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wwm0nkey

Member
Oct 25, 2017
15,576
Im going to start work back on my Phantom Dust like game again. Been on too big of a hiatus and I want to actually work on something again. Also some shots of Aura + Post Processing on in-game, this was just a visual test for Aura using gaia to make a quick scene

test2nrsfk.png
test1ntsv8.png
 
Last edited:

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
Thanks for the ideas and feedback! As of now, the only "skill" involved with the hook is paying attention to the indicator on the UI and being in the lane where chests are dropping and quickly initiating a grapple. An auto-target power-up may be the bees knees! We have worked really hard on balancing what we currently have, and introducing something like that would definitely require going back into the muck a bit, but it may be very worth it!

Yeah, it could be a lot of fun--especially for multiplayer. Imagine a sort of Mario Kart power-up system (random) with all kinds of variations on the grappling hook ability. Of course, you could also make rewarding the power-ups skill or event based (as opposed to random) as well. Either way, maybe something to think about :)

:emote heart:



WITNESSED! :-D

Ha! ;p
 

K Monkey

Member
Oct 25, 2017
278
Ooh, glad to hear that you think so, so far. As you wish!



thats neat... did u use snapshots? I feel like I stepped into disney world :D

Fantastic looking stuff from all of you! I see what all of you are doing and it inspires me! :)

Thanks :) inspiration is everywhere here and its awesome to see all the work

Nice to meat you! xD

Im gonna borrow that line :p

Im going to start work back on my Phantom Dust like game again. Been on too big of a hiatus and I want to actually work on something again. Also some shots of Aura + Post Processing on in-game, this was just a visual test for Aura using gaia to make a quick scene

I really want to try Aura but Im on Unity 5.4.1 and it died when I tried to import it ;( gonna have to leave it on the side for now until I have to migrate to 2017 ... urgh
 

wwm0nkey

Member
Oct 25, 2017
15,576
I really want to try Aura but Im on Unity 5.4.1 and it died when I tried to import it ;( gonna have to leave it on the side for now until I have to migrate to 2017 ... urgh
5.4 will totally work, the compute shader can just take an hour to import into the project is the issue (also import AFTER you import post processing)
 
Oct 25, 2017
3,686
I just want to say I'm proud of you people posting fancy animations and such. I closed on my first house recently and have been busy with life and hopefully doing some paid freelance software work, but I still harbor dreams of a game on Steam one day.

On a somewhat negative note, the post recently about a 40-hour project to make a Steam-ready meme game learning Unity from scratch really hammered home how I should have done better if I were really dedicated. If someone can do something that quickly, spending months should produce so much more.
 

K Monkey

Member
Oct 25, 2017
278
Yeah I thought the same, but nope it can just straight up take anywhere from 20min to an hour.

I work on a very slow macbook air mostly so I'll probably let it run overnight lol

I just want to say I'm proud of you people posting fancy animations and such. I closed on my first house recently and have been busy with life and hopefully doing some paid freelance software work, but I still harbor dreams of a game on Steam one day.

On a somewhat negative note, the post recently about a 40-hour project to make a Steam-ready meme game learning Unity from scratch really hammered home how I should have done better if I were really dedicated. If someone can do something that quickly, spending months should produce so much more.

congrats on the house :) that is by far the more important thing.
 

Aki-at

Member
Oct 25, 2017
336
I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif

Looks great! And that's a wrap!

...I'll see myself out.

well change just about everything about this area from last time



Ha don't worry too much about that, I'm still here changing what my first level looks like after 8 years! Looks good though, hopefully you won't feel the need to change it from what it was last week, I do think the purple helps bring out the foreground more so it's a good change!


Love this little dodge and slow mo, Bayonetta mixed in with the Matrix! :P
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
Hello, I'm having a problem with Unity3d it is all about rotation (I think, it is the main issue), so let's dig in.
I have a Capsule gameOmbject as a Player, and WASD are the commands to let the gameObject "walk" in the scene, so as you know W is for front, S is for backward and so on,
When I rotate my gameObject W become Strafe right, when All I want is W to be always the gameObject's face here's a pic I did, hope it is clear [The red part is the gameObject's face, I want to work like the correct one, but it works like the incorrect pic]
bjQ8gC6.png


Here's the script :
void FixedUpdate()

{

Rigidbody rB = GetComponent<Rigidbody>();
float Horizontal = Input.GetAxis("Horizontal") * speed;
float Vertical = Input.GetAxis("Vertical") * speed;
Vector3 Move = new Vector3(Horizontal, 0.0f, Vertical);

Move.y = rB.velocity.y;
rB.velocity = Move;


if(Input.GetButton("Q"))

{

transform.Rotate(0, -1.5f, 0);

}

if(Input.GetButton("E"))

{

transform.Rotate(0, 1.5f, 0);

}
}
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Some users(not on Resetera) told me that If I'm using a rigidbody I should avoid using the transform word :/
now, this confuse me
I'm new to Unity.
sabrina
you're already using it in your code twice though

If you move transform.position or transform.rotation yourself you're not going to get interpolation and you might not get expected results with friction and collision for that frame. If you check transform.forward to see what its value is then there's nothing wrong with that.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
FixedUpdate is mostly for physics based functions. You could/should move the GetComponent out of the function too, no need to go find it on every button click :)
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
FixedUpdate is mostly for physics based functions. You could/should move the GetComponent out of the function too, no need to go find it on every button click :)
I understand, lol

EDIT: it gives me an error : A field initializer cannot reference the nonstatic field, method, or property `UnityEngine.Component.GetComponent<UnityEngine.Rigidbody>()' I put the rigidbody component outside "FixedUpdate()"
 

OmegaJabroni

Member
Jan 23, 2018
18
Yeah, it could be a lot of fun--especially for multiplayer. Imagine a sort of Mario Kart power-up system (random) with all kinds of variations on the grappling hook ability. Of course, you could also make rewarding the power-ups skill or event based (as opposed to random) as well. Either way, maybe something to think about :)

Yeah, it's a great idea that we've implemented with the "blocks" or chests themselves! We have a sword block that clears an entire horizontal row, an arrow that clears a vertical column, a bomb that is able to destroy a 3x3 area and a "rainbow" key that will open any color of chest it touches! The rainbow is my favorite, you can use it to connect multiple groups of different colored chests together for a pretty huge match.

Bomb



Rainbow Key

 

K Monkey

Member
Oct 25, 2017
278
Well, I said ages ago that I killed off the Spider Queen but I needed something meaty to work on today. I decided to bring her out and hook her all up in Unity. This little level is just placeholder and sounds/textures too... this is just a test of her AI routines to see if it is feasible.

Once again, I recorded this on my ageing macbook so its not the best :)



MD6JpXy.gif

r9Fia3V.gif
 
Last edited:

_Rob_

Member
Oct 26, 2017
606
Well, I said ages ago that I killed off the Spider Queen but I needed something meaty to work on today. I decided to bring her out and hook her all up in Unity. This little level is just placeholder and sounds/textures too... this is just a test of her AI routines to see if it is feasible.

Yes! My favourite character is back!

I am having too much fun mashing CnW's genre's together!

SpaceBetweenTime2.png
 

Jobbs

Banned
Oct 25, 2017
5,639
Well, I said ages ago that I killed off the Spider Queen but I needed something meaty to work on today. I decided to bring her out and hook her all up in Unity. This little level is just placeholder and sounds/textures too... this is just a test of her AI routines to see if it is feasible.

Once again, I recorded this on my ageing macbook so its not the best :)

Ah, man. That's really cool. I love giant spiders (and plan to make one as well at some point!).

Just in case you're looking for general inspiration on giant spiders as you polish the encounter, you couldn't do much better than the Shelob fight in ROTK.
 
Oct 26, 2017
3,919
Some users(not on Resetera) told me that If I'm using a rigidbody I should avoid using the transform word :/
now, this confuse me
I'm new to Unity.
sabrina

This is thrown around a lot but is seldom elaborated on. They are correct, but here is what they mean:

When you are using a rigidbody, you are utilizing the physics system of Unity. (IIRC PhysX if it's a 3D game, Box2D if it's a 2D game. That't not important right now though.) What this means is that all movement of your rigidbody entities should be done through the applications of forces, rather than by the manual updating/setting of the transformation matrix.

Why?

When you apply forces, the Physics engine will do various things to ensure that your rigid body behaves "correctly". This includes (But is not limited to) Collision detection, Acceleration and Velocity calculations and essentially anything else that dictates how your rigidbody interacts with the physical game world.

So what problems can occur with manual matrix updates? Here's a practical example:

Let's say your defined velocity is 1 "Unit" per frame, and we will also say that this is quite "slow". You write code that updates your character's TM (Transformation Matrix) by 1 Unit in a given direction every frame. For the most part, your character will probably move as intended.

So, you keep moving your character until it reaches a wall. That wall is 5 "Units" thick. When your character runs into the wall, internally what is happening is that your character is actually moved inside it, and then "resolved" and pushed out of the wall. Seems fine, right?

Well, what happens if your character gets a speed boost and starts moving at 10 "Units" per frame? When you reach that wall, you will update the TM to be 10 units further ahead and bypass the wall entirely! (It was only 5 units thick, remember?)

When you apply forces (In the most cases, there are some exceptions) this won't happen! The physics engine will "catch" that you are about to move through a wall and prevent you from doing so!

That's a very basic example. There are several other horrible things that can happen (Like when you "move" a rigidbody inside another rigidbody) and generally, it's just a terrible idea to move character's this way if you are using physics, so I advise you start applying forces now. In practice It's largely the same idea, but you'll probably run into a few issues actually getting your character to move, accelerate and decelerate the way you want it to.

I'm afraid I don't have any tutorial links or anything, but if you google "2D Unity physics tutorial" you'll probably find quite a few results. Let me know if you run into any more issues :)
 

K Monkey

Member
Oct 25, 2017
278
Yes! My favourite character is back!

I am having too much fun mashing CnW's genre's together!

SpaceBetweenTime2.png

Have u made a last level that is actually a mash up of everything? :)

Ah, man. That's really cool. I love giant spiders (and plan to make one as well at some point!).

Just in case you're looking for general inspiration on giant spiders as you polish the encounter, you couldn't do much better than the Shelob fight in ROTK.

Thanks for the video! how could I forget about this one! just watching it has given me some ideas to work with... man I wish I could nail the movement just like that.
 

Aki-at

Member
Oct 25, 2017
336
I actually... forgot to drop my Screenshot Saturday here yesterday haha! So here we go!



I'm not sure if I'm just lucky or if having some music helped get me double the likes I usually get but it worked, might try that again this Wednesday for indiedev hour too. Got to show people all that Mega Drive soundchip goodness I've got prepared.

Yes! My favourite character is back!

I am having too much fun mashing CnW's genre's together!

SpaceBetweenTime2.png

Have u made a last level that is actually a mash up of everything? :)

I know I was joking we were Doctor Who before but if you do that we really are Doctor Who now! Top secret pyramid base and time literally ran out in the final level of CnW! :D
 

Slamtastic

Member
Oct 26, 2017
2,485
Im going to start work back on my Phantom Dust like game again.
I tried to make a Phantom Dust inspired game once, one that applied elements from it onto an arena FPS.



But the prospect of everything that goes into making a multiplayer game being way out o scope for the first game from a single person, and the highly visible failures of LawBreakers, Mirage and others, and the various NeoGaf/ResetEra commentary about the state of the industry and the inability to break into a space (multiplayer games/fpses) dominated by juggernauts made me put it aside and realize that it's a smarter use of my time to work on a single player game.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Eh, depends on what your purpose with the game is. I've been making a multiplayer game with two friends for a bit over 2 years now as a hobby/portfolio piece. I have no intent of competing with the games you mention, but it's still a worthwhile experience for me personally. I doubt we'll become millionaires from it but that's not the point either. That's most likely a bad way to go about it for any smaller developer regardless of genre.
 

Slamtastic

Member
Oct 26, 2017
2,485
Eh, depends on what your purpose with the game is. I've been making a multiplayer game with two friends for a bit over 2 years now as a hobby/portfolio piece. I have no intent of competing with the games you mention, but it's still a worthwhile experience for me personally. I doubt we'll become millionaires from it but that's not the point either. That's most likely a bad way to go about it for any smaller developer regardless of genre.
It's less about money, and more about playercount. You want the people who want to play your game to have people to play with.
 
Oct 26, 2017
3,919
Im going to start work back on my Phantom Dust like game again. Been on too big of a hiatus and I want to actually work on something again.

I tried to make a Phantom Dust inspired game once, one that applied elements from it onto an arena FPS.

A year or so ago one of my friends made a PD "Demake" for a game jam. There's a writeuphere along with some download links if anyone wants to give it go!
phantom-demake-1.png
 
Nov 1, 2017
1,380
This is really dumb but I made a thing

ebCwdGs.png


It's Pong lol. I found my insistence of trying to make the "dream game" wasn't working out, I finally decided to take people advice and start off with simple games and then work my way up to what I actually want. Not going to lie, it feels good to actually have a project that actually looks like it's going to get done. It's in reference to a scene in Tales of Symphonia that became meme-esque within the community. I'd actually like the ball to be smaller but then you loose the detail of the face.
 

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
This is thrown around a lot but is seldom elaborated on. They are correct, but here is what they mean:

When you are using a rigidbody, you are utilizing the physics system of Unity. (IIRC PhysX if it's a 3D game, Box2D if it's a 2D game. That't not important right now though.) What this means is that all movement of your rigidbody entities should be done through the applications of forces, rather than by the manual updating/setting of the transformation matrix.

Why?

When you apply forces, the Physics engine will do various things to ensure that your rigid body behaves "correctly". This includes (But is not limited to) Collision detection, Acceleration and Velocity calculations and essentially anything else that dictates how your rigidbody interacts with the physical game world.

So what problems can occur with manual matrix updates? Here's a practical example:

Let's say your defined velocity is 1 "Unit" per frame, and we will also say that this is quite "slow". You write code that updates your character's TM (Transformation Matrix) by 1 Unit in a given direction every frame. For the most part, your character will probably move as intended.

So, you keep moving your character until it reaches a wall. That wall is 5 "Units" thick. When your character runs into the wall, internally what is happening is that your character is actually moved inside it, and then "resolved" and pushed out of the wall. Seems fine, right?

Well, what happens if your character gets a speed boost and starts moving at 10 "Units" per frame? When you reach that wall, you will update the TM to be 10 units further ahead and bypass the wall entirely! (It was only 5 units thick, remember?)

When you apply forces (In the most cases, there are some exceptions) this won't happen! The physics engine will "catch" that you are about to move through a wall and prevent you from doing so!

That's a very basic example. There are several other horrible things that can happen (Like when you "move" a rigidbody inside another rigidbody) and generally, it's just a terrible idea to move character's this way if you are using physics, so I advise you start applying forces now. In practice It's largely the same idea, but you'll probably run into a few issues actually getting your character to move, accelerate and decelerate the way you want it to.

I'm afraid I don't have any tutorial links or anything, but if you google "2D Unity physics tutorial" you'll probably find quite a few results. Let me know if you run into any more issues :)

So, If a wall is 10 unit thick and my character speed is like 20 unit thick (via transform.Translate), it means I will go trough the wall?
and another thing, It might sound stupid, but How do I use force in unity? and by using transformation Matrix you mean the "transform.Translate" ?
 
Last edited:

TwinsUltra64

Banned
Oct 27, 2017
1,453
Cyberspace, EUROPE
Well, I said ages ago that I killed off the Spider Queen but I needed something meaty to work on today. I decided to bring her out and hook her all up in Unity. This little level is just placeholder and sounds/textures too... this is just a test of her AI routines to see if it is feasible.

Once again, I recorded this on my ageing macbook so its not the best :)



MD6JpXy.gif

r9Fia3V.gif


This was difficult to watch, I suffer from Arachnophobia.
So, I guess you did a great job :P
 
Oct 26, 2017
3,919
So, If a wall is 10 unit thick and my character speed is like 20 unit thick (via transform.Translate), it means I will go trough the wall?
and another thing, It might sound stupid, but How do I use force in unity? and by using transformation Matrix you mean the "transform.Translate" ?

I'm actually not sure about transform.Translate as I don't know how it is implemented under the hood. In the example I gave, I was assuming the movement logic code was something akin to:

transform.SetX(transform.GetX() + 10)

Id hazard a guess and say that the results between my assumption and ".Translate" probably won't be identical, but you'll likely still run into physics related issues. Perhaps not the one I listed, but certainly others down the line. For example, when two rigid bodies collide whilst both using ".Translate", what are the actual forces applied? The way they react (I.e bounce off each other) is difficult to predict, and probably wouldn't be realistic or what you wanted.

Take a look at this link for a brief overview on how to apply forces.
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
So, I mentioned before that we've added hand-painted normals to our 2D game. I just wanted to share our first-released screenshot showing the actual results of all that effort, and welcome any feedback:

3QyVcwu.png


And here's a comparison shot:

MiIepTi.png


Time for a good old fashioned wall o' gifs!

FaintJovialLeafcutterant-max-14mb.gif
ImprobableUnequaledFowl-max-14mb.gif
SorrowfulAccomplishedAruanas-max-14mb.gif

ImportantWindyBlackfish-max-14mb.gif
DiscreteThriftyIberianemeraldlizard-max-14mb.gif
ImperfectFaintBurro-max-14mb.gif


The Acrobat expanded moveset improves her mobility all across the board in ways I hadn't even really anticipated, like with the Air Blade giving her an extra vertical boost, making for some (hopefully) fun shenanigans. (and yes, the Air Blade is indeed not in the above gifs - it was one of the larger ones so I refrained slightly from killing even more bandwith :-D)
Regarding the Coyote animation, as it was discussed before, I set it so it only plays after sprinting for a set (long) distance, so it's far from playing every time you fall off, in fact you'll likely fall off more without seeing it than with it! So far it also doesn't do anything extra other than being there, but I'm looking into expanding the timing window for the coyote jump mechanic as an "extra bonus" and to make this whole coyote thing an actual "Tex Avery Inspired (TM)" move, but if it's too powerful, I'll simply leave it as is! Making new mechanics just to disable them is fun :v
It's not just that these are excellently animated, or that they're extremely charming, or very creatively invented ways of character movement for the situation, it's also that they seem to give you greater freedom in design, offering additional player positioning not often seen. Things like squishing up against the wall, and a little extra time off a ledge before fatal descent. I could be wrong, but that's how it seems. Are your inventive animations leading design, or is design leading a requirement for inventive animations?
I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif



These are so good. I especially like her pressing against the wall to avoid the falling block haha. I wonder how common that will be a necessary move.
This is such a cool application that this modelling method enables. Just make sure you allow bandaging of the knee. I hear it's oft an adventurer's downfall when victim to bow-flung projectiles...
I think you're gonna need more than just a cross, mate...

This looks awesome and terrifying.
 

wwm0nkey

Member
Oct 25, 2017
15,576
I tried to make a Phantom Dust inspired game once, one that applied elements from it onto an arena FPS.



But the prospect of everything that goes into making a multiplayer game being way out o scope for the first game from a single person, and the highly visible failures of LawBreakers, Mirage and others, and the various NeoGaf/ResetEra commentary about the state of the industry and the inability to break into a space (multiplayer games/fpses) dominated by juggernauts made me put it aside and realize that it's a smarter use of my time to work on a single player game.


I keep on going back and forth between SP or MP, mostly because I hate network programming lol

A year or so ago one of my friends made a PD "Demake" for a game jam. There's a writeuphere along with some download links if anyone wants to give it go!
phantom-demake-1.png
That looks great! Going to have to try it!

Really hoping I can commit to the project this time, just bought the TPS toolkit to take away some of the stress hahaha
 

K Monkey

Member
Oct 25, 2017
278
So, I mentioned before that we've added hand-painted normals to our 2D game. I just wanted to share our first-released screenshot showing the actual results of all that effort, and welcome any feedback:

3QyVcwu.png


And here's a comparison shot:

MiIepTi.png


I think you're gonna need more than just a cross, mate...

This looks awesome and terrifying.

Thanks! judging how the world handles spiders in the house... i'm gonna add a spray canister and lighter to the game.

I love the normal mapping (esp the original post). I find the walls above the platform you walk on being lit a bit off. Its probably right in a sense that it will be lit to some degree but right now its like 2 torches being pointed from the camera towards it, and u lose that sense of depth that the original on the left had. I guess having the walls lit up there also shows the playable pathway too. Looks great by the way :)
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
So, I mentioned before that we've added hand-painted normals to our 2D game. I just wanted to share our first-released screenshot showing the actual results of all that effort, and welcome any feedback:

3QyVcwu.png


And here's a comparison shot:

MiIepTi.png



It's not just that these are excellently animated, or that they're extremely charming, or very creatively invented ways of character movement for the situation, it's also that they seem to give you greater freedom in design, offering additional player positioning not often seen. Things like squishing up against the wall, and a little extra time off a ledge before fatal descent. I could be wrong, but that's how it seems. Are your inventive animations leading design, or is design leading a requirement for inventive animations?

I don't really have feedback except that it looks amazing - I wish I could use a similar technique for my own ends, but the idea of going over every frame of anim so far to handpaint normals... I'll leave that for another project :-D

Regarding your question, it's actually an excellent one I didn't give much thought about beforehand, but now that I do, I think it's more design that leads animations initially (for instance, the wall flatten comes from the idea of making "close call" situations when interacting with vertical surfaces, as I'd like the environment to feel tactile, not just "a surface to walk on"), then after implementation, I see if new situations can emerge from the timing of those animations (for instance, coyote). But yes, in general, I try to come up with intentions first (either play scenarios, or visual effects), then while developing the motions, they might evolve into something else - but I'll admit, working mostly solo allows me a very freeform way to design where any of those two extremes can take the lead :-D
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
*thread on first page*
"Oh, the indie dev thread. I should add it to my watched threads, I wonder why I haven't already."
*world-class talent on display causes crushing inadequacy feelings."
"Ah... right".

I can't remember if I mentioned it on here or on Discord but I recently decided I wanted add bandages to staunch bleeding. I could have just done what Far Cry 3 did and recycle the same bandaging animation for the arm but what's the fun in that? >:D

So here are eight different bandaging animations stuck together so you can see how good of mummy cosplay you can perform if you suck at the game lol

igsdm4s.gif

This is freaking amazing. Also I see you implemented eye saccades and I love them! Was it because I suggested them?

Console development is still a fantasy at this point, I have no devkits, no big 3 contacts and no publisher, no funding, and the engine doesn't even support console porting in the first place, so it'd need to be rebuilt specifically for them assuming I had all previous three. The idea is to get the game done for PC first, gain traction/attention, and see what happens from there... Ideally, I'd love to release it on consoles, but I'm very careful about making promises I don't know if I'll be able to keep. First step is still to make the game at all :-)

Also, the game will require an incredible amount of RAM to run at all, so I'm still wondering if console porting is even remotely possible :-D

You're exactly in the same place as me with the above, except for the bit about making it in an engine that doesn't allow for consoles (I'm using Unity so I should have no issues), but otherwise I have zero funding, devkits or publisher support. Still, a common story you hear repeated over and over is that Steam indie games get often drowned under the huge amount of them that exist, and that you'll have exponentially more success releasing it on consoles (especially the Switch), so it might really, really bear keeping that door open. Is migrating to Unity entirely out of the question for you? Unlike mine, your game looks frankly incredible and emphatically worthy of getting console ports.

On a somewhat negative note, the post recently about a 40-hour project to make a Steam-ready meme game learning Unity from scratch really hammered home how I should have done better if I were really dedicated. If someone can do something that quickly, spending months should produce so much more.

Yeah, I feel you; I've been working technically full time for a year and I have nothing comparable to many of the things shown here. This is what worries me the most, the feeling that I should be progressing faster, especially since I do have a time limit. Again, this is one reason I don't make a habit of visiting this thread or checking how a lot of other indie devs are doing: there's only so many ways you can tell yourself "don't compare yourself to others", but our monkey brains are built to do just that.
 

OmegaJabroni

Member
Jan 23, 2018
18
So, I mentioned before that we've added hand-painted normals to our 2D game. I just wanted to share our first-released screenshot showing the actual results of all that effort, and welcome any feedback:

3QyVcwu.png


And here's a comparison shot:

MiIepTi.png



It's not just that these are excellently animated, or that they're extremely charming, or very creatively invented ways of character movement for the situation, it's also that they seem to give you greater freedom in design, offering additional player positioning not often seen. Things like squishing up against the wall, and a little extra time off a ledge before fatal descent. I could be wrong, but that's how it seems. Are your inventive animations leading design, or is design leading a requirement for inventive animations?

This is such a cool application that this modelling method enables. Just make sure you allow bandaging of the knee. I hear it's oft an adventurer's downfall when victim to bow-flung projectiles...

I think you're gonna need more than just a cross, mate...

This looks awesome and terrifying.

That looks fantastic! The lighting is absolutely gorgeous.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
You're exactly in the same place as me with the above, except for the bit about making it in an engine that doesn't allow for consoles (I'm using Unity so I should have no issues), but otherwise I have zero funding, devkits or publisher support. Still, a common story you hear repeated over and over is that Steam indie games get often drowned under the huge amount of them that exist, and that you'll have exponentially more success releasing it on consoles (especially the Switch), so it might really, really bear keeping that door open. Is migrating to Unity entirely out of the question for you? Unlike mine, your game looks frankly incredible and emphatically worthy of getting console ports.

Thanks a lot :-D

About migrating to Unity: yeah, for reasons I went over a number of times in this thread and in the old place, Unity is more or less a no-go for me, as I simply cannot work without visual scripting tools (and Unity's still require use of actual scripting, so they're not what I need). Essentially, if I'm to work with Unity, I'd need to team up with a programmer full-time, and be completely hands off the actual game-making part, and that's not how I want or need to work right now - in addition to simply being impossible, since I have no money to pay anyone in the first place. That's why the plan is to release for PC first, and use the funding from said release to fund console porting eventually, in addition to being able to update the game based on feedback from the initial release. Any crowdfunding effort I'd make in the meantime would be for that specific goal, as the amount I'd need to switch dev focus to target all platforms at release would be exponentially larger - and the amount I'd require as it stands now would already turn too many heads, I already need to find ways to tone it down :-D (the funny thing with money where I am is that you can scrape by when you have none, but as soon as you have the tiniest bit, either you have "enough" for what you need, or you're basically screwed and would be better off having none at all, a very interesting paradox to live in)

I'm well aware all the rage now is to do console, and especially Switch porting, but by the time I'm done (at the very least two to three years), it's very likely the landscape will have shifted dramatically (especially in regards to indie popularity on the eshop - we'll see if the current bubble holds), so I feel it's useless to make harsh decisions based on the short term situation :-D There's also some changes to look forward to with Construct itself: C3 is still not entirely out of the question, despite looking unappealing right now (the desktop release might eventually turn things around), and there are a number of tools/teams being developed and formed for C2 porting to console, one of which being litterally the next town over (they've ported the Next Penelope to Switch, one of C2's most famous games so far, showing it's not a complete impossibility any more).

So in short: due to money, work process, technology considerations, and planning, switching to Unity *right now* wouldn't necessarily mitigate long term risk, and might in fact increase it compared to sticking to my current plan, as switching before the game is "done" might sink the project altogether as I wouldn't be able to work on it by myself anymore. I'll very likely need to switch eventually if C2 porting doesn't pan out in the years to come - but the timing in which to port will be critical, and highly dependant on many factors, the biggest of which being the need of my hands-on participation.

As for the potential revenue from a Steam/PC release, I've already released something on Steam so I have good first hand experience of the risks associated with it (which was one of the main points of that release in the first place), which is why I'm focused on building a community right now for support during the game's development, and in anticipation for the staggered release plan - it may not be the most popular model right now, but it did very well (as far as I know) for a number of other titles such as Axiom Verge, and is still a good somewhat "safe" route when you can't afford to aim for everything at once right off the bat!
 

K Monkey

Member
Oct 25, 2017
278
Yeah, I feel you; I've been working technically full time for a year and I have nothing comparable to many of the things shown here. This is what worries me the most, the feeling that I should be progressing faster, especially since I do have a time limit. Again, this is one reason I don't make a habit of visiting this thread or checking how a lot of other indie devs are doing: there's only so many ways you can tell yourself "don't compare yourself to others", but our monkey brains are built to do just that.

everyone here is lovely and they will understand/appreciate seeing your work. Some ppl have worked several years whereas others have just worked a few months so results are always going to be varied. Use what you see from other devs as inspiration as thats what i do... sometimes i see something i like and want to learn how it was done. I think when this thread moved over from Gaf, one of the biggest things we all wanted was to make it feel more inviting... and i think it is to some extent.
 

_Rob_

Member
Oct 26, 2017
606
everyone here is lovely and they will understand/appreciate seeing your work. Some ppl have worked several years whereas others have just worked a few months so results are always going to be varied. Use what you see from other devs as inspiration as thats what i do... sometimes i see something i like and want to learn how it was done. I think when this thread moved over from Gaf, one of the biggest things we all wanted was to make it feel more inviting... and i think it is to some extent.

Seconded, no one should fee overwhelmed; people of all skill level and experience should feel welcome!
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thanks a lot :-D

About migrating to Unity: yeah, for reasons I went over a number of times in this thread and in the old place, Unity is more or less a no-go for me, as I simply cannot work without visual scripting tools (and Unity's still require use of actual scripting, so they're not what I need). Essentially, if I'm to work with Unity, I'd need to team up with a programmer full-time, and be completely hands off the actual game-making part, and that's not how I want or need to work right now - in addition to simply being impossible, since I have no money to pay anyone in the first place. That's why the plan is to release for PC first, and use the funding from said release to fund console porting eventually, in addition to being able to update the game based on feedback from the initial release. Any crowdfunding effort I'd make in the meantime would be for that specific goal, as the amount I'd need to switch dev focus to target all platforms at release would be exponentially larger - and the amount I'd require as it stands now would already turn too many heads, I already need to find ways to tone it down :-D (the funny thing with money where I am is that you can scrape by when you have none, but as soon as you have the tiniest bit, either you have "enough" for what you need, or you're basically screwed and would be better off having none at all, a very interesting paradox to live in)

I'm well aware all the rage now is to do console, and especially Switch porting, but by the time I'm done (at the very least two to three years), it's very likely the landscape will have shifted dramatically (especially in regards to indie popularity on the eshop - we'll see if the current bubble holds), so I feel it's useless to make harsh decisions based on the short term situation :-D There's also some changes to look forward to with Construct itself: C3 is still not entirely out of the question, despite looking unappealing right now (the desktop release might eventually turn things around), and there are a number of tools/teams being developed and formed for C2 porting to console, one of which being litterally the next town over (they've ported the Next Penelope to Switch, one of C2's most famous games so far, showing it's not a complete impossibility any more).

So in short: due to money, work process, technology considerations, and planning, switching to Unity *right now* wouldn't necessarily mitigate long term risk, and might in fact increase it compared to sticking to my current plan, as switching before the game is "done" might sink the project altogether as I wouldn't be able to work on it by myself anymore. I'll very likely need to switch eventually if C2 porting doesn't pan out in the years to come - but the timing in which to port will be critical, and highly dependant on many factors, the biggest of which being the need of my hands-on participation.

As for the potential revenue from a Steam/PC release, I've already released something on Steam so I have good first hand experience of the risks associated with it (which was one of the main points of that release in the first place), which is why I'm focused on building a community right now for support during the game's development, and in anticipation for the staggered release plan - it may not be the most popular model right now, but it did very well (as far as I know) for a number of other titles such as Axiom Verge, and is still a good somewhat "safe" route when you can't afford to aim for everything at once right off the bat!

Thanks a lot for the extremely detailed reply, especially on a topic you probably have had to go over and over in the past. In that regard as well, sorry for asking, I don't frequent this thread often enough... due to work like yours making me feel so inadequate. :D

Not sure how much use this will be for you, but I'm exactly in the mirror situation: software engineer, couple decades experience in multiple (non-game) environments... but zero visual design experience. It would be a dream to be able to work with an artist like you, even for free / share of the profits (hopefully resulting in enough of a success to not make the distinction meaningless :D), but I'm far too deep in my own game now, and need more experience specifically with making games. There must be a lot of other programmers with more experience than myself that would love to have the chance to partner with a designer of your caliber, if you should choose to.

That said, I fully empathize with wanting to work alone, and know full well its perks, especially after working for years in office environments where you can't so much as change a typo in a class name without screwing five other people, and being now able to routinely perform radical refactors without having to tell a soul. Plus being pushed out of one's safe space and having to learn a ton of new stuff like making sprites and animations is just great.

About the paradox about having a little money being worse than having none, I think (as someone who wouldn't know about the first case) the issue may be that with that little money comes a lot of responsibility and expectations. It's one thing to work on a game at one's pace and with one's goals that may be changed at any time, but the moment other people give you money, you incur a debt with them, which changes everything. For the record, that's exactly what the devs of none other than FTL reported happening to them; the moment they did the kickstarter, even though the game was nearly complete, it became infinitely more stressful for them. This is why I'm avoiding any such thing myself for the time being (OK, so that's what I tell myself and the real reason is that I can't imagine anyone paying for it, but still...).

everyone here is lovely and they will understand/appreciate seeing your work. Some ppl have worked several years whereas others have just worked a few months so results are always going to be varied. Use what you see from other devs as inspiration as thats what i do... sometimes i see something i like and want to learn how it was done. I think when this thread moved over from Gaf, one of the biggest things we all wanted was to make it feel more inviting... and i think it is to some extent.
Seconded, no one should fee overwhelmed; people of all skill level and experience should feel welcome!

I fully agree everyone here is amazing, not just in terms of talent but how warm, welcoming, helpful and friendly they are; I do feel very welcome. It's not the people here that make me feel inadequate, it's myself; I know it's not healthy, it's just what it is. :)
 
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K Monkey

Member
Oct 25, 2017
278
I fully agree everyone here is amazing, not just in terms of talent but how warm, welcoming, helpful and friendly they are; I do feel very welcome. It's not the people here that make me feel inadequate, it's myself; I know it's not healthy, it's just what it is. :)

share your work on the discord - its a better place to keep things more private if u must for feedback or just to show what youre upto.

Warning, lots of silliness on there too that comes part of the baggage.
 
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