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

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JulianImp

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

88RLXOU.gif

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

Will definitely check it out, since I learned a bit about shader coding in Unity but it was limited to basic commands, so I never got into things any more complicated that combines and blending.

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...

I haven't had too many crashes which lost me too much work, but the times it happened it was so vexing... The only thing I find better is that, at least when it comes to coding, you'll be skipping the whole "how the hell do I implement this?" part and get right to coding stuff.

Anyway, I'm really digging your game's graphics. Still, what're the limitations you're facing regading memory usage?
 

Delstius

Member
It's starting to look like a game!

http://a.pomf.se/zdoktb.webm

If anyone knows how to really do a lightning effect or has any feedback, I'd love to hear it.

While I love the inspiration, maybe you can change the look of the unit icon to have something more personal.
Regarding the lightning, you can add an effect to show that it's hitting the ground, and why not show an impact. Some smaller branch here and there (instead of one big arc) and a shake screen effect when the spell hit would be a nice addition too.



I reworked the whole pixel movement on my prototype to make it velocity based, not much progress was made because of that but moving the character around feel way better so there's that.
And here's a jellyfish glowing mushroom because reasons
bitMA1f.gif
 
Day two of showing Ephemerid at SXSW and I don't know how my feet will possibly hold up for day three.

Laid hands on Android Assault Cactus; that game is every bit as righteous as I imagined and I got to chat with Paz, who is good people. So that was cool, but this thing happened at the end of the day that so flabbergasted me that I have to share.

Guy walks up to my game, eyes my IGF award and asks to play. I start to give him my spiel, but he just sort of slides by me and starts pawing at the screen, headphones only half on for my music game. Ephemerid starts very deliberately to get people into the game's mood. After just a few seconds he turns to me and says "Does anything happen in this game?"

"Yeah, every level is built around a song so they are all different."

"Can you skip me to something more difficult?" So I move him ahead a level where some more involved gameplay happens. He halfheartedly swipes at some comets and says "Does it get any harder than this?"

"Eventually. It builds with the song."

"Can you just skip me to the hardest part of the game?"

Ephemerid isn't really about difficulty, but I skip him to the second to last level. He plays it with a look of disdain. When it ends he slides the headphones off, looks at the IGF award and looks at me. I say "It's a game about connecting with music and getting into a groove..."

He cuts me off. "It's not really a video game at all." Then he spins around and walks away. I have dealt with this type of player before and generally it doesn't bother me, but I watched this guy walk over to another booth and noticed he was wearing it's T-shirt. This guy was a freaking dev! I have no idea how someone who knows how much work goes into making a game could say something so dismissive to another developer. I am not going to say what game he was associated with, because it's not the point and it certainly wouldn't be fair to anyone else who worked on that game.

But, jeez have some level of social awareness, guy.

To balance it out, our game drove a woman to tears and another guy called it "transfomative". I'll be there for one last stand tomorrow at the MIX/Humble Bundle booth if anyone is in Austin and wants to drop by. We are right behind the loud-as-hell Mobile MOBA booth.
 

bkw

Member
Alrighty, I think I've hung around this thread long enough without showing what I'm working on. Some friends and I have been working on a local multiplayer game called Dad Beat Dads. It's sort of a platforming capture the flag type of game. The goal is to grab someone else's baby and bring him along with your own baby, back to your door to score.


If you want to see more, check out http://dadbeatdads.tumblr.com My artist friends have posted some stuff up. I mainly do the programming stuff.

Feels good to finally have something to show after canning my first project after a years worth of work. =) (Remember to recognize and kill your pie-in-the-sky / unreasonable projects early!)
 
Blast, its never about how much work goes into a video game. Ever. It's never about your drive or your passion. Those aren't qualifiers. The product is the qualifier. Anything else before that time means nothing - simply a means to an end. Anyone playing your game will not think about the hours spent creating it, instead focusing on the experience before them.

That being said, he did act like an ass. He sounds like someone who is dismissive of your game out of first-glance jealousy. Spite. Those are the same devs that take jabs at others while lauding and praising the simplest of things they accomplish at every turn, patting themselves on the back, never realizing the above paragraph exists and that their game actually pounds sand :p

Pay them no mind and present your game for what it is and ignore all the time you spent making it, celebrate the accomplishment, not the journey to get there - we celebrate that here ;)
 

Ashodin

Member
Day two of showing Ephemerid at SXSW and I don't know how my feet will possibly hold up for day three.

Laid hands on Android Assault Cactus; that game is every bit as righteous as I imagined and I got to chat with Paz, who is good people. So that was cool, but this thing happened at the end of the day that so flabbergasted me that I have to share.

Guy walks up to my game, eyes my IGF award and asks to play. I start to give him my spiel, but he just sort of slides by me and starts pawing at the screen, headphones only half on for my music game. Ephemerid starts very deliberately to get people into the game's mood. After just a few seconds he turns to me and says "Does anything happen in this game?"

"Yeah, every level is built around a song so they are all different."

"Can you skip me to something more difficult?" So I move him ahead a level where some more involved gameplay happens. He halfheartedly swipes at some comets and says "Does it get any harder than this?"

"Eventually. It builds with the song."

"Can you just skip me to the hardest part of the game?"

Ephemerid isn't really about difficulty, but I skip him to the second to last level. He plays it with a look of disdain. When it ends he slides the headphones off, looks at the IGF award and looks at me. I say "It's a game about connecting with music and getting into a groove..."

He cuts me off. "It's not really a video game at all." Then he spins around and walks away. I have dealt with this type of player before and generally it doesn't bother me, but I watched this guy walk over to another booth and noticed he was wearing it's T-shirt. This guy was a freaking dev! I have no idea how someone who knows how much work goes into making a game could say something so dismissive to another developer. I am not going to say what game he was associated with, because it's not the point and it certainly wouldn't be fair to anyone else who worked on that game.

But, jeez have some level of social awareness, guy.

To balance it out, our game drove a woman to tears and another guy called it "transfomative". I'll be there for one last stand tomorrow at the MIX/Humble Bundle booth if anyone is in Austin and wants to drop by. We are right behind the loud-as-hell Mobile MOBA booth.

quick question. Did that guy's game have an IGF award?
 

Jumplion

Member
Gather 'round, children, I've gotta vent and teach you all the wonders of KISS.

I've been trying to make a stupid simple mobile game just to try and keep myself busy and learning new things in Unity on and off for a few weeks whenever I can catch some time to fiddle around. Literally all it is is "tap to split object, swipe to smush it together". Dirt simple. I got things working on my android phone, but the way I organized things was a complete mess and I couldn't get the touch controls to work the way I wanted them to, in no small part because of the mess that I made.

Now FINALLY I got the thing to do what I want, and all I did was make it do its thing via mouse clicks as a base. That's something I should have done from day one, get the base working via keyboard/mouse and then transfer over to touch controls.

Another thing I learned is that I try way too hard to simplify things, by which I mean complicating things by trying to have one object represent many things at once, rather than just creating separate objects as needed. Like, have an array that stores the game objects, create (through code) the game objects, initialize their positions depending on the other's positions, to which I then grab the game object, check to see if said game object has a position that is the same as another game object, then moving it around based on the others.

Instead of, you know, just slapping a specific game object where I need it to be and just checking the object itself.

Hindsight's fun like that.

The game itself, I'm hoping to get most of the way what I'd like it to be this week since it's spring break, probably share it with you guys. Like I said, it's dirt simple, so don't expect a wonder here.
 

Burt

Member
While I love the inspiration, maybe you can change the look of the unit icon to have something more personal.
Regarding the lightning, you can add an effect to show that it's hitting the ground, and why not show an impact. Some smaller branch here and there (instead of one big arc) and a shake screen effect when the spell hit would be a nice addition too.



I reworked the whole pixel movement on my prototype to make it velocity based, not much progress was made because of that but moving the character around feel way better so there's that.
And here's a jellyfish glowing mushroom because reasons
bitMA1f.gif

That's probably not a bad idea, on both counts. For the icons, I've definitely worried about readability, so maybe I'll make them color and see how that plays out. And yeah, for the lightning, I think some impact explosions would probably be a solid addition. The first thing I actually looked at for inspiration for the effect was Lightning '1' from Chrono Trigger and that has some minor explosions, so I've been considering it. I'll get around to some minor branches and maybe making it a bit less soft at some point too.

Nice mushroom. What are you making your game in again?

HGLIgpD.gif


Anyone have experience animating cloth like this, or have a tutorial they can point me to? I've been hashing out a rough draft of this piece by piece and I got to the leg part of the robe and I'm sort of stuck. I'm not totally sure what it is, but it just doesn't look clean or gel with the motion of the other stuff I've hit so far.
 

Dynamite Shikoku

Congratulations, you really deserve it!
I found a good way to test for bugs for my new mobile game: let my baby daughter touch and swipe the screen until the game stops working.
 

Pehesse

Member
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!

Argh, that suck too. Sometimes it feels like it waits until you haven't obsessively backed up something to purposefully crash on it, just to remind you!
Also, thanks :-D

Congrats!


I haven't had too many crashes which lost me too much work, but the times it happened it was so vexing... The only thing I find better is that, at least when it comes to coding, you'll be skipping the whole "how the hell do I implement this?" part and get right to coding stuff.

Anyway, I'm really digging your game's graphics. Still, what're the limitations you're facing regading memory usage?

Yeah, this wasn't so much a big loss as it was a sting, but still! It was a strange one, too, as I could eventually open my source file again using a different software, but the layers I needed were blank (not the ones I had already completed, of course, that'd have been too easy)... so I got some false hope for a while.

As for the limitations, it's related to how I handled having two VN characters on screen at the same time: I was using two different objects, clones of each other, as I found it way easier to call for different animations and displacements using that, rather than different instances of the same object (I'm still not exactly sure how to do it, actually, but I'm working on it). I knew it was going to be a memory hog, but I didn't expect it to be that big, as it almost doubled the project's memory usage simply cloning my current test VN char... So I've backed down from that process, and I'm figuring out how to best use instances now :-D

(And also, thanks as well!)
 

Blizzard

Banned
My recent development has not been very flashy, doing things like font updates, GUI style changes, and fixing graphics to the 2x2 pixel grid.

I would appreciate some opinions on this however. I am trying to figure out a damage indicator popup. The Advance Wars style is to display the damage estimation in a corner of the screen, but I would like to show it next to target unit(s).

Still frame:
tile_indicator_1_stilzhurx.png


Animated:
tile_indicator_1xjufv.gif


Does this look remotely usable? Any suggestions for improving the look, feel, readability, etc.?

(Recording this GIF made me realize that my rendering order is messed up since the glove renders under the target unit. That's on top of the TODO list now...)
 

Pehesse

Member
My recent development has not been very flashy, doing things like font updates, GUI style changes, and fixing graphics to the 2x2 pixel grid.

I would appreciate some opinions on this however. I am trying to figure out a damage indicator popup. The Advance Wars style is to display the damage estimation in a corner of the screen, but I would like to show it next to target unit(s).

Still frame:
tile_indicator_1_stilzhurx.png


Animated:
tile_indicator_1xjufv.gif


Does this look remotely usable? Any suggestions for improving the look, feel, readability, etc.?

(Recording this GIF made me realize that my rendering order is messed up since the glove renders under the target unit. That's on top of the TODO list now...)

Seems pretty usable to me, but the thing I wonder is about the damage itself - I don't really see how 10 damage would translate to 3 health blocks being removed, unless there's some damage randomization (and it actually did only 9 damage, assuming 1 health block=3HP), or some imprecision in there (meaning one remaning block could mean anything between 1 to 3 HP, still assuming 1 block=3 HP based on your GIF)?

If that's the first case (damage randomization) I'd maybe make that more clear ("around" 10 damage, or something, just to make clear the notion that it's not going to be precisely 10 all the time) - if that's the second, I'm not a fan of not exactly knowing how much HP my unit has since that could be a pretty big part of the strategy, but I guess it depends on how everything else is handled... and it it's something completely different, then I'd like to understand, so details, details! :-D
 

Blizzard

Banned
Seems pretty usable to me, but the thing I wonder is about the damage itself - I don't really see how 10 damage would translate to 3 health blocks being removed, unless there's some damage randomization (and it actually did only 9 damage, assuming 1 health block=3HP), or some imprecision in there (meaning one remaning block could mean anything between 1 to 3 HP, still assuming 1 block=3 HP based on your GIF)?

If that's the first case (damage randomization) I'd maybe make that more clear ("around" 10 damage, or something, just to make clear the notion that it's not going to be precisely 10 all the time) - if that's the second, I'm not a fan of not exactly knowing how much HP my unit has since that could be a pretty big part of the strategy, but I guess it depends on how everything else is handled... and it it's something completely different, then I'd like to understand, so details, details! :-D
Sorry, I should have clarified some things. Thanks for the reply! A few details:

1. The 10 is a hardcoded placeholder at the moment. I haven't actually hooked it up to the damage since I was just prototyping how it would look and how the widest possible display would be spaced. It would display 3 when I finish implementing it for this case.

2. I'm currently planning on damage to be exact, so if you see 3 you'd lose 3 blocks of health.

3. As a more general context note, I might have some attacks or abilities that hurt HP, some that hurt a resource (e.g. energy), and some that apply some sort of status effect (damage over time). Symbols seem like a better way to represent this than trying to fit in tiny letters, though I could use half this font size if I wanted. Or, I could use a larger popup dialog, or even an information region somewhere else on the screen like Advance Wars uses. I don't want to depend solely on color due to color-blindness issues.
 

Pehesse

Member
Sorry, I should have clarified some things. Thanks for the reply! A few details:

1. The 10 is a hardcoded placeholder at the moment. I haven't actually hooked it up to the damage since I was just prototyping how it would look and how the widest possible display would be spaced. It would display 3 when I finish implementing it for this case.

2. I'm currently planning on damage to be exact, so if you see 3 you'd lose 3 blocks of health.

3. As a more general context note, I might have some attacks or abilities that hurt HP, some that hurt a resource (e.g. energy), and some that apply some sort of status effect (damage over time). Symbols seem like a better way to represent this than trying to fit in tiny letters, though I could use half this font size if I wanted. Or, I could use a larger popup dialog, or even an information region somewhere else on the screen like Advance Wars uses. I don't want to depend solely on color due to color-blindness issues.

Fair enough! I wasn't sure if it was a placeholder number either, though that'd be the simpler assumption :-D
In that case, since the number displayed is what you'll get, I think the simple popup works, and your idea of symbols rather than text works quite well too!
 
this might come in very handy, thanks

As someone who shamefully and admittedly half-asses it on the audio side of things (and can't do anything much more advanced than tweaking some SFXR presets) that's what I figured

This guy was a freaking dev! I have no idea how someone who knows how much work goes into making a game could say something so dismissive to another developer. I am not going to say what game he was associated with, because it's not the point and it certainly wouldn't be fair to anyone else who worked on that game.

I obviously have no idea who it was or the company they represented, but indie studios rather than indie developers often don't send actual devs to conventions, they send folks like QA or community managers, and with all the best will in the world (as some of my good friends are QA or community managers) they often don't know shit about shit and basically represent gaming messageboards in human form.

Does this look remotely usable? Any suggestions for improving the look, feel, readability, etc.?

As you're abstracting away values into visual imagery, it might be worth just rolling with that and just showing magnitude of change - shitty mockup below

9wPO8vV.gif
 

Pehesse

Member
Yay, I found a solution to my instance problem, after a lengthy talk with another friend who uses C2!

For those interested, here's a screenshot of said solution, in the hope it may help some other with similar issues:


(click for bigger version)

Originally, I'd call the animation from the object in the script of each dialog step, but using these simple sub-events, I can differentiate between the two (or more, now) characters I need and call everything in sequence.
The best part is that it offers a bit of tidy up and makes clear what's about character animation and what's not for each step of each dialog tree, limiting the risk of error/calling the wrong position to play an animation, which used to happen quite a bit before.

Another option would have been of course to divide the main object and create two with different sets of animation, instead of one single "main" one (and/or a copy of that one) - the downside to that would have been some limitation in the character pairings I'd be able to show on screen, but at the same time, some really couldn't work (like the same character used in both places), so I was ready to live with that. But, well, this "pick" solution works way better and in a simpler manner than I expected after reading the C2 tutos/my original testing of how it worked!
 
Blast, its never about how much work goes into a video game. Ever. It's never about your drive or your passion. Those aren't qualifiers. The product is the qualifier. Anything else before that time means nothing - simply a means to an end. Anyone playing your game will not think about the hours spent creating it, instead focusing on the experience before them.

That being said, he did act like an ass. He sounds like someone who is dismissive of your game out of first-glance jealousy. Spite. Those are the same devs that take jabs at others while lauding and praising the simplest of things they accomplish at every turn, patting themselves on the back, never realizing the above paragraph exists and that their game actually pounds sand :p

Pay them no mind and present your game for what it is and ignore all the time you spent making it, celebrate the accomplishment, not the journey to get there - we celebrate that here ;)

Yeah, it's really none of my concern if that dude wants to self limit the types of experiences he gets to enjoy. It was just the last thing I wanted to deal with when I was exhausted.

quick question. Did that guy's game have an IGF award?

Nope.

I obviously have no idea who it was or the company they represented, but indie studios rather than indie developers often don't send actual devs to conventions, they send folks like QA or community managers, and with all the best will in the world (as some of my good friends are QA or community managers) they often don't know shit about shit and basically represent gaming messageboards in human form.

It was a very small outfit. It is absolutely possible that they guy was just helping out though. In that case, I really hope I was the only person he was short with while representing that game.
 

Jobbs

Banned
Yay, I found a solution to my instance problem, after a lengthy talk with another friend who uses C2!

For those interested, here's a screenshot of said solution, in the hope it may help some other with similar issues:


(click for bigger version)

Originally, I'd call the animation from the object in the script of each dialog step, but using these simple sub-events, I can differentiate between the two (or more, now) characters I need and call everything in sequence.
The best part is that it offers a bit of tidy up and makes clear what's about character animation and what's not for each step of each dialog tree, limiting the risk of error/calling the wrong position to play an animation, which used to happen quite a bit before.

Another option would have been of course to divide the main object and create two with different sets of animation, instead of one single "main" one (and/or a copy of that one) - the downside to that would have been some limitation in the character pairings I'd be able to show on screen, but at the same time, some really couldn't work (like the same character used in both places), so I was ready to live with that. But, well, this "pick" solution works way better and in a simpler manner than I expected after reading the C2 tutos/my original testing of how it worked!

Looks interesting. It's quite different from how stencyl scripting looks. I find stencyl scripting to be by far the most approachable to my simpleton right side brain. That may be because it's patterned after MIT scratch, which was designed to teach programming to kids. :)

what's the status of construct 2, from the perspective of someone using it? I have some concerns about the html5 stuff, that said, I don't really know a ton about it. I also read in an update that they are putting C2 on "back burner" to work on C3.
 

Water

Member
As you're abstracting away values into visual imagery, it might be worth just rolling with that and just showing magnitude of change - shitty mockup below

9wPO8vV.gif
I want to go off on a tangent here and ask if anyone can point me towards existing "debug graphics" functionality out there for Unity. I'm thinking things like high visibility arrows, lines/splines, indicators for values, etc. as 3D objects and/or 2D screen overlays. Tried to search the Asset Store and the web with not much success.

My immediate concern is aiding my students in learning/debugging 3D math and game logic, and to that end, make it easy to visualize representations of state and/or changes in state. Whether the solution can be used for in-game graphics for a finished game is a secondary consideration. It should just be lightweight (from user perspective at least), easy to slap on and see a bunch of 3D vectors and value indicators graphically for many objects in the scene, then turn off again.

Especially if there isn't much out there, I think this is something I'd like to take up as a personal side project too.
 

friken

Member
Posting a new screenshot of Skullforge: The Hunt. Got a lot of stuff going on and we're finally settled in back in America. That means we can get back to work. Figured I'd throw in a new screenshot in case anyone was interested.

Awesome to hear you are back at it. Looking good too. The first week back from GDC I thought I would be super motivated and get a ton done..... yeah... not so much. I was brain dead. This coming week though, time for me to buckle down and start cranking on StarDiver. I captured so many great ideas at GDC that will really help make it a lot more fun of a game. I'm looking forward to progress.
 

Pehesse

Member
Looks interesting. It's quite different from how stencyl scripting looks. I find stencyl scripting to be by far the most approachable to my simpleton right side brain. That may be because it's patterned after MIT scratch, which was designed to teach programming to kids. :)

what's the status of construct 2, from the perspective of someone using it? I have some concerns about the html5 stuff, that said, I don't really know a ton about it. I also read in an update that they are putting C2 on "back burner" to work on C3.

Hah, well, your development on Stencyl and the few screenshots you've posted of the scripting they use has got me quite interested, and I'm planning on trying it out for a bit after Honey, so the interest seems to be going both ways :-D

As far as scripting goes, I find it really, really approachable to counterbalance the visual mindset I have. I actually have lots of trouble using nodal scripting stuff, as I tend to get lost in the aesthetics of the nodes themselves (yes, this has no purpose, and no, I can't seem to help it - it kind of made Maya unusable for me, for instance and pushed me away to 3DSmax back when I did 3D). The way C2 presents itself allows me to have the ease of use of those premade buildt-in toolsets, while still being presented in a linear "script" fashion. It feels like RPGMaker, except made to handle many more things with a lot more freedom.
All in all: it feels and looks like "normal" programming to me, without actually requiring syntax knowledge. The end thing looks like a text, which you then can organize as much as you feel the need to (you can lay it all out in the open, regroup certain blocks, etc).
Using any of the available features has an hyperlink to helpful tutorials, too, so you're never far away from explanations when you're using stuff you're unfamiliar with.

As far as the HTML5 side of things, it's actually quite enjoyable, I find: testing on browser is quite handy and allows access on a multitude of devices (I can even play my prototypes on phones, for instance, even though it's not strictly exported for that). The only limiting factor as far as PC dev goes are the shaders, but you have the node webkit exporter that allows for emulation of chrome if someone doesn't have the required browser. It's probably a lot more limiting when you're targeting platforms other than PC/some form of web access, but I'll let those who encountered that problem speak to that...

Even the problem I've encountered lately in regards to memory limitation is actually quite permissive - I've used images of any size (sometimes >3000px wide) without C2 complaining apart from a "do take care" notification, and the amount of unoptimized (yet) assets still doesn't pose much of a problem. As far as I know it feels really robust and handled anything I tried putting in without trouble, so I'm pretty satisfied!

I had heard that Noitu Love had some problems with Steam integration back when it was released, I don't know if the overlay integration would be better supported now?
I don't know what C3 will bring to the table either, nor what changes it'll do to current licensing models, but even if development for C2 was to be discontinued from today on, I'm fairly sure I could develop a whole lot of different genres of games without too much effort using the same quantity of HD assets I have so far, so that's a pretty good thing in my book :-D

What would your concerns about HTML5 be, so I could try to see if I (or anyone else) have more precise answers about them? Also, if you're interested, I could post more screenshots of other parts of the game (script+layout editor), so you could see how the overall workflow looks?
 

JulianImp

Member
I want to go off on a tangent here and ask if anyone can point me towards existing "debug graphics" functionality out there for Unity. I'm thinking things like high visibility arrows, lines/splines, indicators for values, etc. as 3D objects and/or 2D screen overlays. Tried to search the Asset Store and the web with not much success.

My immediate concern is aiding my students in learning/debugging 3D math and game logic, and to that end, make it easy to visualize representations of state and/or changes in state. Whether the solution can be used for in-game graphics for a finished game is a secondary consideration. It should just be lightweight (from user perspective at least), easy to slap on and see a bunch of 3D vectors and value indicators graphically for many objects in the scene, then turn off again.

Especially if there isn't much out there, I think this is something I'd like to take up as a personal side project too.

From the little stuff I researched a while ago, Unity has lots of functions for drawing gizmos, but those only work in the editor AFAIK. Now that Unity 5 has exposed the rendering pipeline for the free version, I think it might be possible to use some functions to draw debug information more easily, bit I haven't looked into that at all as of late.
 
I want to go off on a tangent here and ask if anyone can point me towards existing "debug graphics" functionality out there for Unity. I'm thinking things like high visibility arrows, lines/splines, indicators for values, etc. as 3D objects and/or 2D screen overlays.

Have you looked at the inbuilt Gizmos functionality?

EDIT: beat

EDIT2:
If you need "in editor tagging", the fairly-hidden button next to a gameobjects name in the inspector lets you assign any graphic you want to any gameobject for use in scene view, and you can always use a billboard script on any sprite to have a viewable sprite in game view

EDIT3: Simple billboarding script
 

Jobbs

Banned
What would your concerns about HTML5 be, so I could try to see if I (or anyone else) have more precise answers about them? Also, if you're interested, I could post more screenshots of other parts of the game (script+layout editor), so you could see how the overall workflow looks?

To be honest, maybe my concerns aren't really reasonable, because I'm having trouble articulating why exactly I'm concerned. I think I just have a lot of web app associations with HTML5, and I recall never wanting to even do browser games in HTML5 because it's so easy to look at the source.

I've also heard from various people that Wii U export on C2 is somewhat limited, (I've heard this from several people independent of eachother) so that also struck me as a negative.

So, in short, I guess I have no specific concerns, jjust a vague sense of unease. XD
 

Water

Member
Have you looked at the inbuilt Gizmos functionality?
Yeah, I have used gizmos a lot, but they are very barebones functionality. If I start developing visualization solutions myself, I'll probably use gizmos as one way of displaying them, but in the long term I definitely want to be able to show these visualizations in game view as well.

What I'm looking for now is a much more polished solution, in terms of immediacy and cleanliness (should be more like setting up a "watch" in an IDE than mutilating the actual code with debug printing) and also the clarity/helpfulness of the result.

For a common case like "I want to visualize this vector property from my object as a 3D arrow on top of the object", the gold standard would be that you wouldn't need to write any code, just drop in a component and pick a property to visualize. If the thing being visualized was something like a state machine state with a text label, the visualization could be more helpful by highlighting transition moments with a small color change or blink animation. And so on.
 

Lautaro

Member
Ok, so I made versions for Linux and Mac of my latest prototype and I'm getting different results: some people got it working with no problems and others can't even start the game.

Seeing some of the crash reports I'm starting to think that the real problem is not the platforms but the different GPU, in the last version I changed all the ships to Physical Based Shaders (because they look much better that way) but I didn't stop to think that maybe PBR is not supported by many GPU since it seems to be a pretty recent trend...

Ugh, I don't want to sacrifice it though, what do I do?

QxZJOmW.png
 

Jobbs

Banned
Why am I infatuated with color banding? My game is, in a weird way, a living tribute to the gifs I started making of it years ago.


link

Click for big, and all the banding you see is actually what it looks like, it's not being caused by the gif. There's a bit of a loss in clarity, but aside from that, this is what it looks like.

Why does this make me so happy? Am I weird?
 

Pehesse

Member
To be honest, maybe my concerns aren't really reasonable, because I'm having trouble articulating why exactly I'm concerned. I think I just have a lot of web app associations with HTML5, and I recall never wanting to even do browser games in HTML5 because it's so easy to look at the source.

I've also heard from various people that Wii U export on C2 is somewhat limited, (I've heard this from several people independent of eachother) so that also struck me as a negative.

So, in short, I guess I have no specific concerns, jjust a vague sense of unease. XD

Ah, well, then, yeah, I guess Wii U export would be an issue if that's a point of concern. Actually, I may change my tune overall once I finish Honey and I try to export it completely, as I said earlier: I'm not sure whether it'll really be compatible with Steam, for instance... So I can't really talk about its ability to "complete" a project for now. As far as development itself, though, I have no issues with it :-D

And color banding FTW!
 

Jobbs

Banned
Ah, well, then, yeah, I guess Wii U export would be an issue if that's a point of concern. Actually, I may change my tune overall once I finish Honey and I try to export it completely, as I said earlier: I'm not sure whether it'll really be compatible with Steam, for instance... So I can't really talk about its ability to "complete" a project for now. As far as development itself, though, I have no issues with it :-D

And color banding FTW!

I think anything would be compatible with steam at least to the point of being able to play the game. essentially all you really do is tell steam what file is the executable and off you go.
 

Delstius

Member
Nice mushroom. What are you making your game in again?

HGLIgpD.gif


Anyone have experience animating cloth like this, or have a tutorial they can point me to? I've been hashing out a rough draft of this piece by piece and I got to the leg part of the robe and I'm sort of stuck. I'm not totally sure what it is, but it just doesn't look clean or gel with the motion of the other stuff I've hit so far.

I'm using GameMaker.

For the cloth I suppose you're stuck on your wave-like movement that basically give the impression that the cloth momentarily just go up continuously. I don't know about any specific tutorial for this, but looking at 2D fighting games sprites is worth any tutorial regarding animations imo. An example from NeoGeo Battle Colliseum :
wCSoULE.gif
 
Ah, well, then, yeah, I guess Wii U export would be an issue if that's a point of concern. Actually, I may change my tune overall once I finish Honey and I try to export it completely, as I said earlier: I'm not sure whether it'll really be compatible with Steam, for instance... So I can't really talk about its ability to "complete" a project for now. As far as development itself, though, I have no issues with it :-D

And color banding FTW!
I'll also advocate C2 as a fairly robust 2D toolset, despite HTML5's remaining issues. I just mainly wish it had more of a parent/child system and a prefab system ala Unity, to sort out picking issues with modular stuff.

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

Just curious, how expensive is your SSR implementation, by your estimate? Considering I want to port to pretty much every platform possible, really, I'd like to have an idea of which exports I should turn it off for.
 
HGLIgpD.gif


Anyone have experience animating cloth like this, or have a tutorial they can point me to? I've been hashing out a rough draft of this piece by piece and I got to the leg part of the robe and I'm sort of stuck. I'm not totally sure what it is, but it just doesn't look clean or gel with the motion of the other stuff I've hit so far.

This isn't a tutorial but something that you need to remember:
Cloth is...finite.

Having those ripples just keep on rolling to the right endlessly doesn't look right.
If you can, take a hair dryer to some cloth and watch how it ripples. If you can't do that, maybe find some other sprites that do what you want. Maybe this?
http://spritedatabase.net/file/3182
 

Pehesse

Member
I think anything would be compatible with steam at least to the point of being able to play the game. essentially all you really do is tell steam what file is the executable and off you go.

Well, that should be fairly simple then! Hopefully people can live without all the other features (overlay, etc) if they can't work with the NW export... I'll see and report if/when I get there :-D

I'll also advocate C2 as a fairly robust 2D toolset, despite HTML5's remaining issues. I just mainly wish it had more of a parent/child system and a prefab system ala Unity, to sort out picking issues with modular stuff.

As far as a parent/child system goes, what's wrong with its current Container and Family system? I'm honestly asking, as I don't use these very much.

EDIT:

Funny (?) side effect to the new instance stuff screenshot:



Attack of the clones, go! This is different, indeed.
 
Ha! Our mobile SHMUP made it to the top 100 newest apps on Google Play. 74 right now in US and 43 elsewhere. Not bad. Now if that only translated to sales :(

Sitting at 4.7/5 after 30 reviews so far isn't bad, either.
 
As far as a parent/child system goes, what's wrong with its current Container and Family system? I'm honestly asking, as I don't use these very much.

Well, it's not that flexible, really, and trying to make a modular player thing with a single object and multiple 'skins', even with families, can be a mighty pain in the ass with picking. It might be that the way I had been trying to do it was more complicated than it should be, but still.
 
Ok, so I made versions for Linux and Mac of my latest prototype and I'm getting different results: some people got it working with no problems and others can't even start the game.

Seeing some of the crash reports I'm starting to think that the real problem is not the platforms but the different GPU, in the last version I changed all the ships to Physical Based Shaders (because they look much better that way) but I didn't stop to think that maybe PBR is not supported by many GPU since it seems to be a pretty recent trend...

Ugh, I don't want to sacrifice it though, what do I do?

I don't remember what system your using, but couldn't you have some code that says "if gpu supports pbr, load pbr, else load legacy shader". I know it's possible, just not sure if you can do it in your particular framework.
 

Fox1304

Member
That feeling when you're nearing the completion of your game and a friend suddenly decides to inform you of this consequent flaw in the rythm and flow of it ...
Off to finding solutions then !
 

Paz

Member
BlastProcessing is a legit person and I think ya'll should know that. SXSW was a really interesting experience even if they did get my games name wrong at the awards ceremony :(

The main thing I learned on at this expo is that my game has pretty good main stream appeal, especially with kids, but I don't think there's any great way to reach that audience and the game is just a little bit too hard for most of them (the kids that is). Kinda wondering if a child friendly mode with no fail state would be a good or bad thing... Hmm, the problem is many players ail once or twice before really getting the game and I wouldn't want to encourage them to not get the best experience.
 

Lautaro

Member
I don't remember what system your using, but couldn't you have some code that says "if gpu supports pbr, load pbr, else load legacy shader". I know it's possible, just not sure if you can do it in your particular framework.

But how do I know if a system supports PBR, I have googled but I haven't found a mention of specific requirements for PBR.

Also I don't know if the crash will still happen with the shader in the project even if it's not loaded in the scene.

I think I'll keep going though, crashes are to be expected when going multiplatform I think.
 
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