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

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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.

The migration assistant was very good the last time I tried a beta, but I would still caution against it -- at least for the next few days.

Unity 5 really seemed to get rushed out the door a bit for the big GDC announcement, so there's probably going to be quite a few patch releases over the next few days.
 
The migration assistant was very good the last time I tried a beta, but I would still caution against it -- at least for the next few days.

Unity 5 really seemed to get rushed out the door a bit for the big GDC announcement, so there's probably going to be quite a few patch releases over the next few days.

You can thank me for fixing the Animator bug that would force-crash Unity. I was the only one to find it. Had a back-and-forth with the devs replicating the issue until I could make it crash 100% of the time because, you know, //mecanim. FFFFFFFFFFUUUUUUUUUUUUU

:D
 
Unity 5 pretty much broke everything once I updated, so I warned the team to hold off. All our own scripts, image effects on the camera, everythhiiiing. Urgh
 
Oil wasn't actually in this build... what did you play??

Well, I'm not sure how to take screenshots since it's in fullscreen, but there's a part I got to that says "HOLD RIGHT MOUSE BUTTON to aim and throw an oil flask. Oil is slippery and flammable."

Then after that there's a section where you're supposed to kill all the guards.
 

Blizzard

Banned
How important are the Unity features that are still locked in the pro version, like performance reporting / analysis stuff?

I notice only the pro version has source code access too.
 
How important are the Unity features that are still locked in the pro version, like performance reporting / analysis stuff?

I notice only the pro version has source code access too.

Honestly? The Pro-features now are pretty lame. Lame enough to almost make me regret buying that pre-order of Unity 5 (even though I got a great deal on it).

All of the important stuff is in Unity Free now. The source code access is something that you still have to buy on top of your Pro license, so it's not really part of the equation for normal indies/hobbyists.
 
Unity 5 pretty much broke everything once I updated, so I warned the team to hold off. All our own scripts, image effects on the camera, everythhiiiing. Urgh
Yep. There's a lot of calls that aren't in use any longer or replaced. Converting did a decent job of taking care of some of the work and the console shows pretty much every change needed. Lots of errors when we brought our project to the beta but we were up and running on consoles just fine after some tweaks.
 

Guiberu

Member
Would be nicer to have the option of a few different splash screens though. Styles and such.

The default Unity logo can be quite jarring and overpowering.

My day old project had some issues in being converted and imported to Unity 5 ; mainly gravity issues and some sprite pivot-point loss.

I was also really looking forward to switching to the darker UI theme, but seems like they've blocked that in the "Personal" editions :/
 

_machine

Member
I know Unity 5 has been in beta a while, is there anywhere I can see a Unity 5 vs Unreal Engine 4.7 comparison?
Nope and I hope we don't see any comparison shots because they never tell the full story (maybe some very specific ones like shader vs shader or similar). These are 2 very different engines with their own strengths and weaknesses and a simple shot to shot comparison will never tell a fraction of the whole story.
 

Lautaro

Member
You went from coming at me insisting i meant something else to telling me to relax when I'm not angry?

Anything else? Honestly curious. I'm not trying to be a dick, I'm legit confused at what you're after with me.

You are being unnecesarily hostile, dude, the guy made a harmless comment. Just drop it.
 

Blizzard

Banned
You went from coming at me insisting i meant something else to telling me to relax when I'm not angry?

Anything else? Honestly curious. I'm not trying to be a dick, I'm legit confused at what you're after with me.
I think Dynamite Shikoku was just trying to explain their posts when you started asking about them.
 
You are being unnecesarily hostile, dude, the guy made a harmless comment.
Hostile? At least he can defend his position when he twists my words and tells me how I should feel.

I don't appreciate being called on things I never said. That's not a nice thing to do.
 

GulAtiCa

Member
Oh, interesting. Apparently Xbox One allows you to make games in HTML5. I don't know full specifics, but that excites me heavily. All my games for Wii U will be in HTML5 currently. I don't know the full specifics, but this could help me do multiplatform work easily if both systems can use HTML5 code. Might consider becoming an Xbox One dev.
 
I just had to get rid of a mesh combiner script that I wasn't really using anyway, and change a couple of my camera.active calls to camera.enabled. Other than that U5 is working well for me.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Just to clarify above, I was trying to convey that Unity is a good deal now that the only negative point is a splash screen. Kind of got messed up when I tried to clarify afterwards. No offence to anyone intended. I apologise to AbsintheGames for the confusion.
 
That's not good. Will have to stick to 4. For 2D games, does it contain any really useful new features?

It's to do with the API updates. I'm sure its not massive work to fix, but it's something we can't jump into right now as we have to demo the game at an event next week. It's just cleaning up unused references in scripts we've made. Tedious work mostly.

I noticed new stuff for deferred (still no support for shadow spotlights in orthographic camera's though :/) You can manually set shadow cascade distances with a neat slider. All the new global illumination/light probe stuff is in. Also I can't WAIT to start using the audio mixer tools. It's been super annoying balancing and EQing all my SFX in my DAW and testing in Unity. This will help tweak some things on the fly, like audio ducking some effects to give priority over other sounds (highlighting explosions for impact, ducking music when a menu pops up etc).

Not sure if it has much new stuff for 2D tbh.
 
Just to clarify above, I was trying to convey that Unity is a good deal now that the only negative point is a splash screen. Kind of got messed up when I tried to clarify afterwards. No offence to anyone intended. I apologise to AbsintheGames for the confusion.
No big. No need to apologize.
 

SeanNoonan

Member
INDIE DRAMA ITT

Anyway, Unity looks like a decent deal. Won't really sway me because most of my issues are with the editor itself, but it seems great for indie types.
 

Xtra Mile

Neo Member
It's to do with the API updates. I'm sure its not massive work to fix, but it's something we can't jump into right now as we have to demo the game at an event next week. It's just cleaning up unused references in scripts we've made. Tedious work mostly.

I noticed new stuff for deferred (still no support for shadow spotlights in orthographic camera's though :/) You can manually set shadow cascade distances with a neat slider. All the new global illumination/light probe stuff is in. Also I can't WAIT to start using the audio mixer tools. It's been super annoying balancing and EQing all my SFX in my DAW and testing in Unity. This will help tweak some things on the fly, like audio ducking some effects to give priority over other sounds (highlighting explosions for impact, ducking music when a menu pops up etc).

Not sure if it has much new stuff for 2D tbh.

Thanks for the info. The audio mixer sounds like a very welcome addition.
 
I tried out upgrading to Unity 5. Only broke a couple image effects as far as that went, but the big problem is a fair amount of my custom shaders aren't working.

This late in development it'll be kinda annoying switching over to 5 since I'm having these issues, but I think it's necessary. Plan to continually support VizionEck post launch so it's better to upgrade now and not need it, verse wish I had upgraded to 5 when I'm working on future DLC.
 
I tried out upgrading to Unity 5. Only broke a couple image effects as far as that went, but the big problem is a fair amount of my custom shaders aren't working.

This late in development it'll be kinda annoying switching over to 5 since I'm having these issues, but I think it's necessary. Plan to continually support VizionEck post launch so it's better to upgrade now and not need it, verse wish I had upgraded to 5 when I'm working on future DLC.
For the record, my tile/color offset "loading" shader won't work anymore, either. Ha! Will have to rewrite or try a different look.
 
Wow you somehow downloaded a really old build. If you have the time definitely check out the one at this link: https://www.dropbox.com/s/lijrhwdrjynpjvx/wildfire_alpha3.zip?dl=0

Ah, okay. I was wondering why it didn't quite match the screenshots.

I played the new version. My thoughts:

- Night is too damn dark. Can't see shit, cap'n. I get that it makes you want to take fire from guards but considering the archers have SUCH good aim it makes it too risky to bother. I got really frustrated at this part because I felt I should be able to see the ground better. Seeming lack of checkpoints didn't help, though maybe I just didn't get far enough. I don't think checkpoints are needed if it's more pleasant to play, though.

- I feel like I should be able to assassinate guards in the grass, at the cost of alerting nearby guards if they find the body.

- Loved the "intentionally set yourself on fire" mechanic. That's really funny and fun.

- The guy should use the "jump fall" animation frame when jumping down from a ledge, rather than the static walk animation frame.

- Archers are annoying as shit. I think it'd be more fun if they were less accurate, or maybe had two firing modes. For instance:
-- Archers should quickly fire in large arcs that land near where the player is or will be. This makes them need to move to avoid falling arrows.
-- When aiming at the player, they should pull back and aim, then a spark or light should flash from their bow so the player knows an arrow is about to be launched at them. Arrow should fly a little more slowly so it's easier to dodge.
-- Whenever the player is hiding in grass, the archers should ALWAYS fire in arcs, never directly, since they can't clearly see the player.

Anyway, just quick suggestions. Overall I thought it was pretty fun with a lot of potential.
 
Ah, okay. I was wondering why it didn't quite match the screenshots.

I played the new version. My thoughts:

- Night is too damn dark. Can't see shit, cap'n. I get that it makes you want to take fire from guards but considering the archers have SUCH good aim it makes it too risky to bother. I got really frustrated at this part because I felt I should be able to see the ground better. Seeming lack of checkpoints didn't help, though maybe I just didn't get far enough. I don't think checkpoints are needed if it's more pleasant to play, though.

- I feel like I should be able to assassinate guards in the grass, at the cost of alerting nearby guards if they find the body.

- Loved the "intentionally set yourself on fire" mechanic. That's really funny and fun.

- The guy should use the "jump fall" animation frame when jumping down from a ledge, rather than the static walk animation frame.

- Archers are annoying as shit. I think it'd be more fun if they were less accurate, or maybe had two firing modes. For instance:
-- Archers should quickly fire in large arcs that land near where the player is or will be. This makes them need to move to avoid falling arrows.
-- When aiming at the player, they should pull back and aim, then a spark or light should flash from their bow so the player knows an arrow is about to be launched at them. Arrow should fly a little more slowly so it's easier to dodge.
-- Whenever the player is hiding in grass, the archers should ALWAYS fire in arcs, never directly, since they can't clearly see the player.

Anyway, just quick suggestions. Overall I thought it was pretty fun with a lot of potential.

Great feedback; thank you!
 
This is a less popular topic, but I think relevant to indie development.

I want to drive down health insurance costs and direct more of it towards game development. I stay in shape, am pretty healthy, and I exercise regularly. If it were completely up to me, I'd just go without the health insurance, but I hear you get penalties for that (live in California). I'm currently paying $200 every month, but since I've now been a full-time indie for more than a year (complete with new low low earnings last year), I think I should now qualify for a cheaper insurance plan. What are you guys using for insurance and how much are you paying?
 

Dynamite Shikoku

Congratulations, you really deserve it!
The Allegorithmic guys put together a couple of nice free PDFs about it - its pretty crazy how impressive the results can be.

I can already feel my productivity taking a nosedive off a cliff with all the new free toys to play with unleashed at GDC so far, and its not even midway through the week yet

Speaking of allegorithmic, they announced a new 'rent to own' substance live package, where you subscribe to use their software but the subscription money goes to pay off the cost and then you own it. Substance designer is great.

https://www.facebook.com/AllegorithmicSubstance/posts/858962150833044:0
 

JulianImp

Member
Just opened my project with Unity 5. It warned me that it'd have to do some changes to the scripts... and everything was still working fine afterwards, yay!

I'm thrilled to have the profiling features available, since it's the easiest way to spot pipeline bottlenecks (read: bad programming). It really saved my ass once by pointing out that skinned meshes were murdering the framerate of a game I was making for Android back at work (where we had Unity Pro), so that I could look up some workarounds for the issue, and we ended up going with a single skinned mesh that was baked and applied to all animated characters of its type.
 

Blizzard

Banned
Just opened my project with Unity 5. It warned me that it'd have to do some changes to the scripts... and everything was still working fine afterwards, yay!

I'm thrilled to have the profiling features available, since it's the easiest way to spot pipeline bottlenecks (read: bad programming). It really saved my ass once by pointing out that skinned meshes were murdering the framerate of a game I was making for Android back at work (where we had Unity Pro), so that I could look up some workarounds for the issue, and we ended up going with a single skinned mesh that was baked and applied to all animated characters of its type.
Are the profiling features you're talking about pro-only? (that was how I interpreted the feature comparison)
 

Turfster

Member
This has an... interesting comparison image for U5/UE4 PBR with the same Substance material and a similar scene.
(I am not an artist, so I have no idea what is involved, but I've been hearing more of the same sort of thing from other people)
 

Blizzard

Banned
This has an... interesting comparison image for U5/UE4 PBR with the same Substance material and a similar scene.
(I am not an artist, so I have no idea what is involved, but I've been hearing more of the same sort of thing from other people)
I think a Steam friend told me their Substance material worked fine in Unity, but stopped working once they added it to UE4...but that might have been with Unity 4.

However, is UE4 support for Substance stuff still listed as beta rather than production-ready?
 

Kritz

Banned
jesus christ unity 5 makes even the most intolerable programmer art look decent

sNLqSTs.png

HcOShkz.png

except perhaps for my 100x300 textures >_>
 
Wow so Unity 5 now provides all engine features such as post-processing effects? So you can use OnRenderImage, Graphics.Blit and whatever now? I didn't see that coming.
 
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