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

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If you mean you tried it before 4.6, then you're missing out, because Unity got an entirely new, vastly better WYSIWYG-esque UI system that's scalable, flexible and actually usable compared to the old one, and isn't just 2D stuff, either. It's basically Scaleform without having to bother with Flash and an in-built event system for switching between menu options and what buttons do and whatnot.
Welp. I'll have to tinker this weekend. Mine isn't robust but I made it for my specific application. I will toy about with it :D
 
Welp. I'll have to tinker this weekend. Mine isn't robust but I made it for my specific application. I will toy about with it :D

Yep. The old UI system was pants, hence the popularity of stuff like NGUI, but the post-4.6 UI system doesn't need to be at all scripted to get great-looking results, canvases can be created in world space, and animations can be done entirely within Unity's animation editor. I don't have any real reason to touch any custom UI stuff from the asset store anymore.
 
So, I'm having mini-panic attacks over my game as of late. When I started it, it was for the RPG Maker contest, and evolved into something else entirely. Now, almost a year later, the game is finally coming together, and I can't help but feel like it (or maybe I) am not good enough. Like no matter how polished it is, I have this thought peeling in the back of my brain that "you can't polish a turd," and it's stressing me out. It goes away after every play test, when people don't rip into it, but so far it's only been close friends testing.

Is this a normal feeling? If so, does it ever go away? Anyone had something similar to this?

I can't say that it's a universal feeling, but I have had it. You spend so much time staring at you game that it becomes impossible to see anything good. Everything is just old and broken.

I just powered through it. It was only after the game was done for a month, that I could look at it and think, "Hey, this is pretty good!" That said, it still kind of blew my mind that people wanted to play my game more than one time through. I'm like, "Wait, you've already seen it, why are you playing it again?" I just lose track of how novel it can be to someone who isn't me.
 

James Coote

Neo Member
So, I'm having mini-panic attacks over my game as of late. When I started it, it was for the RPG Maker contest, and evolved into something else entirely. Now, almost a year later, the game is finally coming together, and I can't help but feel like it (or maybe I) am not good enough. Like no matter how polished it is, I have this thought peeling in the back of my brain that "you can't polish a turd," and it's stressing me out. It goes away after every play test, when people don't rip into it, but so far it's only been close friends testing.

Is this a normal feeling? If so, does it ever go away? Anyone had something similar to this?

I get the same feeling from time to time, but have been trying to combat it by basically saying what's the worst that could happen? If it's finished, just stick it out there. You might surprise yourself, but even if it does indeed turn out to be shit, you'll be in a much better place to assess why and try and learn from it. If you're sincere, no one will mind that.

Do though get some people other than your friends/family to test it. In fact, get as many people as you can lay your hands on. And remember, when you take their feedback, to weigh it against the context (who is this person, where/when are they playing it), when choosing which bits to ignore and which to take on board.
 
Has anyone checked out the promo video for TyranoBuilder? [LINK] It's a new VN engine releasing next Friday (3/27).

I've been thinking about doing a short VN game for the next Ludum Dare and this seems like something that would speed up that process greatly. Also I like that they are claiming a number of export formats (HTML5, PC, Mac, iOS, Android) and aren't asking for royalties or licensing fees beyond the initial purchase. I had been looking at using Ren'Py, and think I'd like to eventually move to Unity for VN stuff but this looks like something that could really encourage people with little to no experience try their hand at it and get a build up and running in no time.

Thoughts from those of you that have used other VN engines?

[Link to the TyranoBuilder site]
 

cbox

Member
New game concept sure is coming along nicely :)

MqwxPTF.gif
 
Has anyone checked out the promo video for TyranoBuilder? [LINK] It's a new VN engine releasing next Friday (3/27).

Holy crap, this thing looks like TWINE for Visnovs. I'm annoyed I can't preorder it right now!

I'm sensing this is gonna disrupt the status Quo of Ren'Py. Good to have some proper competition in the Visnov Engine space.
 
Holy crap, this thing looks like TWINE for Visnovs. I'm annoyed I can't preorder it right now!

I'm sensing this is gonna disrupt the status Quo of Ren'Py. Good to have some proper competition in the Visnov Engine space.

Same brain, mate. That's what I was thinking when I saw this. I'm really looking forward to digging through it once it releases next Friday.
 

SystemBug

Member
CUZE (iOS, Android) is a physics based 3D maze game

Ready to spill some more beans about the game I'm working with a friend. It's basically a puzzle game with a time attack element to it. We have had a pretty short dev time on this, about a month and a half.

Every maze is randomly generated based on the difficulty we set. We also have power ups in the game that can make the maze easier to complete.

Here are some screenshots!
(some of the UI stuff is still place-holder)

https://twitter.com/CUZEgame

 
Need some help with my Unity project. I had to break away from it for a bit and got back in after 5.0 was released. Seeing some odd compile errors in my "Editor" project. The source of the error is in base 2D Toolkit code:

tk2dExternal.Skin.Done();

Getting an error on this (and other) lines that says "tk2dExternal does not exist in the current context". Everything compiles fine in my "main" project but not the "-Editor" version.

Also, as a side question, the "-Editor" project is intended for use with things like TDD code and automated regression tests, correct? I'm not clear on its purpose otherwise.

edit: all in all, I find some of the compiling/linking errors in Unity to be pretty frustrating. Maybe it's my relative inexperience in the tool, but things feel really fragile sometimes.
 

squadr0n

Member
Hey IndieGaf, I have a question about character modeling in 3D.

Im still a beginner, currently learning to model characters in 3ds Max. Im starting to get the feel for it and wanted to start making armor pieces. This is where im stuck. I dont even know what to search for online for help. How do I create custom armor for a character and how should I start out, Also outfits or just simply different clothes for a model? Should I model a base character basically naked and assemble the armor sets separately? If so, can this all be done in 3ds max, if not what other programs should I look into?

For example, the different outfits in bravely default or different pieces of armor found in games like Diablo that are able to be equipped. Im trying to make characters that are low poly and would look good on a 3DS or PS2, almost a Chibi style look like the FF 3 and 4 DS remakes, nothing too advanced as im still learning and working on this project alone atm.

Any links to tutorial info would help me out a ton if anyone has an idea of what im looking for. As i said earlier, Ive tried searching google but im having a hard time figuring out exactly what too google search.

Also a side request, does anyone have a link to a video of any game characters being modeled, as in one from a released title. Even in time lapse form, just to see what their work flow is like.
 
Thanks to some amazing free models off the store ive started turning my old turn based prototype into a cops theme.

- Various units, from standard cop, to swat and snipers
- Various cop themed levels - hostage rescue, rioting, bank robbers, the list is endless
- Various non lethal weapons , with bonuses for arresting instead of killing
- Probably keep the hotline miami style violence whenever a cop/person is killed.

Here is one scenario i was prototyping earlier.

CArNrcqUUAAgWpu.png:large
 
Need some help with my Unity project. I had to break away from it for a bit and got back in after 5.0 was released. Seeing some odd compile errors in my "Editor" project. The source of the error is in base 2D Toolkit code:

tk2dExternal.Skin.Done();

Getting an error on this (and other) lines that says "tk2dExternal does not exist in the current context". Everything compiles fine in my "main" project but not the "-Editor" version.

Also, as a side question, the "-Editor" project is intended for use with things like TDD code and automated regression tests, correct? I'm not clear on its purpose otherwise.

edit: all in all, I find some of the compiling/linking errors in Unity to be pretty frustrating. Maybe it's my relative inexperience in the tool, but things feel really fragile sometimes.

I haven't used 2DToolkit so I can't help with specifics, but are you talking about an Editor folder when you import the asset?
Thats usually code that modifies the Unity editor itself, and is nothing to do with debugging.
It's things like adding new dropdown menus or custom inspector windows or new object creation types.

How do I create custom armor for a character and how should I start out, Also outfits or just simply different clothes for a model? Should I model a base character basically naked and assemble the armor sets separately? If so, can this all be done in 3ds max, if not what other programs should I look into?

I've never used 3DS Max but the principles should be the same in all modelling software - but basically yeah, you take your T-posed / reference posed + rigged naked base model, then start building clothes / armour / helmets / whatever as new meshes on top of them.

It's worth rigging the character before building clothes + accessories so that you know where stretching is going to occur in advance.
 

Violet_0

Banned
Also a side request, does anyone have a link to a video of any game characters being modeled, as in one from a released title. Even in time lapse form, just to see what their work flow is like.

some League of Legends character modeling videos
https://www.youtube.com/watch?v=JL75R0K_j7g
https://www.youtube.com/watch?v=C8H0E4D4fPs
https://www.youtube.com/watch?v=Ui4GkbMzKu0
also check related videos

if you want swappable armor pieces you need a naked model first, then create the armor and stretch where necessary

WoW armor sets example
 

JulianImp

Member
Has anyone checked out the promo video for TyranoBuilder? [LINK] It's a new VN engine releasing next Friday (3/27).

I've been thinking about doing a short VN game for the next Ludum Dare and this seems like something that would speed up that process greatly. Also I like that they are claiming a number of export formats (HTML5, PC, Mac, iOS, Android) and aren't asking for royalties or licensing fees beyond the initial purchase. I had been looking at using Ren'Py, and think I'd like to eventually move to Unity for VN stuff but this looks like something that could really encourage people with little to no experience try their hand at it and get a build up and running in no time.

Thoughts from those of you that have used other VN engines?

[Link to the TyranoBuilder site]

...

Seems like I was right on the money about releasing tools for authoring VNs, only I didn't get mine done fast enough. I still will release my Unity toolset, though, since I decided I wouldn't drop it no matter what.

... So, I'm almost done with branching text, and after that it'll just be minor tweaks and stuff. That being said, if anyone would be interested in trying my add-on once It's feature-complete, just let me know and I might be able to send you the UnityPackages until it's ready to release (then you can keep the v1.0 package as thanks). If anyone happens to be interested, just send me a PM.
 

Ranger X

Member
Hello GAF,

I've been posting from time to time in this thread about my game The Life Ruby and now I am at a point where I need semi-public feedback/testing. I was therefore wondering if you'd like to try my demo and give me any feedback you can.
(by the way I'd return the favor to anybody).

If you want to try it, I'll send you a download link in PM.



The Life Ruby

Genre: "Metroidvania" / "Skills platformer"
Platform: Vista / Win7 / Win8
Install: No
Milestone: Pre-Alpha
Expected Release: Hopefully before 2017 lol


Features

- Metroidvania platformer (Super Metroid / Castlevania Symphony of the night).
- Challenge mode that plays like a "Skills platformer" (Super Meat Boy, League of Evil).
- Multiple power ups to upgrade your abilities.
- "Early 16-bits" retro style graphics.
- 8 explorable worlds/zones.
- Bosses, secrets, no useless hand holding gameplay.
- Fexible options for your convenience
(key configuration, scaling modes and sizes, play windowed or fullscreen, sound test, etc)


What's the current state of the game?

This game isn't exactly in "alpha" yet. There are still some features needed to be implemented that should happen quite soon. Let's say the versions here are early demonstrations or what will eventually become the first truly public demo. The completed game will someday be offered on the internet at a very low price point or as a "pay what you want" software. However, people participating or helping me from close or far away will all receive a free copy. (basic courtesy in my opinion)


Known Issues:

1- GameMaker 8 bug with controllers. Game will become slow if you unplug them while the game is running!
- Workaround: replug the controller or restart computer.
- State: Will Not Fix (its either that or the game doesn't support controller -- I prefer having the bug!)



Screenshots

Village Cowboy
Cowboy_zpshhti6g88.png



Andrew's training grounds
TutorialRoom_zpsluhllec6.png



Reaching the mountain
Village_zpskjsjh0as.png



Slashing your knife. (oh please, not near children!!)
Slashing_zpsrk3jtzdg.png



Slashing it at a snail's butt. (now that's better!)
SlashTheButt_zps8ucqxk4z.png



Gliding peacefully
Parachute_zpsdwdwysne.png



Falling into water (watch your air!)
Diving_zpsuhnbxulo.png



Hopefully you have some fun, ha!
 

squadr0n

Member
I've never used 3DS Max but the principles should be the same in all modelling software - but basically yeah, you take your T-posed / reference posed + rigged naked base model, then start building clothes / armour / helmets / whatever as new meshes on top of them.

It's worth rigging the character before building clothes + accessories so that you know where stretching is going to occur in advance.

Thanks for the info! I did see an example of this being done in Blender so im sure its pretty much the same in 3DS Max. Id ask which program you would use if I could. Sorry about the ban, mate.


some League of Legends character modeling videos
https://www.youtube.com/watch?v=JL75R0K_j7g
https://www.youtube.com/watch?v=C8H0E4D4fPs
https://www.youtube.com/watch?v=Ui4GkbMzKu0
also check related videos

if you want swappable armor pieces you need a naked model first, then create the armor and stretch where necessary

WoW armor sets example


And thank you for the links!
 

missile

Member
If you mean you tried it before 4.6, then you're missing out, because Unity got an entirely new, vastly better WYSIWYG-esque UI system that's scalable, flexible and actually usable compared to the old one, and isn't just 2D stuff, either. It's basically Scaleform without having to bother with Flash and an in-built event system for switching between menu options and what buttons do and whatnot.
Does Unity allow the windows to be curved (perhaps quadratic) in three-
dimensional space, or do they live solely on an angled plane?
 

HelloMeow

Member
Does Unity allow the windows to be curved (perhaps quadratic) in three-
dimensional space, or do they live solely on an angled plane?

Not easily. You can position the elements in world space yourself so they appear curved, or render to a render texture and apply that to a curved mesh (which will probably mess up the interaction with the elements).
 
Hello GAF,

I've been posting from time to time in this thread about my game The Life Ruby and now I am at a point where I need semi-public feedback/testing. I was therefore wondering if you'd like to try my demo and give me any feedback you can.
(by the way I'd return the favor to anybody).

If you want to try it, I'll send you a download link in PM.

Hey man, I'd be happy to help out when I have time.
 

Roubjon

Member
Hey guys, I need to ask you for advice.

My entire dev team has been locked out of our steam account due to us trying to configure it so we all have admin controls over our steam development account. So now we can't even get started working on anything related to steam. We've emailed steam support but they aren't responding for weeks.

Any suggestions?
 

_machine

Member
Slow last week as we mostly had coaching in various aspects of the development from some more experienc people (still put some extra hours), but hey we got more BOOM now!
7JyejCC.gif


Hey guys, I need to ask you for advice.

My entire dev team has been locked out of our steam account due to us trying to configure it so we all have admin controls over our steam development account. So now we can't even get started working on anything related to steam. We've emailed steam support but they aren't responding for weeks.

Any suggestions?
Uh, you might have inadvertently broken the rules. You can't share any Steam account between people and rather have to invite people in to the team. You could always try the Steamworks group if you have any access there to try to get support faster.
 
...

Seems like I was right on the money about releasing tools for authoring VNs, only I didn't get mine done fast enough. I still will release my Unity toolset, though, since I decided I wouldn't drop it no matter what.

Oh I definitely think you should see it through and release the toolset! Authoring tools will only make strides through iteration and your contribution adds to that.
 

Roubjon

Member
Uh, you might have inadvertently broken the rules. You can't share any Steam account between people and rather have to invite people in to the team. You could always try the Steamworks group if you have any access there to try to get support faster.

Well that sucks if it's the case. The reason my team wanted me access my boss' account is because he's pretty much given up helping out in any sort of helpful way so he told me to figure it out. And I figured there has to be a way to make other user's admins to the project as well. I'll contact steam again I suppose. What a disaster, which honestly sums up the entire development of this game. I'm really proud of what came out of it given that.
 

KOCMOHABT

Member
Nice! I like animated menu background stuff like that. Just makes the game feel that little bit more alive (in a different way than the whole juice-it-or-lose-it stuff). Had great fun implementing them in my own game. Our artist had also made some night-time assets for the game, so made the game switch to night-time-scenery after 9pm:

ezgif-687968424.gif
ezgif-1622294163.gif

that's a pretty cool idea!
 

ElTopo

Banned
Hi guys, I thought I'd ask here, is there a Game Maker thread or is this the best place for that kind of talk? I can't code and I've never made a game before but I want to give it a shot. I did mess around with Click tools back in the day.

My project is to try to do a remake of the NES game Street Fighter 2010. I have all the sprites.
 
Hi guys, I thought I'd ask here, is there a Game Maker thread or is this the best place for that kind of talk? I can't code and I've never made a game before but I want to give it a shot. I did mess around with Click tools back in the day.

My project is to try to do a remake of the NES game Street Fighter 2010. I have all the sprites.

Just ask it here as long as you don't expect someone to program it for you. Figure out what you can on your own and ask a few questions when you have them. One of us GameMaker users will probably help out.
 

Ranger X

Member
Hi guys, I thought I'd ask here, is there a Game Maker thread or is this the best place for that kind of talk? I can't code and I've never made a game before but I want to give it a shot. I did mess around with Click tools back in the day.

My project is to try to do a remake of the NES game Street Fighter 2010. I have all the sprites.

I am using GameMaker so I can properly give you cues. I don't own Studio yet though.
By the way, a fighting game like that will not be an easy task as your first game, just saying.
 
Has anyone worked with testflight on the iOS? Try to get my game running from unity but I'm not sure if im doing it right. I have the game runnning on iOS but not testflight
 
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