• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Indie Game Development Discussion Thread | Of Being Professionally Poor

Status
Not open for further replies.
Wow, that looks nice. I especially like the fire-gathering particles.

What program did you use to make the project?

Clickteam Fusion 2.5. I've been using that line of software for something like 15 years now, since all the way back when it was called Corel Click & Create (or sometimes known as The Games Factory).
 

Xtra Mile

Neo Member
I dig it.

So much better, and the extra standing animation is sweet.

Thanks guys. We'll be implementing this. It's going to take a little while as almost all the animations need to be reworked. Pretty much all of them transition into the old standing animation.

I have the new walking animation. What do you think of this?

https://drive.google.com/file/d/0B52f2JUlXcSIa2RYQ1FfaHhfZmhINDZCZXBKTVdCTkUyTHFN/view?usp=sharing

https://drive.google.com/file/d/0B52f2JUlXcSILVc0Y1FLUE96X01tT1dvckZPMWdQak5PSmtZ/view?usp=sharing

https://drive.google.com/file/d/0B52f2JUlXcSISTZLUnRRVENuTmZqZU1kYW9KdFdUV0x0WFIw/view?usp=sharing

Did a dev blog about the lore/thought process behind a level I've been working on.

http://www.dualwieldsoftware.com/blog/2014/10/26/sehktus-desert-religion-sand-and-heat

3_zpsiq8kizna.gif


That's what the level looks like with the sand and water going, though the gif is a hair sped up. Not sure why.

This looks great by the way. Reminded me of Populous for some reason.
 

dani_dc

Member
Old Project of mine for college, it was nowhere near where I wanted it to be, but people seemd to enjoy it. And despite all it's flaws I do have a certain pride on it.

It's a co-op game for two people, ideally played with two gamepads.
I was responsible for the original concept, gameplay and all the level design.

Project has been frozen since the end of last semester, so I figure I should at least share. Any feedback is always welcome.

Here's a link to the project, instructions on how to play it on .txt. Two people and two gamepads heavily recommended.


I'm working on a different project right now on my free time, I'll probably get around sharing it here soon (I've been procrastinating this post enough as it is).
 

bkw

Member
Sure, although you might be a little disappointed :)

It's super simple, because I want the player to do all the actual big actions on the team. The "AI" will for instance never actually shoot for the goal. So the most important thing is for them to be at more or less the right place (a little chaos is good for this game). It's not always working as planned yet, but here's the idea:)
Thanks for the info!
 

Pehesse

Member
JollyAmazingCrustacean.gif


EasyHardtofindFalcon.gif


FINALLY done with Carrion Wind's solo move animations. I still have all the grapple moves to do, but these are filed under Honey's sprites, soo... I'll get ahead of myself quite a bit a call Carrion Wind "done" :-D

Kidding aside, it's another milestone, so that's good. The next one will be said grappling moves, and after that, fixing everything that went wrong went bruteforcing these animations in (like that shadow during the intro, the wrong stuff playing during the KO sequence and hundreds of other stuff).
 
Has anyone found an answer as to why there haven't been any big batches Greenlit on Steam since August?

I've tried searching quickly, but no answer and I've only seen a couple of games being greenlit. It's quite frankly a bit concerning because like so many other PC developers Steam is really the lifeline for us and while we can certainly make the game without any more funding or Early Access it's still important that we at least get the game on sale even if it'd never really sell much.

EDIT: Well the situation is not that bad they're still greenlighting decent amount of games even though it's a bit slower and there are no press releases to get coverage: http://steamcommunity.com/sharedfiles/filedetails/?id=325330168
I was under the impression Valve was looking to ditch GL in favor of user/dev/publisher-curated storefronts or pages:
http://www.pcgamer.com/newell-wants...ething-better-as-steam-hits-75-million-users/

Some might not even try and/or not make much of a concerted effort to move a greenlight forward and instead focus on building communities around a game which can help push multiple platforms at once. I am speculating, of course, but it is not out of the realm of probability.
 

2+2=5

The Amiga Brotherhood
B1IO-qUIAAAsh4r.png:large



I did it again



Kickball+is+superior+to+handegg+_aeba9847967445cd1371efba127ea219.jpg

I know what you mean, i'm starting to hate my characters :( (so i decided to make a shoot'em up in the meantime lol)

These are where i stopped, they are still far from final, they lack many details, outfits, colors, etc could be different and so on....
image.png


Instead of choosing between them i was thinking to use the first one as her "everyday life" oufit and the other one for fights.

And what about this one? Lol.
jill2.png


I really wanted her to be blonde, but brunette looks better imo.

A question, do colors of the images look "normal"? The first time i tried posting the same screens colors were too bright and with too much contrast, one of the program i used has the gamma correction that seems random :\
 

Galdelico

Member
Thanks guys. We'll be implementing this. It's going to take a little while as almost all the animations need to be reworked. Pretty much all of them transition into the old standing animation.

I have the new walking animation. What do you think of this?

https://drive.google.com/file/d/0B52f2JUlXcSIa2RYQ1FfaHhfZmhINDZCZXBKTVdCTkUyTHFN/view?usp=sharing

https://drive.google.com/file/d/0B52f2JUlXcSILVc0Y1FLUE96X01tT1dvckZPMWdQak5PSmtZ/view?usp=sharing

https://drive.google.com/file/d/0B52f2JUlXcSISTZLUnRRVENuTmZqZU1kYW9KdFdUV0x0WFIw/view?usp=sharing

Looks very good to me. Thumbs up.

B1IO-qUIAAAsh4r.png:large


I did it again

Holy... That's some serious evolution, man. The more you clean her sprite, the more it reminds me of Masami Kurumada and his ultra detailed Saint Seiya covers. Great stuff.
 

_machine

Member
I was under the impression Valve was looking to ditch GL in favor of user/dev/publisher-curated storefronts or pages:
http://www.pcgamer.com/newell-wants...ething-better-as-steam-hits-75-million-users/

Some might not even try and/or not make much of a concerted effort to move a greenlight forward and instead focus on building communities around a game which can help push multiple platforms at once. I am speculating, of course, but it is not out of the realm of probability.
Yeah, it is going away, but we have no schedule on that and they are still accepting entries so there are no clear signs that it's being taken down/replaced in the immediate future. Off course, knowing Valve it could be completely sudden, but you'd think they'd communicate it at least somehow given that developers are laying down money for the publishing fee. The good thing seems to be that there seems to be less crap getting through, but some better communication would be nice on what is still a considerable change to Greenlight.
 

fuzzy_slippers

Neo Member
Someone was asking about Unity 5 and here's a shot of the snazzy new shader in action:



I think its a good improvement over the existing Asset Store options.
 

Ashodin

Member
In creating the Magi Fight, I needed to change the lifebar amount. 2 is just too little health for the player. 3 jars should work.
 

Ito

Member
A question, do colors of the images look "normal"? The first time i tried posting the same screens colors were too bright and with too much contrast, one of the program i used has the gamma correction that seems random :\

Yeah, the blonde hair looks too bright, you should try different tones of green or even pink and go for a more contrasted shading.

Holy... That's some serious evolution, man. The more you clean her sprite, the more it reminds me of Masami Kurumada and his ultra detailed Saint Seiya covers. Great stuff.

Thank you, that's a great compliment.

I love these, crazy evolution.

Thanks!

I saw a few tweets about this but didn't note the difference until you posted this comparison. I think you've done a great job here.

Sorry for the tweet spree... Some long time gamedev fellow (who has been following me since my very first attempt at creating a character) told that this last revision was but a natural evolution, and I thought it would be cool to show them how I've changed her design over the years as I grew up... thanks!

She seems to be dressing more and more sensibly, good. ;) Pretty cool to see the evolution and how you've improved. How old is the first version?

Thank you. Your comment made me think of other female characters who have happened to follow the reverse path: they went from more to less clothing (think of Rikku, Blaze Fielding, etc)

The first version must be from 2004-2005, so its 10 years old. It's easy to tell that I started making pixel art, got better at it, switched to digital drawing, and kept aiming for higher resolution sprites.

Lol, it's also easy to tell during which years I was using a broke monitor by her skin colour.

I casted this "small" redesign to get rid, at least partly, of that "designed by a horny teenager" halo the character had. If you've been seeing what I've posted here, it's easy to tell that I'm trying to make a serious game (and perhaps that I'm putting a lot of effort in it), and honestly, the boobs had nothing to do with it.

Not that I have anything against female chars wearing revealing clothing, I do like her previous design. But thinking about it coldy, the "suggestive" content added NOTHING to the character. If anything, all it did was getting in the middle, keeping you from actually getting interested in her story. And as I said, a lot of people could think that this project isn't serious bussiness just because of the boobs.

But I like her better with the new clothes. She looks more athletic, less sexualized...

I think that if I'm given the chance, I'm able to create a good character leading an enjoyable adventure. I can do better than a distracting, jiggling set of boobs.

I'm really thankful to a certain GAF user that helped me to make up my mind on this change :)

tamsoft called, you have the job!

Say hwat

B1Jzx-iIUAAl8kq.png:large


(full size shot http://i.imgur.com/ury5hz2.png)

+5 points for not saying Vanillaware or Tecmo, tho.
 

Xtra Mile

Neo Member
JollyAmazingCrustacean.gif


EasyHardtofindFalcon.gif


FINALLY done with Carrion Wind's solo move animations. I still have all the grapple moves to do, but these are filed under Honey's sprites, soo... I'll get ahead of myself quite a bit a call Carrion Wind "done" :-D

Kidding aside, it's another milestone, so that's good. The next one will be said grappling moves, and after that, fixing everything that went wrong went bruteforcing these animations in (like that shadow during the intro, the wrong stuff playing during the KO sequence and hundreds of other stuff).

Great looking animations! It's like an animated comic book.
 

cbox

Member
Someone was asking about Unity 5 and here's a shot of the snazzy new shader in action:



I think its a good improvement over the existing Asset Store options.

Damn that's snazzy!

B1IO-qUIAAAsh4r.png:large


I did it again

These I really enjoy looking at. It really puts the project and how far it's come along into perspective.

Here's a screen of one of the first versions of shwip, the changes we made are pretty big!

irsorOO.png


vs

rt7nXgh.png
 

Mabef

Banned
Have any of you gone through the process of animating vector art (Illustrator) for Unity?

My team is using Unity 4.5 and we basically can't use plugins/extensions (weird educational reasons). So, my current method is sprite sheets: by hand, I'm arranging my vector art into a grid formation in Illustrator, hand-editing each "frame" of the grid, then exporting the image as a sprite sheet into Unity.

I really wish I could just move anchor points around, on a timeline. Please oh please tell me the easy solution I'm missing
 

2+2=5

The Amiga Brotherhood
Yeah, the blonde hair looks too bright, you should try different tones of green or even pink and go for a more contrasted shading.
Thanks for the answer and the tips! :D
If the hair color is the only problem you see then the image is correct then lol.

EXPLANATION TIME!

The initial idea of the game was to make characters like sort of monochrome silhouettes(the first one should have been purple, the second white) without story and personality, but that requires an "artistic mindset" i don't have, i'm insecure and severe to myself and i started to imagine character stories and personalities.
So i decided for a more conventional stile(but i still want it to be unique, i want it to be neither "anime" nor "superhero comic", but sort of more "realistic" style like certain European comic, but still my style) i wanted characters to be as "monochrome" as possible to be faithful to the original idea, that's why characters clothes have 1 or 2 dominant colors, at the beginning i didn't want to have shades but again i opted for a more conventional style with shades.

The blonde/brunette(lol) girl was initially meant to be an ethereal beauty, with pale skin, light blonde hair and bride like white outfit, as you can see the latest 2 versions are really different from that.

I made lots of versions of the few characters i made and for each of those designs i made many color variations... I'm really undecided :(

One good thing is that i'm starting to get used again at drawing, i REALLY loved to draw when i was a child/teen and i was fairly good(not GOOD but better than the average), but then some people made me hate it and i stopped until i started this project. Now i'm re-learning to draw basically from zero(but i don't spend lots of time on it), i'm totally not a cartoonist and i'm still not able to overcome some of the faults that my "style"(let's say so) already had when i was a teen though lol, but i'll do my best :)
 

Pehesse

Member
Great looking animations! It's like an animated comic book.

Thanks a lot :) That's indeed the idea, so I'm glad it works :-D


Already commented on Twitter but I'll say it again here: I think it's definitely the right choice, and seeing the whole spectrum of evolution is very interesting! Good luck with all the re-animation, though :-D


The scarf (or, um, neck rope?) already had so much swag :-D I like how the Magi fight looks already - though is that an intended AI recoil we see at the end of the second .gif? :-D
 

RiggyRob

Member
Hmm, sort of hit a block with my archery game.

I'm using the Grabbable/Grab Hand scripts that come with the Leap Motion SDK to grab a bow and arrow, and I'm trying to make it so that when you have a hold of both the bow and arrow (i.e. they're grabbed), they can collide and therefore snap together.

I can make it so that they collide and snap together when they're not grabbed, but the default implementation tells the rigidbody of the bow and arrow to stop detecting collisions when it is grabbed. Another option I have is to make sure that the rigidbody keeps detecting collisions when it is grabbed, but this makes the object jitter and shake violently since it keeps constantly detecting a collision between the bow/arrow and the RigidHand that is grabbing it.

Anyone know if there's a solution to this yet, or is it just a limitation of the Leap Motion controller?
 

friken

Member
Hmm, sort of hit a block with my archery game.

I'm using the Grabbable/Grab Hand scripts that come with the Leap Motion SDK to grab a bow and arrow, and I'm trying to make it so that when you have a hold of both the bow and arrow (i.e. they're grabbed), they can collide and therefore snap together.

I can make it so that they collide and snap together when they're not grabbed, but the default implementation tells the rigidbody of the bow and arrow to stop detecting collisions when it is grabbed. Another option I have is to make sure that the rigidbody keeps detecting collisions when it is grabbed, but this makes the object jitter and shake violently since it keeps constantly detecting a collision between the bow/arrow and the RigidHand that is grabbing it.

Anyone know if there's a solution to this yet, or is it just a limitation of the Leap Motion controller?

if you are not trying to get collision points and just need to know if two rigidbody colliders touched, set the collider to trigger and use OnTriggerEnter instead of OnCollisionEnter. Trigger colliders ignore the physic interactions.
 

Dascu

Member
Just messing around with a new mini boss fight. I'd better change the name or it's gonna be too obvious which Dark Souls boss I'm copying. By the way, they're all white because they're statues come to life.


That aside, Malebolgia's doing well. If all works out, I should have the entire game playable, start to finish, by tomorrow evening. I just have to set up a few more rooms and the final boss arena.

By the way, in case you missed it, I got a site up with some screenshots and a trailer here: http://malebolgia-game.tumblr.com/

@Ashodin: I really like that boss fight room background. Looks cool.
 

derFeef

Member
What do you do when you get stuck and run out of juice? I have roughly 4 hours a week to work on my game and I am constantly scaling back and rearraning to be finally able to show something soon, but then I realize it's not that great and I want to throw everything into the oven. Coding is the worst part because if my ideas get too complicated I get stuck fast..

@Feep - that looks great. If you ever need assistance with UI graphics let me know - but it looks great already.
 

friken

Member
Now that I have a damage system in the game, I've been tweaking weapon systems, part hitpoints etc. My son and I had a good bit of fun having at eachother and tweaking.

Additions:

Momentary slow-motion for direct hit impacts
Added ability for the nose pulse weapon to deflect incoming flak projectiles
Added ability for nose pulse to fling broken off ship parts at the enemy (MASS DRIVER)
Fixed sloppy collisions showing atmosphere venting originating slightly outside the ship

Overall, I'm loving the way it feels two player. My AI I made for the krex needs a lot of work though. So much has changed now it is very broken.

Here is a video of a battle (bit long so no gif)
https://www.youtube.com/watch?v=lO_nnp4PV5k&feature=youtu.be

Shorter video showing quick battle and mass driver kill:
https://www.youtube.com/watch?v=Z6Gt-wmsWXQ&feature=youtu.be

maybe I'll GIF the shorter on later.
 
Old Project of mine for college, it was nowhere near where I wanted it to be, but people seemd to enjoy it. And despite all it's flaws I do have a certain pride on it.
Love that art style. Looks perfect. At one point, I had thought of doing a game in a similar artistic fashion, and yeah, yours looks great. Something about the dumb doodles you draw in college...:p
 
Status
Not open for further replies.
Top Bottom