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Indy Game Development: any GAF'er ever make their own game, or even make money on it?

I'd move the HUD elements closer to the corners. I'd also avoid gradients, I think a minimal opaque HUD would look better.

That critique sounds better, but it still depends on play feedback though (that's why I need more testers), plus the full HUD is not being shown, so I guess I'm not giving you guys the whole 'picture'...like the arrow you are seeing at the running button (bottom left) points to show the direction the character will run so the edge space is for it to have room to fit when the arrow is pointing left...

EDIT : Also the 'no gradients' will be taken into consideration and more opaque sounds good. I'll test it out. As you can see, I was going for a little 'style' in the HUD but minimalistic can't hurt...

BTW has anyone played OMG Pirates!? What do you think of the HUD?
 
decided i want to take on xna. what are some good books or online references i could use? current version of xna is XNA 4.0. should i read up on 3.0 or 2.0 or just start with 4.0?
 
decided i want to take on xna. what are some good books or online references i could use? current version of xna is XNA 4.0. should i read up on 3.0 or 2.0 or just start with 4.0?
I did some brief online searching and it sounds like 4.0 is the way to go. Here's a cheat sheet comparing 4.0 to 3.1: http://nelxon.com/resources/xna-3-1-to-xna-4-0-cheatsheet/

Since you're starting from scratch you might not even need it though, unless you're looking at 3.1 examples and trying to get them to work in 4.0.
 
decided i want to take on xna. what are some good books or online references i could use? current version of xna is XNA 4.0. should i read up on 3.0 or 2.0 or just start with 4.0?

Quite a lot of examples out there are for older versions, so you might end up scratching your head trying to work out how to do things in 4.0
 
I did some brief online searching and it sounds like 4.0 is the way to go. Here's a cheat sheet comparing 4.0 to 3.1: http://nelxon.com/resources/xna-3-1-to-xna-4-0-cheatsheet/

Since you're starting from scratch you might not even need it though, unless you're looking at 3.1 examples and trying to get them to work in 4.0.

Quite a lot of examples out there are for older versions, so you might end up scratching your head trying to work out how to do things in 4.0

alright. I'll just go with 4.0 then. lol. Thanks!
 
decided i want to take on xna. what are some good books or online references i could use? current version of xna is XNA 4.0. should i read up on 3.0 or 2.0 or just start with 4.0?

You're not gonna start with Windows 3.1 either :D.

Anyway, 4.0 is the way to go. There are plently of books for 4.0, but also the older versions. I am not into XNA but most lower version project files should work with 4.0 too.

As for books, it kind of depends on what you know about programming and what your targets are.

I don't really do anything with XNA, but I liked XNA 4.0 Game Development by Example: Beginner's Guide when I had a chance to skim through it. You'll do lots of small games which you could even try to extend with your own ideas.

Also, this is way beyond the limits, but I always bring this one up when someone wants to know about XNA stuff: http://www.youtube.com/watch?v=TgChURF5fQE (possibly and likely really outdated by now).
 
You're not gonna start with Windows 3.1 either :D.

There are some valid reasons to stick with XNA 3.1 over 4.0, mainly due to the sometimes rather bizarre and big changes MS implemented, so if you're planning on using extensive 3.1 third party stuff for example, you might want stick with it, since chances are something will have gotten broken.
 
There are some valid reasons to stick with XNA 3.1 over 4.0, mainly due to the sometimes rather bizarre and big changes MS implemented, so if you're planning on using extensive 3.1 third party stuff for example, you might want stick with it, since chances are something will have gotten broken.

Thats obviously a valid reason, but I mostly doubt its one for someone just starting to learn XNA.
 
I want my platformer game to have a tiny hero, the same "size style" as in Knytt Stories...

knytt-stories.png



So what do you guys think of the size of the character compared to the screen size? (placeholder graphics + hero not final)

TestScreenLifeRuby.jpg



It's 16x16 character right now in a resolution of 640x480...
 
Anyone hitting up a Global Game Jam next week?

I'm rocking the one at USC, in Los Angeles. Gonna be dope.
I'm planning on attending one. Of course if it goes badly I might never post the game. :P Last time we didn't even get a game made basically.
 
The VN thread got me thinking(a dangerous pastime, I know) :


How would a NeoGAF-developed visual novel turn out?


The notions posed in that thread have me thinking of an otome game(female protagonist, males to choose from).
 
The VN thread got me thinking(a dangerous pastime, I know) :


How would a NeoGAF-developed visual novel turn out?


The notions posed in that thread have me thinking of an otome game(female protagonist, males to choose from).

Game developers are love interests.
 
I'm currently leading two projects in Unity.

"Crazy Hungry Zombie Cats"

vFXGk.jpg


"Slaughter House"

JCVnl.jpg


The key thing I've learned about game development - especially indie development is that if the core concept is interesting, you will draw talent to your team without too much effort. However a bad concept will never get you any interest whatsoever.

"Crazy Hungry Zombie Cats" is supposed to be a weird, unique take on the tower defense genre. A good portion of the game has been coded by my best friend Mike and I've been managing things and keeping things moving along but now we're sorting out the interface for the project.

Essentially how the games works is like this: The player begins the level at the left of the screen. The enemies begin at the right side. And the two charge at each other. If the player can make it through the enemy without taking too many hits and dying, they win. Along the way, players can enter "Build Mode" to organize traps and weapons in order to wipe out as many of the enemies before they run into the three main cats.

It's been difficult on the design side since the project is kind of like "Swords and Soldiers" but meant to focus more strategy. We're also going to work on a kick-ass storyline and the project is waiting to incorporate animations. We should have a demo for you guys soon. :)

"Slaughter House" meanwhile is a 3d project meant to be an iOS survival horror take on the "run as long as you can" genre. The game begins with the player getting locked into cabin and the above character walking in. As the main character's friend attempts to break him out, the killer give chase armed with a variety of weapons. The longer the player survives, the further the story plays out. Along the way, players will be awarded points for how long they survive and will be able to put these points towards upgrades like better sneakers or shielding.

We've gotten the weapons modeled and our concept artist, Noah, is doing a great job getting the horror tone down. We're all very happy with how things are turning out. We've even gotten approached by a motion-capture company to help us with animations, which is fantastic news for us. The weapons are now being textured and work on the character models will begin in the first week of February. Coding needs to resolved on the upgrade system but we've got the basic AI setup and the game feels quite fun. Once we get the models and animations put into the game, we'll have a better idea of how things will turn out.

For now though, I'm quite content with how smoothly things are going.
 
I'm currently leading two projects in Unity.


The key thing I've learned about game development - especially indie development is that if the core concept is interesting, you will draw talent to your team without too much effort. However a bad concept will never get you any interest whatsoever.

"Crazy Hungry Zombie Cats" is supposed to be a weird, unique take on the tower defense genre. A good portion of the game has been coded by my best friend Mike and I've been managing things and keeping things moving along but now we're sorting out the interface for the project.

Essentially how the games works is like this: The player begins the level at the left of the screen. The enemies begin at the right side. And the two charge at each other. If the player can make it through the enemy without taking too many hits and dying, they win. Along the way, players can enter "Build Mode" to organize traps and weapons in order to wipe out as many of the enemies before they run into the three main cats.

It's been difficult on the design side since the project is kind of like "Swords and Soldiers" but meant to focus more strategy. We're also going to work on a kick-ass storyline and the project is waiting to incorporate animations. We should have a demo for you guys soon. :)

"Slaughter House" meanwhile is a 3d project meant to be an iOS survival horror take on the "run as long as you can" genre. The game begins with the player getting locked into cabin and the above character walking in. As the main character's friend attempts to break him out, the killer give chase armed with a variety of weapons. The longer the player survives, the further the story plays out. Along the way, players will be awarded points for how long they survive and will be able to put these points towards upgrades like better sneakers or shielding.

We've gotten the weapons modeled and our concept artist, Noah, is doing a great job getting the horror tone down. We're all very happy with how things are turning out. We've even gotten approached by a motion-capture company to help us with animations, which is fantastic news for us. The weapons are now being textured and work on the character models will begin in the first week of February. Coding needs to resolved on the upgrade system but we've got the basic AI setup and the game feels quite fun. Once we get the models and animations put into the game, we'll have a better idea of how things will turn out.

For now though, I'm quite content with how smoothly things are going.

Love both of the concepts. Cant wait to see how they turn out.
 
"Slaughter House" meanwhile is a 3d project meant to be an iOS survival horror take on the "run as long as you can" genre. The game begins with the player getting locked into cabin and the above character walking in. As the main character's friend attempts to break him out, the killer give chase armed with a variety of weapons. The longer the player survives, the further the story plays out. Along the way, players will be awarded points for how long they survive and will be able to put these points towards upgrades like better sneakers or shielding.

We've gotten the weapons modeled and our concept artist, Noah, is doing a great job getting the horror tone down. We're all very happy with how things are turning out. We've even gotten approached by a motion-capture company to help us with animations, which is fantastic news for us. The weapons are now being textured and work on the character models will begin in the first week of February. Coding needs to resolved on the upgrade system but we've got the basic AI setup and the game feels quite fun. Once we get the models and animations put into the game, we'll have a better idea of how things will turn out.

For now though, I'm quite content with how smoothly things are going.
iOS? Whaaa! Concept sounds too cool and I'd want to play it.
 
What is this and what day. I will be on campus all day doing my Asperger's Study. I'm fairly certain they let us walk the grounds.
I'm not sure if this is a joke about game developers or not. :P At any rate it's next weekend. http://www.globalgamejam.org You make a game over the weekend in teams.

I decided this year that I'm going to start writing, and the first topic I picked was about how to make random item drops suck a little less. Perhaps some of you might be interested.
http://blog.evilrobotstuff.com/building_a_better_random_drop.html
This is cool, thanks for sharing! It's interesting to think about making things random, yet also SEEM fun and "random" to the player.
 
I downloaded Unity (3.5b6) last night... holy crap this is amazing. Why did none of you jerks tell me it was good?? ;)
I'm the big UDK guy around here and even I was surprised at how easy it was to use. I just don't really have an interest in 2.5D games or trying for serious 3D games right now, and I don't like the idea of doing the workarounds to do actual sprite stuff, so I've been focusing on other libraries and engines. Could just be me being weird about it. :P
 
I'm the big UDK guy around here and even I was surprised at how easy it was to use. I just don't really have an interest in 2.5D games or trying for serious 3D games right now, and I don't like the idea of doing the workarounds to do actual sprite stuff, so I've been focusing on other libraries and engines. Could just be me being weird about it. :P

That's why I didn't download it before. And even now I'm not doing anything serious, I just want to familiarize myself with it, especially since I've seen job descriptions that have Unity knowledge as required -- not that I'm applying for those jobs, but it hit home to me how big it's getting.

For what I'm working on now and in the near future, the 2D stuff, Construct 2 or Akihabara are good enough for me.
 
Speaking of, does anyone here use Blender at all? How good/competitive is it?

I use 2.49 for basic rigging and animation. The interface can be a goddamn pain and that's why I only use it for that and why I haven't upgraded to later versions (which rework the interface yet again).


By the by... Have you guys seen this yet? http://www.pixologic.com/sculptris/
It's a lightweight Z-brush tool and it's got some decent texture painting functionality. And it's free!
 
There's too much programmers in here, not enough modellers, texture artists, animators or sound creators.

I'd love to try character modelling in Maya again, but my uni tutor always told me that to be a good modeller I had to be a good drawer. That's why I dropped out :/
 
I use 2.49 for basic rigging and animation. The interface can be a goddamn pain and that's why I only use it for that and why I haven't upgraded to later versions (which rework the interface yet again).


By the by... Have you guys seen this yet? http://www.pixologic.com/sculptris/
It's a lightweight Z-brush tool and it's got some decent texture painting functionality. And it's free!

If they reworked the interface, wouldn't it be simpler?

Looks neat. Personally I've dabbled using CB Model Pro, but it's super basic. But that's also why I like it. I'm conflicted. :P
 
There's too much programmers in here, not enough modellers, texture artists, animators or sound creators.
Or better yet, designers! *gasp!

I pride myself as a designer, but as a one man team, the bulk of my time will be coding, just dabbling at other stuff on the side.
 
There's too much programmers in here, not enough modellers, texture artists, animators or sound creators.

Lol, I'm a 3D modeler/animator teaching myself UnityScript(JS) to make my app :-)

EDIT: And yes Andrex, Unity is amazing!! Their asset store is genius BTW...if u guys need 2D to be done use one of the multitude of 2D sprite plugins people are selling on the store. I'm currently using Sprite Manager 2 and EZGUI for particle effects and HUD/menu creations respectively and they have been a god send!

Also I use blender too Andrex, it's getting closer and closer to what I love about Maya.
 
Or better yet, designers! *gasp!

I pride myself as a designer, but as a one man team, the bulk of my time will be coding, just dabbling at other stuff on the side.

I like designing more than programming, but I feel like if all you're doing on an indie team is design, you're not pulling your weight. That's more of a self-jab to myself than to any indie designers out there, I'd just feel guilty going design-only. Which sucks, because for me programming is a means to an end.
 
There's too much programmers in here, not enough modellers, texture artists, animators or sound creators.

I am a Designer / Artist, learning programmation to start his own project / small studio.

When i am not trying to learning how to program, i am working... as a Artistic lead and technical artist in a video game development studio.

I might eventually be interested to participate / start something with some of you guys!
 
Consensus on a good 2D game engine for iOS? I actually purchased Corona but I've heard that Unity can be used just fine in for 2D games. I've also investigated Cocos2D. Any other suggestions?
 
Consensus on a good 2D game engine for iOS? I actually purchased Corona but I've heard that Unity can be used just fine in for 2D games. I've also investigated Cocos2D. Any other suggestions?

Stencyl and Construct2 supposedly work for IOS. Otherwise there's also "Game Maker Studio" coming out sometimes this year. I am not all that knowledgeable in matter of whats available out there mind you.
 
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