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Indie Game Development Discussion Thread | Of Being Professionally Poor

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Ashodin

Member
This would be extra shameless if you made the scarf red as well.

this must happen

edit: shameless mode activate

p7G2kg6.gif
 

oxrock

Gravity is a myth, the Earth SUCKS!
Just curious, what is the logic behind depicting health as test tubes?
So the character is lugging around glass tubes of heath, and when he is hit he looses some of the health liquid?

Been wondering the same thing. I know hearts are cliche but health potion vials or whatever they are don't really make sense imho.
 

2+2=5

The Amiga Brotherhood
Hi guys, amazing works as always, i need an opinion.

I'm not an animator and this is my first serious attempt to make a game, so i'm experimenting various animation techniques, for some reason i seem to not able to do smears that look good enough to me so i'm going with multiples, at least for the moment.

My question is, ignoring the rest of the body(it's just a lazy test animation to try arm attack animations, it doesn't have all the right movements and all the editing i plan to do to final animations), does the movement of the arm look fluid enough and convey a sense of power/impact?
jillatk_002.png


EDIT:
changed animated png to animated gif

EDIT2:
the gif destroyed the tranparencies! :(
I posted the png again...

here the link to the (bad :( )gif if you don't see the animated png(so the page is not too heavy)
http://s6.postimg.org/7xfncsaox/jillatk_002.gif
 

oxrock

Gravity is a myth, the Earth SUCKS!
Hi guys, amazing works as always, i need an opinion.

I'm not an animator and this is my first serious attempt to make a game, so i'm experimenting various animation techniques, for some reason i seem to not able to do smears that look good enough to me so i'm going with multiples, at least for the moment.

My question is, ignoring the rest of the body(it's just a lazy test animation to try arm attack animations, it doesn't have all the right movements and all the editing i plan to do to final animations), does the movement of the arm look fluid enough and convey a sense of power/impact?
jillatk_002.png
The picture is a .png, I'm assuming you meant to post a gif because there's no movement.

On to my question! I'm trying to improve my art a bit more and starting by making improvements so that my game has a better orthographic perspective. Currently I'm trying to alter this tree I made to make the angle look better. Any advice as to how to lessen this tree's apparent sideview angle and make it look slightly more top-down?
Jxq7Zfl.png
 

Ashodin

Member
Just curious, what is the logic behind depicting health as test tubes?
So the character is lugging around glass tubes of heath, and when he is hit he looses some of the health liquid?

Imagine he's drinking the vials to restore his health (in essence, only having one health)
 

2+2=5

The Amiga Brotherhood
The picture is a .png, I'm assuming you meant to post a gif because there's no movement.

On to my question! I'm trying to improve my art a bit more and starting by making improvements so that my game has a better orthographic perspective. Currently I'm trying to alter this tree I made to make the angle look better. Any advice as to how to lessen this tree's apparent sideview angle and make it look slightly more top-down?
Jxq7Zfl.png

It's an animated png... I should have considered that not every browser supports them :\

That tree looks really good!
Maybe i'm not the best person to help you but look at this:
LegendofZelda-ALinktothePast035.png


the foliage shape should be "rounder" and cover more of the trunk and roots should be more evident.
 
Been wondering the same thing. I know hearts are cliche but health potion vials or whatever they are don't really make sense imho.

Yea alternatively to the cliché hearts, you could just use cliché jam all over your face. :D

Imagine he's drinking the vials to restore his health (in essence, only having one health)

I can somewhat get behind that. Not sure it's very intuitive though.

Obviously at the end of the day it makes no difference, everyone will understand that the red icons depict your left over life/refills thereof.
 

Five

Banned
The picture is a .png, I'm assuming you meant to post a gif because there's no movement.

On to my question! I'm trying to improve my art a bit more and starting by making improvements so that my game has a better orthographic perspective. Currently I'm trying to alter this tree I made to make the angle look better. Any advice as to how to lessen this tree's apparent sideview angle and make it look slightly more top-down?
Jxq7Zfl.png

It's actually an APNG. There's a plugin for Chrome. I think Firefox supports them by default.

For your tree, are you looking at reference images to try to compare? Less of the trunk visible, background parts slid up some and foreground slid down slightly. Trunk rounded on the bottom somewhat. That kind of thing.


@2+2=5
Yeah, it looks good. A little stiff in the rest of the body, as you mentioned, but the attack itself looks fairly powerful.
 

oxrock

Gravity is a myth, the Earth SUCKS!
It's actually an APNG. There's a plugin for Chrome. I think Firefox supports them by default.

For your tree, are you looking at reference images to try to compare? Less of the trunk visible, background parts slid up some and foreground slid down slightly. Trunk rounded on the bottom somewhat. That kind of thing.

I've never heard of an APNG until now, now I feel like a fool. I got a chrome plugin and now I see it fine.

As for my trees, I am trying to eyeball the differences between my current perspective and those similar to what I'm aiming for, I just don't have a good eye for it though. I have no artistic training or ability. Honestly I prefer to avoid this stuff but with as much effort as I'm putting into my game project, I'd much rather not have my jank art make it look like a steaming pile, so doing the best that I'm capable of. I most certainly appreciate your input both present and past, it's been an immense help. I figure I'll post this tree's evolution so it's clear the steps I've at least attempted to take and maybe mandatory alterations will be more apparent.

Tree Evolution

Original:
75m2Cch.png



Slightly altered:
Jxq7Zfl.png




Current:
hVkWUin.png



Is the latter one more in line with the norm? I'm thinking that maybe I would thicken the trunk a bit, maybe that's off. The original was scale accurate to my reference but now that so much has changed I don't think it translates as well.

Sorry to trash up the thread with my art crap yet again, I don't really have people to run this kind of stuff by and I'm always so amazed at the work I see in here.

Edit: 2+2=5, now that I can actually see your animation, i think it's looks pretty powerful. It's pretty good for a prototype animation, keep adding and refining! :)
 

2+2=5

The Amiga Brotherhood
I've never heard of an APNG until now, now I feel like a fool. I got a chrome plugin and now I see it fine.

As for my trees, I am trying to eyeball the differences between my current perspective and those similar to what I'm aiming for, I just don't have a good eye for it though. I have no artistic training or ability. Honestly I prefer to avoid this stuff but with as much effort as I'm putting into my game project, I'd much rather not have my jank art make it look like a steaming pile, so doing the best that I'm capable of. I most certainly appreciate your input both present and past, it's been an immense help. I figure I'll post this tree's evolution so it's clear the steps I've at least attempted to take and maybe mandatory alterations will be more apparent.

Tree Evolution

Original:
75m2Cch.png



Slightly altered:
Jxq7Zfl.png




Current:
hVkWUin.png



Is the latter one more in line with the norm? I'm thinking that maybe I would thicken the trunk a bit, maybe that's off. The original was scale accurate to my reference but now that so much has changed I don't think it translates as well.

Sorry to trash up the thread with my art crap yet again, I don't really have people to run this kind of stuff by and I'm always so amazed at the work I see in here.

Edit: 2+2=5, now that I can actually see your animation, i think it's looks pretty powerful. It's pretty good for a prototype animation, keep adding and refining! :)
Try to hide the symmetry of the foliage altering the center vertical line of foliage and add roots(even little ones should be enough) and it's perfect :D

Thanks for the good impression and the cheer up! XD
 

oxrock

Gravity is a myth, the Earth SUCKS!
Try to hide the symmetry of the foliage altering the center vertical line of foliage and add roots(even little ones should be enough) and it's perfect :D

Thanks for the good impression and the cheer up! XD
Yeah, the last one was just a quick throw together job to make sure the concept was right before devoting time into fine tuning it. Thanks for the feedback, i'm definitely going to hide the symmetry and try throwing some roots onto the trunk and see how that changes the look.
 

Jobbs

Banned
the background in this image: (click for larger size webm)




comes from this:

actorbg1.png


I had a bit of a eureka moment a while ago after putting in a color reduction shader (it's a shader that limits the number of colors on screen that a stencyl person wrote for me-- basically, depending on how you configure the value, it causes varying degrees of color banding from gradients).

it can be hard to capture the full effect of this in an animated gif due to degradation, but basically I take various rocks/chunks of rocks that I already use in the game and use the engine to scale them way, way up. The engine has anti aliasing it applies, which causes the sort of enlargement softness/blur you'd imagine, but after the color reduction shader this effect is not evident at all and the pattern is not easily recognizable as being a small graphic blown up. This technique is being used heavily in many images I've already posted, and also appears in the last video too.

Obviously there are some cases where the background needs to be far more detailed and thus needs to be made from bigger images, but when you're trying to populate a map with hundreds of rooms you find yourself relying on any shortcut you can come up with.
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
Unity might be on the market.

Pretty much the worst thing that could happen to them. If any one of the big companies buys them, they'll either gradually or immediately shift the focus to their hardware. They may not discontinue support for other hardware, but the engine will almost for sure magically run better on their hardware.

And I just bought Unity 5 Pro, too. :(
 

Pehesse

Member
Always feels good to have an rps write up!

Also here's some key art I'm getting made for promo stuff!

It's pretty sweet already! I suppose you're intending for it to be colored? I could definitely picture a black and white series of illustrations/comics like this, though.

Also, that's an awesome write-up on RPS for Ghost Song! Congrats!
 

Tiu Neo

Member
Unity might be on the market.

Pretty much the worst thing that could happen to them. If any one of the big companies buys them, they'll either gradually or immediately shift the focus to their hardware. They may not discontinue support for other hardware, but the engine will almost for sure magically run better on their hardware.

And I just bought Unity 5 Pro, too. :(

Could be the worse, or the best, if the company has resources AND the right mentality.

Say someone like Microsoft buys Unity. They could limit the engine to their platforms, yeah, but then Unity would lose one of it's main sale points. Wouldn't be better for Microsoft to get those people who do games for Android and iOS using Unity, show them how easy it is to port to Windows Phone, and then get more apps? What mobile dev would use Unity if it only compiled to Windows Phone?

This reasoning may also work on consoles, on a smaller scale. It's better for them to embrace Unity multiplatform culture, than to force people to use it only for their tools (and risk losing most of their users because of that).

Of course, maybe that's not their way of thinking, but this would make sense.
 

Jobbs

Banned
Could be the worse, or the best, if the company has resources AND the right mentality.

Say someone like Microsoft buys Unity. They could limit the engine to their platforms, yeah, but then Unity would lose one of it's main sale points. Wouldn't be better for Microsoft to get those people who do games for Android and iOS using Unity, show them how easy it is to port to Windows Phone, and then get more apps? What mobile dev would use Unity if it only compiled to Windows Phone?

This reasoning may also work on consoles, on a smaller scale. It's better for them to embrace Unity multiplatform culture, than to force people to use it only for their tools (and risk losing most of their users because of that).

Of course, maybe that's not their way of thinking, but this would make sense.

My initial reaction was the same as anyone -- MS is buying it in order to make it exclusive.

If you think about it, though, while that may or may not be a good idea (from their perspective) to do to Minecraft, it makes really no sense to do it to Unity. Unity's main draw is its portability -- that it exports to everything. That's, like, THE reason people use it.

Who pays 2 billion for a property then guts its main appeal and subsequently drives away everyone who uses it? Doesn't sound wise.
 

Jobbs

Banned
Balancing loot tables is a pain. Anyone got some tips for it? I really need to get some people testing my game but I don't think it's there yet.

balancing loot tables, I imagine, is the same as balancing anything else. Make a rough guess/eyeball it on the first go, then just keep testing and playing the game, identify what feels wrong, and keep making adjustments. As you say, true refinement probably requires other testers than just yourself.
 

razu

Member
Crossposting from the screenshot saturday thread!

AncientMarvelousArctichare.gif


Almost done with the animation reworks/additions planned for Honey, only four more to go... for now.
As for the rest, plenty of stuff in the background: style point management, collision boxes displacement on hit/collision, a rework of Honey's attack manager and Little Sun's AI, and some groundwork for some visual effects stuff... A bit disheartening when after all that, it still looks *mostly* the same, but it should hopefully feel a lot better to play when all is said and done.

Wow, this is really coming together now! It's that thing of all the little touches becoming a whole. Very cool.
 

razu

Member
after thinking about it, I added my "teaching flowers" to this spot to draw attention to where to stand and how far your dashes can go.



I've used these moving flowers in a number of spots, particularly near the beginning, to draw attention to things. closest thing to a tutorial in the game.

"Cues", you've got them. Top tier stuff! :D
 

Granadier

Is currently on Stage 1: Denial regarding the service game future
Unity might be on the market.

Pretty much the worst thing that could happen to them. If any one of the big companies buys them, they'll either gradually or immediately shift the focus to their hardware. They may not discontinue support for other hardware, but the engine will almost for sure magically run better on their hardware.

And I just bought Unity 5 Pro, too. :(

No.

No no no no no.

Nooooooooooooooooooooo!

kheIEGb.gif
 

razu

Member
Unity might be on the market.

Pretty much the worst thing that could happen to them. If any one of the big companies buys them, they'll either gradually or immediately shift the focus to their hardware. They may not discontinue support for other hardware, but the engine will almost for sure magically run better on their hardware.

And I just bought Unity 5 Pro, too. :(

I have bought 5 too. I would suggest the course is more or less set for 5, so no matter what happens, 5 will do what you want it to do. 6 could be a different story, but I don't see why anyone would dabble with unity's platformability. If MS bought it, then they'd be getting a slice of Android, OSX and iOS unity games development costs.. why cut that off? It's not like Unity has a prestige status. Most people have the opinion, "Oh, it's a Unity game..", like that makes any difference! :D

And, if they kill it, then someone else will fill the gap.

I reckon we're fine.
 
Balancing loot tables is a pain. Anyone got some tips for it? I really need to get some people testing my game but I don't think it's there yet.

Do you mean balancing for power or drop rate?

For power, and assuming you're using a procedurally generated stats system, take your optimal possible desired weapon / armour / whatever stats for that area, and then reduce stats downwards based on your stat variables.
Generating loot this way will give you a bell curve, where the majority of loot stats are 'meh', but you have an equal chance of going above average as below.
Skewing stats so you get more desirable loot and less straight up vendor trash would involve using coefficients to skew your bell curve higher, eg:
(regular loot drop stats) base stat + random(max bonus)
(skewed loot drop stat) base stat + (5+(random(maxbonus/2)*2))
(where base stat is the best possible stat you want for this loot area, minus the maxbonus, and maxbonus is the amount of discrepancy in that stat you want to randomise)

For value, create a baseline comparison value that you can apply to all loot - for example, "value" (how much gold its worth) and a timeframe for a player to achieve that in (so "gold per hour" or whatever).
When you have that as a value, you can then create drop tables where average earnings dictate the drop probability when you know a few other variables like "time to kill loot dropping monster" by extrapolating all of that data out.

You're really going to want to spreadsheet it too, and probably use constants or variables for individual elements, so changing things like the time it takes to kill a monster (making it easier / harder) doesn't destroy all your existing balancing work.
It's also a little drily statistical, so you might want to (again) use coefficients for things like the monster being particularly tough / rare to locate / annoying to fight / only available in small numbers so you don't make anything too obnoxiously grindy.

EDIT:
Also, for 'flavouring' drops, don't bother with making Creature A have n% difference in dropping Loot C than Creature B does; Players won't notice, and killing different enemies for loot will be interchangeable in their minds - just make Creature B drop Loot D instead so Players who want to farm can figure out what they should be farming for specific loot, rather than playing percentages which most players never notice, and those who do rarely understand.
 
The picture is a .png, I'm assuming you meant to post a gif because there's no movement.

On to my question! I'm trying to improve my art a bit more and starting by making improvements so that my game has a better orthographic perspective. Currently I'm trying to alter this tree I made to make the angle look better. Any advice as to how to lessen this tree's apparent sideview angle and make it look slightly more top-down?
Jxq7Zfl.png


XRGxtiL.png


I gave it a shot.
Once you create your game maybe the shadows will be coded instead of actually drawing them right?
IYScDMi.png
 

trudeaudm

Neo Member
That's some really efficient deceleration on that ship. ;) Looks good though. Space exploration game?

Yeah :) I know what you mean haha.

I am certainly not claiming it to be realistic, although the physics are all legit, just not things like planet sizes, and very powerful engines. That deceleration in real life would turn a human in to a puddle on the floor of their cockpit.

Not so much an exploration game, although that is certainly a feature.

Kinda like Rust, but in space, and on planets, and with the ability to build spaceships and other vehicles like you would in Kerbal Space Program.

Only a lot more in-depth in terms of systems, and more forgiving towards vehicle design mistakes.
 
Do you mean balancing for power or drop rate?

For power, and assuming you're using a procedurally generated stats system, take your optimal possible desired weapon / armour / whatever stats for that area, and then reduce stats downwards based on your stat variables.
Generating loot this way will give you a bell curve, where the majority of loot stats are 'meh', but you have an equal chance of going above average as below.
Skewing stats so you get more desirable loot and less straight up vendor trash would involve using coefficients to skew your bell curve higher, eg:
(regular loot drop stats) base stat + random(max bonus)
(skewed loot drop stat) base stat + (5+(random(maxbonus/2)*2))
(where base stat is the best possible stat you want for this loot area, minus the maxbonus, and maxbonus is the amount of discrepancy in that stat you want to randomise)

For value, create a baseline comparison value that you can apply to all loot - for example, "value" (how much gold its worth) and a timeframe for a player to achieve that in (so "gold per hour" or whatever).
When you have that as a value, you can then create drop tables where average earnings dictate the drop probability when you know a few other variables like "time to kill loot dropping monster" by extrapolating all of that data out.

You're really going to want to spreadsheet it too, and probably use constants or variables for individual elements, so changing things like the time it takes to kill a monster (making it easier / harder) doesn't destroy all your existing balancing work.
It's also a little drily statistical, so you might want to (again) use coefficients for things like the monster being particularly tough / rare to locate / annoying to fight / only available in small numbers so you don't make anything too obnoxiously grindy.

EDIT:
Also, for 'flavouring' drops, don't bother with making Creature A have n% difference in dropping Loot C than Creature B does; Players won't notice, and killing different enemies for loot will be interchangeable in their minds - just make Creature B drop Loot D instead so Players who want to farm can figure out what they should be farming for specific loot, rather than playing percentages which most players never notice, and those who do rarely understand.

balancing loot tables, I imagine, is the same as balancing anything else. Make a rough guess/eyeball it on the first go, then just keep testing and playing the game, identify what feels wrong, and keep making adjustments. As you say, true refinement probably requires other testers than just yourself.


Thanks for the help guys :D

Yeah, the game I'm making isn't incredibly loot heavy, I don't need to worry about giving a dmg+50 item out in the early game or anything like that, I just need to find an average rate of drops (like one every five minutes or whatever) without putting a timer in, cause I think having things drop on a timer means players will just find that out and it makes combat in 90% of the game meaningless.

All it really takes is tweaking numbers until the distribution feels right and balanced on the grand scale. It feels like spinning plates, where if I change something like the amount of enemies in an encounter at any time, it radically changes the probability of loot dropping.

Getting things perfect isn't that big of an issue right now, because I'm only planning on releasing my game on itch.io for a euro or two in hopes that'll generate enough positive feedback and a small bit revenue to hire an artist and work on a more balanced complete version of the game.
 
Thanks for the help guys :D

Yeah, the game I'm making isn't incredibly loot heavy, I don't need to worry about giving a dmg+50 item out in the early game or anything like that, I just need to find an average rate of drops (like one every five minutes or whatever) without putting a timer in, cause I think having things drop on a timer means players will just find that out and it makes combat in 90% of the game meaningless.

All it really takes is tweaking numbers until the distribution feels right and balanced on the grand scale. It feels like spinning plates, where if I change something like the amount of enemies in an encounter at any time, it radically changes the probability of loot dropping.

You could try using a points system, where every kill = x points (and give tougher enemies higher point values or whatever) and every time you reach y points you get a drop?
Its not truely random, but its also not as obvious and gamable as a timer.
 
You could try using a points system, where every kill = x points (and give tougher enemies higher point values or whatever) and every time you reach y points you get a drop?
Its not truely random, but its also not as obvious and gamable as a timer.

That's a great idea. I might make a system where as points build up, your odds of getting a chance increases, but you can still get drops at any time. That solves pacing for the most part.

Thanks buddy :)
 

Tiu Neo

Member
The same ones still using XNA I guess.

Would that be a lot of people, today, if not for Monogame? :p

My initial reaction was the same as anyone -- MS is buying it in order to make it exclusive.

If you think about it, though, while that may or may not be a good idea (from their perspective) to do to Minecraft, it makes really no sense to do it to Unity. Unity's main draw is its portability -- that it exports to everything. That's, like, THE reason people use it.

Who pays 2 billion for a property then guts its main appeal and subsequently drives away everyone who uses it? Doesn't sound wise.

Yeah. It would make a lot of sense, for Microsoft, to keep Unity multiplatform, at least on mobile, where they need all the help they can. If you cannot convert them, at least make them port your games to your platform!

But then, again, companies do dumb things, sometimes.
 
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