which is generally not smart...
 

Dynamite Shikoku

Congratulations, you really deserve it!
Does anyone here have full time job and family/kids? How do you do it? I have to get up at 7am and am at work at 9am, get home at 7 or 8pm at earliest...after kid goes to sleep it's 9pm and have a few precious hours to decide how to allocate but it's difficult to not just want to zone out.

Thinking about just taking "Starbucks time" in the middle of the day and do it in daylight hours. Also maybe scheduling some coworking space time and inviting a friend to put the peer pressure on. Also all my projects I'm trying to do along which is generally not smart...

I have a full time job and a six month old baby. I was working on a large PC project before baby came, but now I've given up on it because I just don't have the time. I'm now focusing on doing a simple mobile game. I spend an hour or two at night on it after baby goes to bed. I think its a good way to go for me. I am making a lot of progress on the game in little time because its such small scale. And I'm enjoying programming again, even if its only a few hours a week.
 

Gaspode_T

Member
I think I need to learn to be happy with snail pace and not being discouraged by it...I have been getting things done here and there but just not at all happy with pace

I actually thought about putting out a trailer of my game even though it's hardly close to finish to put more pressure on myself :)

Also lately "Oh I will play 1 hour of Destiny and do today's bounties and then do some dev after" seems to be very wishful thinking because even 1 hour later I am like 400% more sleepy :p Maybe I should switch the order...
 

Blizzard

Banned
Anyone that was thinking of using Blender with UE4 for animated skeletal meshes... don't do it.
Don't even think about it.
Just... no.

It will break your stuff in every single way because its FBX importer and exporter are utter garbage.
I thought I used the Blender FBX export and it worked well in UDK -- but I was probably using the latest Blender and plugin at the time a year or two ago, and that was the UDK rather than UE4. I was also doing something simple.

I don't know if I got into fancy things like keyframes, which, if you're the person I'm thinking of, you might be having problems with.

*edit* You've probably seen this, but here's a Blender to UE4 video: https://www.youtube.com/watch?v=aC1_m0VdKIY
 
Does anyone here have full time job and family/kids? How do you do it? I have to get up at 7am and am at work at 9am, get home at 7 or 8pm at earliest...after kid goes to sleep it's 9pm and have a few precious hours to decide how to allocate but it's difficult to not just want to zone out.

Thinking about just taking "Starbucks time" in the middle of the day and do it in daylight hours. Also maybe scheduling some coworking space time and inviting a friend to put the peer pressure on. Also all my projects I'm trying to do along which is generally not smart...
I don't have kids but am usually up by 3am and off to work by 4. I just guzzle a cauldron of coffee throughout the day. It has gotten harder since last year with natural selection wanting to kill me again with yet another disease, having my thyroid removed really kicked me in the ass. I feel like poop 8 out of 7 days per week so I just push on. Not much I can do. In May I have 4 more years for a 90% survival rate so I'm looking to celebrate :D

It definitely made me work harder on my game. I can't swing my day job physically much longer so I am hoping I do well enough to turn this into my career.

I do manage my time with scheduling tho. Sucks but it has to be done.

-

I have declassified a few more docs for the teaser site, they will be going up soon. I plan to scan a bunch more in over the next two weeks. We are already storyboarding out teaser trailer and I'm excited to finally share a glimpse of new oldness.
 
Hi guys, I need some help
Im designing a character that will be the mascot for our TV game show (so its the face of the show) and I came into a crossroad. I have to types of bodies for the mascot and I dont know which one to choose because I like both.
The mascot of the game show has to give a good adorable face at the begginig of the game, and then it turns evil, like the rest of the game show (they are the bad guys, ala The Running Man).
So which one do you prefer:
foto27-02-15154624f4ue0.jpg


More importantly, I need a name for the mascot. I thought I was clever yesterday when I came for a name for it. Mr Coonning. For me it was a mix between racoon and cunning (as he was evil at the end and cunning is like having a sly and mischevious plan). Im european so I didnt know this until I searched for the name today and found out that coon was a horrible racist slur. So yeah, I cant use that name now.
So, can someone help me with names that can be given to TV mascot racoons that have a doble entendre of being mischevious or evil, but not laying out flat that they are evil?
 

Turfster

Member
*edit* You've probably seen this, but here's a Blender to UE4 video: https://www.youtube.com/watch?v=aC1_m0VdKIY
Yeah, that's kinda old.
They've been fiddling with the FBX importer and exporter since then, and seriously broke it. Half the answers out there say to roll back to older Blender versions, but it still doesn't always work. The fact that you can export an FBX from UE4, import and immediately re-export it in Blender with the "latest" exporter and have UE4 complain that the number of bones doesn't match says everything, really.
And if you switch to ASCII, weird stuff happens with the import scale in UE4, where your skeleton is sometimes tiny, despite setting up the Blender scales correctly.
Also, Blender can apparently (sort of) export ASCII FBXes, but import them? Forget it.
 

Violet_0

Banned
May I ask, why would you prefer the first one? Most people ive asked seem to be choosing the second one becuase they find him more adorable and easily to turn evil lol

I dunno, I think the first version kind of looks a bit like Top Cat and he comes across as an (evil) trickster with a playful demeanor which is an appealing concept to me. Gotta ask, is the mascot supposed to be an animated character for the show (like Zero III from Zero Escape, for example) or does he actually exist in-universe?
 

Kilrathi

Member
Some progress on the BH project.



Visually, not much has changed, but we've done a lot with the physics. If anybody wants to test it out, PM me.

Thats coming nicely, are you on 4.6 or 4.7. I swapped to 4.7 and I got huge performance gains, I was wondering if anyone else has got any gains from 4.7.

There is a little c++ in my game mainly to gain access to the Oculus.
 
Thats coming nicely, are you on 4.6 or 4.7. I swapped to 4.7 and I got huge performance gains, I was wondering if anyone else has got any gains from 4.7.

There is a little c++ in my game mainly to gain access to the Oculus.

4.6. We're planning to move to 4.7 soon because of the performance gains and some other features.

In other news, after a ton of issues with getting Steam to even be recognized and then loaded, I still can't get the overlay to display.
[ 0]LogOnline:Display: STEAM: Loading Steam SDK 1.30
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamUtils() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamUser() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamFriends() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamRemoteStorage() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamUserStats() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamMatchmakingServers() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamApps() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamNetworking() failed!
[ 0]LogOnline:Warning: STEAM: Steamworks: SteamMatchmaking() failed!
[ 0]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[ 0]LogOnline:Warning: STEAM: Steam API failed to initialize!
[ 0]LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()
[ 0]LogOnline:Warning: Unable to create OnlineSubsystem module Steam
Has anybody got Steam to function with the retail/non-github version of UE4?
 
the second one reminds me of Lotso from Toy Story 3
Interesting, that would work pretty well with the evil thing.

I dunno, I think the first version kind of looks a bit like Top Cat and he comes across as an (evil) trickster with a playful demeanor which is an appealing concept to me. Gotta ask, is the mascot supposed to be an animated character for the show (like Zero III from Zero Escape, for example) or does he actually exist in-universe?

You are right that the first version looks like Top Cat, because the artstyle of our game (cutscenes and banners, the gameplay is pixelart) is hanna babera's in the 1970's. Thats why I cant choose one or the other, because as you say, Top Cat has this trickster demeanor, but at the same time people are saying the one that has more Benny's body could work well as an evil character.
The mascot is supposed to be an animated character for the show, and the show is big in the games world even controlling the government), so he has multiple merchandise for kids, etc... So he is evil because the producer of the show changes that appearence of him in the middle of the game (like I said the show is something like the Running Man or Smash TV, were people actually die but the audience is thrilled to see this on TV). The show is more fun/stupid like something you will find in Takeshi's Castle or American Gladiators than actually only shooting like in Smash TV.
So yeah, a little bit like Zero III but with worldwide popularity.
He will also be one of the bosses as an animatronic figure that tries to kill the contestants.

This type of TV mascot is a tribute to game shows that used animals or things as the face of the show. Very famous on Spanish tv during the 70's, 80's and beggining of the 90's there was a tv show called "Un, Dos, Tres... Responda Otra Vez" (One, Two, Three... answer again). It was a quiz show, a physical contest and a Let's make a deal type of show, all at the same time (that's why its called one, two, three, although not all at the same time, the show was separated into three main sections) that had multiple mascots for each season, the most famous being Ruperta, a pumpkin that meant that if the contestants choosed that in the last part of the show, they just took home a pumpkin (instead of cars, apartments, vacations or money), although sometimes Ruperta was good and had the best prizes inside of it. The spanish show was HUGE, vith audiences on its peaks of 25-30 million people. Thats more than half of the spanish population watching the show! It's producer (director and creator) is basically spanish Alfred Hitchcock, he also was the creator of a scary/mystery series similar to Hitchcock presents. The "last" 1,2,3 show he did in 1993, t the end of the season finale he dynamited the whole set, with the people in it still (of course the dynamite was only fireworks, but a fake ceiling came down and hit people), so the show couldnt be resurrected. Yep, he liked the drama and spectacle lol
I know the show was exported to other european countries like the UK (where it was called 3-2-1 and the mascot was a garbage bin), portugal (Um, Dois, Tres. Used two of the spanish mascots and then it change to a fat clown), Germany (Die verflixte 7) Netherlands (The One, Two, Three show).
Here is the opening on the spanish version in 1991, that has Ruperta as the mascot returning from hiatus since 1983 (during those years there was a boot called Botilde, something that looked like a pear with a top hat called Chollo and his evil counterpart dressed as Dracula, and the Boom and Crack, similar to muppets, one was positive and the other negative). Of course, the most famous one was Ruperta, thats why its return was so anticipated.
https://www.youtube.com/watch?v=59GWLlBDSpY

Oh! wall of text. Sorry I went so off topic. The show marked my childhood so thats why I love doing a tribute to it in our game.
 

_machine

Member
4.6. We're planning to move to 4.7 soon because of the performance gains and some other features.

In other news, after a ton of issues with getting Steam to even be recognized and then loaded, I still can't get the overlay to display.

Has anybody got Steam to function with the retail/non-github version of UE4?
Yeah we just moved to 4.7 and the improvements just in the editor are great and performance definitely seems improved (as well as foliage stuff etc.). Terrific update and we had no trouble updating the project.

We got the Steamworks implemented and overlay is working ( I think it took our lead programmer a day or two to get working, though certainly not without trouble). Steamworks matchmaking is working too, though I'm not sure we have the ratings working properly yet though. I'm away currently though and we'll be visiting some Finnish studios next week, but if you still have trouble after that let me know and I'll see if can get you some help.

EDIT: Oh and retail version too, though we do hope FMOD will get their 32bit plugin working for it soon.
 

Violet_0

Banned

heh, we actually had a version of the show in my country as well, presented by one of the most popular TV personalities at the time, although it only aired for a few years here

the premise of your game sounds great. I'd say both designs would work well, it's just a matter of personal preference really
 
heh, we actually had a version of the show in my country as well, presented by one of the most popular TV personalities at the time, although it only aired for a few years here

the premise of your game sounds great. I'd say both designs would work well, it's just a matter of personal preference really

Thanks! Probably going for the fatty one, as it seem the one most people are voting for.
Which country are you talking about?
 

Aki-at

Member
Got some good news in that Brock is going to be playable at GDC thanks to Clickteam hosting it at their booth. If anyone's attending GDC and want to try it, go to booth #736, excited since this is the first time I've ever had a game shown off publicly anywhere \o/
 
Thoughts?

Is Trailer VO fine if the game has no VO?

When i was working with the old team, the trailer we did was with voice over when the game was not going to have voices. But of course it was like some type of 1920's documentary. People said our narrator's voice was shit and we had a lot of problems becuase they centered on how bad was the narrator instead of having an opinion of the game that was being showed.
My advice, dont use a voice over (and even less if he is not professional), and edit well the trailer so it can be effective with text and looks professional.
 

friken

Member
So, after much fighting with wordpress and what was supposed to be a plug and play template, I have mostly revamped our website. The goal was to have a place to send GDC contacts that is a bit better than our old out of context dev blog.

http://www.stardiver.com/

It isn't perfect, and I need to write some copy for the sub pages, but at least I now have a landing page w/ revamped teaser and a a grabbing one liner description of what StarDiver is. Now I can start getting my crap ready to leave for GDC.... I leave Sunday morning.
 
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