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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I didn't say it would magically solve itself, in fact I said it would make it easier for him to get an artist to do portraits if he did what I suggested. Finishing a game is hard, and adding in this hurdle right now doesn't make it any easier.

If he keeps moving forward, the worst case scenario is he takes out the full-size character portraits -- and the game still works fine! Best case is he says, hey, my game is done, I just need new portraits, can anybody help? He can even REALISTICALLY offer a rev share at that point if he wants, as opposed to asking for it for a game the artist is not sure is even going to be finished.

Otherwise he gets stuck in the mud dealing with this, with all sorts of bad possibilities: he starts dealing with flaky artist after flaky artist, costing him time and dealing with incomplete work, or he has to go back and change things in his game to get a co-designing artist on board, which potentially robs him of his own drive to work on the project. Maybe the new art isn't all that great and now he feels obligated to put "bad" art in his game because the artist did it for free and they agreed on it. All sorts of bullshit to have to deal with.

I say just move forward, make the game, and deal with this during the polish stage because it's a polish-stage feature.

Well, you're assuming all he needs an artist for is character portraits, and is happy to use stock sprites for everything else. If that's the case then I would simply eschew them altogether indeed and worry about them later, if at all. I guess some clarification here would get us all in the same page.
 

Uzuki

Member
Oct 27, 2017
496
United States
Weltall Zero I have to agree with Pooh on keeping the realistic stuff in check. I would like to keep the staff limited to myself and/or contractual work because I've had a long history of working with others and dealing with folks flaking, putting in sub-par work for supposedly commercial projects or learning that they have some twisted views that made me uncomfortable, which usually lead to either me breaking off from the group and having my work stolen or dealing with jerks harassing me because I won't say that there are only two genders or Muslims are inherently evil. Unless I've known the person for awhile or we have some kind of financial contract I rather work alone for the time being. As Pooh said it would be better to show that I have actual work done with a playable demo before I go asking for free stuff and avoid putting the stress and anxiety of working for free on both me and the artist.

And all of the assets that you see in the screenshots aren't from the default RTP, the assets that come with Rpg Maker. They're from an resource pack that can be purchase from a store.
 

Aki-at

Member
Oct 25, 2017
336
Do as I do (or, well, as you just did), tweet then hotlink the tweet here. :)

This boss looks awesome, and the only think I'm not sure about are the explosions. Good explosions are counterintuitively some of the hardest things to get to look right; it's one of the few things in my game I have used public domain assets for some of them (specifically, these). I think this would look much cooler if the explosions were sort of mushroom clouds originating straight from the ground.

Funny you should mention that, this was something neither me and my artist could really figure out. Originally I thought maybe pillars of fire rising from the walls and floor but we came up with this. I think the explosions themselves might be too large and maybe need something smaller but we might try the mushroom clouds now that you've mentioned it.

I guess some clarification here would get us all in the same page.

Or if you have it set to 100 posts a page.

And that's my joke quota filled for the day.
 

Mike Armbrust

Member
Oct 25, 2017
528
Quick Unity question if anyone knows off the top of their head.

I updated from Unity 5.6 to a modern version of Unity and it's auto-reimporting my blender models which is breaking them. Is there a way to stop auto-reimporting from happening? The models in the scene with broken or removed references to their .blend file show up correctly.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Quick Unity question if anyone knows off the top of their head.

I updated from Unity 5.6 to a modern version of Unity and it's auto-reimporting my blender models which is breaking them. Is there a way to stop auto-reimporting from happening? The models in the scene with broken or removed references to their .blend file show up correctly.
You might try looking into custom asset importers.

https://docs.unity3d.com/Manual/ScriptedImporters.html

You can write the script to make any decisions you want... or have it do nothing.
 

Mike Armbrust

Member
Oct 25, 2017
528

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Weltall Zero I have to agree with Pooh on keeping the realistic stuff in check. I would like to keep the staff limited to myself and/or contractual work because I've had a long history of working with others and dealing with folks flaking, putting in sub-par work for supposedly commercial projects or learning that they have some twisted views that made me uncomfortable, which usually lead to either me breaking off from the group and having my work stolen or dealing with jerks harassing me because I won't say that there are only two genders or Muslims are inherently evil.

Yikes. :S I guess a way around that would be recruiting from ResetEra itself, hahah.

Unless I've known the person for awhile or we have some kind of financial contract I rather work alone for the time being. As Pooh said it would be better to show that I have actual work done with a playable demo before I go asking for free stuff and avoid putting the stress and anxiety of working for free on both me and the artist.

And all of the assets that you see in the screenshots aren't from the default RTP, the assets that come with Rpg Maker. They're from an resource pack that can be purchase from a store.

If the plan is to use assets from that pack for everything but the character portraits, then sure, go ahead. In fact you could probably do without character portraits, it's something most games of that era didn't have (except on the character status screen, if that).

Funny you should mention that, this was something neither me and my artist could really figure out. Originally I thought maybe pillars of fire rising from the walls and floor but we came up with this. I think the explosions themselves might be too large and maybe need something smaller but we might try the mushroom clouds now that you've mentioned it.

One very memorable mid-boss from the first stage of the awesome Contra: Hard Corps uses a sweeping laser very reminiscent of that; and indeed, it's pillars of fire what it generates:
https://youtu.be/e6z14xfCHV4?t=115
The pillars themselves are composed of smaller circular explosions, which one could use the public domain Frogatto ones for:
https://opengameart.org/content/explosion-animations
Alternatively, here's my own nuclear explosion, in three degrees of distortion, in case you find them useful. Feel free to use them (or not) and modify them as you wish (at the very least you'd probably need to downsize them considerably).

3kdnaXB.gif


U6bSvx2.gif


pIdwKUi.gif

Or if you have it set to 100 posts a page.

*badum-tish*
 

MrMysterio

Member
Oct 25, 2017
701
Weltall Zero I have to agree with Pooh on keeping the realistic stuff in check. I would like to keep the staff limited to myself and/or contractual work because I've had a long history of working with others and dealing with folks flaking, putting in sub-par work for supposedly commercial projects or learning that they have some twisted views that made me uncomfortable, which usually lead to either me breaking off from the group and having my work stolen or dealing with jerks harassing me because I won't say that there are only two genders or Muslims are inherently evil.

Oh wow. I was about to write a post agreeing with Weltall Zero, saying it's a good thing to get another person on board, but I hadn't even considered all the stuff you mentioned, Uzuki.
Guess that's the reality of GG's influence on the game dev scene.

There isn't a dedicated OT for requesting game-dev collaborations on ERA? Or is there? Might be a good idea to get something like that going...
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
fivepersondude , Sean Noonan , I finally had some time to try your games yesterday. It's quite funny that you whip candles / lanterns in both, heh.

The Carpathian Night demo looks like a solid, classic Castlevania and that's great because with the transition to Metroidvanias (and the latter's adoption by the indie community), classic / linear ones are nearly dead. I liked what I played a lot and only really have criticisms about the input method, namely:
- You should be able to control the character with the d-pad (in addition to the analog stick).
- The analog stick needs a deadzone. It's so sensitive that it even walked on its own at "resting" position sometimes.
- Similar to the above but separate, the diagonals in the analog stick also need to be less sensitive. What I mean by that is that if you tilt the stick in any direction except perfectly up, you whip diagonally (to the point at first I though there was no "straight up" attack). It needs a more eight-directional segmentation of the analog area.
- The buttons seem to be misplaced too (on an Xbox controller, I jumped with B and whipped with Y, where it should probably be A and X).

The only non-controls gripe I have is that the boss of the demo was far too easy. This is because any attack you perform interrupts him, so you can pretty much stunlock him to death, even with the circular whip. I literally beat it first try without getting hit once. The rest of the demo's difficulty was much better balanced.

All in all, great work and hope to see more of it.


As for Jack B. Nimble, man, is it deceptively addicting; I didn't expect the "time whip attacks to destroy lanterns" to be such a big spin on the endless runner formula. I played until I unlocked the second stage and second character, and had a ton of fun. Really nothing negative to report here, just masterclass minimalistic design and use of resources. It really shows you're the one with a day job in this field, haha. :)

There isn't a dedicated OT for requesting game-dev collaborations on ERA? Or is there? Might be a good idea to get something like that going...

Game development is already a niche community within era, so such a thread would be a niche within a niche and probably fall off the first pages within a day. It's probably far better to do so here, which already has a pretty lively community and sees daily activity. But all the same, there's zero harm in trying to get one going, if anyone wants to do the honors (probably, er, someone who actually needs someone in their team, to get the ball rolling).
 
Last edited:

Aki-at

Member
Oct 25, 2017
336
One very memorable mid-boss from the first stage of the awesome Contra: Hard Corps uses a sweeping laser very reminiscent of that; and indeed, it's pillars of fire what it generates:
https://youtu.be/e6z14xfCHV4?t=115
The pillars themselves are composed of smaller circular explosions, which one could use the public domain Frogatto ones for:
https://opengameart.org/content/explosion-animations
Alternatively, here's my own nuclear explosion, in three degrees of distortion, in case you find them useful. Feel free to use them (or not) and modify them as you wish (at the very least you'd probably need to downsize them considerably).

3kdnaXB.gif


U6bSvx2.gif


pIdwKUi.gif



*badum-tish*

Oh man I can't believe I forgot about that Contra boss fight, it's just what I needed. It's funny because they're both so similar yet the reason I added that attack in was because of Shin Godzilla haha, but this works perfectly! I'll attempt this for the next update.

I think we'll come up with our own explosions or maybe have a look and heavily modify them, after all we need to make them look like they belong on the SEGA Mega Drive :P

Beeraexplosion.gif


Thankfully, for a boss death, it works. But we'll see if circular explosions are much more pleasing on the eye. I have to admit when I was a kid there was something satisfying about those spherical explosions in Lylat Wars!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Oh man I can't believe I forgot about that Contra boss fight, it's just what I needed. It's funny because they're both so similar yet the reason I added that attack in was because of Shin Godzilla haha, but this works perfectly! I'll attempt this for the next update.

I think we'll come up with our own explosions or maybe have a look and heavily modify them, after all we need to make them look like they belong on the SEGA Mega Drive :P

Beeraexplosion.gif


Thankfully, for a boss death, it works. But we'll see if circular explosions are much more pleasing on the eye. I have to admit when I was a kid there was something satisfying about those spherical explosions in Lylat Wars!

The thing about spherical or at least radially symmetrical explosions is that they're far less distracting when you see several of them in sequence or together, since you don't get that weird "repeated randomness" as, say, an asymmetrical explosion like the above. Example in my own game here (4:10 if the timestamp doesn't work):

The Frogatto explosions look incredibly authentic and you can adapt them to any palette (I adapted them to DB32, which is what I use for my game).
 

Mike Armbrust

Member
Oct 25, 2017
528
Quick Unity question if anyone knows off the top of their head.

I updated from Unity 5.6 to a modern version of Unity and it's auto-reimporting my blender models which is breaking them. Is there a way to stop auto-reimporting from happening? The models in the scene with broken or removed references to their .blend file show up correctly.
I figured out my unity issues. Had to update from 5.6 to 2017.1, use "Reimport All" to fix whatever Unity was doing to my models during the auto-reimport, and then update to 2018 from there.


My game is getting close to being ready to release. I'm mostly just working on packaging everything up and getting it into a shippable state.
 
Last edited:
Oct 25, 2017
6,227
Mementos
Was hoping I could've found a way to pay for school so I could try and have someone teach me programming shit since this online shit isn't working anymore, but that's not going to happen and I tried again teaching myself, but damn I get bored as fuck and frustrated as fuck!
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
As for Jack B. Nimble, man, is it deceptively addicting; I didn't expect the "time whip attacks to destroy lanterns" to be such a big spin on the endless runner formula. I played until I unlocked the second stage and second character, and had a ton of fun. Really nothing negative to report here, just masterclass minimalistic design and use of resources. It really shows you're the one with a day job in this field, haha. :)
Thanks for playing :)
 

Jobbs

Banned
Oct 25, 2017
5,639
I finally set up my characters to utilize inverse kinematics to interact with terrain in real time.

ZCR8vj1.gif


What this does is makes the character model's feet unable to pass through terrain which causes the legs to re-position -- so when you stand on a hill or a staircase or other uneven terrain, the leg positions will update to match it for a more authentic look. It's not 100% perfect (certain leg positions and poses may look slightly silly) but I think it's preferable to a completely non-reactive flat stance clipping through or sticking out from slopes.
 

SweetSark

Banned
Nov 29, 2017
3,640
Oh man I can't believe I forgot about that Contra boss fight, it's just what I needed. It's funny because they're both so similar yet the reason I added that attack in was because of Shin Godzilla haha, but this works perfectly! I'll attempt this for the next update.

I think we'll come up with our own explosions or maybe have a look and heavily modify them, after all we need to make them look like they belong on the SEGA Mega Drive :P

Beeraexplosion.gif


Thankfully, for a boss death, it works. But we'll see if circular explosions are much more pleasing on the eye. I have to admit when I was a kid there was something satisfying about those spherical explosions in Lylat Wars!

I like the explosions in your Boss fight.
However the explosions will have a bigger impact if the Boss had a painfully reaction on them.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I figured out my unity issues. Had to update from 5.6 to 2017.1, use "Reimport All" to fix whatever Unity was doing to my models during the auto-reimport, and then update to 2018 from there.

My game is getting close to being ready to release. I'm mostly just working on packaging everything up and getting it into a shippable state.

Your game looks so unique, I don't think you've shown it here before? What's it about?



Just a little mount riding idle animation.


Awwww, so cute. If I had any video editing skills I'd make a video with that and adding some music synchronized to their head movement. :)

I finally set up my characters to utilize inverse kinematics to interact with terrain in real time.

ZCR8vj1.gif


What this does is makes the character model's feet unable to pass through terrain which causes the legs to re-position -- so when you stand on a hill or a staircase or other uneven terrain, the leg positions will update to match it for a more authentic look. It's not 100% perfect (certain leg positions and poses may look slightly silly) but I think it's preferable to a completely non-reactive flat stance clipping through or sticking out from slopes.

It's looking really good. I loved this in Guild Wars 2 as compared to WoW, which had strictly canned animations and therefore has your feet firmly planted on thin air and / or clipping through terrain all the time.

I like the explosions in your Boss fight.
However the explosions will have a bigger impact if the Boss had a painfully reaction on them.

That's an excellent point, it feels like the boss should at the very least be frozen (not flapping any more). Ideally she'd be in a wince / hurt animation frame.

Also, it seems like such a silly thing, but adding a progressively changing color filter helps so much with the "he's going to blow up" effect. Example:
- Turn progressively redder (tint the color).
- Turn progressively whiter (in this case, turn it into a while silhouette.
- Blink white slow at first, faster after that.
I have the "turn red" variant in the boss I posted above, but I have pixel shaders for the progressive silhouette effect too. Let me know if you want them!
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
This thread is just an observation, but perhaps something of use to people here...
 

Jobbs

Banned
Oct 25, 2017
5,639
This thread is just an observation, but perhaps something of use to people here...


Twitter consists of a lot of noise, and I think it's quite understandable that someone would be more likely to engage with imagery she recognizes. It's not a bad thing, and this is probably really good advice for artists who want to establish a following. That's totally what I'd do.

It's looking really good. I loved this in Guild Wars 2 as compared to WoW, which had strictly canned animations and therefore has your feet firmly planted on thin air and / or clipping through terrain all the time.

Thank you. :) I'm really excited about this one small detail. I've since set up a generalized script for setting it up on all enemies/npcs and it really helps make things feel juicier. It was also surprisingly easy to set up and get going. The Spine Unity runtime really has almost everything covered.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thank you. :) I'm really excited about this one small detail. I've since set up a generalized script for setting it up on all enemies/npcs and it really helps make things feel juicier. It was also surprisingly easy to set up and get going. The Spine Unity runtime really has almost everything covered.

I'd say it's far from a small detail if your game has slopes and a large-ish, joint-animated character. Definitely the right call to invest time in getting this to work.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Development on Bushiden continues! A sneak peak at Kichou Caverns:



Mother of god, that's beautiful. The character animations are amazing.

Also interesting to see the "walk up slopes" animation right after we talked about its model-based version. Really nailed the look on that one, congratulations.

What do you guys use to take such clean video captures?

I use nVidia's own GeForce Experience / ShadowPlay. I have a key bound to start / stop capture, it captures anything you want, even desktop.
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
What do you guys use to take such clean video captures?

I'm still experimenting, but I have a whole process I go through. Making quality gifs is tough. For this one I captured lossless 1080p60fps via Fraps then imported that into ScreenToGif, set fps to 30 and resolution to 960x540 and had it output a gif. Then I had to reduce gif quality (lossy compression) via another tool to get it under Twitter's 15MB limit.

Mother of god, that's beautiful. The character animations are amazing.

Also interesting to see the "walk up slopes" animation right after we talked about its model-based version. Really nailed the look on that one, congratulations.

Yes, we are doing unique animations for different slopes. Not sure what happened in this video/gif as the transition between running animations (slope -> flat ground and vice-versa) is far less jarring or noticeable when actually playing the game. And thanks! :)
 

Bjones

Member
Oct 30, 2017
5,622
I'm still experimenting, but I have a whole process I go through. Making quality gifs is tough. For this one I captured lossless 1080p60fps via Fraps then imported that into ScreenToGif, set fps to 30 and resolution to 960x540 and had it output a gif. Then I had to reduce gif quality (lossy compression) via another tool to get it under Twitter's 15MB limit.



Yes, we are doing unique animations for different slopes. Not sure what happened in this video/gif as the transition between running animations (slope -> flat ground and vice-versa) is far less jarring or noticeable when actually playing the game. And thanks! :)

Thanks
 

HayaoYamaneko

Member
Feb 15, 2018
205
Hey everyone -

I'd like to develop a 2D top down or isometric game in the vein of the original Pokemon games or Earthbound. I'm not sure if there would be a battle system yet. The main gameplay mechanic would be talking to people and inspecting things in order to trigger game events & environment changes. I have zero programming knowledge but have the capacity to at least learn some basic stuff. I would write all the scenario/dialogue and would like to be able to script all game events/logic/triggers myself. Initially I would use placeholder sprites until I was far along/confident enough in the project to hire someone to create original artwork/sprites.

What program(s) would you recommend I look into that could accommodate my needs/abilities?
 

Bjones

Member
Oct 30, 2017
5,622
Hey everyone -

I'd like to develop a 2D top down game in the vein of the original Pokemon games or Earthbound. I'm not sure if there would be a battle system yet. The main gameplay mechanic would be talking to people and inspecting things in order to trigger game events & environment changes. I have zero programming knowledge but have the capacity to at least learn some basic stuff. I would write all the scenario/dialogue and would like to be able to script all game events/logic/triggers myself. Initially I would use placeholder sprites until I was far along/confident enough in the project to hire someone to create original artwork/sprites.

What program would you recommend I look into that could accommodate my needs/abilities?

Even though I have zero experience with them I would say one of the rpg makers sounds right for you. It would already be set up to make that type of game and have basic scripting.
 

Bjones

Member
Oct 30, 2017
5,622
just wanted to show my NES style line scrolling. GIF is very short but i am just getting use to making one from a video,

small.gif




A few enemy designs:

64bdrone.png
enxxx.png
enelectrodes.png
yyyy.png
 
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Lady Bow

Member
Nov 30, 2017
11,283

Arebours

Member
Oct 27, 2017
2,656
accidentaly loading normal maps as srgb textures and then spending half a day looking for bugs in the tangent computation code and the shaders. fun stuff.
 

Jobbs

Banned
Oct 25, 2017
5,639
First tweeted gif in a while. I should tweet more. The majority of things I've worked on lately aren't visual, though, so it's always a challenge finding a regular source of things to put on twitter

 

Aki-at

Member
Oct 25, 2017
336
The thing about spherical or at least radially symmetrical explosions is that they're far less distracting when you see several of them in sequence or together, since you don't get that weird "repeated randomness" as, say, an asymmetrical explosion like the above. Example in my own game here (4:10 if the timestamp doesn't work):

The Frogatto explosions look incredibly authentic and you can adapt them to any palette (I adapted them to DB32, which is what I use for my game).


Thanks for that, I'll definitely have a look, hey whatever saves costs haha!

I like the explosions in your Boss fight.
However the explosions will have a bigger impact if the Boss had a painfully reaction on them.

That's an excellent point, it feels like the boss should at the very least be frozen (not flapping any more). Ideally she'd be in a wince / hurt animation frame.

Also, it seems like such a silly thing, but adding a progressively changing color filter helps so much with the "he's going to blow up" effect. Example:
- Turn progressively redder (tint the color).
- Turn progressively whiter (in this case, turn it into a while silhouette.
- Blink white slow at first, faster after that.
I have the "turn red" variant in the boss I posted above, but I have pixel shaders for the progressive silhouette effect too. Let me know if you want them!

I should mention guys that I just posted that to show how it would look in compariso, it's not been implemented fully :P

The idea would be just to have nuts and bolts flying out of her whilst she shakes violently before pilot escapes as the mecha blows up. Though a good call out regarding the red tint! I'd have completely overlooked that. Right now the red tint is only used when the player hits the bosses weakspot, which does x3 damage vs hitting them wherever else.

This thread is just an observation, but perhaps something of use to people here...


Known about this for quite some time, a few big artists get their start by drawing so much fan art before they can make it big with their own original work. Still know a few who try every once in a while to make something original but it gets not even a tenth of what their fan artworks do and that's with them already establishing a large following :(
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I should mention guys that I just posted that to show how it would look in compariso, it's not been implemented fully :P

I guess that's inevitable when showing a work in progress, I've been on both sides of that so often. :) People have no way of knowing what's a placeholder and what's final, so it's safer to assume anything not explicitly stated to be temporary is the intended end result (even if it's obvious to the creator).
 
Nov 8, 2017
3,532
Hey everyone; my first post in this thread.

Just wanted to share some info about my Spindizzy Remake. Spindizzy is an open-world isometric arcade-style game released in 1986 for Commodore 64. Imagine Marble Madness with one big open world instead of several small linear stages, and you're nearly there.
Spindizzy Remake is just my hobby project, to be released as free software for Linux and Windows (GPLv3). I chose to remake Spindizzy not only for being an excellent game that few people have played, but also because its simple graphics demand near zero artistic talent on my part as its sole developer.

Spindizzy Remake is developed in C++ alongside my own Iso Realms game engine, and uses OpenGL to produce a high resolution isometric appearance that remains faithful to the look and feel of the original character/sprite-based C64 game, while also updating presentation elements (HUD, menus, map, etc.) to a more modern style.

In addition to the base Spindizzy game, Spindizzy Remake alsos features a Map Editor that enables players to build their own maps. The Map Editor is accessible directly from the main menu of the game, and is designed to be intuitive for non-technical players.

A long-term goal of Spindizzy Remake is to provide an online component that enables maps to easily be shared between users, but this feature will not be available in the initial Alpha release.

Although the game is ~90% complete, there is still much to do (mostly relating to the Map Editor). I don't want to make any promises on a release date, but I'm aiming for an Alpha release by the end of May 2019, which should be feature complete aside from the online component and soundtrack.

Gameplay:

 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Hey everyone; my first post in this thread.

Just wanted to share some info about my Spindizzy Remake. Spindizzy is an open-world isometric arcade-style game released in 1986 for Commodore 64. Imagine Marble Madness with one big open world instead of several small linear stages, and you're nearly there.

Spindizzy Remake is just my hobby project, to be released as free software for Linux and Windows (GPLv3). I chose to remake Spindizzy not only for being an excellent game that few people have played, but also because its simple graphics demand near zero artistic talent on my part as its sole developer.

Spindizzy Remake is developed in C++ alongside my own Iso Realms game engine, and uses OpenGL to produce a high resolution isometric appearance that remains faithful to the look and feel of the original character/sprite-based C64 game, while also updating presentation elements (HUD, menus, map, etc.) to a more modern style.

In addition to the base Spindizzy game, Spindizzy Remake alsos features a Map Editor that enables players to build their own maps. The Map Editor is accessible directly from the main menu of the game, and is designed to be intuitive for non-technical players.

A long-term goal of Spindizzy Remake is to provide an online component that enables maps to easily be shared between users, but this feature will not be available in the initial Alpha release.

Although the game is ~90% complete, there is still much to do (mostly relating to the Map Editor). I don't want to make any promises on a release date, but I'm aiming for an Alpha release by the end of May 2019, which should be feature complete aside from the online component and soundtrack.

Gameplay:



Looking great! The map editor is going to give this so much playtime for fans of the original. I'm assuming you're releasing this for free (for licensing reasons), but do you plan on making future games with your Iso Realms engine?
 

Mike Armbrust

Member
Oct 25, 2017
528
Nov 8, 2017
3,532
Looking great! The map editor is going to give this so much playtime for fans of the original. I'm assuming you're releasing this for free (for licensing reasons), but do you plan on making future games with your Iso Realms engine?
Thanks! Yes, I'm definitely planning to do more with Iso Realms after Spindizzy; either other game remakes or new features towards a spiritual successor. The engine already has many capabilities beyond the requirements of Spindizzy. Most of the gameplay logic and events in Spindizzy is implemented in Lua Scripts; all the block types are defined in engine (not coded in C++), so they can be edited and new block types can be created. Now it's just a matter of developing the tooling to exploit these capabilities (which is a lot of work for a one-person development team).

I'm not planning any form of monetization; I see this project as my contribution back to the free software community after two decades of using Linux and other free software. My biggest motivating factor is not to give people a game, but to encourage creativity. Game level editors and construction kits were a huge part of my childhood, so I want to enable that for one of my favourite games that never had it. Honestly, if it weren't for the Map Editor, I could've finished and released the Spindizzy Remake quite a long time ago.

If I can just get some new Spindizzy maps back from the community after releasing this, I'll be super happy!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid


Some of the screenshots that make up that image:

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And this one technically doesn't, but I think it looks neat:

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Thanks. I announced the game back in 2014 so yeah on resetera I guess I've only posted a few progress pics.

It's a multiplayer fighting game where you play as cubes and shoot lightning.

I'm also making a single player puzzle game with a similar art style.

It has an unique look, that's for sure. I would have never guessed multiplayer vs game, hahah!

Thanks! Yes, I'm definitely planning to do more with Iso Realms after Spindizzy; either other game remakes or new features towards a spiritual successor. The engine already has many capabilities beyond the requirements of Spindizzy. Most of the gameplay logic and events in Spindizzy is implemented in Lua Scripts; all the block types are defined in engine (not coded in C++), so they can be edited and new block types can be created. Now it's just a matter of developing the tooling to exploit these capabilities (which is a lot of work for a one-person development team).

I'm not planning any form of monetization; I see this project as my contribution back to the free software community after two decades of using Linux and other free software. My biggest motivating factor is not to give people a game, but to encourage creativity. Game level editors and construction kits were a huge part of my childhood, so I want to enable that for one of my favourite games that never had it. Honestly, if it weren't for the Map Editor, I could've finished and released the Spindizzy Remake quite a long time ago.

If I can just get some new Spindizzy maps back from the community after releasing this, I'll be super happy!

This is all really neat. I wonder if other old isometric / filmation games could be made in it. Although I think there's already remakes of several of them (I remember there being one for Head over Heels, at least).
Also your specific wording of "construction kits" make me feel in the assumption you played around with 3D Construction Kit for the older microcomputers. I made some attempt of a Transformers game back then as a kid! :D
 
Nov 8, 2017
3,532
This is all really neat. I wonder if other old isometric / filmation games could be made in it. Although I think there's already remakes of several of them (I remember there being one for Head over Heels, at least).
Also your specific wording of "construction kits" make me feel in the assumption you played around with 3D Construction Kit for the older microcomputers. I made some attempt of a Transformers game back then as a kid! :D
Your assumption is indeed correct! I built quite a few complete games in 3D Construction Kit on Amiga 500 back in the day; I wish I still had them! I also made a few games in Shoot-em-up Construction Kit on C64, and made a ton of levels in Boulder Dash Construction Kit too. "Construction Kit" seemed to be a pretty common term back then.

I know the Retrospec Head Over Heels remake; the original and the remake are both fantastic games! I'd love to do a Head Over Heels remake in Iso Realms with a map editor, but I don't think I could do it on my own due to the art requirements.

I've had my eye on Bobby Bearing for a while, which is much closer to Spindizzy, but the original developer is extremely defensive over the IP, so I don't think it's worth the risk. The other obvious candidate is Spindizzy Worlds; the 16-bit sequel to Spindizzy that was released on Amiga and SNES.
 
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Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Your assumption is indeed correct! I built quite a few complete games in 3D Construction Kit on Amiga 500 back in the day; I wish I still had them! I also made a few games in Shoot-em-up Construction Kit on C64, and made a ton of levels in Boulder Dash Construction Kit too. "Construction Kit" seemed to be a pretty common term back then.

Man, I wish I had the games I made too (both the ones in 3DCK and the ones in straight BASIC). Must be lost in some tape somewhere.

I know the Retrospec Head Over Heels remake; the original and the remake are both fantastic games! I'd love to do a Head Over Heels remake in Iso Realms with a map editor, but I don't think I could do it on my own due to the art requirements.

I've had my eye on Bobby Bearing for a while, which is much closer to Spindizzy, but the original developer is extremely defensive over the IP, so I don't think it's worth the risk. The other obvious candidate for Iso Realms is Spindizzy Worlds; 16-bit sequel to Spindizzy on Amiga and SNES.

I didn't even know about Bobby Bearing, interesting! Would your engine support something like Marble Madness or is it strictly screen-by-screen with no scrolling?
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I don't think my long overdue project will be finished :/ Nor will I have the time to make my next idea any time soon.

Why? Well, I finally got a job! :D The contract is signed and in about 1.5 months I'll be moving to another town to work in game QA! :D Feelsgoodman.jpg
 
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