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

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That presskit thing, seems awesome. Um. How the hell do I work with a .php file? It says "install.php" but I ain't got shit to install it :p

I found some stuff on yahoo answers, but I don't trust any of the download links presented there. You know, it being yahoo answers.

Edit: nevermind, found a manual.
 

Jobbs

Banned
I was looking at the eshop and saw psyccorlor on there. trippy.

how are people liking it? did you rebuild it in unity or is this still c2?
 

Ashodin

Member
I was looking at the eshop and saw psyccorlor on there. trippy.

how are people liking it? did you rebuild it in unity or is this still c2?

mixed reviews. players enjoy the game setting, but the controls can be frustrating. Luckily a patch will help alleviate the issues.

Still C2!
 
When it comes to actually building a press kit, how do you actually send it out? I mean, the emails that go out can't just be a link to it. That seems...well, like it'll get tossed into a spam folder for one thing.

I'm not sure I can get that software to work with squarespace, and since I know absolute dick about website building, I'm kind of stuck with squarespace :p Bro who does the programming doesn't have time to do this too.

But I saw a screenshot of what goes in one and I can do that on the website itself. It's just a matter of sending that out. I guess I don't get that part.

Feel like I only have one chance to truly contact a website, and I don't want to burn a bridge right away by fucking up.
 

Blizzard

Banned
Everyone hold onto your butts, the next ludum dare is just 11 days away! I'll try to catch when theme voting starts and post it here in case anyone else is participating.
 

scaffa

Member
mixed reviews. players enjoy the game setting, but the controls can be frustrating. Luckily a patch will help alleviate the issues.

Still C2!

Could you give some info about the memory usage and the cpu load while testing it out on the pc? Im looking for a reference point, thinking about getting a Wii U dev kit but want to be sorta sure if my game is even able to run on a kit before going into that whole proces :)
 

Ashodin

Member
Could you give some info about the memory usage and the cpu load while testing it out on the pc? Im looking for a reference point, thinking about getting a Wii U dev kit but want to be sorta sure if my game is even able to run on a kit before going into that whole proces :)

It's kinda touch and go really. The guy from Scirra said to make sure it was under 30 mb in RAM if you want to be really fast and smooth
 

Blizzard

Banned
I finally started doing game work again after being distracted by taxes, business paperwork, Pillars of Eternity, and so forth. I have another opinon request!

I am trying to decide how to preview damage when a player is hovering over a unit, deciding whether to attack. I rather agreed with suggestion(s) to get rid of little popup message boxes previewing damage, so here are some animated mockups instead:

Option 1:
damage_option_1bbltd.gif


Option 2:
damage_option_2aky4d.gif


Option 3:
damage_option_3ecz68.gif


Of course I could also just show non-animated squares, for example 6 white squares and the rest black, but I figure having animation (at least as an option) is good. Opinions appreciated!
 

V_Arnold

Member
Option one seems very pleasing to the eye. Option two makes no sense to me color-wise, and option three adds a rather unneeded visual clutter.

Therefore, I would prefer option one :D
 

kiguel182

Member
Thanks!

These are my target renders. Still tweaking the color grading and light intensity.

PRZum19.jpg

I love this art style. So good.

I actually wanted to start playing around with 3D modeling and this is a good example of what I would like to achieve. Do you know any tutorials that would give me some similar examples?
 

Nezzhil

Member
Hello guys. I have holidays this week and I'm doing a personal challenge... I'll try to develop a very small game everyday. 5 games in 5 days :D

Today... a Pinball.

E5SODI2.gif
 
When it comes to actually building a press kit, how do you actually send it out? I mean, the emails that go out can't just be a link to it. That seems...well, like it'll get tossed into a spam folder for one thing.

I'm not sure I can get that software to work with squarespace, and since I know absolute dick about website building, I'm kind of stuck with squarespace :p Bro who does the programming doesn't have time to do this too.

But I saw a screenshot of what goes in one and I can do that on the website itself. It's just a matter of sending that out. I guess I don't get that part.

Feel like I only have one chance to truly contact a website, and I don't want to burn a bridge right away by fucking up.
The emails absolutely should have a link. Nobody wants their inbox filled with attachments.

State your case in 1 paragraph and keep it explosive. Hook potential journalists as best as you can is as few words as you can. If it takes longer than 45s to read your email you've lost.

No fluff. Keep it simple and explosive. They get tons of email so the less they have to read the better. It might be difficult to convey your game in a super short email but that's how you have to sell it.

Put it to you this way, I get frequent emails from audio gurus and artists and if they ever start with "hi, my name is so and so, I've been doing X for Y amount of years" and see a few paragraphs I just hit the trash button. I work close to 60 at my day job and code at night. I don't need to be reading your life story when I have work to do. That sounds like I'm being a prick but its just because shit like Bloodborne is the first game I've played since last year. Time isn't on my side and I'd rather read that you make pixel art, a few projects you've done and a link to your online portfolio. No fluff. Get right down to business.

Likewise, more prominent individuals in the press get tons of email like this - they really don't care to read that much.

1 paragraph with a link to your non-downloadable kit and that's it. Your kit should have links for downloads like logos, screens, etc. That's on the journo to decide if they want it. All other important info should be in your kit.

Keep it short, simple, explosive and make sure you hook with a little bit of tease. Say just enough to gain interest and leave a fee unanswered questions.

Finally: way the fuck easier said than done.
 

Lautaro

Member
Woah! I just discovered that Visual Studio has a FBX editor... I'm not sure about its limitations but I was pretty surprised when I double click by mistake a model in Unity and Visual Studio opened it.

This must be one of those things that everyones knows about except for me :/
 

Blizzard

Banned
Woah! I just discovered that Visual Studio has a FBX editor... I'm not sure about its limitations but I was pretty surprised when I double click by mistake a model in Unity and Visual Studio opened it.

This must be one of those things that everyones knows about except for me :/
Wow, that's news to me. It can open FBX, DAE, and OBJ files and apparently has a little graphical shader editor too.
 

anteevy

Member
Woah! I just discovered that Visual Studio has a FBX editor... I'm not sure about its limitations but I was pretty surprised when I double click by mistake a model in Unity and Visual Studio opened it.

This must be one of those things that everyones knows about except for me :/
Haha, I discovered that by accident a few weeks ago, too.
 
Blizzard, I'm gonna be a renegade and pick Option 2. Option 1 is okay, but I like Option 2 because it most accurately "previews" the damage. When the attack is completed, the squares will simply be gone, as opposed to turning into white squares. I also think it's easier to see.

Option 3 is terrible though. :p
 

Blizzard

Banned
Thanks for so many quick opinions! Side note, can the Kuler replacement be used for commercial purposes? A quick search didn't turn up a definitive answer since I think Kuler had some sort of non-commercial clause and I didn't want to risk it.

Blizzard, I'm gonna be a renegade and pick Option 2. Option 1 is okay, but I like Option 2 because it most accurately "previews" the damage. When the attack is completed, the squares will simply be gone, as opposed to turning into white squares. I also think it's easier to see.

Option 3 is terrible though. :p
One other person I asked also liked an aspect of option 2, so I made more mockups.

Option 4:
damage_option_4y4uzz.gif


Option 5:
damage_option_5xiuqr.gif


Option 6:
damage_option_63nufj.gif
 
The emails absolutely should have a link. Nobody wants their inbox filled with attachments.

State your case in 1 paragraph and keep it explosive. Hook potential journalists as best as you can is as few words as you can. If it takes longer than 45s to read your email you've lost.

No fluff. Keep it simple and explosive. They get tons of email so the less they have to read the better. It might be difficult to convey your game in a super short email but that's how you have to sell it.

Put it to you this way, I get frequent emails from audio gurus and artists and if they ever start with "hi, my name is so and so, I've been doing X for Y amount of years" and see a few paragraphs I just hit the trash button. I work close to 60 at my day job and code at night. I don't need to be reading your life story when I have work to do. That sounds like I'm being a prick but its just because shit like Bloodborne is the first game I've played since last year. Time isn't on my side and I'd rather read that you make pixel art, a few projects you've done and a link to your online portfolio. No fluff. Get right down to business.

Likewise, more prominent individuals in the press get tons of email like this - they really don't care to read that much.

1 paragraph with a link to your non-downloadable kit and that's it. Your kit should have links for downloads like logos, screens, etc. That's on the journo to decide if they want it. All other important info should be in your kit.

Keep it short, simple, explosive and make sure you hook with a little bit of tease. Say just enough to gain interest and leave a fee unanswered questions.

Finally: way the fuck easier said than done.
Thank you for this info, man. Gives me a good idea on where to go.

I've been sending out shit for my novel to agents, and some of that applies, and some of it doesn't. So at least I have some practice I guess :p
 
One other person I asked also liked an aspect of option 2, so I made more mockups.

I like Option 5 the best. It really calls attention to the action you're about to take and the impact it's going to have. Although I'd probably let the ends have a bit more frames of animation. It seems to "bounce" between the two ends without giving the ends any real time on screen.

Option 4 is okay. Option 6 is just kind of weird.
 

JulianImp

Member
One other person I asked also liked an aspect of option 2, so I made more mockups.

Actually, couldn't you color the damage points in a different color instead? I think that'd make things way easier to read at a glance rather than blinking HP blocks.

You should also consider the case of a unit having sustained damage, and how you'd want to display that (ie: hide the depleted blocks? recolor them?).
 

EDarkness

Member
I finally started doing game work again after being distracted by taxes, business paperwork, Pillars of Eternity, and so forth. I have another opinon request!

I am trying to decide how to preview damage when a player is hovering over a unit, deciding whether to attack. I rather agreed with suggestion(s) to get rid of little popup message boxes previewing damage, so here are some animated mockups instead:

<images snipped>

Of course I could also just show non-animated squares, for example 6 white squares and the rest black, but I figure having animation (at least as an option) is good. Opinions appreciated!

I have to agree with everyone else and say that option 1 is the best. Seems less distracting to me.

*edit* I just saw the extras you put in. I'll have to go with either option 1 or option 5. I really like the effect of option 5, too.
 

Blizzard

Banned
Thanks again for quick feedback. 5 is overwhelmingly the favorite from those I've asked.

I like Option 5 the best. It really calls attention to the action you're about to take and the impact it's going to have. Although I'd probably let the ends have a bit more frames of animation. It seems to "bounce" between the two ends without giving the ends any real time on screen.

Option 4 is okay. Option 6 is just kind of weird.
I considered the different colors earlier, but it seems like that tended to be a little more confusing or annoying. I don't want to leave the "full" frames visible too long so when playing quickly, you can immediately see the damage rather than having to wait for the animation. It's a small thing and I might mess with the timing to see what feels okay for me.
 

Lautaro

Member
I did something crazy... I took a loan to finish my game :O (and I'm unemployed, double :O ).

Nah, its not so dangerous and I had loans before and payed them properly but still it feels like crossing a line... good thing my game is in an advanced stage.
 
I love this art style. So good.

I actually wanted to start playing around with 3D modeling and this is a good example of what I would like to achieve. Do you know any tutorials that would give me some similar examples?

This is a pretty good one for mimicking the aesthetic, and it uses all free software to show you how to do it.

For the actual modelling part there are plenty of tutorials out there for whichever modelling app you have access to / want to use.

Today... a Pinball.

Wow, Pinball would be waaaaaaaaaaay down my list of "games you can get up and running quickly" because its all about physics, and all about physics with very precise collisions with objects moving at very fast speeds, so good job with that (and it looks like you stopped before getting into nightmare scenarios of things like having guide rails that balls move smoothly along rather than richocheting down).
I did notice a small bug that the ball maintains some momentum after you 'die' and its added back to the launcher

This should help. Adobe's Kuler -- color swatch onlne-app https://color.adobe.com/explore/newest/?time=all

I've never actually seen that premade swatches page, but used to use the wheel a lot to quickly make a palette

EDIT:
Thanks for so many quick opinions! Side note, can the Kuler replacement be used for commercial purposes? A quick search didn't turn up a definitive answer since I think Kuler had some sort of non-commercial clause and I didn't want to risk it.

AFAIK like most Adobe products they're interested in monetising the tools you use not the product you end up with, so much like Photoshop / Illustrator / Director et al
3. Your Content.

3.1 Ownership. You retain all rights and ownership of your content. We do not claim any ownership rights to your content.
 

Blizzard

Banned
AFAIK like most Adobe products they're interested in monetising the tools you use not the product you end up with, so much like Photoshop / Illustrator / Director et al
Sure if you use say, Photoshop to create a palette. I was wondering more about the site (Kuler and now its replacement) that has a bunch of premade color palettes. I know it gets into silly territory about what can be grabbed as-is. Obviously fonts can be copyrighted, but if it's just a small set of colors, who knows? I'm very unfamiliar with the area.
 
Sure if you use say, Photoshop to create a palette. I was wondering more about the site (Kuler and now its replacement) that has a bunch of premade color palettes. I know it gets into silly territory about what can be grabbed as-is. Obviously fonts can be copyrighted, but if it's just a small set of colors, who knows? I'm very unfamiliar with the area.

I'm not a lawyer (thank god) but I'm pretty sure it falls under the same deal as things like photoshop filters, actions or brushes that come included / are free to download.
 
Maybe TOO simple... I'm not a huge fan of changing values purely on a mouse movement for all those "thats perfect! fuck, I banged my desk" moments :p
That's the beauty tho. Once you find your base its ridiculously simple to expand. While there are presets, its nice to simply start with your own single color and move out from there in mere seconds without being led by searching for presets and going in loaded. Plus the satisfaction of knowing you didn't just borrow someone else's color palette.
 

Nezzhil

Member
Wow, Pinball would be waaaaaaaaaaay down my list of "games you can get up and running quickly" because its all about physics, and all about physics with very precise collisions with objects moving at very fast speeds, so good job with that (and it looks like you stopped before getting into nightmare scenarios of things like having guide rails that balls move smoothly along rather than richocheting down).
I did notice a small bug that the ball maintains some momentum after you 'die' and its added back to the launcher

Thanks you! :)

I've only a few hours to work today and I made a small platform game. The challenge is the challenge. :)

https://dl.dropboxusercontent.com/u/1186255/PlatformOneDay/PlatformOneDay.html
 
Tay's whipped up our very own Semiotics Standard for many of the in-game icons tied to potential effects or traits of objects in the world. A loving nod to Ron Hobb's work on Alien :)


We're currently polishing up the build for Indiecade, which includes tweaking the UI placement based off the feedback we received at EGX:


And speaking of EGX Rezzed, here's our lengthy (and overdue) blog post regarding our time at the event!

http://devblog.monothetic.com/post/115511487685/egx-rezzed-post-mortem
 

desu

Member
oh, that's cool. I wonder what the reference is. :)

man, it'd be so fun to make wii u games. hopefully ghost song will be on wii u, but it's hard to say at this point (for tech reasons). still waiting on some things.

Could always let someone do a Unity port whenever your game is out and successful (and if it seems worth it).
 

missile

Member
So I got some dithering working in my low-res aesthetic thing I'm prototyping:

XT6Hjs1.png


vG9ONlc.png


Looks kind of nice (might be a little hard to see in first image though). Needs a bit of tweaking. Pretty standard pattern though. ...
A lil better. :+

... Just a learning experience because there are pretty much widely available dithering shaders any ways in the public domain I could just use and they really don't differ much, all depends on the dithering pattern you make/use in the end. ...
Depends on a lot more things than just the patterns, whereas a pattern will
give the overall look, indeed. But if you want to produce fine dithering
out of continuous tone images or images based on color palettes, there is
much more to understand. To learn many of the tricks, you may also want to
understand dithering from the perspective of trying to actually reconstruct a
continuous tone image as close as possible. This is a lil different than
just applying some patterns to an image, since applying a pattern to an
images will changes it in many ways. For example, you may have recognized that
the image suffers a little in contrast when using dithering.

Another aspect to consider is to take human perception into account. For
example, one may skip those patterns producing horizontal/vertical-patterns
(-,|,+) and favor those with a more diagonal (/,\,x) behavior etc.. Another
thing is color perception. You may want to dither differently depending on the
given color channel since human perception doesn't perceive all colors equally
bright and as such won't be able to differentiate the same amount of shades
for each color. So for example you may use less continuous tones for blue and/
or may also dither them with a smaller pattern.

Well, the pattern size (order) is also very important not only because of the
many shades a pattern can produce, but because of the resolution drop it
produces! If you look closely you will see that the resolution of your image
drops if you use higher order dithering patterns. There is an anti-reciprocal
relation to it; more shades = less resolution. Try it! Use a 2x2 Bayer pattern
and a 4x4 or 8x8 one and compare. You are basically trading resolution for
quantization levels (shades). In a given way, you are limiting the frequency
bandwidth of the image and use gained capacity to get more levels to quantize
the amplitude with. The patterns behave like a low-pass filter applied to the
image. That's where the resolution drop comes from.

Another hint I want to give you is to build the patterns yourself (from
scratch) and not use the (already combined) Bayer patterns. If you build them
from scratch you will easily be able to build arbitrary (artistic) patterns.
It's easy, you basically build a pattern table with each entry representing a
given (supposed to be) shade. Next to some single dots in said patterns you may
put/draw some funny stuff in there or order the dots geometrically. Done so,
you then simply map a shade index into the table getting the pattern and use
it to dither the current pixel.

Another, more old-school, variant is to not dither the image pixel-by-pixel
but to combine a set of pixels (preferable rectangular) and use a pattern to
represent said pixels (their average shade for example). This technique is
called patterning. It allows for much more cooler stuff (in the end) esp.
considering coloring. However, in this case, you will immediately see how the
resolution drops to gain the shades (space to play with). For example, if you
combine 2x2 pixels and replace them with a 2x2 pattern/shade, then your
(spatial) image resolution will drop by 2. This is similar to the drop in
resolution as I've explained above regarding the 'standard' dithering
technique (on computer screens known as dispersed-dot ordered dithering).


... Re-quoting for context in the past with my earlier attempt. Your advice was useful, thanks:
Cheers!
 
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