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Indie Game Development Discussion Thread | Of Being Professionally Poor

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Sad news indeed. I basically spent the last 4 years learning how to program, and while it was most definitley worth it, it's unfortunate that my preferred language (XNA) is pretty much dead.

So, what's the best language for a coder like myself to transition into?

Isn't XNA really C#?
Unity uses C# too...
 

r1chard

Member
I've just pushed the latest update to my little experiment of a game, Match 3, to the Play Store.

It's a pretty basic game, though I kinda like it and it's oddly addictive :)

kr2qqhyCSLcz58BVmYMbXFkq4MswPcb9E-ZcFb13KA9gS8biZQecSv_uhKfvhkpswKI

(screenshot is a little old; the grey bar has been removed and the icon set made to better fit the screen width in the latest version)

I wrote it as an exercise to try out the pygame subset for android (pgs4a) during development of a tutorial I'm giving at PyCon in the US in March (wanna learn Python game programming? come along! :) and was happy enough with the end result that I spent the $25 and pushed the game into the store for free download. Reviews have been positive :)

I've just finished rewriting it using another Python framework called Kivy which moves the hard work out of the CPU (where the SDL-based pygame was doing things) into OpenGL ES. Also Kivy has other nice features that the pygame subset doesn't.

I've got another Kivy-based game that I'm hoping to publish but I need a bunch of artwork first and I'm not very good at that side of things. It's maybe a couple of months away. I have a third project I'd like to migrate from its current pyglet/cocos2d implementation to kivy as well as I think it'd also suit multiplatform including mobile devices. That other project needs a lot more artwork though :)


I'm also about to set the date for the next Python Game Programming Challenge which will be probably the 7th-14th of April... I think that's a reasonable week for it...
 

rottame

Member
We made Derat Inc. using XNA and then converted it to Unity via Mono. Even though we are proud of the final result, it's still not optimal. Keeping everything on Unity/mono makes things way easier, especially if you're working in 2D.
 

beril

Member
Not to depress everyone too much, but I saw this in the Greenlight thread and thought it might serve as an interesting and warning note about making a game:

http://www.neogaf.com/forum/showpost.php?p=47091321&postcount=2581

If I understand correctly, it's a game that looks like it had a demo, high production values, and a lot of money put into it, but work ended up stopped. There is a blog post talking about it.

That's indeed depressing; the game looks nice. Pretty much reinforces my opinion of the PC market, Steam Greenlight is awful and Desura is a miniscule market.
 

embalm

Member
Not to depress everyone too much, but I saw this in the Greenlight thread and thought it might serve as an interesting and warning note about making a game:

http://www.neogaf.com/forum/showpost.php?p=47091321&postcount=2581

If I understand correctly, it's a game that looks like it had a demo, high production values, and a lot of money put into it, but work ended up stopped. There is a blog post talking about it.

Mook, the developer, sells a lot of his in game tools on the Unity Store and they seem to be incredibly well done. I've thought about picking up his water asset several times.

As far as I know his Water and Fog of War assets are really popular, so perhaps the game isn't a total wash for him.
 
anyone here wants to make a game with me?
i'm good at pixelart / sprite work (kinda?)

i'm thinkn about a pixel / journey / minecraft / 2D / subtle.. like exploration game with some adventure elements...

if you're interested or want to see some of my work, just pm me ! ;D
 

hoverX

Member
About Direct3D versus OpenGL; one thing people legitimately miss from Direct3D when doing OpenGL are the D3DX support libraries. It's better than it used to be however. With stuff like GLM now available.

Er, what class? Are you taking a 3D programming course?

Essential Mathematics for Games and Interactive Applications is a good book. But I may not be the best person to ask, I've been doing 3D long enough it's hard for me to put myself in the shoes of a beginner.

This is the course https://www.bignerdranch.com/classes/opengl_es

Glad to hear you recommend that book. I just bought it!
 

Dynamite Shikoku

Congratulations, you really deserve it!
I need a break from making levels for my game. I've got 47 out of 50 done, and these last stages are so difficult it takes me a long time to test them.

I'm making a platforming game for smartphones (iOS first). I've designed it specifically for touchscreens so it has one-touch controls. Your character moves automatically back and forth between the walls of the room, and everytime it touches the wall its speed increases. You just have to touch the screen to jump.

Each level has five stars that you have to collect to complete the stage. There are no enemies, but there are good and bad platforms. Blue ones are good to use, red ones destroy you. If your character is destroyed, you get a new one at your original speed and location, but the clock keeps ticking.

For casuals it doesn't really matter how many times you die - when you get the stars the stage is complete. But the real challenge of the game is to get the stars under a specified time, so it requires very precise timing and fast reflexes (especially on the later levels)

I just made a short test video of the first level. The video is a choppy 30fps, but the actual game is a solid 60 fps on all devices. Check it out if you have time. It's called Gleamer:

http://youtu.be/iv1oKXtNZwc
 

rottame

Member
Not to depress everyone too much, but I saw this in the Greenlight thread and thought it might serve as an interesting and warning note about making a game:

http://www.neogaf.com/forum/showpost.php?p=47091321&postcount=2581

If I understand correctly, it's a game that looks like it had a demo, high production values, and a lot of money put into it, but work ended up stopped. There is a blog post talking about it.

So, this guy is complaining cause he got no coverage for a game which is officially only in beta? Seriously? What did he expect? His game looks nice, but it doesn't strike me as something that is immediately attractive. Maybe as a free to play thing it could find a niche.

That blog post, to me, sounds a little bit like whining. Yes, getting coverage is a lottery. Yes, Greenlight is a popularity contest. Well, build an audience, release games and hope for the best, but don't expect that everyone will love your game and talk about it just because you sent a couple of emails to some sites. It takes years to develop a following. And in the case of a multiplayer game, it takes a lot of investments to keep an online community growing.

When we launched Derat we wrote to 160 sites and we got no answer. Did we think they were assholes because of that? No, we know they get one million requests every day, they have the right to ignore or highlight whatever they want. In the end our game got reviewed by some sites, but none of them because we contacted them. The game didn't get word of mouth and it didn't sell much. Some people loved it, the reviews were all very positive and we are happy for that. We think it deserved better and we will try to make less mistakes next time. But the point is: in any creative work, you have to expect failure. No one owes you anything.
 

Dali

Member
I need a break from making levels for my game. I've got 47 out of 50 done, and these last stages are so difficult it takes me a long time to test them.

I'm making a platforming game for smartphones (iOS first). I've designed it specifically for touchscreens so it has one-touch controls. Your character moves automatically back and forth between the walls of the room, and everytime it touches the wall its speed increases. You just have to touch the screen to jump.

Each level has five stars that you have to collect to complete the stage. There are no enemies, but there are good and bad platforms. Blue ones are good to use, red ones destroy you. If your character is destroyed, you get a new one at your original speed and location, but the clock keeps ticking.

For casuals it doesn't really matter how many times you die - when you get the stars the stage is complete. But the real challenge of the game is to get the stars under a specified time, so it requires very precise timing and fast reflexes (especially on the later levels)

I just made a short test video of the first level. The video is a choppy 30fps, but the actual game is a solid 60 fps on all devices. Check it out if you have time. It's called Gleamer:

http://youtu.be/iv1oKXtNZwc
Looks like a perfect cellphone time waster. Great idea and loving the sou nd effects.
 

hoverX

Member
Regarding XNA, I'm pretty sure Microsoft will release another managed game development library. just wait for the new Xbox...
 

AlexM

Member
anyone here wants to make a game with me?
i'm good at pixelart / sprite work (kinda?)

i'm thinkn about a pixel / journey / minecraft / 2D / subtle.. like exploration game with some adventure elements...

if you're interested or want to see some of my work, just pm me ! ;D

any chance you could post some of your work in this thread?

Regarding XNA, I'm pretty sure Microsoft will release another managed game development library. just wait for the new Xbox...


MS seems to want developers to use either HTML5 or Win32 + Direct3D

They've actually implied that they won't be supporting .NET like they have in the past. There were some interviews with Herb Sutter (MS C++ team) mentioning that the .NET resources took away from the c++ teams resources and that was going to change in the future.

Nothing official though. Mono is great so it's no big loss if it turns out to be true.
 

fin

Member
Mook, the developer, sells a lot of his in game tools on the Unity Store and they seem to be incredibly well done. I've thought about picking up his water asset several times.

As far as I know his Water and Fog of War assets are really popular, so perhaps the game isn't a total wash for him.

I'd definitely recommend NGUI, which Mook also made, if anyone is having trouble with Unity's out of the box GUI.
 

razu

Member
I need a break from making levels for my game. I've got 47 out of 50 done, and these last stages are so difficult it takes me a long time to test them.

I'm making a platforming game for smartphones (iOS first). I've designed it specifically for touchscreens so it has one-touch controls. Your character moves automatically back and forth between the walls of the room, and everytime it touches the wall its speed increases. You just have to touch the screen to jump.

Each level has five stars that you have to collect to complete the stage. There are no enemies, but there are good and bad platforms. Blue ones are good to use, red ones destroy you. If your character is destroyed, you get a new one at your original speed and location, but the clock keeps ticking.

For casuals it doesn't really matter how many times you die - when you get the stars the stage is complete. But the real challenge of the game is to get the stars under a specified time, so it requires very precise timing and fast reflexes (especially on the later levels)

I just made a short test video of the first level. The video is a choppy 30fps, but the actual game is a solid 60 fps on all devices. Check it out if you have time. It's called Gleamer:

http://youtu.be/iv1oKXtNZwc

Cool, man :D
 

hoverX

Member
MS seems to want developers to use either HTML5 or Win32 + Directx

A lot of people are saying this but check out Microsoft's page on the subject

http://msdn.microsoft.com/en-us/library/windows/apps/hh452780.aspx

. You can develop a game using one of these 3 paths:
Windows Store app using JavaScript. You can use the established web technologies: HTML5, CSS3, and JavaScript to develop full-screen, chrome-free games.
Windows Store app built for Windows using C++, C#, or Visual Basic and XAML. You can use managed code languages like C# and Visual Basic to develop 2D (and lightweight 3D) games. If you have developed in Silverlight for Internet Explorer or Windows Phone 7, this model will feel very familiar.
Windows Store C++ with DirectX. You can develop both 2D and 3D games that effectively use the graphics processing horsepower on a range of Windows desktops and 3D-enabled Windows devices, from high powered gaming rigs to low power slates. It requires a strong working knowledge of Windows programming and native C/C++.


Edit: sorry for the shitty formatting but I'm on a nexus7 lol
 

nasos_333

Member
I see only one path that will work for a proper 2D game

I dont think the other ones can support the same memory management and effects you can have in C#/XNA or the new way of C++/DirectX

In short MS tells indie developers to use what usually huge proffessional teams use or compromise their game (completly)

Which means they dont want indies anymore, at all
 

clashfan

Member
I see only one path that will work for a proper 2D game

I dont think the other ones can support the same memory management and effects you can have in C#/XNA or the new way of C++/DirectX

In short MS tells indie developers to use what usually huge proffessional teams use or compromise their game (completly)

Which means they dont want indies anymore, at all

Have you tried monogame?
 

nasos_333

Member
You can develop a 2D game using all 3 paths.

If i enable the same effects i use right now in my 2D XNA game in Javascript, i may get 2fps, besides the thousand other problems

For very simple games surly all paths may work, but not for games that max out in effects etc

Have you tried monogame?

Right now is one of me main options, when and if i will need to address xbox 720, Windows 8 or other platforms etc

That depends on how the game will go in 2013 and what platforms i will eventually target

If i manage to have a good demo for xbox 360, which is the major platform i started on, in 2013, i may never need to port

Otherwise Monogame seems like the ultimate solution, ANX framework is also an option, if it matures a bit further

The good news is that all my assets are scalable, since i pre-render backdrops in 3D and make menus etc in corel draw, plus some 3D, so at least wont have much asset work if i do a plaform change
 

Karram

Member
So I'm planning to make an iOS game using Unity, but I noticed that I'll be paying $400 in order to do so. So instead of paying $400 straight up I'm looking for a free SDK that would let me create a rough prototypes of the game, and depending on the outcome I might then move on to create the game through Unity. So my question is, are there any free SDK that can be used to create rough prototypes in a short period of time ? Is Game Maker any good for iOS games ?
 

hoverX

Member
You could create a desktop version of your game in unity, then when ready to take the plunge you can spend the $400?
 
"Really ? But how will the controls work since the controls rely on a touch screen ?"

Depending on whether you need multitouch or not, you can use the mouse to emulate touches.
 

jrDev

Member
So guys, I am in the process of converting my JS scripts into the uScript Visual Scripting Tool for Unity. I am more of a visual learner so it's been great doing this and I look forward to finishing my app with it. :) Here is a pic if people don't know what I am talking about.

uScriptConversion.jpg


You can check my small blog post too Here
 

Darryl

Banned
Really ? But how will the controls work since the controls rely on a touch screen ?

it really depends on what you're trying to make. it's possible to prototype the game using a mouse. i have mobile access right now but i'm not even bothering with touch until i get further down the line because i know that converting it won't be hard. if most of your workload is in creating the touch system rather than the actual game content - probably a big waste of time to do it with the mouse first.
 
So guys, I am in the process of converting my JS scripts into the uScript Visual Scripting Tool for Unity. I am more of a visual learner so it's been great doing this and I look forward to finishing my app with it. :) Here is a pic if people don't know what I am talking about.

uScriptConversion.jpg


You can check my small blog post too Here

How's Uscript? I've been using PlayMaker for the same reasons as you since I work better visually (Art Graduate Student here... straight text too boring for my eyes >_< )
 

AlexM

Member
sure, here some examples (everything was painted in paint.. some layer work was done in photoshop / graphicsgale)

hahaha nice!

It's got a bit of a Doutarou vibe to it. I love the style.

I'd be interested in the future because I'm planning to do some 2D procedural gen worlds but right now I'm working on 2 games and assisting on another.

If I can find a way to quit my job and still eat......
 

Karram

Member
"Really ? But how will the controls work since the controls rely on a touch screen ?"

Depending on whether you need multitouch or not, you can use the mouse to emulate touches.

it really depends on what you're trying to make. it's possible to prototype the game using a mouse. i have mobile access right now but i'm not even bothering with touch until i get further down the line because i know that converting it won't be hard. if most of your workload is in creating the touch system rather than the actual game content - probably a big waste of time to do it with the mouse first.
Thanks everyone for the reply. The game I have in mind relies heavily on touch controls, I think the biggest challenge will be nailing down how the touch controls feels, so it's impossible to emulate it using a mouse. Any suggestion for an SDK ? I don't want to pay $400 on Unity now because I'm broke, but still I want to get a feel of how the game will play.
 
Regarding XNA, I'm pretty sure Microsoft will release another managed game development library. just wait for the new Xbox...

Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.
 
Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.

I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.
 

beril

Member
Does anyone know how many Android games ACTUALLY get coded in Java? I assume most games are created through things like GameMaker or Unity for cross-platform.

I'm a Java/C++ programmer. I have an idea for a small game for Android and possibly iOS to get started in game development. Still need to plan how I should make it.

I'm guessing not a lot. It might be useful for apps where you can use a bunch of standard menues etc, but for games there's really not much point. I did a bit of java code for android before realising the NDK existed, and it was just horribly slow. Just go the C++/OpenGL route, that's the only real cross platform alternative.
 

missile

Member
Pretty much this. To my dismay everything has been going close to how I predicted with my classmates. They start targeting C++ for everything, they bring back and start pushing DirectX, they Kill Silverlight, they kill XNA, they will now bring in Managed Direct X again. It is annoying though. Why does Microsoft keep on burning platforms that work perfectly fine. All they are doing is forcing everyone to learn a new language/API set.

C++ Renaissance, Herb Sutter, Mircosoft
 

Dali

Member
So I'm planning to make an iOS game using Unity, but I noticed that I'll be paying $400 in order to do so. So instead of paying $400 straight up I'm looking for a free SDK that would let me create a rough prototypes of the game, and depending on the outcome I might then move on to create the game through Unity. So my question is, are there any free SDK that can be used to create rough prototypes in a short period of time ? Is Game Maker any good for iOS games ?

Unity offered free basic licenses for Android and iOs on v.3.5 a few months back. Don't know if its still going on, but maybe someone that isn't using there's will pass it on or sell it for the cheap. I think the biggest most notable difference between 3.5 and 4.0 and higher is the introduction of mechanim (their character animation package) which I would imagine wouldn't really be necessary for a small indie iOs game.
 
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