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Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
HkWSz.gif
biDf8.gif
o6lsF.gif
ZylLi.gif
NsCFH.gif
Love these little guys :D
 

Calabi

Member
Oct 26, 2017
3,483
Has anyone come up against a problem in Unity where scripts dont update or compile. Its been doing my head in, I think somethings wrong with my script or something I make changes comment out lines and it doesnt reflect in the editor or when I run the program. Its already hard enough to program, but I dont even know if its something I'm doing wrong or its the software.
 

soapOD

Member
Jan 9, 2018
25
Has anyone come up against a problem in Unity where scripts dont update or compile. Its been doing my head in, I think somethings wrong with my script or something I make changes comment out lines and it doesnt reflect in the editor or when I run the program. Its already hard enough to program, but I dont even know if its something I'm doing wrong or its the software.
Just one script or all of them? Any console errors?
 

Calabi

Member
Oct 26, 2017
3,483
I think I've figured it out. Its setpixel and rendering to texture, its persisting through running and reboots. I have to clear the texture somehow and reset it back to its default state.
 

K Monkey

Member
Oct 25, 2017
278
F0AQyX7.gif


Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
 

Larrikin

Member
Oct 25, 2017
2,712
I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.

I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.

I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
Go for it now. You'll find out pretty quickly if it's for you or not :)
 

K Monkey

Member
Oct 25, 2017
278
Is the player controlling the camera here? What triggers the player throwing up her hands? Because if I was playing I feel like the temptation would be to keep looking at the monster to see if it has any more attacks coming :P

yes that was me testing the projectiles were working and got hit on the second one, resulting in "Death". This just made it look better in the gif ;D

That looks insane, bro

Thanks :frogbert:
 

xeroborn55

Member
Oct 27, 2017
952
Hi all,

Any recommendations on Unity tutorials? These two caught my eye:

https://www.coursera.org/specializations/programming-unity-game-development
https://www.coursera.org/specializations/game-development

Its kind of disheartening how low the bar is on google to find good unity tutorials. Seems like there are a lot of people out there trying to make a quick buck.

Anyway, I'm not opposed to spending money if its worth it, and I am a decent programmer looking to expand my programming knowledge to games. I just don't really know where to start.
 

_Rob_

Member
Oct 26, 2017
606
I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.

I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?

Is there any way to cut your working hours? At the very least, take a couple of weekends to play about and see if it fits. I agree with Sabrina... it's now or never! At the very least you won't be left with the awful "what if" question in a few years time.

F0AQyX7.gif


Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!

Looks really nice, makes me feel a little claustrophobic! One question though, when the projectile hits a wall, it appears that it's ember trail is destroyed along with it; I know it's a pain when you're destroying prefabs, but is there any way to keep the particle trail alive for a second or two?
 
Last edited:

K Monkey

Member
Oct 25, 2017
278
Looks really nice, makes me feel a little claustrophobic! One question though, when the projectile hits a wall, it appears that it's ember trail is destroyed along with it; I know it's a pain when you're destroying prefabs, but is there any way to keep the particle trail alive for a second or two?

Oh good catch.. Thanks!! :)
I can just wait longer before destroying it (as long as the projectile doesnt travel REALLY far.

while i'm here.. i've slightly changed these characters to be "Screamers" rather than scenery

ntnXwzF.gif


gonna make them let out a blood curdling cry when they see you, and give away your position.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Haha, no... not even close! 3 days for one animation is pretty good going, keep it up!

I spent most of the time making the swords spinn.. i Knight needs to be able to spinn hus swords..

Do you use motion capture for your game?

all that work will show and probably worth it

When I feel like I do not want to focus on small details for too long I try to remember that perhaps thosands of people will see it. Even if one person will only see it for a few seconds or perhaps not even noticed it in the end it will have been seen a lot.

So then I go back to being a nerd who focus on details ☺️
 

_Rob_

Member
Oct 26, 2017
606
I spent most of the time making the swords spinn.. i Knight needs to be able to spinn hus swords..

Do you use motion capture for your game?

Important stuff then, the little things like idle animation are what give character to your.. well, character! In my opinion all those little details really add up and result in your game having a "soul", that's even more true for animation!

I don't, no; all hand animated.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Important stuff then, the little things like idle animation are what give character to your.. well, character! In my opinion all those little details really add up and result in your game having a "soul", that's even more true for animation!

I don't, no; all hand animated.

I agree 100 percent. But it will lead me to never finishing the game .

I said it before but I think you really nailed the player animation. It just looks fun to become that character..
 

_Rob_

Member
Oct 26, 2017
606
I agree 100 percent. But it will lead me to never finishing the game .

I said it before but I think you really nailed the player animation. It just looks fun to become that character..

Haha, you're probably right actually... on second though don't take my advice, otherwise your game really will take forever! Thank you!
 

Calabi

Member
Oct 26, 2017
3,483
Hi all,

Any recommendations on Unity tutorials? These two caught my eye:

https://www.coursera.org/specializations/programming-unity-game-development
https://www.coursera.org/specializations/game-development

Its kind of disheartening how low the bar is on google to find good unity tutorials. Seems like there are a lot of people out there trying to make a quick buck.

Anyway, I'm not opposed to spending money if its worth it, and I am a decent programmer looking to expand my programming knowledge to games. I just don't really know where to start.

You could try these.

http://catlikecoding.com/unity/tutorials/
 

Minamu

Member
Nov 18, 2017
1,899
Sweden
Unity's tutorials are pretty good. You'll be further along than most if you're already a decent programmer beforehand. I like Ben Tristem's courses on Udemy too.
 

WishyWaters

Member
Oct 26, 2017
94
I did some development for large enemies in our RPG. Here are some screen captures after getting our spawn and placement algorithms working. Normally there won't be so many huge enemies, but it made for some good test cases to spawn battles with so many different sizes.
This still makes use of our grid combat, with large enemies being covered by multiple hit boxes. This means large area effects can hit the larger monsters multiple times. Giving some much needed power to the players against such scary foes.



5DkvNJI.png


bPsjjZf.png


The UI is still place holder, so please excuse it. All units are also static so please excuse the X posses.
 

Chris Murphy

Member
Oct 27, 2017
18
I haven't done an update in a while. In fact I'm not even sure if I've posted anything game related on era yet. So here's a few images from my game Cozen Servo.

Boss battle that I'm working on:

BossBattle1.png


A vehicle that I modelled today:

AllTerrainVehicle.png


And a couple of gifs:

run1.gif


shoot.gif
 

missile

Member
Oct 25, 2017
112
F0AQyX7.gif


Added impact particles after forgetting the projectiles clipped thru the walls and killed me without knowing!
I like bouncing particles a lot! :D


I'm not sure what to do. Making video games is my dream, it's my lofty "what I want to be when I grow up". But I've currently got a good job I love, a thriving social life, and getting enough sleep. A big part of me still wants to make video games, but the amount of time it would take out of my schedule is just too much I think. And I don't know if I would be able to stay motivated only working on it a tiny bit each week or month.

I keep saying to myself "I'll learn coding in my off time" or "I'll start learning Blender" or various other little things but it just never goes through. And I'm content to stick with this job for a while and maybe shift back to games later, maybe in my 30's. Just not sure what the general idea is. Go for it now, or be content to wait and perhaps never do it?
From the point of view you are writing it feels like it will stays a dream of
yours forever. Anyhow, from my point of view, if you wanna make games for a
living or similar, you better start building up a certain kind if profession
useful for game development while developing your own game as you go. Thing
is, even if you're not successful with your own game you can still apply for
a job within the gamedev industry. But in that case you better bring something
onto the table, something which you are really good at. And that's something
you shouldn't start with in your 30's, for time is key when it comes to aquire
a couple of good skills.
 

missile

Member
Oct 25, 2017
112
I haven't done an update in a while. In fact I'm not even sure if I've posted anything game related on era yet. So here's a few images from my game Cozen Servo.
Boss battle that I'm working on:
BossBattle1.png

A vehicle that I modelled today:
AllTerrainVehicle.png

And a couple of gifs:
run1.gif

shoot.gif
Comes along nicely. Love the action going on! But not so much the bloom, it's
a bit much at times. Btw; the dithering is rather ugly in the last animation,
what program have you used?
 

Chris Murphy

Member
Oct 27, 2017
18
I like bouncing particles a lot! :D



From the point of view you are writing it feels like it will stays a dream of
yours forever. Anyhow, from my point of view, if you wanna make games for a
living or similar, you better start building up a certain kind if profession
useful for game development while developing your own game as you go. Thing
is, even if you're not successful with your own game you can still apply for
a job within the gamedev industry. But in that case you better bring something
onto the table, something which you are really good at. And that's something
you shouldn't start with in your 30's, for time is key when it comes to aquire
a couple of good skills.

I only started learning gamedev 2 and a half years ago and i'm 35. You're never too old to learn something like making games.
 

Chris Murphy

Member
Oct 27, 2017
18
Comes along nicely. Love the action going on! But not so much the bloom, it's
a bit much at times. Btw; the dithering is rather ugly in the last animation,
what program have you used?

Yeah, they'll be a slider to adjust the bloom in the final, I know peoples tastes differ.

I think I used Screen to Gif. I had to reduce quality to post it to Twitter. I could have made a much better quality version for posting to here but I'm lazy. :)
 

missile

Member
Oct 25, 2017
112
I only started learning gamedev 2 and a half years ago and i'm 35. You're never too old to learn something like making games.
Of course! But if one knows *nothing* and starts at the age of, say, 35 with
gamedev wanting to make a living out of it, I think that's going to be a tough
ride. Sure, it's not impossible, everyone is different. But what I meant is a
bit different, for, there a lots of stuff out there requiring some good skills
and best practices you only acquire over a very long time like becoming a good
artist drawing all sorts of cool stuff pleasing to look at. Or guess you wanna
dive more into graphics to create many different looks/aesthetics for your
game with you finding yourself needing to program shaders with perhaps lots
of maths you can't even remember from school.

But you are right, one is never too old, you can do it even at the ages of
60+, no problem, yet it begs the question what you wanna achieve with it? And
from the wording of UnnecessaryTodd it sounds like that he wants to make a
living out of it some day. So in that case I would say he should better use
the time he has at his hands (still being aged less than 30) instead of
waiting until he's in his 30's getting told that everyone can make it no
matter his/her age. I also think gamedev becomes a bit harder if one grows
older having a couple of responsibilities you have to take care of (like a
family, or even illness you may now suffer from, etc.), things you may not
have when being aged much younger. So time is a key factor. And skill is
something which only builds up over time, unless you already have some good
experience in the field you are after. For example, if you drew lots of good
stuff being a teen, then it may help you later on when wanting to do art for
games. But if you haven't, and with you starting at the age of, say, 35,
wanting to become a good artist for game(s), wanting to make a living out of
it without having drawn anything before, I think you need to be talent to
cover that ground.


Yeah, they'll be a slider to adjust the bloom in the final, I know peoples tastes differ.
I think I used Screen to Gif. I had to reduce quality to post it to Twitter. I could have made a much better quality version for posting to here but I'm lazy. :)
Ah, I see! Ok.
 

Chris Murphy

Member
Oct 27, 2017
18
Of course! But if one knows *nothing* and starts at the age of, say, 35 with
gamedev wanting to make a living out of it, I think that's going to be a tough
ride. Sure, it's not impossible, everyone is different. But what I meant is a
bit different, for, there a lots of stuff out there requiring some good skills
and best practices you only acquire over a very long time like becoming a good
artist drawing all sorts of cool stuff pleasing to look at. Or guess you wanna
dive more into graphics to create many different looks/aesthetics for your
game with you finding yourself needing to program shaders with perhaps lots
of maths you can't even remember from school.

But you are right, one is never too old, you can do it even at the ages of
60+, no problem, yet it begs the question what you wanna achieve with it? And
from the wording of UnnecessaryTodd it sounds like that he wants to make a
living out of it some day. So in that case I would say he should better use
the time he has at his hands (still being aged less than 30) instead of
waiting until he's in his 30's getting told that everyone can make it no
matter his/her age. I also think gamedev becomes a bit harder if one grows
older having a couple of responsibilities you have to take care of (like a
family, or even illness you may now suffer from, etc.), things you may not
have when being aged much younger. So time is a key factor. And skill is
something which only builds up over time, unless you already have some good
experience in the field you are after. For example, if you drew lots of good
stuff being a teen, then it may help you later on when wanting to do art for
games. But if you haven't, and with you starting at the age of, say, 35,
wanting to become a good artist for game(s), wanting to make a living out of
it without having drawn anything before, I think you need to be talent to
cover that ground.

Yeah, I don't disagree with anything you've said there.

It would be very difficult at 35 to start a career at a big AAA development studio because you have to be really good at one particular discipline. I know for a fact I wouldn't be able to get a job at a large company in any individual sector because I'm not good enough at any one particular thing, and they certainly wouldn't hire me as a producer due to lack of experience.

Really if you're getting in to game dev with no prior experience at my age, you should be doing it to make your own games as opposed to getting in to a career.
 

jahasaja

Banned
Oct 26, 2017
793
Sweden
Of course! But if one knows *nothing* and starts at the age of, say, 35 with
gamedev wanting to make a living out of it, I think that's going to be a tough
ride. Sure, it's not impossible, everyone is different. But what I meant is a
bit different, for, there a lots of stuff out there requiring some good skills
and best practices you only acquire over a very long time like becoming a good
artist drawing all sorts of cool stuff pleasing to look at. Or guess you wanna
dive more into graphics to create many different looks/aesthetics for your
game with you finding yourself needing to program shaders with perhaps lots
of maths you can't even remember from school.

But you are right, one is never too old, you can do it even at the ages of
60+, no problem, yet it begs the question what you wanna achieve with it? And
from the wording of UnnecessaryTodd it sounds like that he wants to make a
living out of it some day. So in that case I would say he should better use
the time he has at his hands (still being aged less than 30) instead of
waiting until he's in his 30's getting told that everyone can make it no
matter his/her age. I also think gamedev becomes a bit harder if one grows
older having a couple of responsibilities you have to take care of (like a
family, or even illness you may now suffer from, etc.), things you may not
have when being aged much younger. So time is a key factor. And skill is
something which only builds up over time, unless you already have some good
experience in the field you are after. For example, if you drew lots of good
stuff being a teen, then it may help you later on when wanting to do art for
games. But if you haven't, and with you starting at the age of, say, 35,
wanting to become a good artist for game(s), wanting to make a living out of
it without having drawn anything before, I think you need to be talent to
cover that ground.



Ah, I see! Ok.

As someone who started after he was over 30 I can really relate to what you say about lack of time. You have very little time when you have family and kids. I am also sure that no AAA studio would be interested in my CV even if I already released one game. I think it need to be your passion more than your profession If you start late.
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
Between your game and Guacamelee 2 I'm seriously considering going for it. It adds so much. Thanks for sharing your process!
Each game has a different style, and normal mapping won't suit all styles, but when it does, it really does add a lot.
Nice one. Seems like a huge amount of work though, unless you have a team doing it
Cheers. Yeah, we do have a team so it made it more feasible. Our artists started the assets for our game as a hobby project years ago, so they are ahead of the project schedule, which has allowed them the liberty of time to undertake the mammoth task of doing this process.
Thanks :)
That looks pretty awesome and a lot of work! good stuff tho :)
Thanks. Definitely a lot of work, but yeah, we think the results are worth it. Your stuff is looking great too, judging by what you've recently shared.
 

missile

Member
Oct 25, 2017
112
Being younger (way below 30 say) you have lots of time building up a gamedev
related profession (like art, modelling, programming etc.) alongside doing
your own game for a passion. But if that passion won't turn into any money
supporting you resp. your family later on, you can use your profession to
continue within a similar field working on a possible different game yet for
a company.

If I look around I see Rob and Peheses (of Era) in such specific situation.
They both want to make a living out of their games, but if their games won't
sell that much, they still can relay on their profession and skill they've
acquired over a long time. Something which becomes difficult to acquire when
being much older.

Similar things hold for me. My game won't sell, and I know that for sure,
because I still have to finished it, yet money runs out nevertheless.
However, I've build up a huge profession over time (for the last 15 years say)
alongside working on games and tech for a passion. And this profession helped
me today getting some good job offerings straight. Without that profession,
but with a finished (yet minor successful) game perhaps, I think I would stood
not much of a chance in the field. But I knew it from the start. I even
skipped gamesdev for a couple of years to invest much more into my
profession, for I knew it will help me for games but also for other related
fields further down.

And that's why I keep saying to people to build a profession alongside gamedev,
something you really want to become good at, something which remains if
everything else fails.

Sure, one may say; "Screw it! I just want to make games, games, games no
matter what!". Sure you can. If you are on your own, no problem! But the day
you face your own family with your kid and wife/man in need of anything, you
may realize that without any profession you can count on your life may become
a bit harder unless you could make a good living out of all the games you
wanted to make and sell, which won't be the case for the majority of us.
 

anteevy

Member
Oct 27, 2017
32
If I look around I see Rob and Peheses (of Era) in such specific situation.
They both want to make a living out of their games, but if their games won't
sell that much, they still can relay on their profession and skill they've
acquired over a long time. Something which becomes difficult to acquire when
being much older.

Similar things hold for me. My game won't sell, and I know that for sure,
because I still have to finished it, yet money runs out nevertheless.
However, I've build up a huge profession over time (for the last 15 years say)
alongside working on games and tech for a passion. And this profession helped
me today getting some good job offerings straight. Without that profession,
but with a finished (yet minor successful) game perhaps, I think I would stood
not much of a chance in the field. But I knew it from the start. I even
skipped gamesdev for a couple of years to invest much more into my
profession, for I knew it will help me for games but also for other related
fields further down.
Yeah. I'm working 3 days a week in software/web development and the remaining days on my indie game(s). The fixed income from my job is enough to live, and everything I get through my games is a bonus (that I can use for vacations or just save for later). If something like that's a possibility (finding an employer that allows for 3-day-weeks is not always easy), I can really recommend it.
 

_Rob_

Member
Oct 26, 2017
606
Yeah. I'm working 3 days a week in software/web development and the remaining days on my indie game(s). The fixed income from my job is enough to live, and everything I get through my games is a bonus (that I can use for vacations or just save for later). If something like that's a possibility (finding an employer that allows for 3-day-weeks is not always easy), I can really recommend it.

I second this; I currently work 4 days at my day job and 3 on my game. It's not ideal, but it's better than being destitute! (I should really pursue 3 days though!)
 

Sean Noonan

Lead Level Designer at Splash Damage
Verified
Oct 26, 2017
384
UK
Similar things hold for me. My game won't sell, and I know that for sure,
because I still have to finished it, yet money runs out nevertheless.
...
But I knew it from the start.
Just going to chip in on this - I'm in a similar situation (as the parts I've quoted). Jack B. Nimble was never going to make money, but I didn't think it would. My only financial intentions were to cover whatever costs I could to support the hobby. And it is a hobby.

If I were to "bet the farm" and go all in on indie, there's absolutely no way I'd make a game like Jack B. Nimble, or rather I'd have made 5 or 6 of them at a lower quality with free to play model, rather than premium. But this is a hobby.

I feel it's important to determine if you feel your game development endeavour is a living or a hobby. They require very different approaches and switching between the two compromises the design of your project.

I realise I may have missed the original point here, but here's two cents either way. I've seen a lot of people lately sharing depressing postmortems or doom and gloom "indie is dead" articles. And it's not. It's just the bar has been raised. Good isn't good enough. If you're not making something extraordinary, leading the way or perhaps have prior success, then expect financial failure.

Sorry, I wish I had a little more time to flesh this out - basically just some thoughts I've had for a Jack B. Nimble post mortem I don't currently have enough time to write :)
 
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