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Indie Game Development Thread 3: Indie Jones and the Template of Doom

But then I have to copy the coder over, right? Too demanding.


I could imagine what may help me. Guess an editor can save a selection of
code in a specific file when pressing a certain key combination. That way you
could just select the code in question, press the given key with the code
being appended to a file, and then pressing backspace to delete the selection
right away. Is it possible to make something like that within Visual Studio?
Or perhaps a program that listens in the background for any selection and that
special key combination saving the selection to a file, sort of a special
clipboard program?



May share one or two stories? However, good to have you back!
I'm far from well-versed enough in programming to answer this but I think it sounds plausible if you write a standalone program that checks what you have highlighted. Windows obviously knows what you've saved inside ctrl+c and can handle text highlighting so it's clearly possible somehow :) Appending the text to a different *.txt file or similar is child's play, I remember doing something similar in a beginner's course at school :)

VV What he said. Version control can and will save your life :) Even something as barebones as Unity's own Collaborate is a god send. I screwed up something last night, deleting some UI panels I didn't think we used since they were inactive and hidden. Turns out we did use them and ctrl+z couldn't bring them back because I had overwritten the prefab and made too many changes in other places. All of a sudden our entire lobby system and matchmaking was completely broken :lol
 
It's annoying...
You coders in here experience something similar as I do? For, I at times do
some experiments to see if something works and suddenly find that it works
better and better with me following the rabbit hole deeper and deeper to get
even more out of it as I initially thought. Then I look at the result and say
something like "well, that's fine, works, nice!" and delete all the code
afterwards to not clutter the original code and because it was just an
experiment, to realize days or weeks later that it would be cool to have
the code still, but haven't. lol What's that?

Nope, don't have that issue because I use git (version control) for it.
"Wait, I need that function I deleted last week" - Open version control check the diff, copy paste it back or just rollback the whole file if needed.
"Oh I need to update my code to the latest engine update" - Just update because everything is in version control, make all the changes, commit/tag and all your old work is still saved if problems arise.
"You want to make a new feature, but don't want to mess up the rest of the code" - Branch it, and merge it back into your main if you're satisfied.

You might want to look into some version control to make this process easier for yourself. It saves so much time compared to commenting/uncommenting or saving it separately.
https://www.atlassian.com/git/tutorials
 
missile, you want to use git stash. It gives you a way to store temporary changes separately from main version history. You can apply and unapply the changes quickly.

^and yeah I'm sure most other VCS have something similar.
 
I've been doing daily updates to SCALD, and I was wondering if anyone had any ideas of what they would like to see added. Either that or tell me if I should move on and make something else :D

UkRj6Uv.gif


I was thinking of maybe adding multiplayer. Not sure.

Play it here: https://sean-noonan.itch.io/scald/
 
I've been doing daily updates to SCALD, and I was wondering if anyone had any ideas of what they would like to see added. Either that or tell me if I should move on and make something else :D

UkRj6Uv.gif


I was thinking of maybe adding multiplayer. Not sure.

Play it here: https://sean-noonan.itch.io/scald/

Indication arrows where the fireball is going to fire from, otherwise its just random. maybe stereosound bleeping left or right would help, didnt try with sound now
 
Indication arrows where the fireball is going to fire from, otherwise its just random. maybe stereosound bleeping left or right would help, didnt try with sound now

There is currently audio cues for left and right, and they're telegraphed in advance too.
 
When possible I quarantine it into a separate function and stick it in the bottom of the script where I don't have to look at it. If that's too much work or it's too ingrained in everything, I just comment it out. I hate having to repeat my work, especially if I got it to work precisely the way I wanted the first time. My code may be less clean at as a result honestly, but I never collaborate so it's never been an issue. Saving myself time and effort takes precedence over pretty much everything as an indie dev.
What I also did was working on a copy of a function, but that's annoying as
well.


I'm far from well-versed enough in programming to answer this but I think it sounds plausible if you write a standalone program that checks what you have highlighted. Windows obviously knows what you've saved inside ctrl+c and can handle text highlighting so it's clearly possible somehow :) Appending the text to a different *.txt file or similar is child's play, I remember doing something similar in a beginner's course at school :) ...
Should be doable. I don't know why there isn't any such program to begin with,
which for example records all your copies into the clipboard with the program
being sort of a container saving everything you've copied to the clipboard but
with a history attached (could be disabled for certain programs like PS, gimp
etc.). Would be cool, for you could re-copy a text into the clipboard which
was in there many copies/selections ago so to speak.


Nope, don't have that issue because I use git (version control) for it.
"Wait, I need that function I deleted last week" - Open version control check the diff, copy paste it back or just rollback the whole file if needed.
"Oh I need to update my code to the latest engine update" - Just update because everything is in version control, make all the changes, commit/tag and all your old work is still saved if problems arise.
"You want to make a new feature, but don't want to mess up the rest of the code" - Branch it, and merge it back into your main if you're satisfied.

You might want to look into some version control to make this process easier for yourself. It saves so much time compared to commenting/uncommenting or saving it separately.
https://www.atlassian.com/git/tutorials
That's all fine, but I don't want to make a new brunch or similar each time.
It's different. If I know in advance that I'm going to change the code
drastically or want to make a new feature etc., sure I will make a copy
whatever. But what I want to say is that what I experience is sort of a
silent change to the code over time, that is to say, you find yourself having
changed the code more than you thought you would (experimentation
gone too far) and now want to revert back to a given "point", but the point
isn't a clear one, because if it is one could have made a checkpoint right
from the beginning, but there was no real beginning. So I select the given
section and comment it out (deleting soon thereafter if there are way too
many commented sections) up to the point where I think the beginning was, or
up to the point I see fit. Over time I've found out that these snippets of
experimental code are more valuable than I thought at the time of writing.
And now I want to save these snippets of code but in an easy fahsion. Best
would be so select the section/snippet and have it automatically saved
somewhere with a timestamp.


It sounds like what you want is what's usually called something like "shelving" in version control systems.

Visual Studio has this, but it I think it's tied to TFS (Team Foundation Server)

missile, you want to use git stash. It gives you a way to store temporary changes separately from main version history. You can apply and unapply the changes quickly.

^and yeah I'm sure most other VCS have something similar.
Shelving sounds interesting. Stash, too.


Perhaps my problem is more related to graphics/math programming where you
change the formulas, algorithms etc. a lot between the lines and go a lil
further experimenting more with similar stuff within the same function to
get to a similar or improved result.

For example, the week I did all the pixelized volume rendering stuff I was in
a real flow and actually also programmed a pixelized volumetric global
illumination algorithm out of what I already had. It was just an experiment
seeing how far I can go with my pixelation stuff. I just wanted to know if it
works with global volume lighting. And well, it works! The emissive and light
reflecting objects were illuminating the volume in their surrounding. But
because it was only an experiment I didn't really wanted to do for real (was
something I wanted to do a bit later), like just seeing how far I can go with
my current stuff adding "two more things", I deleted the code without having
said anything about it nor have made any pictures. I just wanted to see if it
works or not, because I thought I will do it again later yet much better. But
know I think, well, the code wasn't too bad, actually. xD
 
You of all people should have a formula/cool stuff database :) You never know what might come in handy down the road, even if that road is 5 years from now.

My biggest personal issue with keeping code databases is that I often end up noticing ways I could improve on code I wrote on my previous project soon after beginning the next, so if I were maintaining some sort of codebase I'd probably end up spending more time updating old code with optimizations or tricks I learned afterwards than actually working on my games.

I guess it isn't the same thing when you're handling mathematical models of rendering functions, which are less likely to change over time, but even then the good thing is that whenever I need, say, an object pool for my game, I'm able to cook up one that's better than the ones I've coded before taking even less time, which feels awesome.
 
Hee hee hee, that's cute - in spirit, that kind of referential humor reminds me a lot of Gex: Enter the Gecko, and I like that very much :-D

In other news: finally some color!

ImpassionedSlipperyAmericanrobin.gif
NaturalMilkyEgg.gif


Any obvious issues or stuff I should fix before moving on to do the rest of them?
Can I ask what program you use to make 2d animations?
Been dabbling in making a 2d game (not pixel art) but My Google skills fail me when trying to search for a 2d animation program.. :/
 
Can I ask what program you use to make 2d animations?
Been dabbling in making a 2d game (not pixel art) but My Google skills fail me when trying to search for a 2d animation program.. :/

I use photoshop, but not as a dedicated animation tool, I simply recreate the workflow for traditional animation as best I can. You can see some of the process here, I hope it'll help you :-)
If you don't have access to photoshop, you could do the same in just about any drawing software that has layers, like Gimp or Krita!

If you're looking for dedicated animation software, I had heard good things some time ago about Toon Boom and Open Toonz though I've never had a chance to use them myself. You could also check out the Animator's Resource Kit to see their own recommendations!
 
You of all people should have a formula/cool stuff database :) You never know what might come in handy down the road, even if that road is 5 years from now.
Yeah I should perhaps start to save all these snippets.


And that's amazing, Toolbox! It solves my problem almost entirely. It even
reacts to drag&drop when over the tab and keeps the selected text selected
when having dropped it into the toolbox, ready to be deleted with backspace.
That's great! Thx a lot for finding that out!
Btw; Where are these toolbox snippets saved? Just in case.

These Clipboard Managers are also cool. I'm wondering why this isn't any
standard feature for Windows.
 
I use photoshop, but not as a dedicated animation tool, I simply recreate the workflow for traditional animation as best I can. You can see some of the process here, I hope it'll help you :-)
If you don't have access to photoshop, you could do the same in just about any drawing software that has layers, like Gimp or Krita!

If you're looking for dedicated animation software, I had heard good things some time ago about Toon Boom and Open Toonz though I've never had a chance to use them myself. You could also check out the Animator's Resource Kit to see their own recommendations!
Thank you very much😊 I'm using an older version of photoshop.. just feel that it feels a little clunky for doing animations, and then I saw yours and thought it looked really good so I'm doubly impressed then😊
Maybe I just need to work on my photoshop skills😋
 
Welp, our demo won an award for Best Storytelling in the White Nights St. Petersburg conference. That came out of nowhere, but most of the other games were apparently mobile games, so maybe they wanted to reward us for effort or something. :P A nice boost for our ongoing publisher hunt, though.

As for the game, I've been facepalming and headdesking at the new abilities our designer keeps dreaming up. Juggling stats, status effects, Lua scripts and events and hooks for cards, making sure that all those stats are up to date when the player needs to see the damage for the next attack and all sorts of other details makes me wish we were doing something simpler. Like sending rockets to space.

BTW, if I haven't mentioned this before, Lua indexes starting at 1 is still #0 on my list of programming language disasters.
 
These Clipboard Managers are also cool. I'm wondering why this isn't any
standard feature for Windows.

There's loads of 'single use tools' I've installed over the years I've wondered why aren't just standard windows features like batch file renamers supporting regex, that sometimes do appear like Windows Snipping Tool, or adding .zip support to Explorer
 
I've been doing daily updates to SCALD, and I was wondering if anyone had any ideas of what they would like to see added. Either that or tell me if I should move on and make something else :D

UkRj6Uv.gif


I was thinking of maybe adding multiplayer. Not sure.

Play it here: https://sean-noonan.itch.io/scald/

Shouldn't the player and objects stay on screen when you pause? That'd be frustrating if players ever need to pause it for more than a few seconds.


Multiplayer is hard!, even if just local. If you're going to go through the effort of adding it, make sure it adds to the gameplay. Have co-op features like jumping on the other player in air for extra height, or competitive features like pushing them into the lava. It's a hard balance to not make the single player version feel lacking in comparison.



It's been a while since I posted about my own game. I've fully switched over to Unity's transport layer for multiplayer and it's more or less working. Having a hard time finding resources about dealing with lag though. Everything online is about FPS lag yet VizionEck's much more of a fighting game.

Also I'm doing a lot of performance optimizations. GL.Lines has become a bottleneck with ~50,000 lines on screen. I'm focusing on speeding that up as much as possible and then using LOD as needed. Already increased performance by 50% :)
 
Well, finally started to fool around with GM Studio 2 and the new layer stuff is godtier.

Already having got a basic tileset based collision detection going. RPG HERE I GO!
 
Well, finally started to fool around with GM Studio 2 and the new layer stuff is godtier.

Already having got a basic tileset based collision detection going. RPG HERE I GO!

Wait, tile-based collision?

I've been relying on a system of invisible wall objects aligned with tiles that ends up looking like this in the room editor.

21eaa39220.png


Are you telling me there was a more efficient way I could have used?
 
Shouldn't the player and objects stay on screen when you pause? That'd be frustrating if players ever need to pause it for more than a few seconds.

I think the idea is to reduce using a "pause cheat" -- same reason why most puzzle games clear/obscure the screen when you pause. If you can pause with impunity you can do it really frequently and use the information to plan your next move instead of having to do it on the fly.
 
Wait, tile-based collision?

I've been relying on a system of invisible wall objects aligned with tiles that ends up looking like this in the room editor.

21eaa39220.png


Are you telling me there was a more efficient way I could have used?

Your way is more flexible than doing it on a per-tile basis, so be careful what you ask for ;)
 
Your way is more flexible than doing it on a per-tile basis, so be careful what you ask for ;)

Yeah I get the sense that I have much more control manually placing collision volumes on my levels, like being able to properly set up overhanging tiles and more importantly, being able to set up walls that the player can "walk" through when prone.

Oh and as for what I've been working on lately...


Kaufman..? Kaufman!?


Kaufmaaaaaan!
 
Your way is more flexible than doing it on a per-tile basis, so be careful what you ask for ;)

What I'm doing isn't a per tile basis. I'm doing entire tileset.

Right now I only have it set to detect any tileset, but it seems like it's possible to have it collision at a specific tileset.
 
Hi gaf! After 11 years making mobile F2P games in a more or less relevant studio I decided to go indie and start a project (PC+ maybe consoles) as a solo dev.

Please check out the new version of the character editor I'm using to create and test combinations for NPC or characters of my next indie game (web + downloadable Windows & Android versions).



I use this self made character editor to test combinations for procedurally generated hordes of NPC and enemies I plan to add to the game, plus a layer based sprite system. In the future I'll also add women, animals and monsters in the near future.


https://yurinka.itch.io/editor


In the game you control an illegal inmigrant who arrives to the Iberian tribe of the Barcelona 2100 years ago and needs to sell illegally beers, roses and clothes in the street to earn enough money to bring his family with him, since it's trapped in his home country, that is being invaded by an empire.

At first people rejects him but ends embarked on an epic adventure full of local mithological creatures to become a local hero. It would be an action arcade mixing concepts from Pac-Man, Bomberman, Bubble Bobble, classic beat 'em ups & combos, with a camera similar to Zelda or Nuclear Throne, where you sell stuff and run away from the police/soldiers instead of beating or shooting people.

I'm testing colors, contrast, lighting, proportions, and the overall artstyle (I'm coder + programmer + CM but I may hire a freelance pixel artist if my art isn't good enough for a commercial indie game) so any related feedback that you may send me would be welcome.

Thanks in advance!
 
I think the idea is to reduce using a "pause cheat" -- same reason why most puzzle games clear/obscure the screen when you pause. If you can pause with impunity you can do it really frequently and use the information to plan your next move instead of having to do it on the fly.

I don't really like mechanics like that, but I do see the reasoning.
 
Maybe of interest here, there's currently a Humble Software Bundle going on;

$1 tier: A 6 month subscription to some screencap software, some PDF app, some app credit for a sample based music maker

BTA: some corel art apps, a 1 year lastpass sub

$12: 1 yr antivirus sub, 1 yr VPN sub, audio editing app
 
Whew, A Quick Death is finally coming to Steam July 11th. Hurrah. If it has any traction at all there's like a bunch of updates I want to do, but I'm glad to finally launch something for a change.

We're finally on the tail end of finishing up Shwip. When i showed the game earlier, it was an XNA version running on pc, but after our acceptance into id@xbox, we decided to restart the game from scratch and take advantage of what Unity had to offer. In hindsight, we probably could have launched, but I'm glad we went dark. Gave us more of an opportunity to polish and add features just not possible with XNA at the time. More screens and videos coming soon :)

I just finished this shield death particle system last night. The new unity particlesystem is pretty damn awesome.

giphy.gif

giphy.gif

Awesome! I've been following this game for a while but since you guys have been quiet lately I was wondering if it was still in dev. I'm excited to finally get my hands on it! :)

I remember getting a pretty high score in the (XNA?) demo you gave us like oh...~1.5 years ago?
 
For those interested, here's a follow-up to the timelapse process video from earlier, this time about the color process:

https://www.youtube.com/watch?v=UJxZdN05-L0

Eventually I'll go back to sketching new anims to have the complete process recorded, but for now the cleaning+coloring process is there... so, everything except the actual animation, I guess :v
 
I've been doing daily updates to SCALD, and I was wondering if anyone had any ideas of what they would like to see added. Either that or tell me if I should move on and make something else :D

UkRj6Uv.gif


I was thinking of maybe adding multiplayer. Not sure.

Play it here: https://sean-noonan.itch.io/scald/


Could try adding a timed element to it?
Like, the player must get x amount of score/collectables for a ladder to drop and take them higher as the height of the lava also increases. Something for the player to get which could multiply score etc.

Has anyone got much experience with 2D in UE4?
I'm currently having an issue with 3D objects in front of the Tilemap not appearing correctly. They're moving projectiles which are just completely invisible to the player unless they were to jump. Even then, they're only visible for the duration the player is in the air.
The 3D objects are just placeholder whilst I figure mechanics/blueprints out, but it's pretty annoying.

Edit: As a test, I changed the projectile to a 2D Sprite and it's the same issue.
 
For those interested, here's a follow-up to the timelapse process video from earlier, this time about the color process:

https://www.youtube.com/watch?v=UJxZdN05-L0

Eventually I'll go back to sketching new anims to have the complete process recorded, but for now the cleaning+coloring process is there... so, everything except the actual animation, I guess :v
This is awesome, thanks for sharing another video of your process! One of these days I'll dust off my pencil and start drawing again. It's been too long.
 
I need some advice on starting, or restarting, I guess.

I bought Game Maker Studio Professional a few years ago, never produced a game, because I was one of those guys. I am an art guy, 2D art guy to be exact, which is why I bought GMS to begin with, though I later learnt that it was still better to code than to use the drag-n-drop thing it has...

Anyhow, I'm thinking to give this indie thing another go, but with all my previous coding experience rusted away, I have to pretty much start anew(not like I made it far anyway). Here are my options that I figured...

1. I continue to use GMS Pro, make a simple game and see how I feel from there.

2. I buy GMS2, taking advantage of the upgrade deal right now, make a simple game and see how I feel from there.

3. I move onto Unity or one of the more popular engines, so I can find help even easier, make a simpl- blah blah blah.

Help me pick a path, IndieGAF?
 
I need some advice on starting, or restarting, I guess.

I bought Game Maker Studio Professional a few years ago, never produced a game, because I was one of those guys. I am an art guy, 2D art guy to be exact, which is why I bought GMS to begin with, though I later learnt that it was still better to code than to use the drag-n-drop thing it has...

Anyhow, I'm thinking to give this indie thing another go, but with all my previous coding experience rusted away, I have to pretty much start anew(not like I made it far anyway). Here are my options that I figured...

1. I continue to use GMS Pro, make a simple game and see how I feel from there.

2. I buy GMS2, taking advantage of the upgrade deal right now, make a simple game and see how I feel from there.

3. I move onto Unity or one of the more popular engines, so I can find help even easier, make a simpl- blah blah blah.

Help me pick a path, IndieGAF?

from the sounds of what you're saying, probably #2. Making a purchase might help you feel motivated to come out with something ;)
 
from the sounds of what you're saying, probably #2. Making a purchase might help you feel motivated to come out with something ;)

Just the base package or? My interested platforms are likely PC main, may be a few small quick games like Morphblade and such to start with.
 
xbJkDgP.png


Remade my monster at a bigger resolution.

Give him all his limbs you sadistic bastard! How's he going to defend himself in this voxel monster eat voxel monster world?

Just the base package or? My interested platforms are likely PC main, may be a few small quick games like Morphblade and such to start with.

I have no experience with Gamemaker, but I will suggest getting some practice with the engine and development in general by completing several smaller practice games before diving into a larger passion project.
 
Just some wip stuff. Doesn't look as pleasing, but still.

zvqDuQF.gif


Each pixel now has its own microfacet normal. This normal goes into the
Fresnel equation and attenuates the gloss accordingly which produced a more
glossy look then using the standard normal. I'm also working on a
shadowing-masking term, which isn't as easy and is still a bit buggy here.
There are also some other bugs making the image somewhat rougher than needed
esp. at grazing where the reflection is somewhat wrong for a couple of
microfacets. Don't mind the flickering and the rough pixel patterns, that's
all going to change.

Edit:
Ok, that's how it's supposed to look when everything is said and done.
All bugs included for now. ;) These were rendered at 4K and scaled down;

uU2kDu5.png


KuumyFW.png


It's supposed to look like this without any scaling, with you looking at the
pixelized/raw 4K image from a distance but with your eyes doing the blend.
Anyhow, I'm also working on an interpolation technique to smooth the pixels
while rendering (sub-)frames and combining them. I'm not sure if that's really
going to work, but in my head its pretty clear that it should help to reduce
the pixel patterns considerably, if needed.
 
A quick update on my JRPG.
  • I went back and put some more polish on my battle mechanics. My Status Effects all trigger at appropriate times now and defensive actions are much cleaner.
    It's very cool to watch a complicated attack sequence go off even though I don't have animations or sound effects.
    By complicated I mean: A monster is buffed by blessing which increases his hit and damage. The monster attacks a player who uses a spear, the player chose the Intercept Stance so he gets to strike any opponent who attempts a melee attack. His spear dispels magical effects on hit, so his defensive strike dispels the Monsters blessing. If the players defensive strike does not kill the monster it will then finish its attacks after taking damage and having his buff removed.
  • With the combat engine done I moved onto Battle Triggers. I don't really like random battles so I'm going with roaming monsters and NPCs that trigger battles on contact or interaction with the player.
    Monsters now move based on several different patterns: chasing the player, running from the player, random movement, and stationary. This has added some fun overworld navigation as you can avoid battles completely if you learn their patterns. NPCs are pushable so that they don't block paths.
  • XP and Level up mechanics are in game and working. Battles end with a victory screen and when you hit your threshold of xp you are given your level up rewards. In code leveling up is extremely simple, but it adds so much to the game.
  • UI Redesign is in progress. The basic UI was one of the first things I did when I started 5 months ago and it's fairly outdated now. To better show important information I am redesigning some of the core menus. It's tedious work to align text boxes and check resolutions, but it's important for an RPG to have a good menu.

Overall it's a lot of progress for just a few weeks. I would consider the mechanics functionally complete and now it's a matter of cleaning up and adding content. I think I am about two weeks from it being presentable.

Next up is organizing my hand drawn maps and making the tiled dungeon and town. Then adding my typed up scripts to our dialog engine and creating NPCs for those dialogs.

I'm pretty stoked.
 
Sweet! Will add this to my morning coffee playlist.

Nice thanks:)

This is awesome, thanks for sharing another video of your process! One of these days I'll dust off my pencil and start drawing again. It's been too long.

Thanks a lot, hope it was of interest/use :-)

And now, let's get all screenshot saturday in here!

DimwittedFavorableCutworm.gif


I changed a bit the color to her upper lip+some facial detail, as recommended - though at the size the sprite eventually ends up as, it gets hard to see :-D
 
Thanks a lot, hope it was of interest/use :-)

And now, let's get all screenshot saturday in here!

I changed a bit the color to her upper lip+some facial detail, as recommended - though at the size the sprite eventually ends up as, it gets hard to see :-D
Yeah it looks like she's got a moustache, I think that was mentioned before. What sprite size is it meant to be in the end? I gotta say, the animation is top notch. The color scheme really caught me by surprise, not at all what I had imagined from the b/w gifs. They're kinda muted, yeah? and "earthly", it's quite unique I think.
 
Yeah it looks like she's got a moustache, I think that was mentioned before. What sprite size is it meant to be in the end? I gotta say, the animation is top notch. The color scheme really caught me by surprise, not at all what I had imagined from the b/w gifs. They're kinda muted, yeah? and "earthly", it's quite unique I think.

It's a quick and dirty montage, but this should give a better idea of in-game proportions:
 
Thanks a lot, hope it was of interest/use :-)

And now, let's get all screenshot saturday in here!

DimwittedFavorableCutworm.gif


I changed a bit the color to her upper lip+some facial detail, as recommended - though at the size the sprite eventually ends up as, it gets hard to see :-D
Yay, beautiful! You will be the first of us getting an award or something! :D
 
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