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

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Anyone know of a good tutorial for getting sharp 2D gameplay in Unity? I've only been able to get floaty controls. I.e. I want MegaMan X, not LittleBigPlanet.

Everything others have said so far is correct. However you will be doing a loooooooooot of tweaking/iteration to get it "just right". I recommend you go and play some old games that do it well, you say Mega Man so go and analyse/study its movement, the way the character speeds up/slows down is a lot different to say, Sonic. Mega Man has one speed only, so an instant acceleration to x speed.

Sonic for example isn't like that, there's an acceleration over time to a top speed. It also has friction so Sonic will slow down if you let go of the controls. Mega Man to my knowledge (it has been a while), will basically instantly stop. There's been a lot of reverse engineering/going into the guts of older games you can google about that talks about this.
 
I always find it a shame that nailing movement 'feel' is so hard and takes so long to get right, but is almost invisible to most players (unless you get it wrong).

I spent one month on creating my controller and one month of dev testing for tweaks. It's the small things that are seemingly transparent that nobody will notice except us that makes the difference, IMO.
 

misscelan

Member
Preparing some GIFs for the Kickstarter :)

75UP5hR.gif
 

purdobol

Member
If you are using RigidBody physics - you can kinda sorta ish get smooth movement but you will suffer from a fixed time. Unity's standard fixed timestep is 0.02 which is 50/sec. That's not ideal for 60fps as you will get micro stuttering as some frames will skip movement due to physics not updating at 60hz.

The only sollution i found for that problem is split player.controller calculations made in fixed timestep from visual representation of it (player model). So all physics calculations are made in fixed timestep and player model is drawn in nomal update with added interpolation to apear smooth. that way you can have pixel perfect movement without stuttering.
 
The only sollution i found for that problem is split player.controller calculations made in fixed timestep from visual representation of it (player model). So all physics calculations are made in fixed timestep and player model is drawn in nomal update with added interpolation to apear smooth. that way you can have pixel perfect movement without stuttering.
Aye. This is another way to tackle it for sure. There is a lot to consider for what works best for any given application. A lot more complicated than most people think. I can create a tangled web of problems with a simple jump or slope. Careful examination of needs is a must.
 

2+2=5

The Amiga Brotherhood
I'm trying to make a sort of Xcom board game with a very different premise, cards and dice gameplay and old comics-like pixel art graphics, everything is still very raw and not definitive but before i go on i want to know if this looks like a decent start.
(It's a park area and the guy is not a xcom-like agent but a simple civilian with a motorcycle helmet and a bulletproof vest)

nuovo_14.png


I'm also wondering if for this kind of game a cleaner graphics style would be better than pixel art.
 
After a rough week or so of false starts and things taking way too long...

I finally had an area I thought would be simple and quick to build... be simple and quick to build. Hell of a relief, and it feels great to have added another puzzle already today after enjoying a lie in, since we're going out soon for the rest of the day.
 
Hello everyone. I've been learning C++ for around 6 months now, and not very intensively either. If I wanted to make a top down mobile puzzle game such as this. (Just grabbed a pic off of google to kinda represent the style i'm thinking of)

Where would I start off? What software would I need to learn? I definitely don't expect to be able to make much of anything with my admittedly fairly basic understanding of C++ that I currently have, but I would like to get an idea about how the process of designing a game actually works. I figure it couldn't hurt to try to see what I could learn from trying that stuff out now even though i'm likely getting ahead of myself. I've only really coded "out of context," well, that's the way I always think of it. I want to get an idea of how coding and game design comes together in practice.


Stealth Edit: Oh just realized a lot of this info might be in the extensive OP here, I'll read through that more thoroughly.

Edit 2: Look like I need to start learning Java as well.
 
I'm also wondering if for this kind of game a cleaner graphics style would be better than pixel art.

From an aesthetics point of view I'm reminded more of airline safety manuals than old comics from that image;

(which is a fairly unique visual style in and of itself)
Does it need to be done pixel art style, or would that aesthetic work better with clean vectorial graphics?

EDIT:
Hello everyone. I've been learning C++ for around 6 months now, and not very intensively either. If I wanted to make a top down mobile puzzle game such as this.

The Godot Engine which is a 2D focussed multi-platform "unity-like" in C++ just went open source - might be worth checking out?
 

Aki-at

Member
Been a while since I posted here. Plenty of great stuff in the past few days (or has it been weeks already? I feel so dephased - repetition will do that for you), grats to all for their progress!

Here's the latest:
EqualWatchfulBluebottle.gif


As for what's next: more... more characters... MORE CHARACTERS

I love how much life you manage to put into these characters, how long does it usually take you to animate one?
 

Water

Member
Hello everyone. I've been learning C++ for around 6 months now, and not very intensively either. If I wanted to make a top down mobile puzzle game such as this. (Just grabbed a pic off of google to kinda represent the style i'm thinking of)

Where would I start off? What software would I need to learn?
Every mobile platform has its own specific tech you need to learn to work natively on it, but the reasonable thing is to work with engine like Unity 5 or UE4 which is able to deploy your project to whatever platforms you want. Both are free. UE4 happens to use C++ as a scripting language, but anyone who can deal with C++ and wants to start working with Unity can easily pick up C# as they go. Actually it might turn out to be easier than writing decent C++ for someone with 6 months of on-off C++ learning.
 

2+2=5

The Amiga Brotherhood
From an aesthetics point of view I'm reminded more of airline safety manuals than old comics from that image;


(which is a fairly unique visual style in and of itself)
Does it need to be done pixel art style, or would that aesthetic work better with clean vectorial graphics?

Little explanation, my aim was to make something like this(lol)
kennedy-and-superman.jpg


As you can see color-wise everything has a plain single color and shadows are made with black lines or areas.
I tried to do exactly like that but with small sprites it was basically impossible, so in the end i decided that two shades(a main one plus another for shadows) could be a good compromise.

I love pixels! XD But i guess that if necessary i could do differently.
 
For those working on Unity for Wii U, are the Unity versions pretty up to date?

I'm working in Unity 4.6.0 and have held off on upgrading since I kinda expect the console Unity versions to lag a bit behind the main platforms. Can someone confirm/deny my assumptions? I'd check myself but am still waiting for a reply from Nintendo for Unity (been about 2 weeks so far).
 

Pehesse

Member
Little explanation, my aim was to make something like this(lol)
kennedy-and-superman.jpg


As you can see color-wise everything has a plain single color and shadows are made with black lines or areas.
I tried to do exactly like that but with small sprites it was basically impossible, so in the end i decided that two shades(a main one plus another for shadows) could be a good compromise.

I love pixels! XD But i guess that if necessary i could do differently.

The difference between what you did and what you referenced, as far as I understand, is in the linework. This is not a simple outlining work: the linework needs to convey depth and volume through varying thickness, and there are also black masses to contrast the flat colors to have a minimal level of lighting information. Flat unicolor can work, but you need to work on the linework extensively for it to work - it'd need to work as a B&W picture, almost.
You could try adding some black to hint at general volume/object connections (ground to object) and light indication (for instance, on top of the tree trunks/below the foliage to show simple shadowing). Working on the linework will be harder if you're not using a drawing pad/tablet, but that's probably what you'll need to use for single flat colors.
If you go with two shades with more regular (dare I say digital) linework, that's the more usual treatment, and it'll be a technique closer to cel-shading, so maybe research more in that direction to get that effect?
In either case, the one thing you'll need to make clear is lighting, as that's the big part that'll show volume through limited color! In your example the lighting is a bit too plain (coming from the overall top, but not overly defined). I'd suggest going for an angled lighting to have larger and displaced casting shadows. That's what I do for Honey anyway, as I do two-shading only as well!

I love how much life you manage to put into these characters, how long does it usually take you to animate one?

Thanks! Right now I'm doing about two days for lining and two days for coloring, with an extra day for sketching and then plugging the character in the game. All in all, it takes about a week for a new character - it will take closer to 4 days for a 50-60 frames character, and closer to the full 7 for a 80-100 frames one. I've been doing one a week since january now - trying to speed up the process, but I can't seem to get much faster than this no matter what I try. Thankfully the secondary cast of characters will have less stuff, probably less than 40 each, so I hope to manage to cram two characters a week then :-D
 

Five

Banned
Good job! Just played for 15min or so. Already feels very polished - I love the graphics and animations (and the creepy enemies). I had to laugh when that zombie with the back pointing towards the bottom crawled towards me and killed me with his fire breath. Controls/movement are also fine, I played with the keyboard. Good that you can also jump with the up cursor key, because I'm using the QWERTZ layout. No sound/music yet, right?

I'm also currently creating a landing page, a blog and a trailer and want to start with marketing in a few weeks. Not sure when to contact the press though. As soon as page/blog/Twitter/Facebook are up? When I'm putting it on Greenlight? Should I even bother sending an alpha build that already has most of the levels but no level selection hub which means levels have to be started via the console (with the help of instruction texts in the game of course)?

Thanks for giving it a shot! That's correct, there's no sound or music in that build. I'll be working on that this week and the next. I already have the music for the game, just didn't plug it in yet, so now I'm cutting and wiring sounds.

I'm thinking I'll probably launch the Greenlight page first because I want it to be there to show people, then maybe have press mail lined up for right after I start the Kickstarter.
 

Ashodin

Member
Wooooooo development using Playmaker + NGUI is making things go REAL FAST

K4xqIb6.gif


yessssss

snazzy new button effects, much better draw calls, Unity 5 you beast you
 

Nätso

Member
Hey guys!

First time posting any work of mine, so 'hooray' for that! The project is just a simple infinite runner for mobile devices, made by myself and one other person as a way to measure our chemistry as a team. This was intended to be more of a learning exercise before we decided to move onto bigger and better projects, so I apologize for any lack of creativity in the gameplay department. I promise I'll make up for it next time, hahaha.

sVwaafS.jpg


We are currently in need of a composer capable of producing a western-themed (though highly whimsical) score for the game. If anybody is interested, let me know!

I'm also welcoming any criticisms of the art-style (or anything else for that matter). I need to become a better designer and artist, so you will not hurt my feelings!
 

jrDev

Member
Hey guys,

I am running a contest for free copies of GAC-Great Animations Combo System for Unity3D. If anyone is interested the prizes available are 2 Asset Store vouchers and 90% discount on Sellfy Marketplace.

Click this Link for details.

Ends 11:59 EST 3/8/15

EDIT: Contest end date changed to give more time.

Thanks,
jrDev
 
Damn. Making my own reference wiki is fucking arduous. On the bright side, I did refactor about 20 classes today and tightened up my environment spawn system so its fully automated with a single procedural script. No fiddling required after adding the component.
 
Can I run a blurb by you guys?

1 sentence version (appears by itself):
Wildfire
Sneak past enemies and manipulate fire to terrify them in this stealth platformer where flames can blaze out of control!

Extended description (appears underneath 1-sentence version:
Wildfire is a stealth platformer where you have the ability to control fire. Sneak in shadows, creep through tall grass, and conceal yourself in smoke as you summon fire to terrify enemies. Use fear to create opportunities to slip past guards, but be careful that the fires you start don't grow out of control and scorch everything in their path - including you!
 

Five

Banned
Can I run a blurb by you guys?

1 sentence version (appears by itself):
Wildfire
Sneak past enemies and manipulate fire to terrify them in this stealth platformer where flames can blaze out of control!

Extended description (appears underneath 1-sentence version:
Wildfire is a stealth platformer where you have the ability to control fire. Sneak in shadows, creep through tall grass, and conceal yourself in smoke as you summon fire to terrify enemies. Use fear to create opportunities to slip past guards, but be careful that the fires you start don't grow out of control and scorch everything in their path - including you!

They both sound good, but I think the first one sounds better without "can" (i.e. "Sneak past enemies and manipulate fire to terrify them in this stealth platformer where flames blaze out of control!").
 

SeanNoonan

Member
Because I'll be making a trailer soon, I decided to add a UI toggle to my game - wish I could record demo files... alas the random procedural generation I have setup won't allow for it.

jill_vv_070315_lg.gif


Drawn a line under that level now - it's done :)
 

Blizzard

Banned
Because I'll be making a trailer soon, I decided to add a UI toggle to my game - wish I could record demo files... alas the random procedural generation I have setup won't allow for it.

jill_vv_070315_lg.gif


Drawn a line under that level now - it's done :)
Does the engine you're using allow you to set the random number generator's seed like Minecraft does?
 

Blizzard

Banned
I'd have to make my own...
Too bad, I was hoping it might be as easy as a call to srand() or something.


I messed around with Unreal Engine 4 today, and I suppose BluePrint is fairly easy to pick up. I'm a programmer but it took me a bit to figure out how to create a variable, link it with set and get, etc. However, in maybe a couple of hours I was able to teach myself the BluePrint setup, create a Unreal Motion Graphics button with text, make it do something when clicked, and help someone in the IRC channel isolate a problem that was making their own UMG GUI setup not respond to clicks (apparently using tick code in the widget blueprint was breaking it).

I still don't understand some things, so I don't have a grasp for example on why the click event apparently has to be in the widget blueprint rather than the level blueprint, but it wasn't too bad overall.


For my own game, I made my own fixed-size font as well as an engine feature to support a character grid texture instead of just the .TTF/.OTF support I had already. If anyone is curious about font progression, here is the progress. I may end up using some existing font if I find one that works and I can zoom to match my 2x2 pixel resolution, but I think the latest iteration I made isn't TOO awful to look at.

I still need to work on the GUI so that it also matches the 2x2 resolution, however.

Original (free font called Tuffy Bold): http://abload.de/img/scoreboard_old_fontmnl69.png

From-scratch font I threw together in a day or so, after updating it to not be as skinny and horrible as it originally was: http://abload.de/img/scoreboard_new_fontmgyrm.png

Latest version with more consistent characters: http://abload.de/img/scoreboard_new_font212bgg.png
 
Little explanation, my aim was to make something like this(lol)
kennedy-and-superman.jpg


As you can see color-wise everything has a plain single color and shadows are made with black lines or areas.
I tried to do exactly like that but with small sprites it was basically impossible, so in the end i decided that two shades(a main one plus another for shadows) could be a good compromise.

I love pixels! XD But i guess that if necessary i could do differently.

The problem is the linework (also if you are going to emulate that style, body shapes and faces are also important to be similar).
IMO it would be better to do it drwaing it instead of pixelart, I think it would look much better.
Also look at Kennedy's suit and and super man's shoulder and head type of linework shadowing. That needs to be present if you want to do that type of art, its a lot more difficult to reperesnt that type of shadowing with pixelart, as there are going to be lots of interior lines. Look like he uses base colors and uses the linework for shadowing. I already see in your trees and rocks too colors (1 for light, and one for shadow) that is not repredented in the image you showed.

EDIT just re read and saw you already knew that about the shadowing outlines not being ossible with pixels. As I said, if you can do it, it would be pretty cool that your game emulates exactly the comic style you want to go for. ANd depending of how you want to animate your game it can be easier or harder. Frr me, scenearios would be much easier doing it in that style than with big pixelart.

Nätso;155024275 said:
Hey guys!

First time posting any work of mine, so 'hooray' for that! The project is just a simple infinite runner for mobile devices, made by myself and one other person as a way to measure our chemistry as a team. This was intended to be more of a learning exercise before we decided to move onto bigger and better projects, so I apologize for any lack of creativity in the gameplay department. I promise I'll make up for it next time, hahaha.

sVwaafS.jpg


We are currently in need of a composer capable of producing a western-themed (though highly whimsical) score for the game. If anybody is interested, let me know!

I'm also welcoming any criticisms of the art-style (or anything else for that matter). I need to become a better designer and artist, so you will not hurt my feelings!
Don't worry, our team also started with a runner for the same thing (it was only a test) and now people like it and maybe we can get some money out of it.
Really like that artstyle.
 

misscelan

Member
It looks pretty cool, but can you show me the main character in a better picture? She (apparently she) looks a bit Dora the Explore-ish or something from here. Curious what they look like.

Nooooo! haha, she is actually based on my girlfriend. A lot of people already mentioned she looks like "the explorer" ( I don´t even want to mention her name :p).
At the beginning that bothered me a bit, now I even put some jokes in the game, like some NPCs confused thinking she is "the explorer", etc...

And well, if you want to check some videos you can find some here:
https://www.youtube.com/channel/UCHs56pMIotQ-ubY6xAPuA8w/videos
 

Delstius

Member
After more than a decade of toying around with game development I finally decided to get into it seriously. Since my previous attempts with learning either C++ or C# bored me to death at best, this time I'm starting small with GameMaker. Started 3 weeks ago and I'm really happy with my choice, the language is really easy to pick up and still allow me to do pretty much everything I want so far.

Can't even attack in my prototype yet but I have my priorities straight, most important stuff come first :
md7MdK6.gif
 

Limanima

Member
Italian:
-Puoi velocizzare il gioco premendo il pulsante avanti veloce(o la barra spaziatrice).
-Per ottenere un bonus tempo migliore, scorta le lumache necessarie e poi prendi le monete.
-Le monete sono opzionali. Non necessiti di loro per finire un livello.
-A volte non sono necessarie tutte le lumache per finire un livello.
-Se un livello è troppo difficile, prova livelli da altri temi.
-Non riesci ad ottenere una medaglia d'oro? Prova altri livelli e riprova più tardi.
-Lascia gli oggetti sul terreno, le lumache li prenderanno e li useranno.
-Quando una lumaca tocca il bordo di una mappa, loro torneranno indietro.
-Per ottenere una medaglia d'oro necessiti: tutte le lumache e le medaglie nel miglior tempo possibile.
-I requisiti del livello per la medaglia d'oro sono visualizzati nel menù di pausa.

I hope it will be useful :)

Thanks, but someone from the Italian GAF thread had already translated the text. Sorry.

Everything is translated, thank you all for your help!
 

ZServ

Member
After more than a decade of toying around with game development I finally decided to get into it seriously. Since my previous attempts with learning either C++ or C# bored me to death at best, this time I'm starting small with GameMaker. Started 3 weeks ago and I'm really happy with my choice, the language is really easy to pick up and still allow me to do pretty much everything I want so far.

Can't even attack in my prototype yet but I have my priorities straight, most important stuff come first :
md7MdK6.gif

That looks fantastic, visually! Getting a Terraria vibe from it :)
 
After more than a decade of toying around with game development I finally decided to get into it seriously. Since my previous attempts with learning either C++ or C# bored me to death at best, this time I'm starting small with GameMaker. Started 3 weeks ago and I'm really happy with my choice, the language is really easy to pick up and still allow me to do pretty much everything I want so far.

Can't even attack in my prototype yet but I have my priorities straight, most important stuff come first :
md7MdK6.gif

Very nice, I look forward to your updates (I'm using GameMaker too).
 
The Godot Engine which is a 2D focussed multi-platform "unity-like" in C++ just went open source - might be worth checking out?

Every mobile platform has its own specific tech you need to learn to work natively on it, but the reasonable thing is to work with engine like Unity 5 or UE4 which is able to deploy your project to whatever platforms you want. Both are free. UE4 happens to use C++ as a scripting language, but anyone who can deal with C++ and wants to start working with Unity can easily pick up C# as they go. Actually it might turn out to be easier than writing decent C++ for someone with 6 months of on-off C++ learning.

Thanks for the info guys.
 
Hey guys!

I write a lot of potential video game music in my spare time.

Do any of you guys need some tracks?

Here's a sample of my work:
https://soundcloud.com/jeff-koplovitz

I love experimenting with new sounds in combination with a retro vibe.

The one I wrote today is called OST1, check it out please :)

And let me know if you need some music !
 
Ordered my first mechanical today. Daskeyboard 4 Professional, opted for the MX Blue switches. Now I will be able to program bugs and fix them at breakneck speeds!
 

Nätso

Member
Don't worry, our team also started with a runner for the same thing (it was only a test) and now people like it and maybe we can get some money out of it.
Really like that artstyle.

Thank you! That really means a lot to me.

The original art style was pretty terrible; Glad to hear that the change was likely a good move.
 
The crunch is almost over! So exhausted from the past week. We're just now polishing up Beacon for Thursday when we exhibit, but here's some shots from the most recent version of our demo!


I'm really pleased with how the game is looking at these early stages, we have a long road ahead in terms of making the gameplay tight and super fun, but it's been a rewarding experience for sure so far.

Added bonus, new illustration by Tay for one of our Occult enemies!

 

Water

Member
The crunch is almost over! So exhausted from the past week. We're just now polishing up Beacon for Thursday when we exhibit, but here's some shots from the most recent version of our demo!

I'm really pleased with how the game is looking at these early stages, we have a long road ahead in terms of making the gameplay tight and super fun, but it's been a rewarding experience for sure so far.

Added bonus, new illustration by Tay for one of our Occult enemies!
Siiiick.

The game looks clean too but that illustration is fantastic. Are there more of those & any chance of DL link to original resolution? I'd want to print out one in A4 or better size to put on my cubicle or classroom.

BTW, in case you don't know, the Japanese katakana spells "Abadon" instead of "Abaddon". The exact "Abaddon" spelling involves using a half-size character to extend the next consonant, so maybe the misspelling is a deliberate choice by the artist to keep the text visually balanced.
 

misscelan

Member
Nice work. What engine are you using?

Seems like we're on the verge of a 3D platforming boom in indies. Looking forward to all the unique evolutions that will sprout up.

Thanks! Unity 4 it is :)

Yep, it´s a nice time for 3d platformer fans. I just saw a video of the A Hat in Time Beta Demo and looks amazing! ... and got so jealous TT
 

Dynamite Shikoku

Congratulations, you really deserve it!
I downloaded unity 5 and thought it would do a seperate install to unity 4 but it just overwrote it lol. Project worked fine it though.
 
BTW, in case you don't know, the Japanese katakana spells "Abadon" instead of "Abaddon". The exact "Abaddon" spelling involves using a half-size character to extend the next consonant, so maybe the misspelling is a deliberate choice by the artist to keep the text visually balanced.

But isn't "Abaddon" in English pronounced Abadon (i.e. the second D isn't really heard)? So the katakana is correct then, since it indicates pronounciation. Its romanization doesn't need to match the English spelling.

Well, at least, that's how I've always pronounce Abaddon...
 
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