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

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Haha I've noticed that too. How many versions of your avatar do you have?! :D

I have a folder with 63 so far, but I've only used ~45 of them at present.

edit: oh, gosh, top of page. Here's something from a game jam I did this past weekend:

ViNtSh3.gif

7KH16ct.gif
 
You have some art skills -- Now I'm curious to see the secret metroidvania you referred to earlier.

Wow, thanks! I'm codeveloping that game with my boyfriend, and he actually does most of the art for our game, although I've been trying to adopt his style. It also doesn't help that he's been out of the country for the past month, but luckily he gets back soon. I don't have any screenshots I can grab right now but I'll show some tomorrow. (I'm on mobile in bed at the moment, and those snowy cat GIFs were already up elsewhere)
 

Jobbs

Banned
Wow, thanks! I'm codeveloping that game with my boyfriend, and he actually does most of the art for our game, although I've been trying to adopt his style. It also doesn't help that he's been out of the country for the past month, but luckily he gets back soon. I don't have any screenshots I can grab right now but I'll show some tomorrow. (I'm on mobile in bed at the moment, and those snowy cat GIFs were already up elsewhere)

Cool, I need to keep tabs on all the metroidvania goings on around here, so I'm curious to check it out.

And reacing over and typing this reply made me drop my dualshock 4 and I just attacked the doll in Bloodborne.
 
Hi there all!

Never posted in here before so apologies if i'm awkward :D

I am currently making two smallish games in UE4 - one a dual stick shooter built around physics and the other is pretty much just Burnout's crash mode turned into a game.

I've made a few small 2D games before but these are my first 3D games (not including mods for games) so it's a learning process with UE4. It seems like an amazing engine so far though.

Any useful tips for UE4 from anyone?
 
I agree with missile that it's basically up to you what you want to do with the time you have in this life. That said, you will (probably) have to compromise from time to time ;)

In other news, we finally started showing bits and piece of our game, Yonder. I just wrote a devlog on tigsource if anyone's interested.
LPKIrRU.gif

XI6x6Si.png

p6vremj.png

The artstyle looks really impressive.

Thanks! The game will be a metroidvania (action + platforms + adventure). I've posted several screenshots here on GAF (most of them in the previous thread).



Thank you! It takes some effort to control the animation (and all the separate parts of the sprite) frame-by-frame, but the result is good enough for me (and it's way less annoying than animating the cloth manually, which I tried to do in the first place).


- - - - - - - - -

I also implemented the back-dash move. I still have to fix a lot of stuff but it's already looking decent!

3o85xK1cEZytxsNIkw.gif


I really hope I'm not saturating this page with all the gifs

I have to say I really like the breathing animation.
 

anteevy

Member
I'd love to get some feedback on AI. I know it will be out of context of the game and most likely difficult for someone jumping in without having learned controls already.
Ideally, I would like people w a game-controller to test it out. You can change default controls w/ f1 or f2 if you don't have one though.

Anyway, for anyone who would like to help me out with some feedback, here is the webplayer link. Instead of copy/paste here, please have a look at the info too:

http://forums.tigsource.com/index.php?topic=47730.0

Just played a few rounds. Visuals are great, "bullet time" too. The controls took me a few minutes to get used to, but then they felt good. I like the steering missiles, but behold the mighty pulse weapon:
http://www.anteevy.de/upload/qfu/stardiver.mp4
Maybe it is a bit too OP? :D A longer cooldown, more power consumption or lower damage could help. Also, the camera gets a bit too close sometimes, like in the video at the end.

---

I also have a testing thread on tigsource for ROLL PLAYING GAME, if somebody wants to help out: http://forums.tigsource.com/index.php?topic=47496.0
 
Wow, thanks! I'm codeveloping that game with my boyfriend, and he actually does most of the art for our game, although I've been trying to adopt his style. It also doesn't help that he's been out of the country for the past month, but luckily he gets back soon. I don't have any screenshots I can grab right now but I'll show some tomorrow. (I'm on mobile in bed at the moment, and those snowy cat GIFs were already up elsewhere)

sweet! I like the art a lot, but it will be as you mentioned on your site hard to reuse anything at all, very nice but seems to be too much work! keep up the good work.
 

friken

Member
Just played a few rounds. Visuals are great, "bullet time" too. The controls took me a few minutes to get used to, but then they felt good. I like the steering missiles, but behold the mighty pulse weapon:
http://www.anteevy.de/upload/qfu/stardiver.mp4
Maybe it is a bit too OP? :D A longer cooldown, more power consumption or lower damage could help. Also, the camera gets a bit too close sometimes, like in the video at the end.

---

I also have a testing thread on tigsource for ROLL PLAYING GAME, if somebody wants to help out: http://forums.tigsource.com/index.php?topic=47496.0

Thanks for the feedback, much appreciated. I have been gathering a good list of tweaks per feedback. Nice video and use of the pulse weapon. When I tried that tactic I kept getting the big lightning bolt hitting me before I could get the pulse fire away. It would turn me just enough to miss the pulse :)

I do think the pulse should use a bit more power, or maybe less damage. I'll take a look at your game shortly and send some feedback.
 
Working on a title screen/logo for the game. Not sure about the name just yet but this is what we have so far. Also, working on a little torch wielding "Dungeon Dweller".

BB1aVX0.gif

I'm not crazy about the name (a bit on the generic side) but the art is amazing! Very nice work.


sweet! I like the art a lot, but it will be as you mentioned on your site hard to reuse anything at all, very nice but seems to be too much work! keep up the good work.

Thanks! :)

Cool, I need to keep tabs on all the metroidvania goings on around here, so I'm curious to check it out.

And reacing over and typing this reply made me drop my dualshock 4 and I just attacked the doll in Bloodborne.

Understandably! The game we're working on is more Roguelike than Metroidvania, but it's lots of fun nonetheless. Here's some of the boss fight I got finished up last week. Most of the art has been lying around since November I think, just waiting to get hooked up, so it's nice to finally see it come to life.

u6PTN4W.gif

iVWhhOo.gif

8bnHKz4.gif


And some of regular stage gameplay put in in the last month or so:

http://fat.gfycat.com/InfantileAfraidHammerheadshark.webm
http://fat.gfycat.com/ColdNiceBull.webm
 

Jobbs

Banned
Understandably! The game we're working on is more Roguelike than Metroidvania, but it's lots of fun nonetheless. Here's some of the boss fight I got finished up last week. Most of the art has been lying around since November I think, just waiting to get hooked up, so it's nice to finally see it come to life.

I've seen this many times. I didn't know this was your game. Is your boyfriend also on Neogaf? I have seen this here. I may have even chatted with someone about this game before (either him or you) I can't even remember. XD I just know I've seen this many times. It was what made me think a lot about spine 2d (and I still do think about it).
 
I've seen this many times. I didn't know this was your game. Is your boyfriend also on Neogaf? I have seen this here. I may have even chatted with someone about this game before (either him or you) I can't even remember. XD I just know I've seen this many times. It was what made me think a lot about spine 2d (and I still do think about it).

Oh, cool! Yeah, he's how I found out about Gaf, but he's been in Africa for the past month.
 

Pengew

Member
I like the name and the logo a lot. Nice fun vibe to it.

Agreed about the logo. Even if you end up changing the name, keep the logo design

Thank you all for the input! Looks like the logo is a keeper.


I'm not crazy about the name (a bit on the generic side) but the art is amazing! Very nice work.

Thank you! We sort of wanted the name to be a bit generic. So I suppose that worked perfectly. Though, I have thought about giving it something a bit more unique.



I am absolutely loving the look of this so far!
 

oxrock

Gravity is a myth, the Earth SUCKS!
I've been taking my first baby steps on the godot engine. For some reason it just feels more intuitive to me than when I was learning unity. I highly suggest anyone on the market for an engine to take a look.
 

charsace

Member
downloaded windows 10. Nvidia drivers for it blow. 10 only uses my NVidia card when windowed and Unity doesn't work for me.
 

Jobbs

Banned
Guys guys, it's Abe Bly =). I knew liliththepale's avatar looked familiar (in style), but didn't know there was a connection.

yeah, that's him. okay, I've solved this puzzle. onto the next.

@lilith, it says on the website you're planning a kickstarter. just out of curiosity, when's that gonna be?
 

_machine

Member
Haven't been very active lately due to a deadline for the Nordic Game Conference, where we will be demoing the newest version and all the new features, but here's a little something for screenshotsaturday:
It's a work-in-progress version of the 3D cards rendered in UE4. The icons still need some work and it's currently missing all the text as we have had change the whole text rendering system for it and it has a few bugs remaining. We'll be writing about the whole design process of the cards soon-ish and next week I should have some spell cards to show as well.
 

Pehesse

Member
Been a while since I posted here, hasn't it? Sorry!
I just haven't had anything really exciting to show lately since working on the script doesn't result in very exciting screenshots... but finally, there's some new stuff to show: new backgrounds!


I've sent a build to Indiecade last week or so, I'm now anxiously waiting for any kind of word. Seeing the ever increasing quality of what's been posted here, on TIGsource and on twitter lately, I don't have my hopes up, though :-D

Special mention to Yonder, posted earlier - I really, really, really like how it looks. I'd love to manage something like that for a future project. I'll be keeping a close eye on it!
 
Been a while since I posted here, hasn't it? Sorry!
I just haven't had anything really exciting to show lately since working on the script doesn't result in very exciting screenshots... but finally, there's some new stuff to show: new backgrounds!



I've sent a build to Indiecade last week or so, I'm now anxiously waiting for any kind of word. Seeing the ever increasing quality of what's been posted here, on TIGsource and on twitter lately, I don't have my hopes up, though :-D

Special mention to Yonder, posted earlier - I really, really, really like how it looks. I'd love to manage something like that for a future project. I'll be keeping a close eye on it!

I freaking love all the backgrounds. I know i said it multiple times, but Im in love with your game Pehesse.
 

Pehesse

Member
I freaking love all the backgrounds. I know i said it multiple times, but Im in love with your game Pehesse.

Pehesse, the perspective of those street backgrounds is great.

Man, thanks a lot, you guys :-D Had quite a bit of fun with that street! Quite a few details and hidden info in the posters and stuff :-D

I added drawing shapes to my artsy game:
rJquVXL.gif

The real Epic Mickey we've been waiting for?! (full disclosure: I haven't played Epic Mickey, only joking based on what I know of it)
Anyway, I think it looks really, really cool!
 

taku

Member
I've sent a build to Indiecade last week or so, I'm now anxiously waiting for any kind of word. Seeing the ever increasing quality of what's been posted here, on TIGsource and on twitter lately, I don't have my hopes up, though :-D

Special mention to Yonder, posted earlier - I really, really, really like how it looks. I'd love to manage something like that for a future project. I'll be keeping a close eye on it!
Thank you for the kind words, Pehesse!

What percentage of the final game would you approximate the Indiecade build to be? I am really liking all of the smaller details in the game, I think this specifically will add a lot to the overall game world immersion.
 

Pehesse

Member
Thank you for the kind words, Pehesse!

What percentage of the final game would you approximate the Indiecade build to be? I am really liking all of the smaller details in the game, I think this specically will add a lot to the overall game world immersion.

Well, really, thank YOU for sharing that project, it's pretty inspiring. Definitely got me thinking for my next thing already, if there is to be a next thing.

As for my Indiecade prototype, going by my TIGSource progress bar, I'd estimate it to be at about 50%, but that may be over-estimating it a bit. Or a lot. The overall architecture and flow of the game are there and working, but the meat, and I daresay, main point of interest, is still mostly absent, meaning the script.
Event wise, the prototype allows to play the first month of the game uninterrupted, with still a few placeholders but with about 80% of the script and events done (though unedited). After that, though, it drops straight to a mere 10% or so, with only the bare main functions working :-D And many bells and whistles I'm planning are not in either, such as the daily transition (working on it right now, matter of fact) or the weekly recap or things like that. I hate to think it, but I fear I may still be at least a year off from completion, and I hate even more to think that I was saying that exact same thing last year.
So really, to be honest: very far from final, quite a lot to do still, but the thing I sent Indiecade should allow them to have a fairly good idea of where it's headed, I hope :-D

If anyone's interested in trying it out, too (with all above warnings: placeholders, only first month, missing events, no bells and whistles, etc), when they'll be done trying out the prototype and won't need access, I can PM a link to try a web version?
 
Damn, so much good stuff on display, and I haven't got anything recorded/screenshotted, and even then what I could show isn't that interesting visually. If I remember, I'll try and throw something up tomorrow. But in any case, everyone's doing great stuff :)
 

Davision

Neo Member
Man, thanks a lot, you guys :-D Had quite a bit of fun with that street! Quite a few details and hidden info in the posters and stuff :-D



The real Epic Mickey we've been waiting for?! (full disclosure: I haven't played Epic Mickey, only joking based on what I know of it)
Anyway, I think it looks really, really cool!

Totally forgot about Epic Mickey! But it seems that painting gameplay is so very simplified there is isn't much worth looking at? I would have a Wii still sitting here and I still need to figure out the gameplay more. I really want the players to create more cool stuff easily yet I don't want it to be just like switching objects in and out or switching assets.
 
The real Epic Mickey we've been waiting for?! (full disclosure: I haven't played Epic Mickey, only joking based on what I know of it)
Anyway, I think it looks really, really cool!

As a big disneyland fan that i am, never play it, is nothing but broken promises and the second is even worse.
The first project im sadly not working anymore even being my idea, wanted to be for a sequel like the epic mickey that Spector failed to deliver (not the mechanics, but the wonders of visiting a theme park in game form). Now I never will get the chance.

#screenshotsaturday



Full release is around the corner. Getting nervous.

This also looks lovely, with the low polygons and amazing lighting. Hoping for the best for your release Dascu.
 
Why are green colors so hard to capture with gifcam? Constantly annoying.

http://www.gfycat.com/WildImpracticalClownanemonefish

If you use the standard export option, any appearance of green will just fuck the picture up, so you have to go to 256 color mode (which looks worse) and even still it has trouble showing the greens properly.

This area will be hard to showcase. :)

$00FF00 is set as the transparency color so that new frames only have new information.
 

Jobbs

Banned
This works in GifCam v4.5:

- Record your footage
- Click Edit
- Right click on any frame
- Under "Green Screen", pick a different colour

oh, didn't know that! I haven't updated gifcam like.. ever. despite using it constantly. I donated $10 to them a while ago because I use it so much. XD
 

Blizzard

Banned
ah, makes sense (sorta). anyone know any alternatives that serve a similar function?
I don't know if there's a way (gifcam or otherwise) to use RGB FF00FF as the transparent color instead. It's weird that green would get chosen since the other is presumably be much less common.

Or, I had a crazy idea you could try. Is it possible to add some sort of screen shader that does nothing but limit any green value that is 255 to 254? That should be small enough that it is nearly impossible to tell the difference, but also make GIFs work better.

*edit* Beaten badly. Using FF00FF sounds like by far the easiest solution then. :D
 
I don't know if there's a way (gifcam or otherwise) to use RGB FF00FF as the transparent color instead. It's weird that green would get chosen since the other is presumably be much less common.

Or, I had a crazy idea you could try. Is it possible to add some sort of screen shader that does nothing but limit any green value that is 255 to 254? That should be small enough that it is nearly impossible to tell the difference, but also make GIFs work better.

*edit* Beaten badly. Using FF00FF sounds like by far the easiest solution then. :D

Since GIFs are ultimately still 256 colors per frame (or 255 new colors per frame w/ transparency), GifCam rounds a lot of colors, so your trickery would probably get lost in a rounding error.
 

Blizzard

Banned
I have an ignorant MIDI / DAW question since my Google attempts are failing me. What does the "Send" percentage of a virtual instrument mean?

Cranking it higher seems to make the instrument sound like it is in a big room, more "distant". Cranking it lower seems to make the instrument sound like a pure tone out of the headphones.


*edit* Answering my own question, apparently at least for this instrument, the send knob controls sending a portion of the signal to an effect bus. The default effect is an ambience reverb, which presumably explains the sound difference I am hearing.
 

bsp

Member
QWGBOIY.png


putting memes in games is stupid so don't but we're gonna hide a Pete & Pete reference so I hope that isn't too bad

hedonistic
 

Videospel

Member
What's a good 16:9 resolution for a low res game? I've been looking at this list and was thinking of using 384x216. It's 16:9 and certainly low res, but are there any other factors to consider?
 
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