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

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Dynamite Shikoku

Congratulations, you really deserve it!
^ Looks like "boy meets girl" color scheme, sorry! ;)

BoyMeetsGirl_colortheme.gif


Yeah, reminds me of shopping for baby clothes, so I'll dedicate it to my daughter.

And I can't be bothered changing it again.
 
Does anyone know if Microsoft has a built-in leaderboard system on Windows Phone? And some sort of ad support? We're currently using AdMob in Unity and my programmer said that won't work on anything but Android.
There's Xbox Live for leaderboards, which you have to apply through ID@Xbox to get access to currently, and a Microsoft Ads SDK - though you can stick with AdMob as well.
 

_machine

Member
Still a bit of work before Nordic Game, but we've made some major progress this week and to celebrate here's a new in-game shot in what feels like ages:
Did quite a bit of overtime this week, but the pieces are finally starting to come together properly and it's a lot of fun to play even though we need to go a bit back with the battle mechanics and take a long look at the balance. Even with a properly gimped deck (we only have less than 50% of the minions done for the NGC build and missing some important card mechanic spells) it still feels like there are plenty of viable strategies available and decks to be made.
 

Minamu

Member
There's Xbox Live for leaderboards, which you have to apply through ID@Xbox to get access to currently, and a Microsoft Ads SDK - though you can stick with AdMob as well.
Doh, that makes sense :lol I actually might already have ID@Xbox access, unless I've been removed for lack of usage or something, gonna have to check that somehow. I was supposedly added automatically last summer as part of a summer course at my uni but I never did anything with it.
 

KillySG10

Neo Member
Thanks for the replies to my question guys, i think im goonna go with superNESjoes suggestion first, gonna give GM: S a try, sounds like it could be alot less stressful in terms of coding as a starting point. I will give Clickteam Fusion a go before deciding which to use long term though, take all suggestions on board.

When i do move onto unity , ill keep in mind using javascript at first rather than diving in on c#.
 
Thanks for the replies to my question guys, i think im goonna go with superNESjoes suggestion first, gonna give GM: S a try, sounds like it could be alot less stressful in terms of coding as a starting point. I will give Clickteam Fusion a go before deciding which to use long term though, take all suggestions on board.

When i do move onto unity , ill keep in mind using javascript at first rather than diving in on c#.

GameMaker is a great starting point, and it's plenty good enough to make good games. Check out Tom Francis (of Gunpoint) and Heartbeast on YouTube for some great tutorials.
 

Blizzard

Banned
Out of curiosity, for anyone who participated in Ludum Dare 32, could you check the site and post your coolness and # of votes if you plan on posting your scores later? I don't know if the coolness and votes get hidden after the fact so I figured I would ask now before the voting ends.

I'm currently at 82 coolness, 50 votes received.
 
Phew, the reaction to GunWorld on Xbox hasn't been very good.....at all. The comments around the web give off the idea I should be hung and quartered for making a retro platformer.

I mean, big whoop, I've been getting negative feedback (some of it super useful) since the PC version came out. It hasn't been anywhere near this aggressive, but it'll be interesting to see how this pans out. I've found that despite negativity the game still did ok on Steam, the people that like it just don't bother to say so.
 

Jobbs

Banned
Been working on the animations for Nostalgia:


It takes a while to get used to the Software, but once you understand how it works, its pretty easy. Gotta do this at least 30 more times lol.

maybe my eyes suck but it took me a while to figure out what was even moving.
 

mStudios

Member
maybe my eyes suck but it took me a while to figure out what was even moving.

Yeah, it's a pretty soft animation and its hard to see it at the resolution I posted it. I just don't want to make a rough animation, since she's only breathing there.
 

Minamu

Member
Phew, the reaction to GunWorld on Xbox hasn't been very good.....at all. The comments around the web give off the idea I should be hung and quartered for making a retro platformer.

I mean, big whoop, I've been getting negative feedback (some of it super useful) since the PC version came out. It hasn't been anywhere near this aggressive, but it'll be interesting to see how this pans out. I've found that despite negativity the game still did ok on Steam, the people that like it just don't bother to say so.
Haven't seen your game but you probably ought to take it lightly. Internet gonna Internet to some extent, you know.
 
Haven't seen your game but you probably ought to take it lightly. Internet gonna Internet to some extent, you know.

Yeah. Like I said I'm no stranger to it. GunWorld is what it is, so I don't expect a ton of positive reception to a game made in 4 months with a price of 5 bucks. I'm honestly not surprised it's getting worse reactions on Xbox, people seem pissed that Xbox is getting "another shitty retro platformer". There's a loud vocal distain for retro or indie games on consoles.
 

Turfster

Member
Has anyone here worked with UE4 and created a custom Character class, then tried to access variables and functions from it in an animation BP?

I'm getting pretty desperate to get this working somehow, since I need it... and it seems pretty standard, simple stuff.
I don't really want to go back to what I was forced to do with Unity4 (calling animations from code) if I don't absolutely have to.


Edit: I guess I have to duplicate everything in the anim BP's eventgraph?
 

Loginius

Member
Has anyone here worked with UE4 and created a custom Character class, then tried to access variables and functions from it in an animation BP?

I'm getting pretty desperate to get this working somehow, since I need it... and it seems pretty standard, simple stuff.
I don't really want to go back to what I was forced to do with Unity4 (calling animations from code) if I don't absolutely have to.


Edit: I guess I have to duplicate everything in the anim BP's eventgraph?
Like this?
https://answers.unrealengine.com/qu...can-enter-transition-with-actionaxis-inp.html
Sorry if im on the wrong track here havent really worked with blueprints that much.

Edit:
Bit late for screenshot saturday but my harddrive died. Thank god the only thing I had no backups for were the shaders for the characters.
So I recreated them and put them in a hdri environment to test the pbr, let me know what you guys think:


I also incorporated a method for hair shading I found on the unreal forum, really cool stuff. Link

 

Turfster

Member
Like this?
https://answers.unrealengine.com/qu...can-enter-transition-with-actionaxis-inp.html
Sorry if im on the wrong track here havent really worked with blueprints that much.

Basically, but I was trying to do this in the transitions themselves, piece by piece, where needed.
As far as I've been able to find so far, you need to actually do all your character class variables in your event graph, copying them to local copies in your animBP and then work from those copies in your transition logic.
It's kinda stupid, really.

Not as stupid as having variables in an AnimInstance derived parent class to an AnimGraph that are also only available in the eventgraph section and not in the rest of the AnimGraph BP.
 
Out of curiosity, for anyone who participated in Ludum Dare 32, could you check the site and post your coolness and # of votes if you plan on posting your scores later? I don't know if the coolness and votes get hidden after the fact so I figured I would ask now before the voting ends.

I'm currently at 82 coolness, 50 votes received.

22 coolness, 29 votes... *shrugs*
 
Our new game should be out on or before June 1st. Really curious about how to let the press in on this one. Having two weeks of waiting before it drops will likely have them forgetting about it when it does hit. Considering a 72 hour heads up.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Our new game should be out on or before June 1st. Really curious about how to let the press in on this one. Having two weeks of waiting before it drops will likely have them forgetting about it when it does hit. Considering a 72 hour heads up.

Don't you have press codes for them?
 

Minamu

Member
Are there any marketing guides out there? xD We've decided to finish our game on Friday, WP version probably later, but even assuming it gets approved for a Google Play launch, I have no idea outside of gaf on how to make people notice :/ Spamming facebook is only good for a few people.
 
Are there any marketing guides out there? xD We've decided to finish our game on Friday, WP version probably later, but even assuming it gets approved for a Google Play launch, I have no idea outside of gaf on how to make people notice :/ Spamming facebook is only good for a few people.

I've found this one to be pretty useful in past: http://www.pixelprospector.com/the-marketing-guide-for-game-developers/.

I really need to get more involved in this thread, i'll post some screens of my game soon :p
 
even assuming it gets approved for a Google Play launch

I don't think Googles approval process for the Play store is anything more than "did they pay the $25 developer fee?".
If you're trying to co-ordinate a marketing plan along with a public release though, you should probably be aware that there's a time lag between you submitting an .apk for public release and it actually being publically available on the Store.
It's taken over 8 hours for me between hitting the publish button and it actually being available, although admittedly I live in a different time zone.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Yeah. Like I said I'm no stranger to it. GunWorld is what it is, so I don't expect a ton of positive reception to a game made in 4 months with a price of 5 bucks. I'm honestly not surprised it's getting worse reactions on Xbox, people seem pissed that Xbox is getting "another shitty retro platformer". There's a loud vocal distain for retro or indie games on consoles.

I'm an Xbox owner too and I think the game looks fun according to the samples fromthe Steam Story. Impressive you made it in 4 months, is it a full-time job? Considering where I am at a month after starting my project, I'm amazed at the speed!
 
I'm an Xbox owner too and I think the game looks fun according to the samples fromthe Steam Story. Impressive you made it in 4 months, is it a full-time job? Considering where I am at a month after starting my project, I'm amazed at the speed!

I did work on it full time, and it's also the first game I've ever really made. I've had a hand in game projects in the past with teams, but nothing ever panned out. I decided I was done with all that and did this one (mostly) on my own.
 

missile

Member
what on earth am I looking at
You look at an effect called beating.

It's very interesting from a technical point of view and also if you want to
make effects using aliasing, like I do at times. Well, the background is a
simple 2d cosine function with the colors rotating through the color spectrum
and with the cosine's frequency being scaled and oscillating between a high
and a low value. The function looks similar to; cos(scale(t,r)*r+C+phase(t))
with r = sqrt(x²+y²) being the distance from the center of the screen,
scale(t,r) an oscillating scaling factor, C a constant depending on the color
channel (RGB) (a phase offset so to speak), and phase(t) to make the colors
actually rotate.

However, the interesting aspect is the interference pattern produced.

Here is how the background looks if not animated.

screenshot.png


The pattern of the window is a classic checkboard pattern/screen (in sampling
theory also known as a quincux pattern which modifies the spectrum of the
sampled function such that the aliasing patterns do occur on the diagonals
first, instead of along the main X and Y direction where the eye is most
sensitive).

screenshotb303c.png


If we now merge the two pictures together, we get a classic beating/aliasing
pattern.

screenshot94252.png


Next to aliasing due to undersampling (different story), here we get aliasing
due to beating. Beating means, if the frequencies of two functions are very
close together (but are not equal), then a lower frequency (the difference of
the two frequencies) and a higher frequency (the sum of the two) will be
produces as a result in one go. In audio you will here a beat whereas here we
see a beating/aliasing pattern. The reason is the following; The mixing of
the patterns do produce additional frequencies not originally in the spectrum
of both signals (of the cosine image and the screen/window image). If these
frequencies won't be suppressed due to filtering, you will see them as an
aliasing pattern. The beating pattern produced is a copy of the low frequency
spectrum of the combined function shifted up in frequency. Hence, where the
two rasters of the window and of the cosine function (radial raster) nearly
overlaps, a copy of low frequencies (center of the image) will be reproduced.

Since the raster of the cosine and of the window are fixed, the beat will
always occur at the same position.

yo.gif


To make it more interesting I've simple animated the frequency scale of the
cosine function as described above such that the window's raster beats at
different positions with the that of the cosine.

psy_theme.gif


This effect was used in one of the best demos out there on the Amiga500
from the 90ies. Most graphic headz in the industries will remember the beating
circles from this demo, I guess.


Next to all the fun with aliasing and beating, there is a real need for me in
dealing with all of this, esp. with the 2d cosine function, because this
function is rather simple and has the advantage of generating a nice and clean
sweeps through the entire frequency range. I'm currently building an entire
set of similar function which do also have directional characteristics yet
sweep through all frequencies. Such functions are quite important to measure
the frequency response/performance of filters (in my case video filters).
 

friken

Member
YESS!! Nomad Fleet has been greenlit after 20 days full of anxiety!

Congrats! I am really loving the resurgence in space game interest! I hope StarDiver gets the thumbs up when the time comes :)


----

I wanted to share a bit of a breakthrough on our alien artwork. Initially we made a rather big dialogue system UI so that the 'viewscreen' was only about 1/2 the screen. This was on purpose to shrink the alien art that we thought was a little too rough to be fullscreen.

We have been revisiting the art, doing some cleanup and additional detailing. I think we have it to a level we can enjoy the art full-screen without feeling like it shows too much of the rough edges.

A couple examples (note the subtitles text will be aligned and cleaned up). Click for fullscreen images:



 

friken

Member
Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)

NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4

All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA

Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo

After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.
 

missile

Member
THAT is one SWEEEEEEET demo / effect :) I enjoyed the trip -- no mushrooms needed ;)

There are many cool effects possible using aliasing. But problem is it's quite
hard to really guaranty a given resolution esp. not on the net. Back in
the days there were merely one or two fixed ones, but today almost everything
is scaled and fitted as needed, which is good for what it is, but not for such
effects. ;) On console one may pull some of those effects while running at a
native fixed resolution (assuming the TV won't mess it up). Otherwise you need
to be able to control the effect on whatever resolution. That's similar to
make scanlines look good no matter what resolution you are in. Hard. For one
resolution you may get it right, but then the guy next door may plays your
game at a different one and as such they will look way off and may even
introduce aliasing. So stay away from scanlines in pro games if you cannot
guaranty the resolution or have sort of an resolution independent variant.
And even in that case you can get issues in print, making you game look
aliased despite it isn't. So one really needs to know what (s)he is doing.


Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)

NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4

All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA

Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo

After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.
I don't like any of those. Wait ... NoFX, actually. Nice and clean style.



Edit:
Pretty much exactly as I thought. I comprehended that completely.
Nice.
 

friken

Member
...it's quite
hard to really guaranty a given resolution esp. not on the net. Back in
the days there were merely one or two fixed ones, but today almost everything
is scaled and fitted as needed, which is good for what it is, but not for such
effects. ;)



I don't like any of those. Wait ... NoFX, actually. Nice and clean style.

Yeah, I have run into the rez issue using interlacing fx. At a controlled rez I think I like it but any other it really is a flip of a coin if it looks ok or terrible.

I think I agree on the nofx version. The painterly art style can shine through when the fx aren't hiding it. So I would guess fans of the art style will appreciate no fx and others may prefer and interlace/vignette.
 

Jobbs

Banned
Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)

NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4

All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA

Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo

After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.

I like it with the scanlines. Contributes to the otherworldly feel somehow.
 
Since we moved to a new fullscreen dialogue UI, we are now debating the pros/cons of using full-scene camera fx. The three we have toyed w using are interlacing, vignette/chroma, and noise.
I've been looking at it a bit too long and would love a bit of external feedback on which feels the best. (please view fullscreen 1080p as small in window really makes the fx look way stronger than they are)

NoFX: https://www.youtube.com/watch?v=U7PB4JaQ3Z4

All-FX: (Vignette, Noise, Interlacing): https://www.youtube.com/watch?v=XrvcLYOLyhA

Just Vignette: https://www.youtube.com/watch?v=nmIxhANIVUo

After looking at it all for a while I was initially liking the fx, but I think it may be hiding too much of a cool speedpaint / concept art style of the game. Thanks in advance for any feedback.

All FX look nicer, but somehow feels silly, for older people that makes sense, but for younger ones, what is scanlines? they never experienced the old TV only HD... but adds to the atmosphere, just wondering because I added scanlines to some monitors in my game, but as you upgrade your ship and scanners you can get rid of those lines :)
 
This I do disagree with, because no software is piracy free, and the starting point line of thought of any DRM is that everyone is a criminal until they prove to the software that they are not.

The end result is always that the pirate eventually gets the better experience than the paying customer.

so your solution is....what exactly? deal with it?

because I'm not buying the mythical "lul make software so gud they won't want to pirate!" argument
 
so your solution is....what exactly? deal with it?

because I'm not buying the mythical "lul make software so gud they won't want to pirate!" argument

I'm not making that argument, nor am I proposing a solution to piracy - because there isn't one.

What I will say is that - as an indie - consumer goodwill is vastly more important than it is to companies with well-oiled PR machines and taking a hardline stance can backfire.
It is a much better idea to focus on growing customer satisfaction than attempting to punish pirates. A customer that likes and trusts you will return. A pirate who can't run your game will just move onto the next title in their recently downloaded list and not give a shit.
 

Blizzard

Banned
Technically, streaming systems like the ill-fated OnLive could be a complete solution to piracy, assuming servers are never somehow hacked such that the entire game is sucked out and distributed.

With a streaming game, the consumer never has the game data at all, and their access can be metered and cut off at any instant!

That's a generally horrible thing to contemplate as a consumer, but TECHNICALLY it's a thing people have already done. :p
 
So I've been working with a few close friends and we are making a railshooter.

5a7DnjK.jpg


NO THIS IS NOT CLIFFYB's GAME I'VE BEEN WORKING ON THIS FOR YEARS :(


A high energy, action packed rail shooter launching on consoles. Hack your way to save yourself, and your race, from destruction!

Bluestreak is an upcoming, independently developed rail-shooter, taking place in the near future. Players explore a wide range of environments and have access to a vast variety of ships to pilot. The unique draw of this game, however, is the ability to eject from your existing ship, and hijack (via a quicktime event) an enemy ship, adding a unique twist on the survival style gameplay. Take your ship through the entire game, or hop around to different ones freely with unique enemies, resulting in drastically different play styles.

gwnTkIz.jpg


0gRx0Vq.jpg


HyEs5h6.jpg


http://lightningui.com/portfolio/images/bluestreak/bluestreak.webm

(GIF version)


Basically, we are taking influence from a few rail shooters out there currently, but with some neat little twists. Our main gameplay change is the fact you can hijack other ships, which will give you a variety of different styles of playing. Ships can have different speeds, weapons, movement techniques, shields, abilities.. all kinds of fun stuff.

KBeaBfO.jpg


tldr; Starfox X Mechassault ?

I've been mainly fleshing out the weapon system to the point where we can easily create weapons. Things like toggles for chain/rapid/burst fire, beam type weapons, homing, locking abilities, charging, and homing. I'm also the main UI person. Right now, we are kinda lacking stuff to be seen here, but we do have a few other ship types currently created. We need to get a concept artist so our modeler has some references to work off of.

Is there anything you guys would like to see in a game like this?
 

jwk94

Member
Our new game should be out on or before June 1st. Really curious about how to let the press in on this one. Having two weeks of waiting before it drops will likely have them forgetting about it when it does hit. Considering a 72 hour heads up.

Are there any marketing guides out there? xD We've decided to finish our game on Friday, WP version probably later, but even assuming it gets approved for a Google Play launch, I have no idea outside of gaf on how to make people notice :/ Spamming facebook is only good for a few people.

What games are you guys making?

That looks really impressive! Do you have any confirmed consoles yet?
 
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