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

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Aye. I'm looking at more now. Interesting to see how devs handle the cameos for various needs. Its nice to see that outpouring of love from devs.

Yup. I'm assuming they got permission, though, rather than just jumping ahead and taking the characters. Hence why the final build of our game won't have the Link or Harley costumes (probably).

Speaking of which, the costume shop is mostly in place. Just a few tiny things left to add.

I'd like to get some input while I'm at it: Do people like the risk/reward of killing shopkeepers? I'm a little worried that most people when they run into the costumer (shown below; tentatively named Tinker Tailor Seller Spy) will try to kill him at first, not realizing he's a neutral NPC, so the first two options that jump out at me are 1) make him invincible or 2) make him less menacing looking.

amfduNl.png
 

Jobbs

Banned
After thinking about it for over 2 years -- Finally I just got lasik in both eyes yesterday. Prior to surgery, I was very reliant on glasses -- I was very myopic (about -4.5). I was in the "I can see THAT there's something on the chart, but that's all I can tell you" range.

Lasik thoughts so far:

- Early in the procedure, it feels like they are smashing something intensely into your eye. This is the worst part. I saw stars. It was pretty brutal.

- They ask you to look at a red light, which seems to move as they do things, though I'm not always sure if it's actually moving.

- After that you get some burning pain as they laser your eyeball, and you smell burning eyeball. Smelling the burning eyeball is something they don't tell you about beforehand. I asked them about it afterwards, and they said it's so as not to scare people unnecessarily.

- After this part the worst is over, but there's still some discomfort as they seem to be pouring something over your eye (I asked what she was doing when it felt like water was being poured into my eye, and she said she was actually drying my eye, so whatever..). Your eye is clamped open -- So you have the impulse to close your eye when shit is touching it and pouring all over it - but you can't. Still, though, not the end of the world.

- Immediately after the surgery, my vision was very smeared and blurry, but still probably slightly above what my vision was beforehand without glasses. I could make out, with some difficulty, the first few rows on the chart.

- After getting home, my eyes soon started to feel like sand was in them, and they teared up pretty profusely. They have you wear goggles. The goggles got pretty wet. I couldn't see well enough to meaningfully use my phone or the computer, so I pretty much just laid down the rest of the day and night.

- After getting up this morning, there's noticable improvement. My eyes no longer hurt, and I can sell well enough to read. That said, my vision is still not perfect, though I'm told it's a healing process and it may take time to get to 100%. I have a bit of a "smeared" feeling, like vaseline on a lens, and my visual acuity beyond that feels comparable to how I felt the time I smashed my glasses and had to wear a dated prescription temporarily. I'm also getting a bit of double vision in my left eye. I'm going back to see them for my morning checkup momentarily.

- My surgeon was really cute!

- I told my little nieces I was having my eyeballs replaced with robot eyeballs, and I almost had the younger one going. After years of telling them tall tales, they're very skeptical of anything like that. When the older one was five, I had her believing there was a pizza tree outside where we grew pizza. Those were the days.

----

Okay, so, the important part -- Who wants to touch me? Who wants to fucking touch me?
 

missile

Member
^ xD, pix?


nice!, by the way, is there any good place where I can get the source code or some good place that can help me make a magnifier like yours as a pixel shader?
I don't know why such simple effects aren't used in much more (indie) games.
Such effects won't fit everywhere, for sure, but the lens is actually quite
useful if you ask me esp. considering low-res/pixelart games/graphics, because
with a lens you can put much more emphasis on your fine crafted art/pixels.

I don't know of any good places to look for such stuff. I find the internet
quite cluttered. However, I may write a little paragraph on simple image
mapping using the lens as an example, heh? Tomorrow, I guess.
Edit: Next week, but please remind me!


Lmfao lol!

You're fucking close with Jeff tho.
I haven't scanned everything, but I guess there is more to discover. Trollface
never comes alone, does he? xD


After thinking about it for over 2 years ...
Can you now see that the moon in Ghost Song needs to be brighter in shade? ;)
 
Would I be able to pick up some basic aspects of coding from the Unity 5 tutorials on their site, or should I use some other resource before trying to jump into those? I'm more well-versed in animation and modeling, but I want to learn a bit of code to be more well-rounded.

They're actually really good, especially the live training archive. If you're new you should definitely do them in order though, rather than jumping straight to the more interesting looking higher and intermediate stuff.

Also be aware that some are actually broken as they were made with older versions of Unity and newer revisions have changed stuff to the point of breaking old stuff, but generally if you watch the videos on youtube rather than through the unity website the comments will give you a headsup where thats happened.

I'd like to get some input while I'm at it: Do people like the risk/reward of killing shopkeepers?

Your games procedurally generated, right? So you don't actually screw up someones entire save game by doing so?
 

cbox

Member
I've thought about lasik and eye surgery to get rid of my specs, but that burning eye smell and that scene from Dead Space really turn me off.

I had a cute assistant when I had my wisdom teeth taken out, too bad I was a drooling laughing mess from all the gas they pumped into me.
 

_machine

Member
After thinking about it for over 2 years -- Finally I just got lasik in both eyes yesterday. Prior to surgery, I was very reliant on glasses -- I was very myopic (about -4.5). I was in the "I can see THAT there's something on the chart, but that's all I can tell you" range.

Lasik thoughts so far:
I've been thinking of getting Lasik or Smile for a long time now since I really rarely use my glasses yet I have trouble for example recognizing people from far away and it definitely affects my posture on computer. Thanks for the thoughts, definitely helps me make a decision :)

On-topic though, we had a really great Nordic Game and I'm really trying to get some good material out by next week and at least some shots for tomorrow. Some really nice particle stuff coming to UE soon too: https://forums.unrealengine.com/sho...eatures-Preview-5-29-2015&p=301346#post301346
 

RhysD85

Member
Yup. I'm assuming they got permission, though, rather than just jumping ahead and taking the characters. Hence why the final build of our game won't have the Link or Harley costumes (probably).

Speaking of which, the costume shop is mostly in place. Just a few tiny things left to add.

I'd like to get some input while I'm at it: Do people like the risk/reward of killing shopkeepers? I'm a little worried that most people when they run into the costumer (shown below; tentatively named Tinker Tailor Seller Spy) will try to kill him at first, not realizing he's a neutral NPC, so the first two options that jump out at me are 1) make him invincible or 2) make him less menacing looking.

How about some flavour text when you first meet him? He says something friendly or something?

I personally like the risk/reward of killing shopkeepers. Gives the player more choice and adds re-playability.
 

Jobbs

Banned
Pre- or post-op?

Both! Married, though, so I didn't go forward with the charm offensive (kidding, of course, I'd never hit on a doctor caring for me, that's just too weird).

Can you now see that the moon in Ghost Song needs to be brighter in shade? ;)

I will never see that!

I'd like to get some input while I'm at it: Do people like the risk/reward of killing shopkeepers? I'm a little worried that most people when they run into the costumer (shown below; tentatively named Tinker Tailor Seller Spy) will try to kill him at first, not realizing he's a neutral NPC, so the first two options that jump out at me are 1) make him invincible or 2) make him less menacing looking.

If it doesn't completely break your game's design to make npcs killable (like it would in mine, since most of them are required and carefully orchestrated for the story to progress) then DO IT. I say yes.
 

anteevy

Member
Looks beautiful! I think the trailer is great as well. It shows off a nice variety in the level design and gameplay.
Thanks!

Whoa! I like it a lot! Holy balls does that look good! (Badum-tsh)

I kinda sorta need this in my veins directly, damn.
Added "holy balls" to my personal (already quite long) ball pun list, thanks!

Really good, loved the outro scene composition and the call to action in terms of what you want people who watch it to do.

I thought the first 10 seconds or so were the weakest part of the trailer because I didn't know what to focus on, I get the 'calm before the storm' feeling you're going for but it just left me feeling a bit lost and lasted longer than I would have thought a segment like that would.

Oh and this is a personal thing but the whole prefacing footage with warnings stuff puts me off, but I think I'm in the minority on that because loads of successful trailers do it (I like stuff to just stand on its own really).
Thanks for the feedback! I think you're right, so I've cut 2 of the 4 "calm" scenes at the beginning to get from 12 to 6 seconds there.

That's a great trailer, anteevy!
Thanks! :)
 
Maybe not the right place to ask this but any help is appreciated, I have an assignment at my university where I need to create a game on pure Java, I'm not allowed to use any external libraries so I wanna know what's my scope here, what can I do with my basic knowledge in about a month and which classes or internal libraries should I be looking into for making a game, I was looking around and doing a Wolfenstein 3D/Doom style game with raycasting doesn't seem too difficult, maybe I should post this in the programming thread but like I said, any help is appreciated.
 
Maybe not the right place to ask this but any help is appreciated, I have an assignment at my university where I need to create a game on pure Java, I'm not allowed to use any external libraries so I wanna know what's my scope here, what can I do with my basic knowledge in about a month and which classes or internal libraries should I be looking into for making a game, I was looking around and doing a Wolfenstein 3D/Doom style game with raycasting doesn't seem too difficult, maybe I should post this in the programming thread but like I said, any help is appreciated.

I'd say start simpler. Make your typical simple arkanoid game. Then if you have enough time and want to keep going make something more difficult.

Ask your professor what they want, probably an AWT canvas is the expected output here. Doing the research yourself is probably half your assignment.
 
Your games procedurally generated, right? So you don't actually screw up someones entire save game by doing so?

Yeah, sorry. I should have clarified. For this purpose, think Spelunky.

If it doesn't completely break your game's design to make npcs killable (like it would in mine, since most of them are required and carefully orchestrated for the story to progress) then DO IT. I say yes.

Mmkay. Thanks! Also, congrats on your surgery. :)

How about some flavour text when you first meet him? He says something friendly or something?

I personally like the risk/reward of killing shopkeepers. Gives the player more choice and adds re-playability.

Well there's not any other flavor text in the game, but it doesn't necessarily have to stay that way. Nothing in-game explicitly says anything (except the numbers on the HUD and the prices in the store; everything else is communicated via iconography, or where it doesn't matter what it says transliterated into runes, latin or both). So that's the aesthetic I'm trying to keep as long as it doesn't break the game.
 

Pehesse

Member

Weee, back to animating for a bit! Writing all day, every day gets quite dull after a while.
Sketches for now, still need to tweak some of these, and they'll probably make more sense in context than in loops, but still, feels good to be back to animating Honey herself after all this time!
 

Ito

Member
Loving the looks of that Item Shop, Abe/Lilith.



Showing a bit of combat here. It's way better with the sound effects (I put a lot of effort on that matter and the voice actress does a great job) but for that I'll make you wait :D

WelloffWellmadeChanticleer.gif


Battle damage numbers are temporary. If they stay, there'll be an option to hide them.

The enemy will react diferently to the last attack (he'll fall backwards), that's something I'm still working on.
 
Loving the looks of that Item Shop, Abe/Lilith.



Showing a bit of combat here. It's way better with the sound effect (I put a lot of effort on that matter and the voice actress does a great job) but for that I'll make you wait :D

http://giant.gfycat.com/WelloffWellmadeChanticleer.gif

Battle damage numbers are temporary. If they stay, there'll be an option to hide them.

The enemy will react diferently to the last attack (he'll fall backwards), that's something I'm still working on.

Thanks! Those attack and recoil animations look great.

I'm usually not a fan of damage numbers (I think Borderlands is the only exception, though I can't put my finger on why). So I'm glad you recognize that and allow them to be disabled.
 

Ranger X

Member
After thinking about it for over 2 years -- Finally I just got lasik in both eyes yesterday. Prior to surgery, I was very reliant on glasses -- I was very myopic (about -4.5). I was in the "I can see THAT there's something on the chart, but that's all I can tell you" range.

Lasik thoughts so far:

- Early in the procedure, it feels like they are smashing something intensely into your eye. This is the worst part. I saw stars. It was pretty brutal.

- They ask you to look at a red light, which seems to move as they do things, though I'm not always sure if it's actually moving.

- After that you get some burning pain as they laser your eyeball, and you smell burning eyeball. Smelling the burning eyeball is something they don't tell you about beforehand. I asked them about it afterwards, and they said it's so as not to scare people unnecessarily.

- After this part the worst is over, but there's still some discomfort as they seem to be pouring something over your eye (I asked what she was doing when it felt like water was being poured into my eye, and she said she was actually drying my eye, so whatever..). Your eye is clamped open -- So you have the impulse to close your eye when shit is touching it and pouring all over it - but you can't. Still, though, not the end of the world.

- Immediately after the surgery, my vision was very smeared and blurry, but still probably slightly above what my vision was beforehand without glasses. I could make out, with some difficulty, the first few rows on the chart.

- After getting home, my eyes soon started to feel like sand was in them, and they teared up pretty profusely. They have you wear goggles. The goggles got pretty wet. I couldn't see well enough to meaningfully use my phone or the computer, so I pretty much just laid down the rest of the day and night.

- After getting up this morning, there's noticable improvement. My eyes no longer hurt, and I can sell well enough to read. That said, my vision is still not perfect, though I'm told it's a healing process and it may take time to get to 100%. I have a bit of a "smeared" feeling, like vaseline on a lens, and my visual acuity beyond that feels comparable to how I felt the time I smashed my glasses and had to wear a dated prescription temporarily. I'm also getting a bit of double vision in my left eye. I'm going back to see them for my morning checkup momentarily.

- My surgeon was really cute!

- I told my little nieces I was having my eyeballs replaced with robot eyeballs, and I almost had the younger one going. After years of telling them tall tales, they're very skeptical of anything like that. When the older one was five, I had her believing there was a pizza tree outside where we grew pizza. Those were the days.

----

Okay, so, the important part -- Who wants to touch me? Who wants to fucking touch me?


Good Lord. Your story gives me the chills. The day I will get rid of my glasses it will totally be for "permanent lenses". This costs like triple the money but there's 0 sequel, heals in a couple of hours and lenses can be replaced later if ever need be.
 
Some screenshot saturday stuff from our game top view shooter and beat'm up Super Game Show.

Character art:
charactersizechartsxrq5.png


The game occurs in the year 2079, so we wanted to give it the style of 70's hanna barbera cartoons, and tie it to the game and variety show and spy movies motif.
Left are the villians, center the playable characters, and right the good guys.

Here are the characters how they appear in the game during gameplay:
spritesezpri.png

The playable characters where the first to be done, and Jon thats our main pixelartist (worked on Gods will be Watching and did some of the guest art of Hotline Miami 2) is getting more the hang of this artstyle (created a bunch of enemies not shown here), wants to retouch the playable girls for example, so not final.
Grant, the red playable character, is the furthest, having complet movement animations, as it was the one need to test the movement feel of the game, have already a few builds of him moving and punching/kicking.

And here is a small idle animation of the host and her show secretaries:
hostznoys.gif
 

mStudios

Member
Some screenshot saturday stuff from our game top view shooter and beat'm up Super Game Show.

Character art:
charactersizechartsxrq5.png


The game occurs in the year 2079, so we wanted to give it the style of 70's hanna barbera cartoons, and tie it to the game and variety show and spy movies motif.
Left are the villians, center the playable characters, and right the good guys.

Here are the characters how they appear in the game during gameplay:
spritesezpri.png

The playable characters where the first to be done, and Jon thats our main pixelartist (worked on Gods will be Watching and did some of the guest art of Hotline Miami 2) is getting more the hang of this artstyle (created a bunch of enemies not shown here), wants to retouch the playable girls for example, so not final.
Grant, the red playable character, is the furthest, having complet movement animations, as it was the one need to test the movement feel of the game, have already a few builds of him moving and punching/kicking.

And here is a small idle animation of the host and her show secretaries:
hostznoys.gif
Man, I love some good pixel Art. Pretty awesome. Are you guys aiming to pc only or consoles too? (or mobile, who knows).
 

Pehesse

Member
Some screenshot saturday stuff from our game top view shooter and beat'm up Super Game Show.

Character art:
charactersizechartsxrq5.png


The game occurs in the year 2079, so we wanted to give it the style of 70's hanna barbera cartoons, and tie it to the game and variety show and spy movies motif.
Left are the villians, center the playable characters, and right the good guys.

Here are the characters how they appear in the game during gameplay:
spritesezpri.png

The playable characters where the first to be done, and Jon thats our main pixelartist (worked on Gods will be Watching and did some of the guest art of Hotline Miami 2) is getting more the hang of this artstyle (created a bunch of enemies not shown here), wants to retouch the playable girls for example, so not final.
Grant, the red playable character, is the furthest, having complet movement animations, as it was the one need to test the movement feel of the game, have already a few builds of him moving and punching/kicking.

And here is a small idle animation of the host and her show secretaries:
hostznoys.gif

Love how this looks! Especially the character art, but you might've guessed that :-D
 
So whats the risk versus reward of killing the shopkeeper?
Free stuff now, but no more shops this 'run'?

We haven't settled on what it is. Currently, you need the shopkeep/tailor alive to buy costumes (on the idea that he's tailoring them specifically for your character), but you can take all of the candles (hit points) for free if he's dead. You also get back a nominal sum plus anything you've spent at the store if you kill the shopkeep. The catch is that the shopkeep is the toughest enemy to fight in the game, with shorter anticipation animations and quicker and more sophisticated reactions to your fighting.

Probably won't have notoriety persist from one stage to the next, automatically provoking the next shopkeep. Otherwise there would be nothing to spend your ill-gotten money on, and it might prove too difficult. But anything about this setup is subject to change.
 
Man, I love some good pixel Art. Pretty awesome. Are you guys aiming to pc only or consoles too? (or mobile, who knows).

PC just now, but it depends what happens in the future. The first thing we want to do is release an alpha with the first program of the season (theres only a season, but that what we call the story mode right now), so people can test it.
Although we have a WiiU dev kit (was for another game), so it could also go easily on there.

Love how this looks! Especially the character art, but you might've guessed that :-D
Thanks Pehesse!
We will use the hanna barbera character art style for a card collection inside the game that will have all the characters and extras. Then you will have an album in the menu. like if a kid was collecting the tv show's cards. A little bit like the samsh bros trophies, they will fall randomly from enemis when tou beat them (but there will be no repeats, so you dont take an absurd time to get them because we want the players to unlock something cool when you complete the whole album).
When I did my final color pass to the concept art, I usually make nearly finish art, so it was a pity to let all this concepts go to waste.

Reminds me of the host of Smash TV:

"Big money! Big prizes! IIII love it!"

Good art, man.

Glad you were reminded :) Me an my friend (the one who makes the pixelart) wanted to basically create a spiritual successor of smash tv, but with more types gameplay to make it like a real variety show from the 70's.
We want to give a voice over to the host, so we hope in the future can get a cool voice actor for it.
 

Ashodin

Member
Good Lord. Your story gives me the chills. The day I will get rid of my glasses it will totally be for "permanent lenses". This costs like triple the money but there's 0 sequel, heals in a couple of hours and lenses can be replaced later if ever need be.

Those bionic lenses they're developing seem pretty dope.
 

Jumplion

Member
Update from the last prototype I posted a few days ago. I stripped away some of the extraneous stuff like the center and score and now just have the player moving between positions, firing weapons, switching weapons, and dodging enemies.
https://www.dropbox.com/s/vdjohodvbn0jl6z/8DG_executable_v0.07_Data.zip?dl=0

WASD to move
Arrow keys to shoot
Space to switch weapons (default and "shotgun")
Little bit of debug info on the top right corner, most important to you is the health (10 hits from those things and it's game over)

Kind of digging the feel of it, almost like a really fast paced Asteroids game. Might do more with dodging things rather than shooting, add a more complex enemy, I dunno.

Let me know what you think, I'm particularly interested in how the player feels, if they move too fast/too slow, if it feels like you should be able to move farther/shorter than the current predetermined positions, and show shooting/hitting/dodging the enemies feel.
 
Okay, guys. Need more advice. Obviously talking to a lawyer about this, but seriously thinking about moving away from Sole Proprietor to Partnership.

Advice? Have you guys had to deal with partners? I'm sure some of you have.

Also, I may have asked this before. If I did, I apologize. It's late. I get funky.

^ Dat screen shake hnnnnng.

Indeed, Daniel Jackson.
 

_machine

Member
Was travelling all day yesterday so I missed #screenshotsaturday but better late than never:
Still needs a proper color balancing for nearly everything and the UI style should be changing quite a bit in the near future, but we are starting to be quite happy with the results.
 
Okay, guys. Need more advice. Obviously talking to a lawyer about this, but seriously thinking about moving away from Sole Proprietor to Partnership.

Advice? Have you guys had to deal with partners? I'm sure some of you have.

Also, I may have asked this before. If I did, I apologize. It's late. I get funky.



Indeed, Daniel Jackson.

LLC, Partnership, elect to file taxes as S corp - nothing wrong with remaining disregarded your first few years unless you are making serious bank and need the flexibility from an S filing. You remain an LLC as a partnership but take on the same tax roles of an S. Best of both worlds, most common LLC small-biz setup.

I deal with partners by being the only member on the board. Or elect members that you know will side with you when votes are needed. You can have a partnership and be the only member - most people do.

-

A sneak portrait of a bug, image is far larger than in game XD:

Bug-PROMO.gif
 
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