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

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friken

Member
It has been a while since I posted an update. I had a period of distraction but am back at it. I've been working on upgrade paths for ships. As you explore the universe you will find crashed ships, alien tech, new research, or learn new tech through conversing.

Krex gets inflight steerable flak bullets, high energy drain engine boost that 2x thrust at a huge energy cost, and range extenders for the forward pulse weapon.

Krex-Steer.jpg


The benev upgrades include higher capacity energy so it's bolt weapons last a bit longer, and bolts themselves will get beefier and longer range w upgrade.

Close range auto-locking side zappers:
benev-sidezap.jpg


Very long range non-locking bolt weapon, uses all energy so aim well:
Benev-ForwardZap.jpg


And I think the last two alien races are back from our artist making a total of 24 races.

Meet the mysterious Gormpa.... will they ever let you see more than their eye?
2.jpg


and the Upatamerae:
Upatamerae.jpg
 

Dascu

Member
Working on a launch trailer for Malebolgia.

I would really appreciate some feedback with suggestions for further edits and cutting. No music yet.

Quote to see: Trailer
 

friken

Member
Working on a launch trailer for Malebolgia.

I would really appreciate some feedback with suggestions for further edits and cutting. No music yet.

Quote to see: Trailer

Overall I like it. Just a few thoughts on it.

- I assume you will add music/sounds? If there were supposed to be any I didn't hear them.
- I was slightly distracted for the 1st half of the trailer by the same slow/fast walking animation and back of character. It is not varried enough and found staring at the back of a not very detailed cloak pulling my eye more than the rest of the scene. Maybe consider mixing in quick flashes of combat, side views or other animations if there are any (climbing, jumping, anything).
- I thought the trailer got more interesting once combat scenes started. A good balance of exploring/combat is good, but I think the balance may be a bit off currently. I may not have watched long enough to get to the good stuff if I randomly saw this trailer browsing game previews.

Cool looking game and nice work on it.
 

Rubikant

Member
Working on a launch trailer for Malebolgia.

I would really appreciate some feedback with suggestions for further edits and cutting. No music yet.

Quote to see: Trailer

I'm probably the only person that would be OCD about this, and I know its common in movies and games anyway, but in this case it was particularly noticeable...

That's not how you should hold a torch, it will just blind you: https://www.youtube.com/watch?v=jiuHr5YVJBI#t=1m9s

Probably should ignore me though in this case heh.
 

Dascu

Member
I'm probably the only person that would be OCD about this, and I know its common in movies and games anyway, but in this case it was particularly noticeable...

That's not how you should hold a torch, it will just blind you: https://www.youtube.com/watch?v=jiuHr5YVJBI#t=1m9s

Probably should ignore me though in this case heh.
I completely agree, hah! I know it's not the right way and it bothers me a little bit, but as you said, in film and gaming it's different. Just look at Dark Souls 2! ;)


Overall I like it. Just a few thoughts on it.

- I assume you will add music/sounds? If there were supposed to be any I didn't hear them.
- I was slightly distracted for the 1st half of the trailer by the same slow/fast walking animation and back of character. It is not varried enough and found staring at the back of a not very detailed cloak pulling my eye more than the rest of the scene. Maybe consider mixing in quick flashes of combat, side views or other animations if there are any (climbing, jumping, anything).
- I thought the trailer got more interesting once combat scenes started. A good balance of exploring/combat is good, but I think the balance may be a bit off currently. I may not have watched long enough to get to the good stuff if I randomly saw this trailer browsing game previews.

Cool looking game and nice work on it.
Yes, music is being worked on. I'm going to cut out a portion of the first half. The exploration part is a bit too long.
 

Blizzard

Banned
I've never even thought about holding a torch above or to the side instead of in front, but that makes a lot of sense.

This is what I get for not living in medieval times!
 
My thoughts on the trailer:

- Once again I was almost convinced that this was a walking-only exploration game. The beginning is way too long.

- Too many cuts to black with a line of text. Think about how it's being used. A cut to black implies a tease. Too much teasing leads to frustration.

- This is a great example of why trailers often use camera angles that can't be achieved in gameplay. You end up staring at this guy's back too much. You might want to see about capturing some "impossible" shots by placing custom cameras in your scene to get cooler angles of your beasts, environments, etc.

Think about what you want to convey: If you want to make me feel like this is a massive place, try putting the camera at the top of that big tall room you have and moving the character across it from a distance, so that he looks like a tiny little speck of light in the dark, massive maw that is this castle.

- Use the language of the film medium to your advantage. If you want to give a sense of action, intensity, etc. toward the end of your trailer, you should be cutting a lot more quickly, giving different angles more frequently, etc.
 

Lautaro

Member
So all this time I've been thinking that I need to hire a 2D artist to make some screens for the intro and ending of my game when I suddenly had the thought: I just need to use gameplay images and some filters to make them look hand-painted:



Being a cheapass is fun! (sometimes)
 
Umm, so... Hey, there!
Since last semester, I've been working on a small RPG-like short game, and I want to see what you guys think about it so far!
This game is just going to be something small that I've had in mind for some time now, and I finally have the time required to work on it. Still, I'm the only one working on it, so it'll take a while to finish. lol

The game is set in a new space colony in a distant, undeveloped planet during an infection from an unknown source in the planet.
The player controls Alex, a public networking engineer that has been assigned to a group of 50 "explorers" to manage all the communication equipment at this new colony created to research the planet's features and resources for possible living conditions.
The gameplay is a standard turn-based game with skills, different weapons, and suit upgrades available, which Alex can find through the colony.
With low resources remaining, Alex must survive against the remaining infected explorers until the shuttle returns to head home.

Some of the features I've been working on:
- Since there are only about 50 enemies due to the amount of people in the colony, it makes sense for the fights to get harder, so due to the infection's parasitic features, the more enemies you kill, the stronger the remaining ones will get. It'll be harsh scaling compared to the growth of the main character, so the player will have to plan out the way that the exploring will be done throughout the colony.
- The player can plan out the way that they explore the areas through the networked cameras and data available through the networking center, Alex's "home base".
Enemy numbers, types of items, area size, that kind of stuff.
- To boost Alex's stats, there's a "health management" factor of the game.
Working out, researching the infection, eating right, etc.
It won't negatively affect you, but doing these things will increase your stats and what not.

Here's Alex. Although the suit is an old model, it'll work fine to protect against the infection.

And here are some of the enemies in the game. I feel like 49 is enough to avoid the game "dragging on" since it's a small thing.

As the game is to be on Android, I made a mock-up of the touch interface for battles to make sure everything feels decent.
I wanted to make sure both right-handed and left-handed people could play it without issues, so the interface can be flipped to make it easier to control in battles.
(Don't mind the background. That's from another project. >.>)

Sorry for the long post! I didn't mean to make it be so huge. -_-
 
I will be opening an indie development studio fairly soon. If anyone has any experience in applying to become a Sony dev and has applied for the pub fund, can someone tell me what it is like? How are you all able to secure funding for your project?
 

EDarkness

Member
I have a strange question, but any of you guys know the best way to add zone particles that add a little pizazz to an area without screwing over the framerate? I notice that a lot of games add this, but I'm just curious what the best way to do this would be.
 

Paz

Member
Working on a launch trailer for Malebolgia.

I would really appreciate some feedback with suggestions for further edits and cutting. No music yet.

Quote to see: Trailer

I think you could do with a bit more momentum in the trailer, as others said there's a lot of walking with the back of the character as the focus.

Maybe try a shorter exploration segment and make the first part of it about stationary interactions in the game world? Moving camera looking at stuff kind of thing? That way you'd be continuously building momentum throughout, looking > walking > running > fighting > bosses. Tighter is usually better in my experience with trailers, so cut it down and think about things like how you want people to feel at the end (quick gameplay cuts with no black screen text can work great for an ending).
 

Burt

Member
Working on a launch trailer for Malebolgia.

I would really appreciate some feedback with suggestions for further edits and cutting. No music yet.

This might be a meaningless thing to say without music to provide the framework/pacing for the shots, but I feel like the cuts in the buildup in the first 45 seconds were too fast. You have this dark/horror/creeping/exploratory vibe down pat with the gameplay, but the cuts sort of outpace it, like the game is walking but the trailer's running. I think you could go slower on the fades and longer on the shots. Nothing wrong with trimming the best content that you decided to use in your trailer down to the best of the best, as long as it feels right. You could maybe try and cut down on the overall length of the intro segment a few seconds, but I think it'll be fine if you hit the right mood.

And like friken said, I thing it would help if all the opening shots were all either walking or running, rather than changing between the two. I'd go with walking personally, but whatever works.

Also, I can't watch this sort of thing without music so I just threw on the first random Kevin Macleod song I had whose title sounded appropriate for the game and lo and behold, Black Vortex actually lines up pretty perfectly with your trailer.
 

@MUWANdo

Banned
Hello, indie thread! I'm just curious: does anyone here have experience with developing/porting Construct 2 games for Wii U?

I ask because I was thinking about using C2 for a Wii U project but the only other discussion I've seen on the subject has come from the Cosmochoria guy (hi randomkid!) having to cancel a promised Wii U port because he overestimated (or was oversold on) what was possible with C2 on Wii U, so I'm worried if anyone has any experiences they could recount or knows where I can read up on some of the performance benchmarks or whatever.

The game I'm planning isn't especially complicated but it is an action game that will demand rock-solid performance, and I'm just barely competent as a programmer so I don't know that I'll have what it takes to do hardcore optimisations if push comes to shove, so I'd rather avoid as much of that bullshit beforehand, if possible.
 

Lautaro

Member
Anyone has any promoting tips? some indie friendly sites or something?

I have a Greenlight campaign and it was doing fine but it seems to have lost momentum.
 

taku

Member
Hello, indie thread! I'm just curious: does anyone here have experience with developing/porting Construct 2 games for Wii U?

I ask because I was thinking about using C2 for a Wii U project but the only other discussion I've seen on the subject has come from the Cosmochoria guy (hi randomkid!) having to cancel a promised Wii U port because he overestimated (or was oversold on) what was possible with C2 on Wii U, so I'm worried if anyone has any experiences they could recount or knows where I can read up on some of the performance benchmarks or whatever.

The game I'm planning isn't especially complicated but it is an action game that will demand rock-solid performance, and I'm just barely competent as a programmer so I don't know that I'll have what it takes to do hardcore optimisations if push comes to shove, so I'd rather avoid as much of that bullshit beforehand, if possible.
It all depends on what type of game you're planning on making. Is there going to be a lot of physics? Are you going to use a lot of shaders? Do you need it to run perfectly in 1080P or will 720P suffice?
Either way I'd recommend submitting a developer application form since you will most likely find the answers you are looking for on the Wii U developer forums.
 

missile

Member
Some Visual Studio headz here? Is it somehow possible to watch a part of
memory as an image in VS while debugging? Would be cool if VS could
interpret a certain byte region as RGB image data.
 

Dascu

Member
Thanks for the feedback on the trailer, guys. I will definitely be cutting it up a bit more to shorten the 'boring' parts and achieve better pacing.
 
I saw that... cool :) Fingers crossed for some exposure! I'll be trying to pick some of the best video I have for it.
Crossing all appendages for you, bro. I wish I had something to show but ever since we made the move to turn the visuals up to 11, replacing all previous assets is taking a long time due to details. I'm way happier with it and don't mind the extra time.
 

missile

Member
test53af1.gif


To allow for arbitrary shapes I had to rework some rendering stuff. Now I've
reworked the blitter/clipper which now blits and clips with a combination of
geometric and screen space techniques. All UI elements are now also rendered
in an off-screen buffer in a composite fashion. This cost a lil more memory
but will serve a great deal when applying filters, transition effects etc..
Next to buttons it should now also be possible to have arbitrary frame
windows. I may try a circular one next, but there is still quite some work
left with the desktops. I need to work a little bit more on the structure for
relative positioning all the elements.


Edit: This UI is fully OS independent, nolibs™. Rendering is done in software
(default backend). Hardware acceleration will be supported by their respective
backends further down the road.

Edit II: Language: plain native C/C++, no templates whatsoever (I like
them, mind you.). However, I'm all-in for C++11 (would make the UI much
smarter) if it wouldn't be for compatibility reasons. Btw; How much C++11 is
supported on todate consoles, i{Pads,Phones,Macs}, Google{...} given their
respective build environments? Anyone using the new standard thoroughly?
 
Hey guys, so this is basically my first true dip into this stuff and I just want to ask what the normal time is for adjustments and truly getting used to interfaces and coding.

I'm using UE4, I'm a CS major who had a decent amount of classes, C, Java, C++ and the works. For projects I've made games before. In C I made a dungeon crawler that used structs for players and enemies and used arrays to print it to the terminal, and in C++ I used ncurses to make tetris.

Now those were fine experiences, I made AI logic, path finding, general interfaces, but it was all horribly archaic due to the limitations of what I was working with, I always made that stuff from scratch and it was just ASCII text boxes for the most part.

I just dove head first into a basic 2D sidescroller c++ project in UE4 and I just had an overload of shit I had never seen before, all these functions and methods that do things I couldn't really dream of figuring out just from tinkering. (I think this was the PlayerControlerClass)

I looked up stuff like naming conventions that UE4 uses, and it helps a bit. I've read some of the basics for what each type of basic object is, AActor vs UObject, etc. Basically what I'm asking is how does one go about learning so many new and unknown functions? I've never really had to deal with it, and if there is a good way to go about or some "secret" I would love to know or get some help. Cause as of now I feel like if I want to code anything I have to google "what functions does "X" in UE4".

I'm almost embarrassed to even ask this considering the amount of proper stuff get's posted in this thread and the fact that it's in my field of study.
 

anteevy

Member
Hey guys, so this is basically my first true dip into this stuff and I just want to ask what the normal time is for adjustments and truly getting used to interfaces and coding.

I'm using UE4, I'm a CS major who had a decent amount of classes, C, Java, C++ and the works. For projects I've made games before. In C I made a dungeon crawler that used structs for players and enemies and used arrays to print it to the terminal, and in C++ I used ncurses to make tetris.

Now those were fine experiences, I made AI logic, path finding, general interfaces, but it was all horribly archaic due to the limitations of what I was working with, I always made that stuff from scratch and it was just ASCII text boxes for the most part.

I just dove head first into a basic 2D sidescroller c++ project in UE4 and I just had an overload of shit I had never seen before, all these functions and methods that do things I couldn't really dream of figuring out just from tinkering. (I think this was the PlayerControlerClass)

I looked up stuff like naming conventions that UE4 uses, and it helps a bit. I've read some of the basics for what each type of basic object is, AActor vs UObject, etc. Basically what I'm asking is how does one go about learning so many new and unknown functions? I've never really had to deal with it, and if there is a good way to go about or some "secret" I would love to know or get some help. Cause as of now I feel like if I want to code anything I have to google "what functions does "X" in UE4".

I'm almost embarrassed to even ask this considering the amount of proper stuff get's posted in this thread and the fact that it's in my field of study.
I guess that's normal when starting with a new engine. Did you read the programming guide in the docs? https://docs.unrealengine.com/latest/INT/Programming/index.html

Also, there is this tutorial with source code that should be helpful: https://forums.unrealengine.com/showthread.php?64833-Announcing-Section-1-for-Survival-Game It's currently at section 3 and will run for 12 weeks (so I guess 12 sections).
 

missile

Member
Works really good. Very simple to extend to ones own image structure.
Well, but there is one issue. Displaying an image at "Zoom to Original Size"
(scaling factor 1.00x) does apply the scaling filter nevertheless, whereas I
want the picture not being touch at all.

Ehhh1a19e.png


See the edges in the above image, they are ringing (scaling factor 1.00x,
"Zoom to Original Size"). Have you experienced something similar on your side?
 

Popstar

Member
See the edges in the above image, they are ringing (scaling factor 1.00x,
"Zoom to Original Size"). Have you experienced something similar on your side?
I don't actually use that extension. I just saw your question and remembered having seen something like what you where asking for, and did a quick search to find it again.

Edit II: Language: plain native C/C++, no templates whatsoever (I like
them, mind you.). However, I'm all-in for C++11 (would make the UI much
smarter) if it wouldn't be for compatibility reasons. Btw; How much C++11 is
supported on todate consoles, i{Pads,Phones,Macs}, Google{...} given their
respective build environments? Anyone using the new standard thoroughly?
I use C++11 as much as possible. Apple's stuff is Clang-based and has full C++14 support. Sony also uses Clang for PS4. Android NDK uses GCC 4.8 which has C++11 support. Microsoft is the hold up right now, although the majority of C++11 (but not all) should be available with Visual Studio 2015.

Not sure about Wii U or PSVita.
 
Cause as of now I feel like if I want to code anything I have to google "what functions does "X" in UE4".

Welcome to development. :) That's pretty much it, Google is your best friend. I'd say follow a few tutorials to get the basics, then move on and search for "how to do X" every time something comes up. In time you'll learn your way around the API.

Just general tips, mind you; I've never used UE specifically.
 

rje

Member
Hey guys, so this is basically my first true dip into this stuff and I just want to ask what the normal time is for adjustments and truly getting used to interfaces and coding.

I'm using UE4, I'm a CS major who had a decent amount of classes, C, Java, C++ and the works. For projects I've made games before. In C I made a dungeon crawler that used structs for players and enemies and used arrays to print it to the terminal, and in C++ I used ncurses to make tetris.

Now those were fine experiences, I made AI logic, path finding, general interfaces, but it was all horribly archaic due to the limitations of what I was working with, I always made that stuff from scratch and it was just ASCII text boxes for the most part.

I just dove head first into a basic 2D sidescroller c++ project in UE4 and I just had an overload of shit I had never seen before, all these functions and methods that do things I couldn't really dream of figuring out just from tinkering. (I think this was the PlayerControlerClass)

I looked up stuff like naming conventions that UE4 uses, and it helps a bit. I've read some of the basics for what each type of basic object is, AActor vs UObject, etc. Basically what I'm asking is how does one go about learning so many new and unknown functions? I've never really had to deal with it, and if there is a good way to go about or some "secret" I would love to know or get some help. Cause as of now I feel like if I want to code anything I have to google "what functions does "X" in UE4".

I'm almost embarrassed to even ask this considering the amount of proper stuff get's posted in this thread and the fact that it's in my field of study.

If it makes you feel better I also found UE4 overwhelming at first. There are a lot of systems to learn, as well as a lot of built-in convention that you need to learn as you go.

This doc is technically for people who are moving over from unity, but I think it's good at illustrating a lot of the UE4 conventions: https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/

Beyond that, I'd consider doing something small and one option to help you learn would be to stick to blueprints for a bit? Dragging a connection out and seeing what options UE4 thinks you have for different pieces of data can help you get the lay of the land a bit. From there when you want to start working in code you can start by making functions exposed to blueprints, and then full classes.
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
Unity users, Microsoft's new VS Code has IntelliSense support for Unity.
It's looking to be a really solid replacement for Monodevelop.

edit: For anyone looking to accomplish this. Here's an image snippet from my blog post about it.
Make sure when you're opening the project in VS Code that you just open the whole project folder. Then just follow that image to get the IntelliSense up an running.
 
Unity users, Microsoft's new VS Code has IntelliSense support for Unity.
It's looking to be a really solid replacement for Monodevelop.

No Unity debugging support, though, right? I kinda dig the aesthetic over the normal Visual Studio, but if there's no debugging support I'll have to stick it out with Visual Studio for a bit longer.

EDIT: Nope, doesn't work. Still, I really dig the editor's simplicity, but I think I'm going to wait until it has proper extension support. There are a couple quibbles that'll really mess up my productivity, and until they're either fixed or can be fixed with extensions I've gotta stick with the more-bloated Visual Studio.
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
No Unity debugging support, though, right? I kinda dig the aesthetic over the normal Visual Studio, but if there's no debugging support I'll have to stick it out with Visual Studio for a bit longer.

Unfortunately, there isn't. There is Mono debugging support, but I just attempted to hack the settings together for my Unity project and it was a no go.

Microsoft owns VS Tools for Unity though, so hopefully they add in some debug functionality later on.
 
I'm sure we've all had something like this at some point but it got pretty bad for me today. Anyone ever experience family, friends, or a loved one ridiculing you over game development not being a real job? Ignoring perhaps if you're semi successfull and make a living with what you're doing?

Disrespect and negativity seems to be an unfortunate reality of game development, how do you handle getting it from family as opposed to random players? Just a curious thought.
 

Blizzard

Banned
My family (parents/siblings) has thankfully been supportive, but they also know I'll bail and try to find a regular job again if I end up failing to make a living in a year or two (no family of my own to support).

Regarding VS Code, if they add C++ support it could indeed by a nice replacement, though I do like the Visual Studio debugging features.
 
My family (parents/siblings) has thankfully been supportive, but they also know I'll bail and try to find a regular job again if I end up failing to make a living in a year or two (no family of my own to support).

This is where my family is too, with the added help that I take on freelance work once every few months or so.
 

missile

Member
I don't actually use that extension. I just saw your question and remembered having seen something like what you where asking for, and did a quick search to find it again.

I use C++11 as much as possible. Apple's stuff is Clang-based and has full C++14 support. Sony also uses Clang for PS4. Android NDK uses GCC 4.8 which has C++11 support. Microsoft is the hold up right now, although the majority of C++11 (but not all) should be available with Visual Studio 2015. ...
Apple on C++14? Sounds good. Thx for the overview. Seems like I could make
the switch sooner rather than later.


Not sure about Wii U or PSVita.
Anyone knows the C++ standard being used over there?
 

rje

Member
Microsoft is the hold up right now, although the majority of C++11 (but not all) should be available with Visual Studio 2015.

I was looking at this list earlier for C++11/14 support in Visual Studio. Looks like it's significantly improved but still not 100%. It is nice to see some of the C++14 features in there though, I didn't expect to get any.
 

SystemBug

Member
I'm sure we've all had something like this at some point but it got pretty bad for me today. Anyone ever experience family, friends, or a loved one ridiculing you over game development not being a real job? Ignoring perhaps if you're semi successfull and make a living with what you're doing?

Disrespect and negativity seems to be an unfortunate reality of game development, how do you handle getting it from family as opposed to random players? Just a curious thought.

I get that all the time. I am currently in school and manage to score decent internships every summer but my parents (especially my mom) will make a remark about why I am not studying to be a doctor or engineer. It sucks.

My extended family can see my talent but my immediate one can't. It kinda sucks and it has put such a negative toll on my life growing up and I have depression today because of that. Oh well.
 
My family (parents/siblings) has thankfully been supportive, but they also know I'll bail and try to find a regular job again if I end up failing to make a living in a year or two (no family of my own to support).

This is where my family is too, with the added help that I take on freelance work once every few months or so.

I try not to let it bother me, but I was mostly just curious who else experienced it. My wife and her family is super supportive, but mine isn't entirely. They have a totally messed up idea of what it is I do. It's easy to ignore jerks on message boards now and again, but far more insulting when it's family.

Anyway, won't drag it on, just was curious about some input.
 
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