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

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xillyriax

Member
Are there any examples of a "reverse" endless runner? Meaning that rather than the character chasing something (the goal), your character is the one being chased.

It's an idea I've been kicking around in my head and notepad for awhile, and I'm wanting to see if there is an example to draw inspiration from.
 
Are there any examples of a "reverse" endless runner? Meaning that rather than the character chasing something (the goal), your character is the one being chased.

It's an idea I've been kicking around in my head and notepad for awhile, and I'm wanting to see if there is an example to draw inspiration from.

Endless "chaser" via an update to Out of this World would be pretty awesome. Easy Kickstarter on nostalgia value, too.
 
Are there any examples of a "reverse" endless runner? Meaning that rather than the character chasing something (the goal), your character is the one being chased.

It's an idea I've been kicking around in my head and notepad for awhile, and I'm wanting to see if there is an example to draw inspiration from.

Temple Run?
 

_machine

Member
Are there any examples of a "reverse" endless runner? Meaning that rather than the character chasing something (the goal), your character is the one being chased.

It's an idea I've been kicking around in my head and notepad for awhile, and I'm wanting to see if there is an example to draw inspiration from.
I'm sure I've seen a few, but if you want to go deeper and have the whole game in reverse, you got Spoiler Alert.
 

missile

Member
...Been playing around with attempting to get dithering, playing around because shaders/post-process effects is not my strong suit, learning slowly but surely though. I'm not even sure if this is what you'd call dithering but it's a start I guess with low res.

Xb7tM3y.png
...
That's not what we call dithering. xD Yeah, right, you have to start
somewhere! If you are serious about dithering you better start out with b/w
dithering first, i.e. in producing halftones between two full tones (black and
white), which is very important conceptually, and gradually include more and
more full tones as needed (i.e. black, ..., gray, ..., white) and dither
between those such that you can produce arbitrary shades with respect to a
given tone table and dithering technique. While you're doing so you will learn
to apply many of the different dithering techniques, patterns etc. and will also
learn many of the fallacies but also advanced ways to make dithering really
look good. This knowledge is required to produce fine color art dithering
where you will apply gained knowledge to dither between color tones producing
this very distinctive look given your graphics a special appeal. There you go!

If you post pictures showing dithering, you may also post the original one.
 
FreezeME kickstarter is now live:
https://www.kickstarter.com/projects/680102942/freezeme

rxrFiFU.gif

DBXEYGe.gif


Please help me spread the word 

looks really good! :D


Last week we presented Crazy Pixel Streaker at the GameBCN's Demo Day.

GameBCN is the first videogame incubator in Southern Europe. We were one of the eight teams selected to participate in the incubation program, and after 4 months, we had the chance to show our project at the Demo Day. We had around 8 minutes to present our game to the crowd of over 150 guests, consisting of investors, experts in the videogame industry and media. It was exhausting, we were really nervous at the beginning, but it was really nice at the end :D

Crazy Pixel Streaker presentation:



https://www.youtube.com/watch?v=F0yvRpDcQU0

New CRAZY trailer:



https://www.youtube.com/watch?v=05at3wV21qI
 

bsp

Member
We have been porting everything over to Unity 5 over the last few weeks and the tram station is making progress.. but this time it's Polynesian themed as well, since it connects with the Tiki Hotel.

thonwAP.png


BuLG9uk.png



Unity 5 is pretty cool since we get to do all real-time lighting now. A huge chunk of our game involves messing with the various objects aboard the ship, so we get a bunch more shadows being cast which is pretty neat.. all with no FPS drop (at least yet heh).
 

Ashodin

Member
Just wait until you guys see the scary creepy fast moving fish introduced into the equation, just as your anxiety is high from getting far underwater where it's increasingly darker (and your mobility reduced).

http://www.gfycat.com/BountifulPolishedCrow

whole portion of the map here is underwater if you dare.

aw yiss that underwater scary stuff from Super Metroid. That part always freaked me out because you moved slower and reaction times were off.
 

Remote

Neo Member
What's up with Unity 5? I'm a total beginner trying to follow the Roll-a-Ball tutorial but none of the code works. Am I doing something wrong or has Unity 5 changed all the coding? I can't imagine they'd be stupid enough to change the code so that all the old tutorials were made useless.
 

_machine

Member
What's up with Unity 5? I'm a total beginner trying to follow the Roll-a-Ball tutorial but none of the code works. Am I doing something wrong or has Unity 5 changed all the coding? I can't imagine they'd be stupid enough to change the code so that all the old tutorials were made useless.
Things should have stayed mostly the same. What's wrong and can you paste the code?
 

adixon

Member
Haven't upgraded to Unity 5 yet, but I know they changed one fundamental thing about the API which should be easy to adjust in tutorials but will affect a LOT of scripts written in Unity 4. There are a lot of properties/fields on monobehaviours which were removed, and you now specifically have to call the get component method for things like MonoBehaviour.GetComponent<Renderer>() instead of MonoBehaviour.renderer.

Here's a link about it on a random site:

http://darkgenesis.zenithmoon.com/get-prepared-for-unity-5-the-dreaded/


Basically, they changed it because it could be a huge performance problem for people who don't pay careful attention to what they're doing... and it was really just two slightly different ways of doing the same thing, with one of the methods being much clearer about its cost.
 

Remote

Neo Member
Things should have stayed mostly the same. What's wrong and can you paste the code?

Good idea.

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {
{
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical,)

GetComponent<Rigidbody>().AddForce (movement * speed * Time.deltaTime);
}
}

The errors I'm getting are

Assets/Scripts/PlayerController.cs(5,9): error CS1519: Unexpected symbol `{' in class, struct, or interface member declaration

Assets/Scripts/PlayerController.cs(11,78): error CS0839: An argument is missing

Assets/Scripts/PlayerController.cs(13,36): error CS1525: Unexpected symbol `GetComponent'

Haven't upgraded to Unity 5 yet, but I know they changed one fundamental thing about the API which should be easy to adjust in tutorials but will affect a LOT of scripts written in Unity 4. There are a lot of properties/fields on monobehaviours which were removed, and you now specifically have to call the get component method for things like MonoBehaviour.GetComponent<Renderer>() instead of MonoBehaviour.renderer.

Here's a link about it on a random site:

http://darkgenesis.zenithmoon.com/get-prepared-for-unity-5-the-dreaded/



Basically, they changed it because it could be a huge performance problem for people who don't pay careful attention to what they're doing... and it was really just two slightly different ways of doing the same thing, with one of the methods being much clearer about its cost.


I'm not trying to be an ass but that makes no sense to me. I'm a total beginner. All I have is a little 3D Studio Max experience, no coding.
 
Remove the bracket above fixed update

Also remove *Time.deltaTime - you are using fixedupdate - framerate timings are irrelevant here

Also don't get a component every fixed frame or every update. Before fixedupdate do this:

private RigidBody _rigidbody;
This creates a reference to hold the component

void Awake()
{
_rigidbody = GetComponent<RigidBody>();
}

Now just use

_rigidbody.WHATEVER YOU WANT (addforce, velocity, etc.)

Edit: ignore my camelcasing on Rigidbody - on my phone haha!
 

Remote

Neo Member
Remove the bracket above fixed update

Also remove *Time.deltaTime - you are using fixedupdate - framerate timings are irrelevant here

Also don't get a component every fixed frame or every update. Before fixedupdate do this:

private RigidBody _rigidbody;
This creates a reference to hold the component

void Awake()
{
_rigidbody = GetComponent<RigidBody>();
}

Now just use

_rigidbody.WHATEVER YOU WANT (addforce, velocity, etc.)

I tried following your steps and this is what i ended up with

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {
private RigidBody _rigidbody;
void Awake()
{
_rigidbody = GetComponent<RigidBody>();
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical,)

GetComponent<Rigidbody>().AddForce (movement * speed *);
}
}

It removed one of the errors but there are still two errors there

Assets/Scripts/PlayerController.cs(15,78): error CS0839: An argument is missing

Assets/Scripts/PlayerController.cs(17,36): error CS1525: Unexpected symbol `GetComponent'

I'm obviously not able for this assignment. Are there any easier tutorials I can look at? really want to learn Unity but all this coding stuff is disheartening. I don't know what any of it means.
 

V_Arnold

Member
I am so happy to have found this PixiJS /NodeJS /CocoonJS trio.
I am not in a particular rush. There is much to do, much to learn, much to estabilish.

But it feels like Javascript is going to be my new home untill...well, until whatever. It will allow me to target almost all the platforms this way. And with nodeJS, even serverside scripting is done via javascript as well.

I will refractor my main "library" and publish it freely for any wannabe-html5 gamedevs to use, they can be useful if you do not want to have to reinvent the wheel for basic gaming needs.
 
I tried following your steps and this is what i ended up with

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {
private RigidBody _rigidbody;
void Awake()
{
_rigidbody = GetComponent<RigidBody>();
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical,)

GetComponent<Rigidbody>().AddForce (movement * speed *);
}
}

It removed one of the errors but there are still two errors there

Assets/Scripts/PlayerController.cs(15,78): error CS0839: An argument is missing

Assets/Scripts/PlayerController.cs(17,36): error CS1525: Unexpected symbol `GetComponent'

I'm obviously not able for this assignment. Are there any easier tutorials I can look at? really want to learn Unity but all this coding stuff is disheartening. I don't know what any of it means.

As AbsintheGames pointed out, don't use the camelCase for RigidBody, that only occured because it was typed on a phone. In programming languages pretty much everything is case-sensitive, so there's no such thing as RigidBody in Unity, it's called Rigidbody as it is in the docs. Your code is also missing some things such as speed being multiplied by nothing and you have trailing commas which will not allow the code to compile because it's a syntax error. What IDE are you using? It should show you the syntax errors. In Visual Studio it'll look like this or in monodevelop very similar - copied straight from you into a new file in my VS:
7f755e79ce.jpg


It shows you where the problems are (like the trailing comma for no reason). Any ways I cleaned it up and it should work:

Code:
using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour
{
  private new Rigidbody rigidbody;
  float speed = 5.0f;

  void Awake ()
  {
    rigidbody = GetComponent<Rigidbody>();
  }

  void FixedUpdate ()
  {
    float moveHorizontal = Input.GetAxis( "Horizontal" );
    float moveVertical = Input.GetAxis( "Vertical" );

    Vector3 movement = new Vector3( moveHorizontal, 0.0f, moveVertical );

    rigidbody.AddForce( movement * speed );
  }
}

The "private new Rigidbody rigidbody" has "new" because I'm overriding the inherited member "rigidbody" that is deprecated in Unity 5 (we should use GetComponent for everything we need now properly). You could just call it something else such as _rigidbody without "new" but I personally don't.

Lastly you don't want to repeatedly call GetComponent in a loop like update, you've already cached an instance with "private new Rigidbody rigidbody" so now you use rigidbody and use its members, such as rigidbody.AddForce();

Add the above script to whatever you were planning to like a sphere, add a rigidbody and use the arrow keys and it should move across a plane if you've added on for it to move across.

That's not what we call dithering. xD Yeah, right, you have to start
somewhere! If you are serious about dithering you better start out with b/w
dithering first, i.e. in producing halftones between two full tones (black and
white), which is very important conceptually, and gradually include more and
more full tones as needed (i.e. black, ..., gray, ..., white) and dither
between those such that you can produce arbitrary shades with respect to a
given tone table and dithering technique. While you're doing so you will learn
to apply many of the different dithering techniques, patterns etc. and will also
learn many of the fallacies but also advanced ways to make dithering really
look good. This knowledge is required to produce fine color art dithering
where you will apply gained knowledge to dither between color tones producing
this very distinctive look given your graphics a special appeal. There you go!

If you post pictures showing dithering, you may also post the original one.

Thanks for the info, those are some good points. This weekend if I have time I'm going to delve deeper into dithering, even though I've been programming for almost 10 years now shaders elude me when it comes to writing them (even though I know how they fundamentally work) and though it's about time I start learning how to write them despite there not being that much readily available info out there.
 
^^^ I didn't even notice that trailing comma before closing XD

Thanks for doing what I couldn't from my phone.

I still personally ignore using "new" and prefer a _ simply to denote that is a component on this particular GameObject. A habit of mine when reading code.

I typically use different leading or trailing underscores to denote on the current object, on a different object, etc. Helps me read at a quick glance what belongs where even without reading the name I gave it.

Because naming shit is the hardest part of programming :D

I aint even lying.
 

_machine

Member
^^^ I didn't even notice that trailing comma before closing XD

Thanks for doing what I couldn't from my phone.

I still personally ignore using "new" and prefer a _ simply to denote that is a component on this particular GameObject. A habit of mine when reading code.

I typically use different leading or trailing underscores to denote on the current object, on a different object, etc. Helps me read at a quick glance what belongs where even without reading the name I gave it.

Because naming shit is the hardest part of programming :D

I aint even lying.
Can't remember the project, but I remember one of our programmers using "variable1 and "variable2" :D

Never again...expect we have a class called ancestry somewhere while everything else is ancestory, and it's too late to change it.
 
Can't remember the project, but I remember one of our programmers using "variable1 and "variable2" :D

Never again...expect we have a class called ancestry somewhere while everything else is ancestory, and it's too late to change it.
Holy shit!

I get descriptive. My player's health variable is called mrPoopyFaceHealth.

The crazier they are, the easier they are to remember. For me, at least.

Pretty sure most of my functions have similar descriptors.
 
Some of you might remember Retro Generations which I released a while back for free, it was a small and very simple and basic platformer I made over the weekend, well I decided to follow up with a better version and spent the last two weeks on making it with many improvements.

I uploaded a test for a stage where you can shoot barrels which explode to destroy the level, sorry for not posting about my games much here but really all I have done over the last few months is all trial and error work.

DlKJNom.png
QW9JD0v.png


It's free for everyone to download, you don't need to be a patreon supporter to download it though I am not sure if you need a patreon account or not, if so i'll make a mirror for the files.

Compared to my main big game this has a better base for geometry collision then anything else I have made so i'll most likely adapt this engine into my main game but it's still missing a lot of features.
 
May I ask what style you're using? I'm quite liking the look of that, I mostly use ragnarok grey but would like a change of scene and haven't found anything I like yet.

Sure, it's called "Monokai", it's a theme/colour set that has been replicated/ported across many text editors/IDEs over the years. I like it a lot. Here it is for VS: https://studiostyl.es/schemes/monokai

Personally I do not like comments to have a dull colour (monokai makes them grey), for me comments should stand out so after I applied it I went to Tools -> Options -> Fonts and Colors and changed "Comment" to a colour I prefer to stand out (Magenta) and you can do the same for the XML-style comment/documentation which is called "XML Doc Tag" which I make Cyan. Also if you use stuff like #region then you can change that also to stand out, it's called "Collapsed Text (Collapsed)". This is what my comment/documentation colour looks like with that Monokai after changing those things so they stand out, otherwise they're grey which I personally don't like.

0babf35674.png
 
Hey this reminds me. Any way to have VS convert line endings by default as a global? Currently I see it only work for a single class as long as it remains open. Editing later I need to set it all over again.

I haven't dove into it too much but I'm not seeing an option for straight up defaulting globally 100% of the time.
 

WanderingWind

Mecklemore Is My Favorite Wrapper
AIn Visual Studio it'll look like this or in monodevelop very similar - copied straight from you into a new file in my VS:
7f755e79ce.jpg


It shows you where the problems are (like the trailing comma for no reason). Any ways I cleaned it up and it should work:

Wowza. I'm using CoffeeCup for my web development (HTML/CSS) needs, but this looks amazing. I'll be trying this out for sure.
 

Popstar

Member
Hey this reminds me. Any way to have VS convert line endings by default as a global? Currently I see it only work for a single class as long as it remains open. Editing later I need to set it all over again.

I haven't dove into it too much but I'm not seeing an option for straight up defaulting globally 100% of the time.
There is no global option. You'll need to find an extension to do it for you. Or alternately you can configure your version control system to do it.
 

Nätso

Member
I'm obviously not able for this assignment. Are there any easier tutorials I can look at? really want to learn Unity but all this coding stuff is disheartening. I don't know what any of it means.

There is a Unity tutorial by the Walker Brothers that has worked wonders for myself. I'm still no coding genius, but I can prototype my own games after only following this set of tutorials. The course assumes that you have absolutely no programming knowledge, and builds your knowledge step-by-step, until you can successfully recreate a Mario clone (both 2D AND 3D).

I know how frustrating it can be to learn programming, but this has helped me quite a bit.

The information may be a bit dated though; I'm not entirely sure which version of Unity they're running, but it's definitely older than Unity 4. You may need to find alternative solutions for some things; For instance, the section on Sprite animation is almost unnecessary with Unity's new 2D tools.

Regardless, this may help you to gain a better understanding (at the very least), and make programming that much less stressful.

Keep in mind that these tutorials are in Javascript (which Unity is moving away from iirc), but may be a much easier language to learn for a first timer. I encourage you to follow the entirety of the course; It's going to take a few hours :p

Tutorial
 

3Bit

Neo Member
You guys all presented pretty awesome games & prototypes!


Here's my game "Abandoned"
c9a8d7f1-6dc1-4444-954d-2214562187ff_zpsjpmdoo34.png



Abandoned is a story-based First Person Survival RPG game, we recently ported the game onto the Unity 5 engine. In the game you'll be able to possess enemies as a ghost and the opening of other unique avenues of gameplay open up. Such as possessing and forcing an inmate shop dealer to kill himself or discount(50%) of in-game items, explore multiple directions to get to your destination(similar to Dishonored). And hopefully more with our Kickstarter!


Here's some Media!

Here's the trailer "Sinner"

A gameplay update vlog

And a Music Vlog


Kickstarter is also now live!

Help spread the word! :)
 

Jobbs

Banned
those UE4 assets are pretty nice. look for them in 8,000 indie games on steam (mostly about zombies) coming soon.
 
Spent 30 minutes all frustrated why a certain bit of code wasn't working.

STUPID TYPOS!!

Two letters swapped around. Doesn't help when it's o and a which look rather identical at a quick glance.
 

ZServ

Member
I started making a game where you play as a vengeful storm cloud that drowns cities and ruins parades.

So far it's called Vengeful Storm Cloud.

Beautiful. You thinking like.. a reverse Sim City, then? Like where you're causing all the disasters?

Lazy week for me. Haven't been able to write anything good nor create any spiffy new spaces, so I've been doing more back-end stuff. Got a cool new camera and working on a fog effect at the moment. Digging it.
 

Gestault

Member

These are really interesting, partly because it seems like different lighting styles make them fit pretty well with different art styles. The closer stuff gets to photo-realism, that isn't always the case.

Edit: Ah, the page makes some reference to why that may be:

These assets were then put through a proprietary 'de-lighting' process to make them suitable for use in any lighting scenario.
 

Jobbs

Banned
the concept here is pretty tragedy.

TerribleRaggedGrouper.gif


I sorta had this idea that flowers growing around him kinda happened to look a bit like wings. it's one of those things that came up as I was doing it.
 

Ashodin

Member
the concept here is pretty tragedy.

BriskSpitefulCapeghostfrog.gif


I sorta had this idea that flowers growing around him kinda happened to look a bit like wings. it's one of those things that came up as I was doing it.

fucking awesome

I love moments in time kinda stopped like this. Even though this is just how he ended up, it looks awesome!
 
I'm pretty new to Unity, but I have a question. For my 2D project, how would I handle 2D grid-based movement? (fire emblem/advance wars esque)

I know quite a bit about 3D Unity, but 2D seems pretty daunting. Is there any things that I should use from the asset store to help me? Or is Unity good from the get go? (I'm using 4.6.3)
 
I'm pretty new to Unity, but I have a question. For my 2D project, how would I handle 2D grid-based movement? (fire emblem/advance wars esque)

I know a lot about 3D Unity, but 2D seems pretty daunting. Is there any things that I should use from the asset store to help me? Or is Unity good from the get go? (I'm using 4.6.3)
I would just set your grid based on pixels per units of measurement and move by + or - a Vector2 in units. Detecting collision on a grid is as simple as throwing a ray and seeing if what is next to you is a collision, if so, can't move to that Vector.
 

Dynamite Shikoku

Congratulations, you really deserve it!
I'm pretty new to Unity, but I have a question. For my 2D project, how would I handle 2D grid-based movement? (fire emblem/advance wars esque)

I know a lot about 3D Unity, but 2D seems pretty daunting. Is there any things that I should use from the asset store to help me? Or is Unity good from the get go? (I'm using 4.6.3)

I don't know how those games work but if you want to use a grid why not use a 2d array of game objects? Then set your pixel per unit to the size of your grid assets
 
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