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

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Aki-at

Member
My short story today.

"This is great! People should like this second trailer, right it's finished uploading, let me spread the word!"

*Get a DM from a friend* "Oh I wonder what it could be, maybe some cool thing he found about the trailer?"

"You spelt Threatened as Treatened"

"Damnit!"

Still, took care of it and reuploaded my second trailer for Brock Crocodile: LINK and opened up my Steam Greenlight page, maybe I shouldn't have done it all in one go but hey ho oh well.

Really liked how this trailer came along vs the first one. This time round got a track made just for it after my music guy had a watch through, we throw a few things back and forth, put in a few different scenes and a bigger improvement over the first. Now to get depressed with me having a under 50% downvote ratio haha.

I'm more anxious cause I've got my anniversary coming this Sunday and I'M NOT READY YET.
 

EDarkness

Member
So I am cutting my release platforms down and its for the best. I can't spread myself too thin and had to make what I feel is an appropriate console choice given that I want to release on PC and console at the same time. It will be rough but there's a very good reason I should not be killing myself over multiple devices.

I have my game coming out on a few platforms, but since I'm using Unity, I decided to focus on only one then work on the others after I get it all nailed down. Then, release them all at the same time. There's no reason to be stressing over multiple platforms in the beginning. Especially if they all use the same engine. It'll be a lot less stressful in any case.

So I'm working on the Mac version since this is my main machine. I periodically check the PC version (which works well) and I'll be looking at checking the Wii U version sometime in the very near future. Just gotta get that dev kit delivered.
 

Ashodin

Member
Apexicon Title Screen is finished!

Now on to the character creation + new game hookup. Things are going swimmingly :)

8O3o9cS.gif
 

Five

Banned
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.
 
So I've sort of hit a wall in terms of being burnt out coding. I'm currently going to take a break and just focus on making art but might look to collaborate with a programmer for a change of pace (been over 6 years since I've collabed on a game as the artist).

I think part of it being harder now is starting a new family + work at a steady job.
 
So I'm trying to write my own particles-ish collision since Unity no longer supports world collision with particles, only select planes and since they want to get rid of legacy I won't bother with that.

Here's about 15 minutes of writing some collision on my own particles:
testExploz2.gif


I see a bunch of issues like no linear movement decay, some quirky overlappage, minor micro-stuttering, etc. I've never written physics on this type of scale that needs to work fast and provide semi-realistic behaviour. This is about 135 squares being thrown out that can interact with the environment and each other, for now - i'll have to see how annoying it gets when I start throwing these around like mad.

I currently write physics to each square as they spawn from the master custom emitter which can adjust (at current): color, directional forces, min/max, continuous, limited, limited timed, and a few other small tweaks. I spawn a cube then assign it a custom particle physics class, then adjust any variables I need on each like direction, bounciness, etc. Each are varied by a slight bit of randomness.

I probably should try using RigidBody at some point for physics with 5.0's improvements but I have more fun doing it this way :D Plus there's nary a performance hit on any of my machines or consoles so that's a plus. I figure I can probably get away with a few hundred being spawned at once before I start to get into territory close enough to hit 60fps on consoles.

Pretty much most of this game is CPU heavy so I have to be mindful not to go nuts with custom physics, although I do plan on optimizing all of my custom junk further down the line but I'm fairly satisfied with performance of what I can throw at it. Eventually raycasts and math will catch up somewhere - I won't rest until i find that ceiling :D
 
So I'm trying to write my own particles-ish collision since Unity no longer supports world collision with particles, only select planes and since they want to get rid of legacy I won't bother with that.

Here's about 15 minutes of writing some collision on my own particles:
testExploz2.gif


I see a bunch of issues like no linear movement decay, some quirky overlappage, minor micro-stuttering, etc. I've never written physics on this type of scale that needs to work fast and provide semi-realistic behaviour. This is about 135 squares being thrown out that can interact with the environment and each other, for now - i'll have to see how annoying it gets when I start throwing these around like mad.

I currently write physics to each square as they spawn from the master custom emitter which can adjust (at current): color, directional forces, min/max, continuous, limited, limited timed, and a few other small tweaks. I spawn a cube then assign it a custom particle physics class, then adjust any variables I need on each like direction, bounciness, etc. Each are varied by a slight bit of randomness.

I probably should try using RigidBody at some point for physics with 5.0's improvements but I have more fun doing it this way :D Plus there's nary a performance hit on any of my machines or consoles so that's a plus. I figure I can probably get away with a few hundred being spawned at once before I start to get into territory close enough to hit 60fps on consoles.

Pretty much most of this game is CPU heavy so I have to be mindful not to go nuts with custom physics, although I do plan on optimizing all of my custom junk further down the line but I'm fairly satisfied with performance of what I can throw at it. Eventually raycasts and math will catch up somewhere - I won't rest until i find that ceiling :D

Honestly, I truly believe that Unity's built-in particle system kind of sucks (Legacy and Shuriken). Along with the things you mentioned, it performs rather poorly overall and I dislike how difficult it is to get them reacting decently to outside forces (wind, etc.).

I highly recommend Particle Playground. It's apparently built on top of Shuriken, but I haven't ran into any of the aforementioned Shuriken issues. It's got multithreading and collision out-of-the-box, which seems like something right up your alley.

----------

Otherwise, one optimization I've used in the past was to group decaying/old particles together and apply physics forces on the group, rather than individually. Obviously, this would have to be done where it makes sense, but, for example, for the squares that have settled on the ground and are moving parallel to it you could group them and apply force to them as a group, rather than individually.

Alternatively, this seems like it might be a prime candidate for a grouping/flocking algorithm. Rather than running particle-to-particle physics, you could just do particle-ground/wall collisions and use a flocking algorithm to keep the particles from overlapping. Depending on your setup, it could end up being significantly faster.

You might want to make sure that you're not prematurely optimizing, though. Donald Knuth sums it up nicely:
Donald Knuth said:
Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.

It's up to you to decide if your particles fall under that 3%. :p
 

SeanNoonan

Member
Here's about 15 minutes of writing some collision on my own particles:
testExploz2.gif

Looks pretty cool, though I'm really not a fan of low resolution pixel games ignoring the pixel grid, but I also recognise that I'm in the minority on that one ;)

I'd be curious how that same effect would look, taking into account with integer based grid positioning, no off grid rotation, etc. but yeah, pretty much just a preference thing.
 

Burt

Member
Paladin Tier 1 Concepts
I like them all...
B_7SCz-UMAAMZ8g.jpg:large

4. Maybe 5 after that, but I'm pretty comfortable saying I like 4 the best.

I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.

For the trailer, especially for the kind of game that you're showing there, I generally prefer something with more of a crescendo, speaking towards both the music and the action. The stuff in your trailer is good, but it's a bit flat in terms of momentum. As an example, you do things like cycle back to the skeleton boss twice, rather than building him up once. Being able to continually escalate the hooks in your trailer, or at least provide a short visual narrative, does a lot for keeping someone interested and watching. Also, if you could come up with another background/tileset to change things up, I do think that would help.

As for the timing stuff, I wouldn't worry too much about that. I think the Kickstarter pool and major release pool are pretty separate, unless you're talking about a $100k+ funding goal. People hem and haw and discuss and debate about what time of the year is best or the effect of new releases, but the data itself is too limited and skewed by the early Kickstarter rush of big veteran developers to come up with anything concrete. Anecdotally, I will say that it seems that most games that deserve to get funded get funded, so I would say that having a solid campaign is immeasurably more important than waiting for the winds to be just right. But, on the other hand, launch on a Tuesday, Wednesday, or Thursday. That's one piece of data that I'll stick by.
 

Xtra Mile

Neo Member
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.

So much good stuff in this thread, I can't keep up.

Anyway, my comments for this trailer, I would cut out the bit that shows the map near the beginning. I think pause screens etc. should not be shown in a trailer. And it shows the map at the top in the next scene.

I think the fades to black are too long. I agree with the boss being left to the end as a better idea instead of showing him twice. The last shot doesn't have much impact.

I'd also prefer if all the shots were zoomed in instead of jumping between the two as I think that looks best, but up to you. Looks cool! Agree with Burt's suggestions.

Paladin Tier 1 Concepts
I like them all...
B_7SCz-UMAAMZ8g.jpg:large

I like 1 best!
 

Violet_0

Banned
We've been able to come up with some new UI and Card concepts updates, any more thoughts on these two?

http://abload.de/img/uiconceptnewnewnewcarehy5c.png
http://abload.de/img/uiconceptnewnewnewcarrhuaz.png

I won't reveal my favorite yet, but there's still disagreement over the two portrait styles inside our team :)

maybe it's just me but I find the symbol layout on the cards kinda distracting. The "mana"-cost symbol is fine but the other symbols should be symmetrical, in my opinion
 

anteevy

Member
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.
I agree with the posters above. I thought it kinda dragged at the end because there was no "buildup". It could also be 10-20secs shorter. And maybe generally shorter scenes / faster cuts? You could also try putting some titles/stills between sections of the trailer. The content is great of course.
 

HelloMeow

Member
Is anyone familiar with performance issues with Unity for Android?

I've been comparing the performance of 4.6 and 5.0. I'm using empty scenes with just one script to display the frame rate.
With 4.6 the frame rate fluctuates from 40-65 like crazy, even with vsync off and with the target framerate set to 120. With 5.0 I can easily get 120 fps. It's like it's forcing vsync or something. Is anyone familiar with this?
 

Bit-Bit

Member
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.

Your game looks great! The trailer needs to build to something though. It could be an announcement, or a call to action, or a big boss or feature of the game.

Good luck with your kickstarter campaign.
 

_machine

Member
Fucking hell man. This thread has some of the most talented guys I've run across in a very long career. I may be more excited to see this thing in action than Uncharted 4.
I agree, there so much amazing stuff here you can't help, but to try your best to keep up with the others :)

The teams sends their love to you and we hope that you will be more than happy with the final result ;)

maybe it's just me but I find the symbol layout on the cards kinda distracting. The "mana"-cost symbol is fine but the other symbols should be symmetrical, in my opinion
Yeah it's definitely more of a personal preference as most of the others have been against you, but we'll still have to see what the layout ends up like. We'll be doing the final 3D model and stuff for the card this sprint so we will have it ready it in a couple of weeks.

EDIT: Do'h, apparently particle collisions break in editor when trying to capture with GifCam, will have to wait until build day to get new juicy gifs :(
 
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.

My suggestion: The other posters are right, you need some kind of crescendo.

Save the fight with the tophat skeleton until the very end, use it as a stinger. Think of a "moment" that's possible with that guy and try and get it on camera. Getting hit by a big attack, dying, defeating him, maybe he has a cool intro, something like that. Then from that "moment", transition to your logo however you feel comfortable.

Maybe even find a more action-y song, or something that would be more fitting to build up to an event (though I do like that song)

Cool looking game, by the way. I saw you posting stuff in this thread about it a while ago, but it really is something else to see it all put together like that.
 

Sify64

Member
Hey, I'm new to the indie dev thread :) I recently started working on a FPS game in Unity 5.
So, I wondered if I could maybe get some feedback on the player and enemy design. Thanks a lot.
B_5pycVWcAAequB.png

B_-u6lrWYAExF7R.png
 

SeanNoonan

Member
I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.
My initial reaction is that the soundtrack and images aren't closely tied enough - the gameplay sequences can sometimes go on too long for such music.
Comes across more as an early gameplay montage than a trailer as such.
 

Five

Banned
Thanks for all the responses!

For the trailer, especially for the kind of game that you're showing there, I generally prefer something with more of a crescendo, speaking towards both the music and the action. The stuff in your trailer is good, but it's a bit flat in terms of momentum. As an example, you do things like cycle back to the skeleton boss twice, rather than building him up once. Being able to continually escalate the hooks in your trailer, or at least provide a short visual narrative, does a lot for keeping someone interested and watching. Also, if you could come up with another background/tileset to change things up, I do think that would help.

As for the timing stuff, I wouldn't worry too much about that. I think the Kickstarter pool and major release pool are pretty separate, unless you're talking about a $100k+ funding goal. People hem and haw and discuss and debate about what time of the year is best or the effect of new releases, but the data itself is too limited and skewed by the early Kickstarter rush of big veteran developers to come up with anything concrete. Anecdotally, I will say that it seems that most games that deserve to get funded get funded, so I would say that having a solid campaign is immeasurably more important than waiting for the winds to be just right. But, on the other hand, launch on a Tuesday, Wednesday, or Thursday. That's one piece of data that I'll stick by.

I'm working on the second tileset right now. I agree that it's definitely something that would be helpful to show off, it's just not something I can show off right now. So should I not show the skeleton boss until the end? I was going for montage a little more than crescendo, but maybe that's the wrong call. Or maybe I just put stuff in the wrong order. This the first time I've ever made a trailer for anything, so I'm completely new to it.

Thanks for the thoughts on timing too! I'll give it some more thought.


I agree with the posters above. I thought it kinda dragged at the end because there was no "buildup". It could also be 10-20secs shorter. And maybe generally shorter scenes / faster cuts? You could also try putting some titles/stills between sections of the trailer. The content is great of course.

I appreciate your input a lot! This is only a minute and a half, but maybe it doesn't even need to be that long. I'll try something else.


So much good stuff in this thread, I can't keep up.

Anyway, my comments for this trailer, I would cut out the bit that shows the map near the beginning. I think pause screens etc. should not be shown in a trailer. And it shows the map at the top in the next scene.

I think the fades to black are too long. I agree with the boss being left to the end as a better idea instead of showing him twice. The last shot doesn't have much impact.

I'd also prefer if all the shots were zoomed in instead of jumping between the two as I think that looks best, but up to you. Looks cool! Agree with Burt's suggestions.

Thanks! So the reason for most of the pulled back shots is that I don't know how to use After Effects or Premiere very well and some of the longer shots had stuff out of frame when I pulled in close because I don't know how to move the camera around. I might go back and try to figure out how to do that.

The map at the beginning is supposed to indicate that the game is procedurally generated (and is, in fact, the literal map generation). Maybe it needs a title to explain, though.


Your game looks great! The trailer needs to build to something though. It could be an announcement, or a call to action, or a big boss or feature of the game.

Good luck with your kickstarter campaign.

Good ideas. Thanks!


My suggestion: The other posters are right, you need some kind of crescendo.

Save the fight with the tophat skeleton until the very end, use it as a stinger. Think of a "moment" that's possible with that guy and try and get it on camera. Getting hit by a big attack, dying, defeating him, maybe he has a cool intro, something like that. Then from that "moment", transition to your logo however you feel comfortable.

Maybe even find a more action-y song, or something that would be more fitting to build up to an event (though I do like that song)

Cool looking game, by the way. I saw you posting stuff in this thread about it a while ago, but it really is something else to see it all put together like that.

Thanks! I'm getting a lot of really good advice. You guys are awesome! The song I used in the trailer is my favorite of the game's soundtrack, but there are some others that are more upbeat and perhaps would be a better fit. I'll thumb through the options again.


My initial reaction is that the soundtrack and images aren't closely tied enough - the gameplay sequences can sometimes go on too long for such music.
Comes across more as an early gameplay montage than a trailer as such.

Interesting. I'm not entirely sure where to go with that advice but I'm grateful for it all the same. Thank you for your input!
 
Honestly, I truly believe that Unity's built-in particle system kind of sucks (Legacy and Shuriken). Along with the things you mentioned, it performs rather poorly overall and I dislike how difficult it is to get them reacting decently to outside forces (wind, etc.).

I highly recommend Particle Playground. It's apparently built on top of Shuriken, but I haven't ran into any of the aforementioned Shuriken issues. It's got multithreading and collision out-of-the-box, which seems like something right up your alley.

----------

Otherwise, one optimization I've used in the past was to group decaying/old particles together and apply physics forces on the group, rather than individually. Obviously, this would have to be done where it makes sense, but, for example, for the squares that have settled on the ground and are moving parallel to it you could group them and apply force to them as a group, rather than individually.

Alternatively, this seems like it might be a prime candidate for a grouping/flocking algorithm. Rather than running particle-to-particle physics, you could just do particle-ground/wall collisions and use a flocking algorithm to keep the particles from overlapping. Depending on your setup, it could end up being significantly faster.

You might want to make sure that you're not prematurely optimizing, though. Donald Knuth sums it up nicely:


It's up to you to decide if your particles fall under that 3%. :p
That's one of my favorite quotes hahaha! I refactor more than i optimize. Most of the time when I roll into something like this I don't pseudo beforehand because I like to party: https://www.youtube.com/watch?v=SS_OVZtVa4E

So i need to do a bit of cleanup afterwards for my own sanity because I'll have to look at my code again at some point XD

Great suggestion on Playground. Looking at it now it does a lot of cool stuff and I agree that Unity's particle system leaves a lot to be desired. I currently only use it for water splashes, sparkles and my binary rain - which was a bit of a trick. I have 2 emitters attached to an invisible raindrop that contains all of the necessary physics then randomly flip the emitter between the 0 and 1 on the way down without turning them off to create a random binary string. On collision, if the raindrop chooses to destroy itself with a splash I unchild the particles, turn off the emitter and wait before destroying them. That's about as complicated as I get with Shuriken. I don't mind rolling my own effects as i can maintain plugin compatibility much easier without waiting for 3rd parties to do it in case something breaks.

I will have to try flocking as you mentioned. Right now I see no real threat to performance on PC or console when upping my count to a few hundred at a time. I am still well below my threshold of 3ms for PC and 5ms TTF on consoles. I know that is a bit much to set the bar that high per frame but it also helps me code right from the get-go. I don't like rewriting to optimize unless its needed. Refactoring and the like is no real issue for me, tho. It only helps to clean up quick edits and make it more readable. Enjoying messing with my own particles tho - I will have to spend a day to let myself get carried away to see how much I can write and for the hell of it release my plugin for free down the line. There's a few things I can turn into plugins or asset packs. I know a lot of newcomers have issues with getting tight physics and RigidBody doesn't cut it for pixel-perfect-ness so I was considering releasing a few types of 2D physics controllers but that is definitely not high up on my list of things to do.

Flocking/grouping will be tried tonight. Thanks for the help :D

Looks pretty cool, though I'm really not a fan of low resolution pixel games ignoring the pixel grid, but I also recognise that I'm in the minority on that one ;)

I'd be curious how that same effect would look, taking into account with integer based grid positioning, no off grid rotation, etc. but yeah, pretty much just a preference thing.
SCREW YOU, BUDDY
jk

I know what you're saying but our entire game is grid-free. Last year I tried it and it looked a bit funky and after we revamped all of our art it looks much better without snapping. Although I do say if I went with a more dedicated look of block separation I can probably think of a few ideas to work grid-based movement into gameplay so that's a thought moving forward with other projects should the need arise.

BONUS:
Finally typing on my new mechanical since it just came in today :D Lawd. I will be coding shit that don't work even faster now!

I finished cutting a trailer for Nether Mind. I wouldn't mind a little feedback.

https://www.youtube.com/watch?v=WNQJwujulns

I'm thinking for now the best course of action is to postpone a KS campaign for a couple of months until the hype for infinitely better games like Bloodborne and Ori and the Blind Forest goes down and people are on the lookout for something new again. But I'm open to suggestions on the matter as well.
I agree with Sean. I like what I'm seeing but I'm not sure if the music quite fits what I'm seeing and it is a bit long for my tastes.

What I look for in a trailer of any kind is something that tells me a story of sorts, it either leads up to something or explains some sort of premise or the like either with VO, text or gameplay elements. I prefer trailers that hit hard and fast, explosive and explain enough with what it is but leave the viewer interested in more.
 

Jobbs

Banned
Finished my bugs (pretty much). They are tough, and easily the most complex enemies I've yet made. They burrow freely, jump, screw attack (yes), ranged attack, and they wont come up at all if you go somewhere they can't access.



link
 

Ashodin

Member
Finished my bugs (pretty much). They are tough, and easily the most complex enemies I've yet made. They burrow freely, jump, screw attack (yes), ranged attack, and they wont come up at all if you go somewhere they can't access.



link

Awesome job! They look pretty scary.

Things are coming along here, I won't be fully done before the day's over (or Will I?) but after this will be the Story Screen!

7NnRBQy.gif
 
Hi all! Polygonzo of Occultimate Games here. I'm working on a 3D platformer called Happy Hell.

logo.png


You can visit my site for more videos and images

I also have a rough prototype for PC if you want to try it out.

Oh, and the game is on Kickstarter with 5 days left >_>

Also, I really need some love on Steam Greenlight!

Sorry if this was a bit spammy. Lots of good work in this thread. I hope to contribute more in the future. Cheers!

Your game looks amazing, its a pity that the kickstater doesnt go a good as it could. Maybe you will get it in the final stretch? lets hope.

BTW ive only just heard about the game, so maybe thats the problem. Would have been cool to see the progress of it through this thread.

And you have done the SMW cape in 3D? Whats not to love! It was always my dream see that same power in a 3D mario game.
 

Pehesse

Member
CreamyImmediateBluejay.gif


Video here: https://youtu.be/_XNpVJwnbI4

I hate losing stuff in crashes, even if it's barely a few hours' worth of work. I lost three of Carrion Wind's HD animations, so I'm recoloring them using the SD exports... thankfully I had those!

I'm also wondering if I shouldn't jump ship towards Unity as Ashodin did (memory usage is getting tight with all these animations) - we'll see how far I can stretch it. For now it still works on all computers I've tested it on, let's hope it stays that way...
 

EVO

Member
For almost a year now I've been working on a game called Ishihara. It's like a combination of marbles and snooker. Here's some screenshots:


The rules are pretty simple:
  • Each player begins with eight pucks and must take turns launching them onto the board.
  • The player with the jack on their side of the board at the end wins.
  • Any puck that lands out of bounds goes to your opponent.
I was hoping to release it today it on the App Store to coincide with Pi Day, but unfortunately I'm still waiting on approval. In the meantime I'd love to hear what GAF thinks. If you'd like to play it there are download links below. At the moment it's local multiplayer only, but if enough people like it I'll add online multiplayer.

CONTROLS:
Click and and hold to charge. Release to shoot.

DOWNLOAD:
PC | Mac
 

JulianImp

Member
I'm now hating myself for not creating the whole script system with multiple children nodes per parent, which is required for branching... Ended up having to rework several parts of the code just to get it to work with multiple branches per message, and I'm still halfway done with it.

In order to get my code to support Unity's undo commands, I had to end up serializing every private property and rework my ScriptMessage class into a struct, which is a pain since you can't modify their properties directly. I now have to struggle with the fact that I have two classes working separately on script values, which sucks since it's hard to record changes made to one window during the other's GUI event.

I think the easiest route would be having all properties inside one of the two classes, which is the one I record, and then have the second one just reference and modify them on its GUI event. What does everyone else think?
 
Flocking/grouping will be tried tonight. Thanks for the help :D
Good luck! In the past, I've had some real performance issues with particles, but this was back before I started using Unity.

I made my Unity 5 screen space reflections shader open source this week and wrote a detailed post explaining the process. If you're looking for a free SSR solution for your Unity projects or just want to learn more about the implementation, check it out!]
This looks amazing, by the way. Kudos to you for making it open-source.
 

_machine

Member
Nintendo finally replied, I´m now an official Wii U Developer and can bring FreezeME to Wii U. Sooo happpyyy :)
Woah, congrats!

I made my Unity 5 screen space reflections shader open source this week and wrote a detailed post explaining the process. If you're looking for a free SSR solution for your Unity projects or just want to learn more about the implementation, check it out!

http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/index.html
That is awesome and making it open source is double the awesome. Unity 5 definitely needs SSR and your implementation looks really good.
 

HagiG7

Member
cFVQB6.png

Hello guys! I finally did it! I completed my game.
It took me about five years due to college, work etc and doing everything by myself.
It's not by any means a deep game, just a little 2d action platformer that I worked on in my spare time.
I made it in gamemaker 8.1 and I would appreciate some feedback since it's my first attempt. All comments welcomed!
You can download it here.
 

Aki-at

Member
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Video here: https://youtu.be/_XNpVJwnbI4

I hate losing stuff in crashes, even if it's barely a few hours' worth of work. I lost three of Carrion Wind's HD animations, so I'm recoloring them using the SD exports... thankfully I had those!

I'm also wondering if I shouldn't jump ship towards Unity as Ashodin did (memory usage is getting tight with all these animations) - we'll see how far I can stretch it. For now it still works on all computers I've tested it on, let's hope it stays that way...

Aw man i've been there, my thing goes a step further in that the file I'm working on gets corrupted and if I save it I can say byebye game, forced to make multiple saves as I work :/

Great work as always though!

Nintendo finally replied, I´m now an official Wii U Developer and can bring FreezeME to Wii U. Sooo happpyyy :)

Congrats! Really happy to hear this will be coming to Wii U! \o/
 

-COOLIO-

The Everyman
Hey, I'm new to the indie dev thread :) I recently started working on a FPS game in Unity 5.
So, I wondered if I could maybe get some feedback on the player and enemy design. Thanks a lot.
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looking good.

voxel graphics are the future of indie.
 
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