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

Thanks for making me feel better about doing neither. =P
Just look around you for random stuff you normally wouldn't care about, or close your eyes and imagine something cool. I once got an idea from a "your momma" joke :P
Also the bathroom is a very inspirational place!
Ideas don't have to be original, a mash of two game styles or your take on a game style is enough. Also trying to revive stale or obsolete game styles with fresh twists might work.

I find a lot of my ideas to be unrelated to game mechanics, I'd think characters setting art style and just assign it to a genre. I'm not really proud of this and try my best to ignore the conventions or boundaries of genres.
Also it's not uncommon that I think of small individual mechanics or ideas and discover that a couple of could work together to make a full game. Although again in most cases it's a theme or setting mashed with an art style and a game mechanic.

(It's funny and ironic writing all this when I never made a game, hehe
:(
).

Slowly building up like that over two months can be great for people who want to write an engine and learn everything, if they have the discipline and time to do it. I got a good bit of stuff written into my engine framework for loading and displaying things, scrolling (mostly?) smoothly, ALMOST displaying fonts in a pixel perfect fashion, and so on. But it took forever and I have hardly any motivation to work more on it.

Now, that's speaking as someone who has been doing software development in various forms for say, 10+ years. I may not be a good programmer, but I've been exposed to that sort of thing for a long time. For people who have not done ANY programming, making a game can look so daunting that they may never leave the paralyzed stage of "this seems complicated, I could never do it".

Instead of taking two months to learn XNA and get to a side-scrolling engine, an artist could probably go through a GameMaker (or Stencyl, or Construct, or whatever) tutorial and have a very simple sidescrolling Mario-style screen or two going within one or two WEEKENDS, in my opinion. Now as Ranger X has pointed out, collision might not be perfect, and it takes time to figure out Game Maker's quirks (such as fixing the collision in his case). But you can still get from "I can draw sprites but have nothing" to the "super simple sidescroller" stage like 30 times faster by using one of those high-level tools, and in my opinion, that's why people should jump in. It's not jumping into the deep end, it's jumping into a manageable level, after which they can start going deeper by scripting in the tool, moving to a different tool, or even working with a lower-level language.
What about an inexperienced programmer? I'm thinking of starting with Flixel or FlashPunk, then moving to either Unity or XNA/SFML.
The first two would be just to start making games, I want to make a bunch of simple games with the only goal of making something playable (and with flash it's very accessible for people to play it).
The idea of having my own engine is appealing, but I'm not sure if it's worth the time or that I have enough skills.
 
Anyone know a decent 3D modeling and animating program that isn't exorbitantly expensive like the professional stuff? I've been using Milkshape 3D, and while I'm fine with how basic it is, its horrible glitchiness makes it frustrating as hell to use.

Surely there exists a basic MSPaint of 3D modeling that doesn't break every three clicks.

3ds max is free with a student email :-)
 
"Because I know I typed it right, why isn't it working, just do what I typed, why won't you-- Oh, my bad, I put a Y where there should have been a Z."


Do you have a listening device in my room?
 
What about an inexperienced programmer? I'm thinking of starting with Flixel or FlashPunk, then moving to either Unity or XNA/SFML.
The first two would be just to start making games, I want to make a bunch of simple games with the only goal of making something playable (and with flash it's very accessible for people to play it).
The idea of having my own engine is appealing, but I'm not sure if it's worth the time or that I have enough skills.
I haven't used Flixel or FlashPunk, though I was just looking at Flixel today since someone linked that new sprite editor. In any case, I'd suggest you will get rewarding results quickly by starting with something like that, making a game or two, and then seeing where you want to go. Depending on how "inexperienced" you are at programming, you might feel comfortable using something like XNA or SFML at that point, or sticking with an environment that supports scripting like Unity.

I really feel like I'm not a good one to give advice since I'm just a programmer and haven't finished much any sort of game project. :P I feel that starting with an environment that supports scripting is good before doing actual programming, since it's fast and rewarding. Unity has the most accessible "actual programming language" style support that I've personally worked with, since it's similar to Javascript and I think it also supports C#. Oh, and the code editor is nice.
 
Great thread this, I love reading about other peoples approaches to programming and some of the stuff you guys are working on looks awesome.

I've toyed with programming over the last year in C# and Objective-C (Evil! Well for me...) with the hope of getting some little games made. I played around a bit with Unity but decided to scrap it all until I really understood programming and solving problems rather than running before I can walk.

I started a couple of weeks ago learning Python after stumbling on this thread. I have to say the simplicity of the language is really helping me get to grips with programming and it's really sinking in for the first time!

I did find the lack of semi colons and curly braces a little strange at first though.

If you are just starting out I can whole heartedly recommend Python® Programming for the Absolute Beginner, Third Edition ISBN 1435455002. It takes you through the basics and guides you through some simple little games, tic tac toe, hangman etc. Instead of just writing out what was in the book I made sure I understood each bit by doing my own thing, like creating a text adventure battle system.

I don't know if I'm qualified to give advice, but my opinion is to just try a few languages and pick one which you feel most comfortable with.

I hope to contribute to this thread with some crappy little games of my own. :]
 
I haven't used Flixel or FlashPunk, though I was just looking at Flixel today since someone linked that new sprite editor. In any case, I'd suggest you will get rewarding results quickly by starting with something like that, making a game or two, and then seeing where you want to go. Depending on how "inexperienced" you are at programming, you might feel comfortable using something like XNA or SFML at that point, or sticking with an environment that supports scripting like Unity.

I really feel like I'm not a good one to give advice since I'm just a programmer and haven't finished much any sort of game project. :P I feel that starting with an environment that supports scripting is good before doing actual programming, since it's fast and rewarding. Unity has the most accessible "actual programming language" style support that I've personally worked with, since it's similar to Javascript and I think it also supports C#. Oh, and the code editor is nice.

Do you (or anyone) know how similar it is to "real" JavaScript, quirks and all? Is it just JS with some extra APIs?
 
Thought I'd post an early prototype mockup of our next game's titlescreen on GAF:

title_carve.jpg


Wish I had used butter instead... :o
 
What about an inexperienced programmer? I'm thinking of starting with Flixel or FlashPunk, then moving to either Unity or XNA/SFML.
The first two would be just to start making games, I want to make a bunch of simple games with the only goal of making something playable (and with flash it's very accessible for people to play it).
The idea of having my own engine is appealing, but I'm not sure if it's worth the time or that I have enough skills.

If that can inspire you any confidence, I am not a programmer at all. I mean, just last year I wasn't even knowing how to script at all. I didn't even know (and still don't) how to make a webpage. But since 3-4 months I've began messing with GML (GameMaker language) and it's been an amazing discovery for me. It's simple to understand and it's getting things done. I already have a couple of "vertical slices" of games done already and plan to release a full game, all by myself, later this year.
 
Just noticed this because some guys in Montreal are building it and presenting at the next IGDA meeting. Super alpha and I'm not sure how far things can be built, but...

[IrrRPG Builder]
Open source 3D overhead RPG making program for Linux/Windows.
Appears to be a combo of a 3D GUI for placement and LUA scripting for everything else.
 
Just noticed this because some guys in Montreal are building it and presenting at the next IGDA meeting. Super alpha and I'm not sure how far things can be built, but...

[IrrRPG Builder]
Open source 3D overhead RPG making program for Linux/Windows.
Appears to be a combo of a 3D GUI for placement and LUA scripting for everything else.

Ooh, I always remember looking into Irrlicht. Checking this out...
 
OK, for anyone who is wanting to get started in GM, I bring you the best beginner tutorials ever:

GM Basic Gradius 1
GM Basic Gradius 2
GM Basic Gradius 3
GM Basic Gradius 4

These go through and teach you the basics of scrolling, movement, relative positioning, text, sprite work, etc by creating a level of your own version of Gradius. I started with these ages ago, and they've done amazing things. After taking a long break from GM, I actually run through these tutorials again just to get my creative juices flowing and a feel for the GUI again.
 
Lardlord should have a 30 minute time limit to finish the game in, before the playing board melts and stinks the whole room out.

>_<
 
Do you (or anyone) know how similar it is to "real" JavaScript, quirks and all? Is it just JS with some extra APIs?

There are some subtle (and some not so subtle) differences that one would be more likely to notice if they already had some significant JS experience. Some of them are listed here.
 
There are some subtle (and some not so subtle) differences that one would be more likely to notice if they already had some significant JS experience. Some of them are listed here.

Thank you thank you thank you!

...why doesn't UnityScript support multiple vars in a single statement. >_> And why not assignment as expressions? And no regexp??

I like the rest of it, classes seem intuitive enough and global stuff is thankfully axed, but the changes I mentioned might really mess me up.
 
Thank you thank you thank you!

...why doesn't UnityScript support multiple vars in a single statement. >_> And why not assignment as expressions? And no regexp??

I like the rest of it, classes seem intuitive enough and global stuff is thankfully axed, but the changes I mentioned might really mess me up.

Total conjecture, but UnityScript is supposed to be the easier way to code so non programmers can jump in quickly withough C# or Boo, so I think these are just small changes that would prevent easy to make, hard to debug (for beginners) errors.

Regex is a weird one though since noobs probably wouldn't try hopping into that one.
 
Why would one even use JS for Unity?
C# is the far better language for programming + you can use a subset of the .net api and you can load your own dll amongst other cool things
 
Do you (or anyone) know how similar it is to "real" JavaScript, quirks and all? Is it just JS with some extra APIs?
Someone else already gave a helpful comparison link, so I'll just say my "feel" of it was that it was more like Java with the class stuff, than Javascript.

Side note, I felt like Unity was intuitive even with the scripting compared to Stencyl. I did not mess with ActionScript in Stencyl so maybe that was part of it, but I kind of felt like I was fighting the tool half the time in Stencyl. =/

Thanks for those Gradius tutorials. If they're quick to complete that might be perfect last-minute preparation for the game jam. I'm scared I won't be ready and will fail my friends.
 
I want to, would like to get involved with some projects doing art for them.

Have had issues with the last few teams I've been on, usually they just dry up or decide to quit. And of course none of my actual friends can program or anything.
 
Why would one even use JS for Unity?
C# is the far better language for programming + you can use a subset of the .net api and you can load your own dll amongst other cool things
For me, I think that's what a tutorial used so I followed along with it. In addition it was similar to Java which I like (very clean), and I feel like C# had horrid ugly syntax when I used it.

But at least all of these languages are better than writing and reading Python, where your accidental lack of two spaces or something can screw over your program because no curly braces. ;( *grumpy old man*
 
Why would one even use JS for Unity?
C# is the far better language for programming + you can use a subset of the .net api and you can load your own dll amongst other cool things

Javascript like most scripting languages is designed to be easy to write. There's far less plumbing that goes into it which makes things like prototyping much easier in javascript.
 
For me, I think that's what a tutorial used so I followed along with it. In addition it was similar to Java which I like (very clean), and I feel like C# had horrid ugly syntax when I used it.

To each their own but funny you say that, for me it was exactly the other way around. I'm coming from a C background and having used both languages before it was a no brainer to choose C#. JS syntax is horrible, especially if you like your OOP design
I can only speak from my own personal experience but I wouldn't coose JS if there are alternatives available. Even if JS is more forgiving at first but as you progress it gets more and more irrelevant.
 
I'm not a fan of Javascript, and I like OOP design. Java provides it and Unity script struck me that way. I made classes and member variables in the Unity-exported Flash game I posted earlier in this thread, if I recall correctly, so it works to at least some extent.
 
"Crazy Hungry Zombie Cats"

FOHiO.jpg


Here is an animation test for you guys. Any feedback would be very welcome.

Nina has been doing a particularly fantastic job and we couldn't be more happy to have her working with us.

Hungry's head grew a bit from how it was in the original concept art, but we all agreed that the change was small enough that it hadn't merited a redo of the animation. The size scale for Crazy and Zombie are off in the animation test as well but those will be fixed next.

http://dl.dropbox.com/u/56474850/hungry_walk2.swf

We've got a basic prototype running but there are still bugs that need fixing. We should have something for you guys to try out by the end of the month. Right now we're trying to get an intuitive system going for placing turrets and other items since things still feel a bit rough in the interface.

We'll have more for you to try out as we get it ready. Thanks for reading!

Zen
 
^^ I like the animation test. I am hoping for plenty of tongue-tripping during fast-paced scenes!

I'm really goddamn trying not to start this project right now and you guys are making it very hard! :P

Just do it. Now. Go on.

My game isn't even about lard, I'm only using lard because I couldn't afford butter at the time...
 
My question is, where should I go to get on a team (doing art) that isn't going to fall apart midway through a project?

I am on a team right now, and despite me being available 95% of the time on skype, they never give me any art to concept, or talk to me about what they want. Once I do finally talk to them, they complain that we haven't talked in a long time... /smh
 
Why would one even use JS for Unity?
C# is the far better language for programming + you can use a subset of the .net api and you can load your own dll amongst other cool things

JS is better if you come from web dev like I do, and also if you ever want to port your game to pure HTML5 (Unity has outright said they refuse to support pure HTML5/WebGL, and instead are targeting the Chrome-only NaCl.)

I really love C# as a language (it feels like Java, but slightly better.) But there's still something to be said for not keeping several languages at the front of your brain -- switching between them is really taxing, for me at least.
 
My question is, where should I go to get on a team (doing art) that isn't going to fall apart midway through a project?

I am on a team right now, and despite me being available 95% of the time on skype, they never give me any art to concept, or talk to me about what they want. Once I do finally talk to them, they complain that we haven't talked in a long time... /smh

From what I've learned dealing with professional artists, you have to be pretty versatile in order to land work in a company. I've looked through your portfolio and your work is pretty consistent across all styles.

Your strength seems to be your weapon designs. Offer to work on those specifically. You seem particularly weak at drawing human beings. Your proportions seems pretty off. I'd suggest getting those right and experimenting with a variety of other styles including casual, anime, and others so you can picked up for a variety of projects.

If you're interested though, I'd like to speak with you about another project I'd like to get off the ground. Send me a PM?
 
From what I've learned dealing with professional artists, you have to be pretty versatile in order to land work in a company. I've looked through your portfolio and your work is pretty consistent across all styles.

Your strength seems to be your weapon designs. Offer to work on those specifically. You seem particularly weak at drawing human beings. Your proportions seems pretty off. I'd suggest getting those right and experimenting with a variety of other styles including casual, anime, and others so you can picked up for a variety of projects.

If you're interested though, I'd like to speak with you about another project I'd like to get off the ground. Send me a PM?

Sent.

Damn humans, obviously I need more models to stand for me in the poses I draw ;) (been doing a lot more gesture lately, this site is great: http://www.pixelovely.com/gesture/figuredrawing.php)

Sexy models.

I do enjoy weapons and monsters (and environments), since something misplaced or mis-sized isn't a crisis there, heh.

As for the style, from what I've read from a few other art directors is that they like to see a unified portfolio of what you (the artist) really enjoy drawing, and want to draw.

This means they will want to get someone who loves fantasy to do fantasy, not just someone who doesn't really love fantasy, but is decently proficient at it. At least, that is what I've taken from various AD blogs I've read. However, what you are saying is obviously totally applicable from the standpoint of getting work from several venues, rather than getting on a project that focuses on one style.
 
Well I'm way out of time to prepare for the game jam, but I'm trying to spend a little time tonight to throw something together. So far for preparation I've done a normal + Flash game in Unity, messed with the start of an RPG in Stencyl (unfinished), and tonight is Java with Slick2D. I want to first see how quickly I can create a program to generate an arbitrary image, since I may want to generate a template sprite sheet without spending time with an image editor.

*edit* 15 minutes or so in, the JDK and Netbeans are almost installed!
 
I just don't understand where to start.

How do you guys start? -- where?

I've got a basic idea, layout, some doodling and ideas on paper -- but in the end I'm staring at a blank .cs and I wonder off into lala land.
 
^
That's the reason I don't want to start from scratch.

If that can inspire you any confidence, I am not a programmer at all. I mean, just last year I wasn't even knowing how to script at all. I didn't even know (and still don't) how to make a webpage. But since 3-4 months I've began messing with GML (GameMaker language) and it's been an amazing discovery for me. It's simple to understand and it's getting things done. I already have a couple of "vertical slices" of games done already and plan to release a full game, all by myself, later this year.
I did miss around with Game Maker ~7 years ago before I went to college, but I didn't script anything beyond the GUI blocks (made a Mario clone starring ersatz Pacman, stopped when I couldn't do moving platforms lol).
The main reason I'm going Flash is because it's way more accessible, Flash games portals are everywhere.

My main issue is with starting rather than confidence, I just need a kickstart (or literally "a kick"). I'm thinking of hiring someone to force me to :P
 
Well, I spent an hour and a half installing things, studying Slick2D, and trying to draw a grid. A bunch of that was fighting with Slick2D and grumbling that there apparently wasn't any way to do pixel manipulation once you've CREATED an image. However, it's relatively simple to create an image from an RGBA byte array as long as you don't change it after the fact. With what I know now, I -presumably- could generate an image like this in like 15 minutes instead of spending 1.5 hours. =(

grid77jb0.png


I wanted to practice generating something like this so I could draw, in this case, 64x64 sprites and the squares would have alternating color borders.

Verdict: I like Java, but the latest version of Netbeans annoys me and Slick2D frustrated me with the lack of pixel manipulation. It's nice to be able to make things as a web app, but I suspect SFML might be a better choice. Slick2D can no doubt do cool stuff if you learn shaders and start using all the OpenGL stuff, but there's no WAY I'm capable of doing that right now for a quick game project.
 
But at least all of these languages are better than writing and reading Python, where your accidental lack of two spaces or something can screw over your program because no curly braces. ;( *grumpy old man*

I would hate to read incorrectly indented code, curly braces or not. Python enforces what you should be doing already (sensible indentation).
 
I would hate to read incorrectly indented code, curly braces or not. Python enforces what you should be doing already (sensible indentation).
And yet I feel that's harder to read, as well as providing more room for potential error! *holy programming language war*

After 15 minutes of messing with SFML (I already had a test project set up so I cheated), it's apparently easy to modify the pixels of an image while things are running.

UNFORTUNATELY, unlike Slick2D, SFML apparently has no tile/sprite sheet/sprite animation support, so in a game jam I would have to write that up myself.

It looks like options are drawing down to Game Maker or XNA, and word on the street (this thread) is that XNA takes a while to learn. :P
 
And yet I feel that's harder to read, as well as providing more room for potential error! *holy programming language war*

I view Ruby's syntax as a slightly nicer version of Python's syntax. Think very similar, but with do/end for blocks so you don't need to worry about indentation

It looks like options are drawing down to Game Maker or XNA, and word on the street (this thread) is that XNA takes a while to learn. :P

If you were able to pick up a Java library that quickly, and your only problem with a C++-based engine was that it didn't come with sprite sheets built in, XNA should be easy for you (though I don't think it has any of that baked in either). I think you're confusing the advice to non-programmers (which is a large proportion of this thread) with advice to programmers, which you seem to be. If you know how to program in an object-oriented language, XNA is about as easy as it gets. But, still, if a necessity is spritesheets and animations built in, something like GameMaker may be your best choice.
 
If you were able to pick up a Java library that quickly, and your only problem with a C++-based engine was that it didn't come with sprite sheets built in, XNA should be easy for you (though I don't think it has any of that baked in either). I think you're confusing the advice to non-programmers (which is a large proportion of this thread) with advice to programmers, which you seem to be. If you know how to program in an object-oriented language, XNA is about as easy as it gets. But, still, if a necessity is spritesheets and animations built in, something like GameMaker may be your best choice.
Yeah, I think I very briefly messed with both SFML and Slick2D before. I've done SDL and OpenGL, I've made my own image classes and animation stuff, etc. The issue is from-scratch rapid development situations like Ludum Dare competitions, and the Global Game Jam that's happening in 3 days. As was driven home to me last year, even a team with 2-3 programmers trying to do a simple platformer screen with sprites and collision in C++ takes ages. We didn't finish. As far as I'm aware we didn't use libraries that had nice built-in features for accelerating that development, either.

I seem to recall also having problems even getting SFML working properly on my system. There's this weird situation where the latest official version is 1.6, but 2.0 is supposed to be stable, and I think I downloaded it and built it all myself...kind of obnoxious.
 
Why would one even use JS for Unity?
C# is the far better language for programming + you can use a subset of the .net api and you can load your own dll amongst other cool things

Err, I use UnityScript because it's easy + I don't need to do any of the other stuff you mentioned...
 
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