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

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Dynamite Shikoku

Congratulations, you really deserve it!
I'm interested in porting my music analysis stuff from Unity to UE4.

In Unity you can access the samples directly trough AudioClip. This makes it easy to analyze them, or to import any audio file with an external library. So what I'd like to know is if you can access the audio samples in a similar way. Samples meaning the data contained in an audio file, not audio files themselves.

Why not use FMOD? Pretty sure that's what unity is using under the hood
 
As far as I've heard, Paper 2D is getting decent and you can use it with Blueprint, but I don't have personal experience with 2D in either engine.
Watching a Paper 2D video right now from May of last year. 12 minutes in and not a sprite on screen yet. Lots of settings for every little thing. Doesn't look intuitive. Again, from May of last year.

For Unity I can import a sprite, set its compression, anchor, sheet and scaling and have it in scene to rig in about 10 seconds. With my Unity external sprite editor to Chop, double click, edit, save and changes are instantly reflected in real-time. I've tried Construct2, Stencyl, GM:S and Unity by far is the fastest at getting objects ready to go. I can't comment on playmaker or other visual scripting tho.

I will say tho - Mecanim in Unity pisses me off to no end sometimes. Have soft objects at the ready to throw and not your phone or scissors or a cat.
 

Jobbs

Banned
As far as I've heard, Paper 2D is getting decent and you can use it with Blueprint, but I don't have personal experience with 2D in either engine.

can anyone characterize blueprint for me? how powerful is it and what are the practical applications?
I like some of what I see about UE4, but learning C++ sounds pretty friggin scary.
 

HelloMeow

Member
Why not use FMOD? Pretty sure that's what unity is using under the hood

Yup and the FMOD has an indie license that is free and should fit you well.

I've used FMOD before (with GameMaker of all things) to achieve something similar. It can do what I want, but it would also force anyone who wants to use my stuff to use FMOD. I don't want to use any middleware if I can avoid it.

After some prodding around and after some searching, it appears to be possible without too much trouble. Thanks for the help.
 
can anyone characterize blueprint for me? how powerful is it and what are the practical applications?
I like some of what I see about UE4, but learning C++ sounds pretty friggin scary.

Everything unknown is scary. You already have the knowledge of game logic - which is the hardest part. Building with visual scripting doing what you are doing with Stencyl shows this with the dial set to 11.

At this point the only thing holding you back is learning what order what words go in. You know 90% of the creative and iterative process. I wouldn't be scared if I were you.
 

Turfster

Member
can anyone characterize blueprint for me? how powerful is it and what are the practical applications?
I like some of what I see about UE4, but learning C++ sounds pretty friggin scary.

Blueprint is basically visual interpreted code.
It has logic gates, can call functions, read/set variables, etc, with context-sensitive help.

Watching a Paper 2D video right now from May of last year. 12 minutes in and not a sprite on screen yet. Lots of settings for every little thing. Doesn't look intuitive. Again, from May of last year.

I will say tho - Mecanim in Unity pisses me off to no end sometimes. Have soft objects at the ready to throw and not your phone or scissors or a cat.
Try this series from September.
The unreal videos are kinda slow (because they're for everyone and always start from scratch), but interesting.

Mecanim is a horrorshow.
So far, UE4 blows Unity out of the water in all facets.
My only problems are 3D skeleton related, and those are basically due to Blender =p
 

Bollocks

Member
Am I right in thinking that UE4 is a bad fit for procedurally generated levels / worlds due to using a global illumination lighting model? (Unity 5 has the same issue)

No, they even had a dev stream recently where they talked about procedurally generated levels and what's the best practice etc.
 
what the fuck guys


http://www.vg247.com/2015/03/01/first-steamvr-game-reveal-is-job-simulator/

did steam just fuck me

VYPBVgV.png

Yeah looks similar in concept, but I think your game executes it much better.

Your graphics and hilarity just give it such a nice charm.
 
Try this series from September.
The unreal videos are kinda slow (because they're for everyone and always start from scratch), but interesting.

Mecanim is a horrorshow.
So far, UE4 blows Unity out of the water in all facets.
My only problems are 3D skeleton related, and those are basically due to Blender =p
I'm sure it does - but for 2D, no. Paper2D still requires too many hoops for something that can be done much faster without a plugin in Unity. Materials, sprite sheet offsets, etc are definitely not better compared to how easy it is to get a sprite rigged in Unity. That's a lot of dev time setting every object up when you could just be prototyping already. I'm sure its far better for 3D but its nowhere close for 2D in terms of speed. Reminds me of 2Dtoolkit for Unity. A lot of messing about instead of iterating, IMO.
 
I'd just like to extend a welcome to all the new UE4 developers today's news will bring. I had minimal *Radiant* experience prior to working on Primitive. If I can wrap my head around the engine, I'm sure a large majority of people can. I can't comment on 2D stuff, but as a way to make 3D games, UE4 is really friendly.
 

SeanNoonan

Member
I know neither is probably ideal, but anyone know if UE4's 2D support is any better than Unity's?

They're very similar - you're working in 2.5D rather than true 2D, drawing to the back buffer or what-have-you (i.e. Construst 2, Game Maker, etc.).
 
So a spanish publisher going to GDC and PAX was going to show our mobile game, a simple runner that was done as a test some months ago but the programmer showed them the game and they liked it so they decided to take it to those fairs to show it.

So I had to make a poster as fast as I could for them, in 1 day. Thankfully I just finished it and the programmer sent it to him. Its a parody of the castlevania NES cover.

BTW, you can download it for free if you want on Android (no iphone version), theres no ads or store (yet, I suppose the publisher will ask for them, nothing to intrusive I hope) so you can play it as much as you want, its being updated nearly each day and theres achivements, and we want to add like different stages and missions.
As I said, it was only a test game, we were not even going to release it, but seems people are liking it. Give it a run if you want and tell me your opinion about it :)
helmetsonfirermkzg.png

https://play.google.com/store/apps/details?id=com.RipperGames.HelmetsonFire
 
Interesting. Will be keeping my eye on this. Thanks for the heads up!
As a moderator mentioned - they didn't pull the thread down for a reason. If they go with a similar approach It'll be interesting to see. It would make me rethink our next project but if it stays 2D then I'll stick with Unity. I'd still rather pay a flat fee vs 5% tho.
 

Xtra Mile

Neo Member
As a moderator mentioned - they didn't pull the thread down for a reason. If they go with a similar approach It'll be interesting to see. It would make me rethink our next project but if it stays 2D then I'll stick with Unity. I'd still rather pay a flat fee vs 5% tho.

Yeah, me too. A flat fee is definitely more appealing.
 
I'm working on a game called Wildfire. It's a stealth platformer inspired by the fire propagation mechanic from Far Cry 2, with a dash of Mark of the Ninja and Abe's Oddysee.

I've got a playable Windows build here I'd love to get your feedback on! It's 22mb.

I gave it a shot. It's a very good start! The guards seem to slip on oil a little *too* much in my opinion, I feel like they should stop once they hit fire or a non-slip surface more quickly. Love the smoke bomb mechanic, and you can see how more things coming to work together (ways to neutralize oil, ways to carry water, etc.) could make for some really cool scenarios.

Good job so far!
 
As a moderator mentioned - they didn't pull the thread down for a reason. If they go with a similar approach It'll be interesting to see. It would make me rethink our next project but if it stays 2D then I'll stick with Unity. I'd still rather pay a flat fee vs 5% tho.

Having a free version is appealing for students / first games. Once you have a small-ish studio or a game or two under your belt as a solo developer, I would imagine the flat fee ends up making more financial sense. I think it works for both parties. The barrier for entry is lowered for devs and Unity/Epic/whoever else wants to follow this model get paid.
 

survivor

Banned
So probably got overshadowed by the UE4 news, but I was reading that Corona SDK is now free as well. Anyone got experience with it or tried it before? Just curious how it compares to other 2d engines options out there.
 
As awesome as it is to see UE4 go free (and finally make UDK pretty much obsolete), I'm still sticking with Unity, I'd like to be able to port to as many platforms as possible, including Vita and Wii U, so, yeah.

I wonder what the Unity announcement is for, though. Their business model isn't equivalent to Unreal's, and they go for a different audience as well, so I dunno if they'd want to try and do the same thing.
 

Jobbs

Banned
This is one of the "player engagement/sorta puzzly" things I've come up with.. to call back to what we were talking about the other day.

http://www.gfycat.com/EveryOddballElver

This is obviously the introductory room where you're sorta shown how this works, but it gets a bit more complicated and there are some nuances not immediately made obvious.
 
This is one of the "player engagement/sorta puzzly" things I've come up with.. to call back to what we were talking about the other day.

http://www.gfycat.com/EveryOddballElver

This is obviously the introductory room where you're sorta shown how this works, but it gets a bit more complicated and there are some nuances not immediately made obvious.

That's brilliant! It fits the setting well and has lots of room for adaptation. Congrats
 
I gave it a shot. It's a very good start! The guards seem to slip on oil a little *too* much in my opinion, I feel like they should stop once they hit fire or a non-slip surface more quickly. Love the smoke bomb mechanic, and you can see how more things coming to work together (ways to neutralize oil, ways to carry water, etc.) could make for some really cool scenarios.

Good job so far!
Oil wasn't actually in this build... what did you play??
 

Clearly

Neo Member
So probably got overshadowed by the UE4 news, but I was reading that Corona SDK is now free as well. Anyone got experience with it or tried it before? Just curious how it compares to other 2d engines options out there.

Granted I have not tried any of the other 2D dev kits out there, but I've been playing with Corona SDK for the past couple months, its overall ease of use is what keeps me coming back to my weekend projects. Just being able to get something up and running really quickly, prototyping, getting modules put together, etc.

It's programming language (Lua) is fairly straight forward, not overly complicated. As a novice, it's something I appreciate. I find all their documentation to be well organized with decent examples. Community activity seems a bit sparse, but maybe I'm just looking in the wrong places.

It's all very raw, you'll be staring at a text editor the entire time when building, except when you're playing your creation, which is output in a pretty slick emulator - it simulates a number of devices, which I don't know if I want to get into, but handy all the same. The emulator is not 100%, there are a few shortcomings for things like text rendering, and a few other things depending on the OS you're building on, (it favors Mac, I find) but all in all you're going to want to test like crazy on your target device in the end anyway.

It's primarily aimed at mobile, iOS and Andriod, and builds for both, which is also appealing since you're putting all your effort into a single build and Corona handles the conversion. Looks like they have also just announced that Windows and Mac app builds are coming.

Their pricing model certainly favors indie development over big business. Their Enterprise tier would be a hard sell to a bigger company that just wanted to dabble in apps. I had hardly scratched the surface of their "pro" features anyway, but it's certainly nice that they are following this trend of going "free".

Exciting times. :)
 
I wonder what the Unity announcement is for, though. Their business model isn't equivalent to Unreal's, and they go for a different audience as well, so I dunno if they'd want to try and do the same thing.

The thing about the Unity Free / Pro paywall, is that it is in this really weird position where the more basic or older the feature, the more likely it has been gimped in some way to not work easily in the free version, but where newer features like their 2D and UI support are all full-fat no restrictions the same as Pro for everyone, as features have been added over time to stay competitive but they've never revised their licensing model.

Like, right now you have this insane situation where many of the officially provided tutorials are broken if you're using the free version, with no indication that that is what's up, and there are no post-processing effects available officially to free users at all, unless you run the Oculus Rift demoscene from the official Unity provided SDK, in which case all those features are freely available to you.
 
The thing about the Unity Free / Pro paywall, is that it is in this really weird position where the more basic or older the feature, the more likely it has been gimped in some way to not work easily in the free version, but where newer features like their 2D and UI support are all full-fat no restrictions the same as Pro for everyone, as features have been added over time to stay competitive but they've never revised their licensing model.

Like, right now you have this insane situation where many of the officially provided tutorials are broken if you're using the free version, with no indication that that is what's up, and there are no post-processing effects available officially to free users at all, unless you run the Oculus Rift demoscene from the official Unity provided SDK, in which case all those features are freely available to you.

Fair enough, I see your point. I'm just saying that I'm not sure if they'd go in the exact same direction for their licensing model as UE4.

I wonder if they're gonna announce additional new features for Unity 5. While Unity 5 has basically caught up with UE4 in many respects, I still think there's some major things that Unity could implement - something like ProBuilder and a completely revamped input system (ala Rewired, Unity's current built-in input system is garbage) would do wonders, though I'm also thinking ahead to the possibility of Euclideon's Unlimited Detail renderer working as advertised (considering the first games using it should be announced within the next few months), I have to wonder if any existing game engine will integrate it.
 
Fair enough, I see your point. I'm just saying that I'm not sure if they'd go in the exact same direction for their licensing model as UE4.

I don't think they will either, as they seem to already have a solid revenue stream with "pro" purchases and their cut from the asset store; I do expect a significant change to what is and isn't included 'for free' in the non-pro version though.
 

V_Arnold

Member
Feep, all I wanted to say that There Came an Echo actually works! :D As in, I cant believe that even my very non-english sounding accent can be recognized as well.

Too bad that I had to halt playing the game because my CPU will beep during playthroughs, and as I found out, having it run on 66+celsius (the core, outer heat is 75c on cpu) is not good. It is an old beast, and so I ordered a new one finally, one that wont overheat as easily. Looking forward to contiue playing the game :D
 
I don't think they will either, as they seem to already have a solid revenue stream with "pro" purchases and their cut from the asset store; I do expect a significant change to what is and isn't included 'for free' in the non-pro version though.

Still, they have to change their business model to compete. That being said, Bruce Dell from Euclideon actually expressed scepticism in the long-term sustainability of a possible 'race to the bottom' when it comes to engine licensing.


*Suddenly, Unity website becomes a splash page mentioning 'new game-changing technologies' to be announced at GDC*

Damn it, Unity, don't go making promises you can't keep. This better be good.
 
I hope they announce a cheaper sub, TBH. I'd give 20/mo+2%. I think that's fair. Still leave an option open to flat out buy tho. More options the better.
 
There it is. All the features of pro for free unless you make 100k.

So the same as it is now except everyone gets pro features and you don't pay until 100k.
 
Sweet!

This battle between Unity and Unreal is great for us devs.

I think it's great for everyone, and it's one of the reasons I think VR experiences are going to really take off, because its almost mind boggling at how cheap and easy it is to achieve that even what 5 years ago would have cost hundreds of thousands of dollars and a large team to do.
 
Yep, Unity 5 is free, and the new features, including Cloud Build, sound bloody amazing. Everyone seems to be trying to download it right now, though.
 

Lautaro

Member
Didn't have problems to download it but the license activation is down.

Well, I'm in no hurry and I'm doubtful that I will port my project to Unity 5 when I'm in the middle of the development.
 
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