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Deleted member 2620

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little bit more progress on my pico8 game jam game. shootin' and dyin' (needs smoke particles)

rx6QnVl.gif
 

Deleted member 932

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Oct 25, 2017
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Hi everyone, glad to see that practically everybody has made the jump! Looking forward to watching your progress in here!

K Monkey the knight looks great, especially the material the armor is made of, if I may say so.
 

Jack

Member
Oct 25, 2017
167
Sean Noonan
Yeah right now I'm just putting stuff down. My first time making art for my game so I've got a lot to do before I am ready to make stuff that will go in game. A lot of what I'm doing is the flat look from a lot of earlier 80s CG and the character is flat line art because hey - if nobody complains about line art cartoons on painted BGs or human characters on flat BGs in Tron, I think it's fine. Thanks for the input!

Mik2121
That's not an actual area, nothing in that image means anything other than color, shape and seeing how it all works together without clashing. so the arrows point to nothing. The desk means nothing etc. As for depth everything uses perspective so movement brings out what can't be captured in a screenshot along with post-process which requires a constant stream of frames to see since one of them is some camera trickery. Thanks!
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
I'm taking the weekend off to do some life stuff, but here's how the build looked last...

 

_Rob_

Member
Oct 26, 2017
606
That's looking nice, I especially love how he spins off at the end! The movement speed looks pretty fast for such a compact room though, does it feel okay?
 

Asa

Member
Oct 26, 2017
72
Helsinki, Finland
Hello! Glad to see indie dev thread is going full steam ahead! I think I might have something to show next week as our newest game is nearing completion. But for now, I'm just happy mostly everybody are here :) That Youtube intergration will come handy!
 

V_Arnold

Banned
Oct 26, 2017
1,166
Hungary
Hello, Indie-Era! : )
I have been absent from the Indie v3 thread for quite a while, because I was silently struggling with getting started in the indie development world. After 6+ months of purely indie dev, I shall write out my experiences quite soon. Also, anyone else eyeing to join this jam?

https://itch.io/jam/self-care-jam-2
 

Deleted member 5167

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Oct 25, 2017
3,114
Hello, Indie-Era! : )
I have been absent from the Indie v3 thread for quite a while, because I was silently struggling with getting started in the indie development world. After 6+ months of purely indie dev, I shall write out my experiences quite soon. Also, anyone else eyeing to join this jam?

https://itch.io/jam/self-care-jam-2
yeah, I signed up for it when it was posted on waypoint - seems like a nice low pressure kind of thing, and doesnt clash with anything like Ludum Dare
 

Deleted member 9207

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1,841
Hey there,

I'm relatively new to all things game development and I was wondering if so could get some guidance.

When I was young I programmed a vector based asteroids sort of clone with multiplayer in quickbasic 4.5. Lately I've been wanting to remake this experience but I'm at odds with finding an engine that just allows me to work freely using vectors, does any such engine exists nowadays?

If it doesn't, just how long do you guys think making a simple engine in DX would take me? I don't have a lot of free time and could maybe work a day or two on the weekends. Plus, if I ever do such a thing, I'd love to be able to at least be able to port it between OSs (Windows, Linux OSx, etc).

Any help would be appreciated. I've been searching for a while but other than Helm I've found nothing and it seems pretty intimidating.
 

Deleted member 5167

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When I was young I programmed a vector based asteroids sort of clone with multiplayer in quickbasic 4.5.

I think Flash squeezed everything else vectorial out of the market due to ubiquity.
Was it specifically being vector rather than raster or polygon based that interests you, or is it the aesthetic that appeals to you? Because if its the latter, there are a lot of ways you could fake it using polygons instead
 

Deleted member 9207

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1,841
I think Flash squeezed everything else vectorial out of the market due to ubiquity.
Was it specifically being vector rather than raster or polygon based that interests you, or is it the aesthetic that appeals to you? Because if its the latter, there are a lot of ways you could fake it using polygons instead
I'm fine with polygons.
 

V_Arnold

Banned
Oct 26, 2017
1,166
Hungary
Basically any low level library should be good for you. For example: There is Love2d which is a thin wrapper around SDL and has a C++-engine but you are only exposed to the lua coding. Personally, I have found that code readability is key, therefore I would not jump around in functional languages for gamedev (yet :P), but it really depends on what language your are comfortable in coding.
 

Deleted member 9207

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Oct 26, 2017
1,841
Basically any low level library should be good for you. For example: There is Love2d which is a thin wrapper around SDL and has a C++-engine but you are only exposed to the lua coding. Personally, I have found that code readability is key, therefore I would not jump around in functional languages for gamedev (yet :P), but it really depends on what language your are comfortable in coding.
I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.
 

wwm0nkey

Member
Oct 25, 2017
15,587
Happy this thread is back. Still in a dev rut right now, but I will hopefully be updating my projects soon and have something cool to show!
 

Deleted member 5167

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I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.

I mean, if you already have an IDE you already use and presumably have some sort of language preference, the chances are fairly high that there will be some sort of game specific framework or library that will do a lot of the heavy lifting for you; from the sounds of it, you would rather start getting into the 'making games' part more than the 'build an engine' part, so if you post what sort of environment setup you already have its possible someone else has similar preferences and can give a personal recommendation?
 

Deleted member 2620

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I am a software developer so its not like I'll have trouble with any sort of language. However, I don't have a lot of free time, so anything that could make my life easier while simultaneously giving me the power to do everything I need is key for me.

https://melloland.itch.io/vectorboy Saw this listed in the fantasy console game jam description. Maybe a little more on-the-nose than you're looking for?
 

Deleted member 9207

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I mean, if you already have an IDE you already use and presumably have some sort of language preference, the chances are fairly high that there will be some sort of game specific framework or library that will do a lot of the heavy lifting for you; from the sounds of it, you would rather start getting into the 'making games' part more than the 'build an engine' part, so if you post what sort of environment setup you already have its possible someone else has similar preferences and can give a personal recommendation?
I work with software for a living but it's not like I have anything set up. Over here companies pay for licenses for every IDE you may need but I obviously can't use them for personal projects.

I've a lot .NET experience and some Java under my belt but I'm not afraid of learning.
 

MrLuchador

Member
Oct 25, 2017
2,486
The Internet
For some reason I can't get into GameMaker Studio 2. I've had it since beta, and I just can't get in to it as much as GMS. It's clearly bigger and better, but I just find the overall flow fiddly.
 

Professor Lich

Resettlement Advisor
Avenger
Oct 25, 2017
656
Going to show off what I posted last time since I'm not sure how many people saw it before the board exploded.

I'll keep it shorter too;

Went to GDEX, and game dev expo in Columbus, Ohio. It was pretty awesome.

bqAyhqe.jpg

Our Booth

What I've been most recently working on are new bosses / boss alternates. Got about six more to do, and once they're done, roughly 90% of the game is done. But as they say, that last 10% takes 90% of the effort! (Or something)

7I1a5ZW.png


WLUiJT7.png


lfgopeZ.png


Getting closer to wrapping stuff up!

Edit: Side Note, is there a way to make sure images aren't giant on this board? Used to quote my own images so they didn't appear full size until you clicked on them.
 

GroundCombo

Member
Oct 27, 2017
203
Heyyyy, finally got in and here's the good old thread. :) The regular entertainment was sorely missed during this crazy week, as we tried to get a test build for early access ready. Here's some character creation to celebrate the new digs.

2MDvcRk.gif
 

GroundCombo

Member
Oct 27, 2017
203
Thanks - people seem to bring up DD pretty often. Not that it's a bad thing, sometimes it just feels awkward (and scary) to be compared. It looks different enough in the game though.
 

Deleted member 5167

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Oct 25, 2017
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I'm looking for people who are willing to learn how to develop games with me. I've been trying to learn Pico-8 for the past few months now, it's just hard to try and do this alone as my attention wanders on my lonesome so if you're someone else who's trying to learn this like I am or already experienced we could work together. During the week I'm available at night and free all day during the weekends. I was just thinking about going over the tutorials to get the foundation first before moving on to creating. Baby steps. Just PM me if you're interested.

I've never used pico8 (although I think I bought it in a humble bundle once) but if you want an excuse to motivate yourself, there's a gamejam starting tomorrow that seems to be very lowkey / forgiving - theres no competitive aspect, its just a 'for the pleasure of making something' that you might want to participate in?

https://itch.io/jam/self-care-jam-2

also anyone else interested, reminder that its happening
 
List of Canadian multimedia grants offered by the government

Terrell

Member
Oct 25, 2017
3,624
Canada
Just a heads up to the OP, Fig should probably be included in with the indie-focused publishers.

I'd also recommend a section detailing options for multimedia grants by country, as they are exceptionally helpful to many new indie devs.

For example, here is a list of Canadian multimedia grants offered by the government:

Federal
Canada Media Fund - Commercial Projects Pilot Program

Provincial
Saskatchewan - Creative Saskatchewan Interactive Media Grant
British Columbia - Creative BC Interactive Fund OR Interactive Digital Media Tax Credit
Alberta - Alberta Culture & Tourism Interactive Digital Media Grant
Manitoba - Manitoba Interactive Digital Media Tax Credit
Ontario - Ontario Media Development Interactive Digital Media Fund OR Interactive Digital Media Tax Credit
Quebec - Production of Multimedia Titles Tax Credit
Newfoundland & Labrador - NFLD&L Interactive Digital Media Tax Credit
Nova Scotia - Nova Scotia Business Digital Media Tax Credit
Prince Edward Island - PEI Video Game Labour Rebate

(if your province isn't listed, I could not find anything applicable; if you know of something, let me know)

EDIT: Added info for Quebec and additional info on BC
 
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Camille_

Member
Oct 26, 2017
224
Angoulême, France
WOW! Backgrounds and day night cycles!

What's the size of your team at currently ...or are you still a one man animating army?

Haha, thanks - still doing the visuals on my own, for now - though maybe I'll get tired enough of drawing rocks eventually to finally cave in and hire some help, but I'll need some funds for that :-D
Also, I'm working with a composer and a programmer this time around, so the game should at least run better than Honey did! :-D

For the day/night, it's not a traditional cycle, it's your character's health: as it drops/regens, the sun's position and color of the sky changes. That's to tie in your relationship to the sun more closely, and get a (hopefully) hud-free experience!
 

Emergency & I

Banned
Oct 27, 2017
6,634
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:


1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)


Thanks everyone :)
 

SaberVS7

Member
Oct 25, 2017
5,258
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:


1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)


Thanks everyone :)

Any standard gaming PC that can play modern titles like Destiny 2 should have enough resources to run GM Studio 2 without issue.

My specs, for example:
GTX970
FX6300
8GBs RAM
 

JeffG

Member
Oct 27, 2017
858
Edmonton, Alberta
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:


1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)


Thanks everyone :)
You need to pick a rig that fits how you do your work first. Desktop/Laptop/Tablet. After that, pick a budget and go from there.

For instance, I am working on the most generic 3rd person rpg in Unity. But I don't use my desktop. It is in my basement and I don't feel like being anti-social with my wife while working.

So I do 90% of my work on a Surface Pro while the wifey and I watch TV together. I live with sub 20 fps while developing. Final graphic adjustments I do on my desktop. A laptop could be an option, but I like the small weight/footprint of the surface.

Now this works for me and I get a lot more work done this way and that is more important than the specs of the machine. YMMV
 
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Jack

Member
Oct 25, 2017
167
I'm glad I'm remaking everything from the ground up. Rewriting the logic with almost 3 years of learning behind me feels so good at this point. Feels like cruise control with a lot less code for better results.

Reworking the entire combat and traversal mechanics, no longer a ranged-base game and dash attack is out in favor of a more combat-centric traversal utility. I really want to focus on moving from ground to air and back with ease, speed and a whole lot of flair. Will be interesting to see how well I can create the feeling of ordered chaos. I'll need to sharpen my AI kit but I'm down for the task.

This was my original vision a few years back but due to lack of knowledge I couldn't do it.
 

Parham

Resettlement Advisor
Member
Oct 25, 2017
295
Hi All, I'm going to invest in Game Maker and make a game. I've drafted a solid outline of what I want to create and gone through a lot of tutorials. Before I get my very dry hands wet, what's a good rig to buy? Note:


1) I plan on buying the full version
2) Desktop is perhaps preferred.
3) My budget is whatever (would prefer quality at a reasonable cost)


Thanks everyone :)

What are your existing specs? I would recommend using what you already have, before spending the cash on a new machine.
 

FlashbladeERA

Member
Oct 27, 2017
1,259
Haha, thanks - still doing the visuals on my own, for now - though maybe I'll get tired enough of drawing rocks eventually to finally cave in and hire some help, but I'll need some funds for that :-D
Also, I'm working with a composer and a programmer this time around, so the game should at least run better than Honey did! :-D

For the day/night, it's not a traditional cycle, it's your character's health: as it drops/regens, the sun's position and color of the sky changes. That's to tie in your relationship to the sun more closely, and get a (hopefully) hud-free experience!
Thats pretty damn cool with the health system. I cant wait to see (or play) this to discover what other unique features you have.
 

Emergency & I

Banned
Oct 27, 2017
6,634
Any standard gaming PC that can play modern titles like Destiny 2 should have enough resources to run GM Studio 2 without issue.

My specs, for example:
GTX970
FX6300
8GBs RAM

This is a great baseline, thank you.


You need to pick a rig that fits how you do your work first. Desktop/Laptop/Tablet. After that, pick a budget and go from there.

For instance, I am working on the most generic 3rd person rpg in Unity. But I don't use my desktop. It is in my basement and I don't feel like being anti-social with my wife while working.

So I do 90% of my work on a Surface Pro while the wifey and I watch TV together. I live with sub 20 fps while developing. Final graphic adjustments I do on my desktop. A laptop could be an option, but I like the small weight/footprint of the surface.

Now this works for me and I get a lot more work done this way and that is more important than the specs of the machine. YMMV

Mine will be a sit down, workspace. I'm dedicating my den to this. I use it currently for writing/script dev so it's already groomed as a single purpose haven. Thank you and I think I'm going desktop.

What are your existing specs? I would recommend using what you already have, before spending the cash on a new machine.


I need a new machine so I don't have base specs



Thanks eveeeone!
 
Oct 27, 2017
158
Any experts in Unity around here? I've been wondering if someone could break down for me the difference between character controllers and rigidbodies, especially with regards to platformer-type games. I understand that character controllers don't use the built in physics engine (and from my understand you can get more precise controls), but is there ever a reason where you would want to use a ridigidbody over a character controller for a platformer? Things like acceleration and deceleration (think 2D Mario games, the "slide" you do after running and releasing the left or right arrows) can be emulated with character controllers?

Now that I have a lot of free time, I'll be investing some time in making a simple game. Hope to keep in touch with this community.
 

Jack

Member
Oct 25, 2017
167
Any experts in Unity around here? I've been wondering if someone could break down for me the difference between character controllers and rigidbodies, especially with regards to platformer-type games. I understand that character controllers don't use the built in physics engine (and from my understand you can get more precise controls), but is there ever a reason where you would want to use a ridigidbody over a character controller for a platformer? Things like acceleration and deceleration (think 2D Mario games, the "slide" you do after running and releasing the left or right arrows) can be emulated with character controllers?

Now that I have a lot of free time, I'll be investing some time in making a simple game. Hope to keep in touch with this community.

Using Unity about 3 years so I'm barely moving beyond novice, but:
After rolling my own controller with raycasts for collision and translate THEN moving on to Rigidbody for physics/collision I see no difference in precision or controllability.

I also don't move my character with forces, rather set the velocities directly through my own acceleration and clamping, overlaps instead of triggers for grounded and the like and raycasts (or linecasts, I find them easier to read) for my feelers for wall sticking, bounding, controlling fail-safes, detecting angles for slopes, etc.

Plenty of platformers made using Rigidbody and your own controller for it. Depending on your complexity I found the RigidBody to be no more or less precise or difficult to work with. Custom controllers with custom collision and translation for movement are great exercises, though.

How you want the RigidBody to perform (physics-y feel vs gamey) is all in how you code it, IMO. Always best to try both methods out and see what suits your game best. I could go either way but Rigidbody is far faster to setup vs rolling your own collision and physics.

I just don't use any pre-packaged or 3rd party character controllers as I feel if you want to get the most from your game you should write it specific to your application since controlling the character is the most front-facing interface your game will be doing with the player in a platformer.

Just my .02 - find and do what works for you :)
 
Oct 27, 2017
158
Using Unity about 3 years so I'm barely moving beyond novice, but:
After rolling my own controller with raycasts for collision and translate THEN moving on to Rigidbody for physics/collision I see no difference in precision or controllability.

I also don't move my character with forces, rather set the velocities directly through my own acceleration and clamping, overlaps instead of triggers for grounded and the like and raycasts (or linecasts, I find them easier to read) for my feelers for wall sticking, bounding, controlling fail-safes, detecting angles for slopes, etc.

Plenty of platformers made using Rigidbody and your own controller for it. Depending on your complexity I found the RigidBody to be no more or less precise or difficult to work with. Custom controllers with custom collision and translation for movement are great exercises, though.

How you want the RigidBody to perform (physics-y feel vs gamey) is all in how you code it, IMO. Always best to try both methods out and see what suits your game best. I could go either way but Rigidbody is far faster to setup vs rolling your own collision and physics.

I just don't use any pre-packaged or 3rd party character controllers as I feel if you want to get the most from your game you should write it specific to your application since controlling the character is the most front-facing interface your game will be doing with the player in a platformer.

Just my .02 - find and do what works for you :)

Thanks for the reply! Excited to see that there are experienced Unity users such as yourself here; I only got into the program about a month ago and I'm finding it a bit overwhelming. I've been toying around with RPG Maker on and off since I was like 8, but Unity is a big leap in a new direction for me. I'm finding that there aren't as many tutorials as I was expecting to be, but as long as I follow the ones on the Unity website I think I'll be OK in learning all the basics. Right now I'm trying to learn about quaternions, which is much more difficult for me to grasp than expected haha
 

Bengsfort

Game Services Developer at Unity
Verified
Oct 28, 2017
17
Helsinki, Finland
Using Unity about 3 years so I'm barely moving beyond novice, but:
I just don't use any pre-packaged or 3rd party character controllers as I feel if you want to get the most from your game you should write it specific to your application since controlling the character is the most front-facing interface your game will be doing with the player in a platformer.

This! I know a couple people who have ran into a lot of problems trying to adapt pre-packaged character/movement controllers to how they wanted their game to feel, and it wound up causing more trouble than it was worth. They're good learning tools though, and I'd absolutely recommend just playing around with some of them and looking at how they're made so you have a good understanding of how they work and the different approaches you can take to make your own that suits your needs. Also, this live training sessiongoes over creating your own 2D platformer physics and handling collision yourself and it's excellent. It might also give you a better idea of how Rigidbody's work under the hood!
 

K Monkey

Member
Oct 25, 2017
278
Haha, thanks - still doing the visuals on my own, for now - though maybe I'll get tired enough of drawing rocks eventually to finally cave in and hire some help, but I'll need some funds for that :-D
Also, I'm working with a composer and a programmer this time around, so the game should at least run better than Honey did! :-D

For the day/night, it's not a traditional cycle, it's your character's health: as it drops/regens, the sun's position and color of the sky changes. That's to tie in your relationship to the sun more closely, and get a (hopefully) hud-free experience!

I really like that health idea :D great mechanic

Today I made a start on a logo for my game

ergastulum-title-smal16ub3.png
 
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