• 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 Thread 3: Indie Jones and the Template of Doom

Hey guys, hope it's alright for me to post this here. We've finally launched the Kickstarter campaign for our new game Board Blitz, an online party game in the style of the older Mario Party games that I've mentioned before in this thread.
giphy.gif


If you're interested you can visit our campaign page here:
https://www.kickstarter.com/projects/dynamoman/board-blitz-party-game-with-online-play?ref=category
 

_Rob_

Member
The expressiveness of the character is really great. The whole scene is actually quite mindblowing for me.

So...ehm, after all these glorious gifs I'm a little bit embarrassed to post mine, but what is a programmer supposed to do if he's working on a solo project? So I started painting the texture over the torso of the low poly, VFI Akira inspired, model that I posted previously. It took me quite a while to unwrap the faces correctly after marking the seams, so I'm quite proud of that. Unfortunately, even after downscaling the texture to oblivion, it still looks kinda bad, though admittedly it's not finished. Supposedly it's a very tight t-shirt, though the absence of decals or other finer details (that I plan to put later) makes it look like naked skin.

N3Kp17v.gif

Thank you!

Seems like a solid start, I think a few cloth wrinkles and a toning down of muscle definition slightly will help sell it as clothing rather than skin. Have you considered visiting models-resource and studying how the pro's constructed their character textures? I found that a very helpful way of figuring out my own methods.

In other news: Day 1 of animation integration, aaand... it's done already :-D I'm integrating sounds and voice over now, so expect clips with sound soon! Feels good to be back in the actual prototype :v

FlippantDownrightAnemone-max-14mb.gif

HarmoniousMeaslyFinnishspitz-max-14mb.gif

I can't wait to see it with the audio, good sound effects/foley really helps sell an animation!


Peter Sjöstrand;250759190 said:
Hey guys, hope it's alright for me to post this here. We've finally launched the Kickstarter campaign for our new game Board Blitz, an online party game in the style of the older Mario Party games that I've mentioned before in this thread.
giphy.gif


If you're interested you can visit our campaign page here:
https://www.kickstarter.com/projects/dynamoman/board-blitz-party-game-with-online-play?ref=category

Ooh, this is very Wind Waker! I love that style, but I fear people may not see past that to see the actual game behind it.
 

missile

Member
... So...ehm, after all these glorious gifs I'm a little bit embarrassed to post mine, but what is a programmer supposed to do if he's working on a solo project? So I started painting the texture over the torso of the low poly, VFI Akira inspired, model that I posted previously. It took me quite a while to unwrap the faces correctly after marking the seams, so I'm quite proud of that. Unfortunately, even after downscaling the texture to oblivion, it still looks kinda bad, though admittedly it's not finished. Supposedly it's a very tight t-shirt, though the absence of decals or other finer details (that I plan to put later) makes it look like naked skin.

N3Kp17v.gif
How does it look if you turn shading/lighting on?
 

Pehesse

Member
I can't wait to see it with the audio, good sound effects/foley really helps sell an animation!

Indeed - and this time I'm letting someone who knows what they're doing handle the sound front, so it should hopefully end up someplace interesting :-D Though for now, it's lots of iteration, it's not going to be "pretty" for a while yet!
 

jahasaja

Member
The most fun in game development for me is easily enemy AI. It is you are creating a small robot everytime. Hardest part is to make them fun though. In my last game many find them too hard and they had many hidden mechanics that almost nobody found.

Anybody else enjoy making the enemy AI?
 

embalm

Member
The most fun in game development for me is easily enemy AI. It is you are creating a small robot everytime. Hardest part is to make them fun though. In my last game many find them too hard and they had many hidden mechanics that almost nobody found.

Anybody else enjoy making the enemy AI?
This is also one of my favorite parts of game dev. It's one of the reasons I chose to do a turn based RPG. I can create some advanced yet predictable behaviors that should let the player approach combats more strategically.

I have a priority on every enemy ability, which determines what they would spend their action doing. In addition I have cool downs on some abilities so the attacks change and the enemies don't spam their specials.

I use 3 different logic trees to determine how the enemy targets the player's party. Basic is animal instinct and hits the front row usually. Average will detect simple weaknesses like light armor and change their target appropriately. Genius is able to cheat and will target elemental weaknesses or attempt to finish off an almost dead party member.

Lots of fun to be had down that rabbit hole for sure.
 

missile

Member
Some new stuff of mine!

Pixelized defocusing blur for 2d images! :)

I'm now able to defocus/blur 2d images in a pixel-art fashion!

It's a continuous approach. Every 2d layer can be blurred given a distance.
Since the underlying model is based on optics, it is possible to get the
correct depth of field and defocus based on some camera parameters, if needed,
but may also be artistically controlled. This means that the foreground will
be blurred somewhat differently than the background with the proper depth of
field in between. This can lessen the burden on the artist to get the blur
right for many layers. The depth of field can be continuously shifted by
changing a few parameter with all other layers computing their correct blur
automatically.

My approach works for any resolution, pixel aspect ratios whatsoever. As such
it can be adapted to any output resolution to get the pixel blur without any
scaling artifacts. It is also possible to compute a smooth version of the
effect, if needed, but wasn't the goal here.

Here are some demonstrations of the effect using some fine art from Pixels,
Jumpbutton, and Pehesse. Hope you don't mind me working with your stuff. ;)

(needs 1:1 pixel perfect mapping to view properly)


Om5sNCk.png


LrYvfra.png


yVywi2s.png


xWXAOGQ.png


vqvtSl8.png


NIC7YDh.png


^ Art due to gaf's indie developer Pixels.




IZ9teKZ.png


U8SNtVt.png


bJteKcY.png


UTQpz15.png


mbfR6SR.png


IKwE8nx.png


^ Art due to gaf's indie developer Jumpbutton.




oDRcUcV.png


NJXrv6q.png


uZBQdK6.png


DruLjgY.png


ch8nfR2.png


r4wtLX6.png


^ Art due to gaf's indie developer Pehesse.


The effect can still be improved to some good degree (there are a couple of
fine things I still need to improve on). I'm further working on pixel blurred
transparent layers such that their combination doesn't end in a large aliasing
mess (which usually is the case) when blending them together. The goal is that
the layers blend into a fine noise representing the average (DC component)
from distance, hence without having artifacts resp. aliasing. Don't know if
that's going to work, but I think it should be doable. Would be cool!



Edit:
Btw; you can post a picture and I will apply some pixelized blur to it.

Edit II:
Should say, the effect works without any blending, hence no additional
shades/colors needed!!
 

Pehesse

Member
snip +
Here are some demonstrations of the effect using some fine art from Pixels,
Jumpbutton, and Pehesse. Hope you don't mind me working with your stuff. ;)

Of course I don't mind, in fact I'm honored - if it helps in any way, feel free to use what you want/need :-D
As for the results you achieve, as always I can't pretend to understand half of it, but it looks and sounds interesting!
 

jahasaja

Member
This is also one of my favorite parts of game dev. It's one of the reasons I chose to do a turn based RPG. I can create some advanced yet predictable behaviors that should let the player approach combats more strategically.

I have a priority on every enemy ability, which determines what they would spend their action doing. In addition I have cool downs on some abilities so the attacks change and the enemies don't spam their specials.

I use 3 different logic trees to determine how the enemy targets the player's party. Basic is animal instinct and hits the front row usually. Average will detect simple weaknesses like light armor and change their target appropriately. Genius is able to cheat and will target elemental weaknesses or attempt to finish off an almost dead party member.

Lots of fun to be had down that rabbit hole for sure.

Sounds cool. I can imagine that it is really hard to make fun AI for turn based games. Do you have any inspirations? The high water mark for turn based combat is still the T-Rex fight from CT for me.


I make a real time melee action game and one of the hardest part is to get the difficulty right. Since I know all the animations and AI by heart I tend to make all the enemies too hard.
 

konjak

Member
The most fun in game development for me is easily enemy AI. It is you are creating a small robot everytime. Hardest part is to make them fun though. In my last game many find them too hard and they had many hidden mechanics that almost nobody found.

Anybody else enjoy making the enemy AI?

Just make enemies that walk left and right and turn when they hit invisible left/right arrow textures!

I kid, I remember my teen days when I'd do that (which is still viable depending on simplicity of game, i just do it different now). Expanding on this, I like the boss-making aspect most. Even though I also don't, but then I do again once they're finished.
 

missile

Member
Of course I don't mind, in fact I'm honored - if it helps in any way, feel free to use what you want/need :-D
As for the results you achieve, as always I can't pretend to understand half of it, but it looks and sounds interesting!
Alright.

The left one is the original (grabbed from an animated-gif) and the right one
is my new blur but rendered at 4K this time. Edit II: Pe, can you give me a
highres shot of that very frame? It's Frame 52 going by the animated-gif in
question.

eWk5.png

(click)


Edit:
Currently working on a realtime version pre-computing a couple of stuff. Won't
be realtime 4K, mind you, for the algorithms are all software (rendering) at
the moment, but I'm pretty sure I can do realtime 4K given some hardware
acceleration.
 
Does anyone have weird visual artifacts in newest Unity on windows ? When I scroll down the menus to for example add script text gets messed up.

Mac version is perfectly fine and doesn't show such symptoms.
 

Belstras

Member
Made a new song for a game I want to make.

https://soundcloud.com/teapomusic/underground-level


Other than that I'm feeling a bit depressed on working on making a game. Don't know which direction to take other than i would like it to be like Secret of Mana.

Can I ask is it bad if one as a developer dosen't hire a composer and use placeholder music? from stock libraries or made by yourself?
 
Missile. I'm not familiar with the algorithm you're using, but the results look similar to the gaussian blur tool in Photoshop. Is it similar math or pure coincidence? (Curious about the particulars regardless)
 

jahasaja

Member
Just make enemies that walk left and right and turn when they hit invisible left/right arrow textures!

I kid, I remember my teen days when I'd do that (which is still viable depending on simplicity of game, i just do it different now). Expanding on this, I like the boss-making aspect most. Even though I also don't, but then I do again once they're finished.

Left AND right! My enemies can only walk left..

Yeah multi stage bosses are really fun. I just started implementing some for the first time and it is cool to see the end result.
 

missile

Member
Missile. I'm not familiar with the algorithm you're using, but the results look similar to the gaussian blur tool in Photoshop. Is it similar math or pure coincidence? (Curious about the particulars regardless)
Pure coincidence. Roughly speaking, when applied to a single image it looks
like a gaussian blur from a distance, which also needs to be the case since
otherwise the pixelized blur wouldn't look believable if the average of many
pixels won't produce something like a gaussian.

However, the technique behind is way different. I've build an optical model
which computes the pixel displacement based on a couple of photometric
quantities. So it's not just a blur, for the algorithm is actually able to do
a defocus, which, ultimately, means that the blur can be different for each
pixel! From an engineering point of view, one can say it's a (blur) filter
having different coefficients for each pixel where the coefficients encode
the optical system.

Still working on the realtime aspect. After that I will try some composition
showing layered defocus which should demonstrate how cool it all is. :)
 
Unity Multithreaded job system technical test sign-ups are up

Link

Mmm, this is relevant to my interests! Just a few day ago I was telling myself that all that scripting with no explicit threading was a disaster waiting to happen.

Thank you!

Seems like a solid start, I think a few cloth wrinkles and a toning down of muscle definition slightly will help sell it as clothing rather than skin. Have you considered visiting models-resource and studying how the pro's constructed their character textures? I found that a very helpful way of figuring out my own methods.

Thank you for the suggestions. Well, yes, I try to reference the work done by professional artists. I also watch speedpainting videos from time to time, but the rush to actually do something is such that I never try to replicate a certain technique, because I know that that would take me ages. I just hope that something gets assimilated on a subconscious level, lol.

Peter Sjöstrand;250759190 said:
Hey guys, hope it's alright for me to post this here. We've finally launched the Kickstarter campaign for our new game Board Blitz, an online party game in the style of the older Mario Party games that I've mentioned before in this thread.
If you're interested you can visit our campaign page here:
https://www.kickstarter.com/projects/dynamoman/board-blitz-party-game-with-online-play?ref=category

I never played a mario party game (yeah I know, shame on me), but the graphics actually remind me a bit of Katamari Damacy.

How does it look if you turn shading/lighting on?

Here!


So, this the new texture. I think it may be the fourth attempt at painting this damn torso.


I must say that I've learnt TONS of things, but at this point I think it's time to move on to painting the rest of the model, even though it still kinda looks like crap.
 

missile

Member
So here is my 2d pixelized blur stuff but now running in realtime. Runs better
than expected! Pretty proud of it to say the least! So awesome... :)

waRPHil.gif



... Here! (I'll try to setup a proper scene in blender later on)

So, this the new texture. I think it may be the fourth attempt at painting this damn torso.

I must say that I've learnt TONS of things, but at this point I think it's time to move on to painting the rest of the model, even though it still kinda looks like crap.
Looks a bit crappy, still. ;) Yeah, do some proper setup and try posting some
hires shots of the torso and stuff.
 
So here is my 2d pixelized blur stuff but now running in realtime. Runs better
than expected! Pretty proud of it to say the least! So awesome... :)

waRPHil.gif




Looks a bit crappy, still. ;) Yeah, do some proper setup and try posting some
hires shots of the torso and stuff.

Thanks for the feedback! Hopefully the model will look better when completed.

By the way, the effects that you've been showing off...are you using hardware acceleration? If so do you talk straight to the directx/opengl context or is there any other api in the between? Asking just out of curiosity.
 

Blizzard

Banned
So here is my 2d pixelized blur stuff but now running in realtime. Runs better
than expected! Pretty proud of it to say the least! So awesome... :)

waRPHil.gif
I'm not certain of the goal but I really dislike how this looks, despite the technical feat. The sharp pixel-y nature of the blur is very grating. Maybe it could work with motion blur, but otherwise I feel like a simple gaussian blur might work better and be more pleasant.
 

missile

Member
Thanks for the feedback! Hopefully the model will look better when completed. ...
Btw; you said you've downscaled the texture to achieve what, a retro look?

... By the way, the effects that you've been showing off...are you using hardware acceleration? If so do you talk straight to the directx/opengl context or is there any other api in the between? Asking just out of curiosity.
All software atm.


I'm not certain of the goal but I really dislike how this looks, despite the technical feat. The sharp pixel-y nature of the blur is very grating. Maybe it could work with motion blur, but otherwise I feel like a simple gaussian blur might work better and be more pleasant.
Depends on the content/situation whether it fits or not. But for sure, there
are limits. For example, if the blur becomes huge with the image being static
the effect becomes somewhat irritating (demonstration purpose). So there is a
certain range where the effect actually works and fits a certain obverall
aesthetic.
 
Btw; you said you've downscaled the texture to achieve what, a retro look?
All software atm.

Yes, exactly. Originally I painted a 1024x1024 texture and then I downscaled it to achieve the retro look, but I found it's much more convenient to work directly on a low res texture: it takes way less time and you have a much finer control on the final result.

Regarding the bolded, that's super cool. So you're writing a custom software renderer, is that correct? Do you use any special instruction set for vector computation and the likes? I've always been interested in software rendering, and the adjustments, in terms of rendering techniques, that would be needed to have real time rendering of photorealistic images like the ones produced by modern engines.

Anyway, a small update, just for hell of it if you don't mind. I tried my hand with some finer details (the belt of the trousers). Tell me if I'm not supposed to post these many pictures is such a short timeframe.

 

Belstras

Member
Hello everyone! I just wanted to post this game I'm working on. It is still in development and it is progressing nicely.

What is Without Escape?

Without Escape is a point and click horror graphic adventure inspired by those first person graphic adventures with pre-rendered backgrounds from the 90s.

Story

You wake up in a cold winter night because you hear some weird noises, and decide to investigate. Soon you will discover that something really bad is happening. Will you be able to endure these horrible events?

Screenshots and Trailer
DPawlxG.jpg

Z1H4ySa.jpg

HOA4tGo.jpg


https://www.youtube.com/watch?v=EjsSlH7Zttg

You can check out more in Steam and Itch.io!
http://store.steampowered.com/app/720730/Without_Escape/
https://bumpy-trail-games.itch.io/without-escape

That looks really cool, and impressive that you also did the music.
 

neko.works

Member
Hey guys!

I've been working on the UI for Light Fairytale since a few days. Here's some shots:

Battle


Cutscene


Field Menu

Any thoughts?

I never posted in here about my game Iconoclasts. Been making this thing for over 7 years straight, more than that in prior attempts.

It's kinda structured like Metroid Fusion in terms of progression, with a focus on a narrative about some troubled people. But also a lot of bosses. :)

There's here if you want links to more information places. Just thought I'd try to join the thread.

guu.png

Beautiful.
 

missile

Member
Yes, exactly. Originally I painted a 1024x1024 texture and then I downscaled it to achieve the retro look, but I found it's much more convenient to work directly on a low res texture: it takes way less time and you have a much finer control on the final result. ...
Yeah, I also think it's better that way because the downscaled image never
really looks like what you wanna have. And I also think that working with a
lowres texture is beneficial when working with material textures. For example,
with a lowres texture one can precisely say which pixel of a character should
reflect what, which is impossible to say when scaling down from a hires
texture.

Anyhow, for a retro look you need to turn off any texture filtering. But
that's not enough. Usually flat-shading was also used, you can turn it on
just for the model and have a look, but would eliminate a couple of cool
effects stemming from, well, Phong shading.

The problem with retro graphics these days is that the shading resolution is
much higher than the texture resolution. So you have all these fine lowres
textures but with the shades (stemming from the illumination) being hires,
that is to say you get different shades across a texel. That's never going to
work.

Roughly speaking, the shading needs to be quantized artificially making it
appear of lower resolution, i.e making it the resolution of the texture. How?
Well, if you think about it, given phong shading, you get an interpolated
normal for each pixel (per-pixel lighting), which is fine, but way too good,
because a texel of your lowres texture may cover multiple pixel on the screen
and with the normal slightly changing across it due to the geometry of the
model. Hence, your texel receives multiple shades yet the texel should be flat
shaded to match up. You can achieve this if you record just one interpolated
normal for the whole texel in question. Hence, for all the pixels making up
the texel on the screen you use just one interpolated normal.

I did something like that ages ago (software rendering);

9wv165X.gif


Was sort of a test-bed for my own retro stuff I'm working on. As you can see
in the animation, the shades match the resolution of the texture quite nicely.

... Regarding the bolded, that's super cool. So you're writing a custom software renderer, is that correct? Do you use any special instruction set for vector computation and the likes? I've always been interested in software rendering, and the adjustments, in terms of rendering techniques, that would be needed to have real time rendering of photorealistic images like the ones produced by modern engines. ...
Yeah software rendering and stuff. Wrote eons about it why and how in here and
also OT2. Basically I'm after my own retro aesthetic. My approach is to use
more realistic rendering equations but will modify key components with NPR
elements. Software rendering gives me no restriction researching such stuff.
If an algo is any good, parts of it may be mapped to hardware (CPU vectorized,
GPU, etc.). Can be all mixed if needed. About the vectorization; yeah, I did
that ages ago, all the SSE intrinsic stuff + Intel's auto vectorizer as it
was new etc., but currently I'm not into it because I've found that with a
faster running version I just arrive at the wrong solution faster. ;)
 
<Cut for brevity>

Still working on the realtime aspect. After that I will try some composition
showing layered defocus which should demonstrate how cool it all is. :)

Very cool. I could see it working in real time as either an interesting death animation, a sandstorm obscuring effect, or maybe even an FMV filter? I'm sure you've thought of some neat applications as well.

Though not as turned off, I do share some of Blizzard's concern about the harshness. But I think a good portion of the harshness comes from being set against a solid background. I imagine it would look a lot different if it fits well with the rest of the scene.

Regardless, I definitely think you're on to something. Keep going! Very excited to see where it goes.
 

chubigans

y'all should be ashamed
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.
 

Makai

Member
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.
https://go.twitch.tv/naysayer88

Jon Blow talking about dealing with depression right now
 

Dynamite Shikoku

Congratulations, you really deserve it!
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.

Yeah, shit sucks. But I get back on the horse pretty quickly, and I think every time is a learning experience and I'm getting better at making games. Might help to just delve into something new. Try out some new crazy idea you have had in your mind.
 

chubigans

y'all should be ashamed
https://go.twitch.tv/naysayer88

Jon Blow talking about dealing with depression right now

Thank you! Watching now.

Yeah, shit sucks. But I get back on the horse pretty quickly, and I think every time is a learning experience and I'm getting better at making games. Might help to just delve into something new. Try out some new crazy idea you have had in your mind.

Yeah I worked on a new game concept today. Felt good, but I need to patch up my game so I need to get back into that first. Just gotta power through.
 

EDarkness

Member
Hey guys. Hope everyone's doing well. I lurk more than post, but it's always good to see everyone doing well and to see how people's projects are going.

I put together a little video blog of our progress with my game yesterday. Have a look if you're interested.

https://youtu.be/BgwY1K7aC0M

So many things to do and not enough time. Oh, I've been meaning to ask this for a while, but do we have a place to chat like the old chat board we had last year?
 

Astrael

Member
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

On a smaller scale, anytime I post new art that I spent significant time on, I feel the same way, regardless of the response I actually get. I'm not looking forward to when I actually finish and release my JRPG with all the effort I'm putting into it, hopefully I'll be braced for the worst :3
 

DemonNite

Member
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.

I hear that from a few people but I have yet to be there. The last game I completed by myself was when I was still had a full time game job, so I had an outlet there to keep making games.

This is the first time I've gone indie for my current project without a job and while it is more relaxing with all the freedom I fear the depression, once its out, will hit me too.
 

missile

Member
... Any thoughts? ...
From my point of view the menu looks a bit "flat" when comparing with the
graphics underneath, looks like a debug window or similar, yet I like how
the characters pop out of the dialog.


Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.
They'll coming back. ;) Poor chubigans! Hey man, you should post of bit more
often in here again. May help. All the best!


Very cool. I could see it working in real time as either an interesting death animation, a sandstorm obscuring effect, or maybe even an FMV filter? ...
You mean as a texture filtering like Linear FMV? Oh yeah, have to try that.

... I'm sure you've thought of some neat applications as well. ...
This filter is actually an application of a more general theory I'm
developing towards some retro aesthetic. ;) Well, I think the effect can be
applied in multiple ways.

...
Though not as turned off, I do share some of Blizzard's concern about the harshness. But I think a good portion of the harshness comes from being set against a solid background. I imagine it would look a lot different if it fits well with the rest of the scene. ...
Indeed, needs to be set in proportion like any other effect, I would say. In
motion it will also look a bit different. But my effect here has some striking
advantages like for example keeping the overall pixel-feel intact when doing
heavy pixel art graphics. A gaussian blur will break that feel, for it adds
more shades and takes away the edgy look. Guess you are working with a very
limited color palette for your pixel art game, then you can't use any real
blur. You would need to draw a blur by hand using the raw pixels and just the
colors of your palette. That's a daunting task. You would even have to do it
anew if you want to have the sprite blurred a bit more or less. Now say you
have a couple of said handmade blurs and want to overlay/blend them, then you
will quickly recognize that your handdrawn blur patterns start to cluster or
produce aliasing patterns which really destroys the combined effect. All
these problems are solved with my method with a click of a button (yet I have
to show that it works for transparent objects as well).

... Regardless, I definitely think you're on to something. Keep going! Very excited to see where it goes.
Yeah thx. I think I will add some 2d lighting to the 2d textures making them
lit from an angle or something.

What about your stuff, anything worth showing, yet?
 

neko.works

Member
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

Had a similar experience when I've launched Super Night Riders on Xbox One: Negative reviews but good sales... Since then, I've considered the feedback and improved the game, which is now having good reviews!

From my point of view the menu looks a bit "flat" when comparing with the graphics underneath, looks like a debug window or similar, yet I like how the characters pop out of the dialog.

Do you think that the new UI on those shots is still an improvement over the old?

Here's how the old UI looked:

Battle


Cutscene


Field Menu
 

missile

Member
... Do you think that the new UI on those shots is still an improvement over the old?

Here's how the old UI looked:
Old one looks better for me. But the decoration of the UI is a bit too techy
with respect to the game. I would try some ornament or similar graphics for
the decoration, something which is in line with the beauty of the characters.
 

Pehesse

Member
Anyone experience post-game-release depression? Feel horribly depressed today after releasing my game a few weeks ago and I just can't shake it off. Might be the more mixed reviews I wasn't expecting, but sales are great, so I feel bad for even being depressed, which makes me more depressed. :p

ugh, this sucks.

Man I missed this thread. I'm so glad it's been going all these years.

I can definitely relate, and if it helps, I think most of us go through the same downtime after such an event! The one thing I found to be of help was to jump right into another clearly defined task, something where you can see the start and the end, just so you get the ball rolling again. But most of all, don't beat yourself up - you launched something, and that's quite a feat, so you shouldn't feel bad about kicking back a little, too :-D
 

missile

Member
So here is the ultimate test; combining two pixel blurs together.
Spirte in the front is 50% transparent;

Wj7LBON.gif

Too good to be true! xD

Art stolen from embalm, still! Hey embalm, I would like to use your
sprites for some 2d lighting am workign on, if you don't mind? I also have a
couple of other ideas. What about some environment reflection on the
characters (metals etc.)?
 

DemonNite

Member
So here is the ultimate test; combining two pixel blurs together.
Spirte in the front is 50% transparent;

Wj7LBON.gif

Too good to be true! xD

Art stolen from embalm, still! Hey embalm, I would like to use your
sprites for some 2d lighting am workign on, if you don't mind? I also have a
couple of other ideas. What about some environment reflection on the
characters (metals etc.)?

thats pretty neat! not sure where this will go but i like it.
 

missile

Member
^ Thx, Sir! Looks a bit ugly when scaled like above. Bah! But that's exactly
the reason I've built the effect in such a way that it can be computed for any
resolution. So if the game needs to be scaled up or down due to the display
or driver capabilities, the algorithm behind recomputes a perfect pixel blur
for the given resolution. No need to the scale the blur, which would make it
more or less unusable.

Btw; what's the size limit until the board software starts to scale down?
Edit: Should say I use Chrome f that changes anything.
 

embalm

Member
@missle
Please feel free to use the sprites for as many experiments as you want. I hope to share more next week and you're free to run trials on those as well.
 

missile

Member


I finally released Beastmancer on Steam: http://store.steampowered.com/app/562250/Beastmancer/

I'll probably make a postmortem soon. For now I can only say that RPG's are no joke! don't get cocky like me just because you already had a published game!

I'm tired but I still need to keep sposting stuff and testing the game (I attracted very few testers this time).
Oh, the game got a bit brighter. Now I can see what you were on all that
time! Congrats on that one! :) Would like to read a post mortem. I can feel
your pain. ;)


@missle
Please feel free to use the sprites for as many experiments as you want. I hope to share more next week and you're free to run trials on those as well.
Yeah cool! I like them. Lets see what I can pull off. Btw; If you can, please
post uncompressed images next time, for the slight compression in your (jpeg)
images may degrade some pixel-art rendering algorithms I envision. I may
perhaps need the latest one anew but uncompressed.

For,

e88hfzv.png


you see the little substructure/colors within what is supposed to be a block
of constant color? That's bad.
 

Dynamite Shikoku

Congratulations, you really deserve it!


I finally released Beastmancer on Steam: http://store.steampowered.com/app/562250/Beastmancer/

I'll probably make a postmortem soon. For now I can only say that RPG's are no joke! don't get cocky like me just because you already had a published game!

I'm tired but I still need to keep posting stuff and testing the game (I attracted very few testers this time).

One thing I will say about your game from what I've seen - the dark parts are so incredibly dark I cannot see what's going on. You need some proper lighting in those stages
 
Top Bottom