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K Monkey

Member
Oct 25, 2017
278
Well i have no clue but they lack basic experiences in game dev. I think they used a mix of maybe the wrong method to calculate angle, or bad priorities maybe ? last time i heard of the guy who was trying he was telling me that was cause of unity physic and he wanted to get ride of it to create his own rules from scratch. Then it's been 2 weeks and he didn't answer my last message. he also tend to change things in the game without asking or telling anyone sometimes. Difficult to work with those conditions really.

I just caught up on your post Orioto. I am also going to support what Noogy is suggesting since you have tried a few times unsuccessfully and it is a real shame that your art is going to waste.

I currently do everything myself from art, programming and design and it was something I considered way back when learning the Tools and I don't consider myself a programmer (I'm a games designer). As Noogy pointed out, the tools today are very easy to pick up and you really should consider jumping back in and doing something yourself. I mean, what have you got to lose exactly?

Start something small, and with your beautiful art... it could be an awesome time for you.
 

lowpoly

Member
Oct 25, 2017
4
Start something small, and with your beautiful art... it could be an awesome time for you.

Agreed. The key is understanding what small actually means. Just make a single arkanoid level, no frills. Figure out how to do the physics, how to manage a basic game play loop. Ship it, let people play it, then start making something a tiny bit bigger, building off what you learned. You'd be surprised how fulfilling that can be, even if it isn't your dream game idea yet.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Hey Orioto, I feel you. You know, I also came at this as an artist, it's the main reason I picked up programming. I did go through a couple failed attempts trying to work with others, which is why I just went solo and have been doing pretty well ever since.

Have you considered picking up the tools yourself? They've never been simpler, and you'd make a pretty dangerous combo doing art, design, and programming.

I just caught up on your post Orioto. I am also going to support what Noogy is suggesting since you have tried a few times unsuccessfully and it is a real shame that your art is going to waste.

I currently do everything myself from art, programming and design and it was something I considered way back when learning the Tools and I don't consider myself a programmer (I'm a games designer). As Noogy pointed out, the tools today are very easy to pick up and you really should consider jumping back in and doing something yourself. I mean, what have you got to lose exactly?

Start something small, and with your beautiful art... it could be an awesome time for you.

Agreed. The key is understanding what small actually means. Just make a single arkanoid level, no frills. Figure out how to do the physics, how to manage a basic game play loop. Ship it, let people play it, then start making something a tiny bit bigger, building off what you learned. You'd be surprised how fulfilling that can be, even if it isn't your dream game idea yet.

Well yeah.. you guys are probably right but there are things you're ready for and other things.. i've tried numerous time to learn some easy soft in the past, and i mean for 10 years. I've tried rpg maker, construct, multimedia fusion etc.. But i always always give up. Not even that it's that complicated but there is something in that process that is noto for me, and that makes me lose my motivation. I mean doing the creative process and the art is a lot already and that's what motivates me. having to fo through the endless problems and complications of coding and debugging, that removes the interest for me. It's just too much and too bothering. When i work on something i need to feel excited about the process.

Also, and that's actually probably a more personal issue but i'm tired sometimes of working alone. I need some collaboration, to be able to share a common goal at some point. Being doing everything alone for years, that's a heavy weight.
 

Jack

Member
Oct 25, 2017
167
Hey Orioto, I feel you. You know, I also came at this as an artist, it's the main reason I picked up programming. I did go through a couple failed attempts trying to work with others, which is why I just went solo and have been doing pretty well ever since.

Have you considered picking up the tools yourself? They've never been simpler, and you'd make a pretty dangerous combo doing art, design, and programming.
I agree with this.

When I started I had a programmer sabotage my project, so I learned how to program. 2 years later I had an artist seemingly get tired of doing game art, so I picked up the pen again after almost 2 decades of not drawing anything.

I'm starting from scratch but for those who have seen what I am doing outside if what I've shown here, seem satisfied - and they are bonkers artists so if I'm half as good my garbage will look glorious.

I'm also rewriting the game from the ground up because I can do so much more now code-wise. Although nobody look at my code, yo.
 

missile

Member
Oct 25, 2017
112
Orioto: What about the other way around, i.e. working as an artist for a
programmer who has a different game in mind than yours?
 

1-D_FE

Member
Oct 27, 2017
8,261
Everytime I ask for help on a forum and someone is nice enough to write a code to help I understand how little I know.

However, I can code almost anything I can think up it is just that I write a few hundred lines more than people who know what they are doing :-P..

(I hope nobody will look at the source code of my games)

LOL. I'd have to have a game people wanted to actually look at, but I think it's a thought most people have.

Little while back I discovered just how fun arrays could be. I knew about arrays, of course, and used them, but didn't realize just how powerful they could be for everything. Was even thinking of rewriting some code to have arrays of arrays (to really shrink some of my code). Then I came to my senses and got back to finishing what needed finishing.

Well good luck with the project then :p



Well i have no clue but they lack basic experiences in game dev. I think they used a mix of maybe the wrong method to calculate angle, or bad priorities maybe ? last time i heard of the guy who was trying he was telling me that was cause of unity physic and he wanted to get ride of it to create his own rules from scratch. Then it's been 2 weeks and he didn't answer my last message. he also tend to change things in the game without asking or telling anyone sometimes. Difficult to work with those conditions really.

So with this with networking, or local play? Because I've spent quite a bit of time playing with different prototypes using Unity 2D physics (just to see what it could do) and was very impressed. If they were having those issues with local gameplay, then it's easy to see why you were so frustrated. That's really simple stuff that should have been a piece of cake for anyone with even a basic understanding of Unity. The asterisk, of course, is if we're talking about networking. Then there may be issues I'm just not able to understand.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Orioto: What about the other way around, i.e. working as an artist for a
programmer who has a different game in mind than yours?

Well i'm not interested at all in that way :p Except if the game is realyll good and i can have creative freedom for the art direction but clearly i want to do my own things. I can't work for someone, it's my problem in life.

So with this with networking, or local play? Because I've spent quite a bit of time playing with different prototypes using Unity 2D physics (just to see what it could do) and was very impressed. If they were having those issues with local gameplay, then it's easy to see why you were so frustrated. That's really simple stuff that should have been a piece of cake for anyone with even a basic understanding of Unity. The asterisk, of course, is if we're talking about networking. Then there may be issues I'm just not able to understand.

Yes sorry i didn't answer you on that point. No, no network play at all. The multiplayer is not even implemented yet. We just have a basic prototype with the usual arkanoid stuff and the multiplier for the points.
We had problems with sometimes, the block hit by the ball, the sound playing and all, but the block not disappearing, then we had problem with the ball going in straight vertical line after some bounce, like erasing a line of block by just being parallel to them lol, same against the wall. So they did some fixes like adding an arbitrary angle value when it hits at a certain angle (too wide i guess) but it creates other problems then. After that we had problems with the ball sometimes bouncing inside the block, rather than in the opposite direction. Wait i think i have some gif of that (cause those gentlemen who help me never ever test or see any bugs in what they do, i have to show them all the time, even when it happens really fast lol).

It's not this problem exactly actually but some other thing there was so many problems with broken angle when hitting the corner or when hitting 2 block at once.. The little spark is meant to be on contact point but it was broken at some point :p

Breakout-2017-10-04-20-15-23-02.gif
 

missile

Member
Oct 25, 2017
112
Well i'm not interested at all in that way :p Except if the game is realyll good and i can have creative freedom for the art direction but clearly i want to do my own things. I can't work for someone, it's my problem in life. ...
Perhaps the programmers of yours also had the feeling of working for someone
and not with someone.
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,806
I'm going to try to post more in here with you guys I decided wih ResetEra and with things finally calming down on my end, I have a chance to declare that officially now. I love seeing other people's projects.

I'll be posting some thi gs here soon, but challenging myself to make an LSD: Dream Emulator-esque game in a month and half. Only started a few days ago, so in early work but finished most of the basework. Will post my progress as it develops. My projects are small and crude but I do love making them.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Perhaps the programmers of yours also had the feeling of working for someone
and not with someone.
Clearly yes, i know what i want. There is still a lot of discussion with the programmers, as you always need feedback and you can make mistakes, but there is a clear vision to begin with.
Now in their case, they clearly said they wanted to help me with my project to begin with, that was the state of mind.
 

1-D_FE

Member
Oct 27, 2017
8,261
Yes sorry i didn't answer you on that point. No, no network play at all. The multiplayer is not even implemented yet. We just have a basic prototype with the usual arkanoid stuff and the multiplier for the points...

I'm not sure I got every single problem, but a lot of those were pretty basic. The last thing, like the particle not playing where contact was made, just makes me a little sad. I also wonder how much they really understood all the different Unity physics options. If I read you right, you had a bug where the ball got stuck inside a box collider?

I once spent a day prototyping the concept of a randomly generated game based on Cameltry (which I think is one of the criminally underrated spinner games of all time). And I was just doing all kinds of insanely stupid things at insanely stupid speeds. At first it was really easy for my ball to pass right through colliders without triggering. But there are a bunch of options (and physics rate) you can change. By the time I abandoned the idea, I was just seeing how fast I could have both objects moving and still have the collisions properly register. By the end, I couldn't break it no matter how hard and unrealistic the actions got. I came away super impressed with Unity.

As someone else suggested, have you considered trying to learn Unity yourself? For something like the above, you could fairly easily make the game using the Playmaker plugin (that sells on the Asset store). Playmaker is still coding, but it's visual based. It's much easier to learn when you're not worried about syntax.
 

RHANITAN

Member
Oct 25, 2017
174
Orioto I am also an artist who had no programming experience when I started and even though I am more comfortable in gml now I still hate programming and I think I will always hate it but seeing the end product always feels worth it. Building up the discipline to work through the parts that don't excite you takes practice. As others have said starting small is prolly best but I would be one to talk because I have always been terrible at starting small haha. Instead I just try and see small parts of my game getting done as accomplishments to feel good about.
 
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fantasyGG

Member
Oct 28, 2017
98
This is the first time I see indie game development thread! Wish I have the motivation to start my own little indie game project :(
 

fleeting

Member
Oct 27, 2017
311
This is the first time I see indie game development thread! Wish I have the motivation to start my own little indie game project :(
I feel that browsing this thread (and the ol' gaf one since it was so big) seeing other peoples projects really motivates me!

I've been playing around in unity creating my own clone of a clone (clone of boom, which is a clone of bomberman) lately. I'm somewhat comfortable with coding, and you can always clean up and refactor that spaghetti code later on, and there's always the unity documentation to check out if you need help. However, I've been using free art since I'm not really an artist which is bumming me out. I'm just about to dive into learning and practice using blender - I've played around with 3ds max and modo before so hopefully I'll have some of the basics down already. I'm in love in the low poly + pixel texture look, and I'm hoping to be making my own stuff soon.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
I'm not sure I got every single problem, but a lot of those were pretty basic. The last thing, like the particle not playing where contact was made, just makes me a little sad. I also wonder how much they really understood all the different Unity physics options. If I read you right, you had a bug where the ball got stuck inside a box collider?

I once spent a day prototyping the concept of a randomly generated game based on Cameltry (which I think is one of the criminally underrated spinner games of all time). And I was just doing all kinds of insanely stupid things at insanely stupid speeds. At first it was really easy for my ball to pass right through colliders without triggering. But there are a bunch of options (and physics rate) you can change. By the time I abandoned the idea, I was just seeing how fast I could have both objects moving and still have the collisions properly register. By the end, I couldn't break it no matter how hard and unrealistic the actions got. I came away super impressed with Unity.

As someone else suggested, have you considered trying to learn Unity yourself? For something like the above, you could fairly easily make the game using the Playmaker plugin (that sells on the Asset store). Playmaker is still coding, but it's visual based. It's much easier to learn when you're not worried about syntax.

To be fair the particle thing was working, then the guy actually redid everything in the game from scratch cause he wanted to change the way collisions worked (which resulted in more problems) and he redid everything differently, so he just didn't bother adding that effect correctly.

The bug was not really the ball getting stuck into the collider. The block disappeared, but the ball bounced in the block direction rather than against it.

Orioto I am also an artist who had no programming experience when I started and even though I am more comfortable in gml now I still hate programming and I think I will always hate it but seeing the end product always feels worth it. Building up the disaplin to work through the parts that don't excite you takes practice. As others have said starting small is prolly best but I would be one to talk because I have always been terrible at starting small haha. Instead I just try and see small parts of my game getting done as accomplishments to feel good about.

You guys are all like "do it yourself bitch, nobody gonna make it for you!" :p
I could try to use unity myself to see how i can do that arkanoid demo but why would have i better results than 2 guys with more experience than me lol. I mean i was already looking for internet infos about arkanoid for them anyway so why not..
 

RHANITAN

Member
Oct 25, 2017
174
You guys are all like "do it yourself bitch, nobody gonna make it for you!" :p
I could try to use unity myself to see how i can do that arkanoid demo but why would have i better results than 2 guys with more experience than me lol. I mean i was already looking for internet infos about arkanoid for them anyway so why not..
lol I didn't mean for it to come off that way. I'm sure if you kept looking for programmers you would find a good partner eventually but i have no experience in finding programming partners and trying out a small project by yourself might a be a good way to make progress while you try and find someone. They might even be more interested if you can show them some basic prototype stuff.
 

Jack

Member
Oct 25, 2017
167
You guys are all like "do it yourself bitch, nobody gonna make it for you!" :p
I could try to use unity myself to see how i can do that arkanoid demo but why would have i better results than 2 guys with more experience than me lol. I mean i was already looking for internet infos about arkanoid for them anyway so why not..
Hate to break it to you but they don't sound like they have much, anyway :| I'm assuming most intermediate level programmers can knock out a working prototype in a day in Unity. At it's core it's pong with 1 paddle. The issues you've described shouldn't even be happening it's that basic from resolving multiple collisions at once to reading incoming angles and spitting out an appropriate bounce angle. From the looks of it when it comes to ricochet they are trying to let Unity physics handle the bounce vs calculating and controlling their own angles.

You have the art, you've got ideas, just finish the puzzle. Unless people are getting paid like its their job you'll probably run into issues with collaboration. Besides myself I know several here have had prior issues and that's just how it goes a LOT of the time. Most people when diving into gamedev want their own ideas brought to reality and seldom enjoy working on other people's stuff.

You can always learn by doing small stuff. I spent a little over 2 years to throw it all away and start fresh solo. I don't count that as a loss, I look at that as a learning experience. The best person to get things done for you is you.

Start small. Make a maze game. A runner. A 1 button platformer. A sidescrolling shmup. Just start learning by making stuff. It won't come overnight but the longer you wait, the longer it will take you to get there.

Toss up your basic games on Itch or your website for free and get feedback, work to improve. Plenty of indie devs that are the hotness have made dozens upon dozens of piles of hot garbage that never see the light of day, myself included. I've got so many small one-offs I've made as nothing more than exercises.

Ask most solo devs where they came from and they will point you in the direction of "nowhere". You've got more than that going for you. Consider that a huge leg up and capitalize on it.
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Well i'm looking into Playmaker (already have unity installed but never used it really) to see what it is. Damn it's 65$ :p
Anyway sorry i don't want to make the thread about my problems!

And thx for you advices... I'll see if i find the courage. Visual scripting could help maybe.

Also something fun is, i'm teaching graphic design to students in a videogame school now, and well, they all learn programming lol.
 

correojon

Banned
Oct 26, 2017
1,410
I´m finishing up the main mechanic for a level, it´s a bongo platform that acts like a spring; if the players presses the jump button he´ll get a higher jump. But also, the platform will generate a sound wave that will affect other elements of the level. In this example, the soundwave awakens a small enemy that will attack the player and also temporarily reveals a hidden wall:

BdezmDu.gif


I like this mechanic a lot, it mixes realy well with other stuff and can create some interesting situations where the player must choose between revealing the hidden layout and awakening the enemies or trying to discover where the walls and floors are on his own without having to worry about the enemies.

BTW, the framerate is all messed up in the GIF, the game is not that frantic! :P


Well i'm looking into Playmaker (already have unity installed but never used it really) to see what it is. Damn it's 65$ :p
Anyway sorry i don't want to make the thread about my problems!

And thx for you advices... I'll see if i find the courage. Visual scripting could help maybe.

Also something fun is, i'm teaching graphic design to students in a videogame school now, and well, they all learn programming lol.
I´m in a similar situation: 37 years old, no contacts whatsoever in the industry, nothing to show and very little time to work on my own games...but I won´t give up! :D
Anyway, you have to understand that everyone has the most awesome ideas and everyone would preffer to work on their own game, so finding someone who just wants to program for you without taking any part in the creative part of the process may be a difficult task, specially if you don´t have anything to push your idea over theirs but some text and screens. That´s why I think it´s best to try to learn an engine and start making stuff on your own. Also, it has the added benefit that you´ll get some insight into programming and will learn to communicate better with other programmers. So, go for it!
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif



I´m finishing up the main mechanic for a level, it´s a bongo platform that acts like a spring; if the players presses the jump button he´ll get a higher jump. But also, the platform will generate a sound wave that will affect other elements of the level. In this example, the soundwave awakens a small enemy that will attack the player and also temporarily reveals a hidden wall:

BdezmDu.gif


I like this mechanic a lot, it mixes realy well with other stuff and can create some interesting situations where the player must choose between revealing the hidden layout and awakening the enemies or trying to discover where the walls and floors are on his own without having to worry about the enemies.
Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.
 

Noogy

Soloist
Verified
Oct 25, 2017
162
Colorado
This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

Ooh, i really like these, how they crumble but reform instantly, much nicer that most platforms that just disappear/reappear. Looking good!

I'm going to try to post more in here with you guys I decided wih ResetEra and with things finally calming down on my end, I have a chance to declare that officially now. I love seeing other people's projects.

I'll be posting some thi gs here soon, but challenging myself to make an LSD: Dream Emulator-esque game in a month and half. Only started a few days ago, so in early work but finished most of the basework. Will post my progress as it develops. My projects are small and crude but I do love making them.

I've always enjoyed your threads/posts Dusk, I look forward to whatever you whip up.
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
I´m finishing up the main mechanic for a level, it´s a bongo platform that acts like a spring; if the players presses the jump button he´ll get a higher jump. But also, the platform will generate a sound wave that will affect other elements of the level. In this example, the soundwave awakens a small enemy that will attack the player and also temporarily reveals a hidden wall:

BdezmDu.gif


I like this mechanic a lot, it mixes realy well with other stuff and can create some interesting situations where the player must choose between revealing the hidden layout and awakening the enemies or trying to discover where the walls and floors are on his own without having to worry about the enemies.

BTW, the framerate is all messed up in the GIF, the game is not that frantic! :P

I think this is the first time I've seen a gif of your new project in action, this looks great :-) Keep it up!

This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

Oh, I LOVE that you planned for a visual reason for the platforms to reform after they collapse, it's both great visual detail and helpful player feedback. I was actually looking into something similar for my own collapsing platforms but you found a seemingly perfect solution, I hope you won't mind if I shamelessly steal that idea?

I'm going to try to post more in here with you guys I decided wih ResetEra and with things finally calming down on my end, I have a chance to declare that officially now. I love seeing other people's projects.

I'll be posting some thi gs here soon, but challenging myself to make an LSD: Dream Emulator-esque game in a month and half. Only started a few days ago, so in early work but finished most of the basework. Will post my progress as it develops. My projects are small and crude but I do love making them.

Same here, looking forward to what you come up with (and I never thanked you before for your indie-horror dedicated threads, so there you go - a fantastic job on those, too!)
 
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HP_Wuvcraft

Member
Oct 26, 2017
4,267
South of San Francisco
I´m finishing up the main mechanic for a level, it´s a bongo platform that acts like a spring; if the players presses the jump button he´ll get a higher jump. But also, the platform will generate a sound wave that will affect other elements of the level. In this example, the soundwave awakens a small enemy that will attack the player and also temporarily reveals a hidden wall:

BdezmDu.gif
This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

Both those mechanics are super cool and nice twists on usual platformers.
 

K Monkey

Member
Oct 25, 2017
278
Well i'm looking into Playmaker (already have unity installed but never used it really) to see what it is. Damn it's 65$ :p
Anyway sorry i don't want to make the thread about my problems!

And thx for you advices... I'll see if i find the courage. Visual scripting could help maybe.

Also something fun is, i'm teaching graphic design to students in a videogame school now, and well, they all learn programming lol.

Well, its a start :P stick with it a bit longer than you did in the past and every new step you improve upon will make it easier to work with (programming/scripting that is)

I'm going to try to post more in here with you guys I decided wih ResetEra and with things finally calming down on my end, I have a chance to declare that officially now. I love seeing other people's projects.

I'll be posting some thi gs here soon, but challenging myself to make an LSD: Dream Emulator-esque game in a month and half. Only started a few days ago, so in early work but finished most of the basework. Will post my progress as it develops. My projects are small and crude but I do love making them.

Looking forward in seeing this so keep us updated soon with the LSD

This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif

thats a really neat idea and executed quite well visually. Good job!


I like this idea a lot actually as it can open up so many possibilities.

As for me, I've sent my Steam page for review and finished the content for Kickstarter. I still need to make a feature reel video but the Kickstarter trailer is done. Thanks for the advice in the discord room :)

Anyway, for screenshot saturday I might just grab a a bit from the trailer

3cqiRKo.gif
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Ooh, i really like these, how they crumble but reform instantly, much nicer that most platforms that just disappear/reappear. Looking good!
thats a really neat idea and executed quite well visually. Good job!
Thank you both! I'm really happy with it too :)

Oh, I LOVE that you planned for a visual reason for the platforms to reform after they collapse, it's both great visual detail and helpful player feedback. I was actually looking into something similar for my own collapsing platforms but you found a seemingly perfect solution, I hope you won't mind if I shamelessly steal that idea?
Oh, I'm not even going to take full credit for it. The magical lines weren't there originally, and then Jobbs told me it'd look better if there was a reason why they were being pulled back up, so we ideated for a bit before I landed on this. Go right ahead and steal it :D
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Oh, I'm not even going to take full credit for it. The magical lines weren't there originally, and then Jobbs told me it'd look better if there was a reason why they were being pulled back up, so we ideated for a bit before I landed on this. Go right ahead and steal it :D

Well, it looks fantastic, so kudos to you both - though as always, the idea is one thing, and the execution is another, and this turned out great :-D

Here's my own screenshot saturday, with a new tentative enemy:
ScholarlyGlumChrysomelid-max-14mb.gif

Something a little more helpful this time to hinder the Acrobat and help the Warrior ascend walls: an enemy that's harmful to touch, but can transform into a foothold when you hit it hard enough. Also pictured, horrific placeholders for the previously mentioned medusa-head type - still figuring out exactly how and where to go, and when I do, I'll have to spend time learning how to draw animals, so enemies will take a while before getting "there", but... it's an ongoing process :-D
 

K Monkey

Member
Oct 25, 2017
278

Camille_

Member
Oct 26, 2017
224
Angoulême, France
all these platformers posted today have really unique ideas... im jealous!

I'm fairly sure I shamelessly stole that idea from somewhere else, too, though I can't remember it now! But either way, thanks - your bit from trailer looks excellent, too, though I confess I might not dare to play the final game, looks a bit too intense for me :-D Best of luck with the Kickstarter, I'll be looking forward to see how it goes for you!

i dont think anyone here will judge you on what is fit for screenshot saturday :) so feel free to post away! this is a dev thread after all :P

Agreed - especially now that visual novels are gaining lots of traction in the west, so there's no better time to post screens than now :-D
 

Jobbs

Banned
Oct 25, 2017
5,639
Well i'm looking into Playmaker (already have unity installed but never used it really) to see what it is.

I come from a similar background. I do art and animation, and I'm very visually oriented. Stencyl's visual scripting helped me a lot -- Through it, I learned a ton about programming concepts. Stencyl made it very intuitive, and the way it functions is basically 1:1 to traditional programming. It's just a visual representation of programming syntax (in their case, Haxe code). When I started studying C# and watching tutorials in Unity most of the concepts were familiar and often quite similar to what I had been doing in Stencyl.

That said, I still recommend Unity as a smarter choice if you're serious about your project. It's way more powerful. I just started using it recently, and, incidentally, I just got Playmaker myself! My early impression is that it's not quite as natural and 1:1 to programming as Stencyl's visual scripting is, (Stencyl's scripting is amazing and I wish I could somehow pair it with Unity) but it's still intuitive in its own way.

Playmaker was used by Will and Ari at Team Cherry to make Hollow Knight. That's when I first became very aware of it.

8fe20194f6bf8d559fec059e8d985b3b_original.jpg



The way Playmaker works is by creating FSMs ("Finite State Machines") and attaching them to Unity objects to control them. In the above example we can see an FSM that was attached to an enemy unit in HK. In it is a flowchart of states and events that lead into or out of states, and embedded within each state is a list of actions that determine what happens when that state is active -- and these actions come packed with the software and cover almost anything you're likely to need to do. You just search, select, and configure them within the menus.


Oh, I'm not even going to take full credit for it. The magical lines weren't there originally, and then Jobbs told me it'd look better if there was a reason why they were being pulled back up, so we ideated for a bit before I landed on this. Go right ahead and steal it :D

I love "ideated"
 
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BlazeHedgehog

Member
Oct 27, 2017
702
I want to get back in to Game Development really bad but I'm currently in hell right now

I moved two states and have been living out of my brother's spare bedroom for the last four months, I have prior obligations to produce two video reviews for Sonic Mania and Sonic Forces, and my production PC (where I do all of my gamedev and video editing) is currently dead because a power surge may or may not have fried the motherboard

I managed to scratch my gamedev itch a little bit in the lead up to Sonic Mania's release. I wanted to blow off some creative energy and I used to do Sonic fan games back in the day, so I downloaded some Clickteam-Fusion-based open source code called Sonic Worlds Delta and put this together:



Unfortunately I kind of hate it. I had a specific level design goal I wanted to accomplish here and nothing about it is coming together. I had a picture in my mind and instead I built something that looks slow and meandering and I don't know if want to or even know how to fix it. And now that Sonic Mania's out, and I should be focusing on fixing my PC so I can edit together my video review, I feel incredibly guilty for continuing to work on it (though friends who follow me on Twitter will definitely be able to see from the video above that I have continued to work on it regardless)

Bleh

(apologies for the stuttering in the video; this laptop can barely even manage 480p 24fps video capture, apparently)
 

Orioto

Member
Oct 26, 2017
4,716
Paris
I´m in a similar situation: 37 years old, no contacts whatsoever in the industry, nothing to show and very little time to work on my own games...but I won´t give up! :D
Anyway, you have to understand that everyone has the most awesome ideas and everyone would preffer to work on their own game, so finding someone who just wants to program for you without taking any part in the creative part of the process may be a difficult task, specially if you don´t have anything to push your idea over theirs but some text and screens. That´s why I think it´s best to try to learn an engine and start making stuff on your own. Also, it has the added benefit that you´ll get some insight into programming and will learn to communicate better with other programmers. So, go for it!

Well, its a start :P stick with it a bit longer than you did in the past and every new step you improve upon will make it easier to work with (programming/scripting that is)

I come from a similar background. I do art and animation, and I'm very visually oriented. Stencyl's visual scripting helped me a lot -- Through it, I learned a ton about programming concepts. Stencyl made it very intuitive, and the way it functions is basically 1:1 to traditional programming. It's just a visual representation of programming syntax (in their case, Haxe code). When I started studying C# and watching tutorials in Unity most of the concepts were familiar and often quite similar to what I had been doing in Stencyl.

That said, I still recommend Unity as a smarter choice if you're serious about your project. It's way more powerful. I just started using it recently, and, incidentally, I just got Playmaker myself! My early impression is that it's not quite as natural and 1:1 to programming as Stencyl's visual scripting is, (Stencyl's scripting is amazing and I wish I could somehow pair it with Unity) but it's still intuitive in its own way.

BTW, Playmaker was used by Will and Ari at Team Cherry to make Hollow Knight.

8fe20194f6bf8d559fec059e8d985b3b_original.jpg



The way Playmaker works is by creating FSMs ("finite state machines") and attaching them to Unity objects to control them. In the above example we can see an FSM that was attached to an enemy unit in HK. In it is a flowchart of states and events that lead into or out of states, and embedded within each state is a list of actions that determines what happens -- and these actions come packed with the software and cover almost anything you're likely to need to do. You just search, select, and configure them within the menus.

TLDR: you can do a ton of shit without a line of code (but you can and still may want to use some programming, and it'll all be compatible. You can make FSMs and C# scripts talk to eachother without problems. You won't hobble your project by using Playmaker).

Well that's nice to have advices by guys with amazing projects :p
You know what i bought the damn thing and well, i could manage to have a background in, and even some animation for it at least. But that's the easy part lol. So many things (everything) are mysterious for now. I had to look for a reason why the background was cropped by the screen for a long time (cause the 2d camera was set too close by default)

Unity-2017-11-04-13-15-35-24.gif
 

K Monkey

Member
Oct 25, 2017
278
Well that's nice to have advices by guys with amazing projects :p
You know what i bought the damn thing and well, i could manage to have a background in, and even some animation for it at least. But that's the easy part lol. So many things (everything) are mysterious for now. I had to look for a reason why the background was cropped by the screen for a long time (cause the 2d camera was set too close by default)

Unity-2017-11-04-13-15-35-24.gif

That's good you bought it. Investing money into something large or small works as a good motivator. I did the same when I bought a MacBook to make apps before games. There's no turning back now for you ;)
 

Jack

Member
Oct 25, 2017
167
Orioto - I started with stick figures, lines and not knowing how to program. You'll be fine. Just take it slow and make a bunch of stuff thats simple. The more you work on small stuff first, the better that will translate when you make the game you want to make.

Like make a game where you move a box with the arrow keys to touch another box and display "YOU DIED" when you touch the other box.

You'll learn how to move and you'll learn how to trigger events when collision between two object types touch.

Follow the tutorials on Unity's site or basic playmaker tutorials.

Also, a 5.4 orthographic size will give you a 1080 vertical pixel view if you map the sprites as 100 pixels per units in Unity.

Orthographic size in 2D is the number of on-screen units are displayed by HALF the screen size. Knowing this, 5.4 is 540 pixels for half the screen. So each half is 540 pixels, full size top to bottom is 1080.

Take it slow and good luck!
 

_Rob_

Member
Oct 26, 2017
606
will there be canons? will i be able to go inside? :D
Indeed there are canons, still working on the mechanic but they're on a swivel and you'll have to aim them manually. One of the most important targets will be part of a prison break here:

CorsairCorner.png


This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

I like the little telegraph before they crumble, touches like that are great for making deaths feel like the players fault and not the game's.
 

Deleted member 932

User requested account closure
Banned
Oct 25, 2017
487
This is kinda basic I guess but I wanted to get something out for screenshot saturday. Crumbling platforms, yay.

6iGV3MQ.gif




Timing button presses is what platformers are all about, and the block that makes you bounce higher is a classic (springs in Mario, arrow crates in Crash, et cetera). Nicely done.

The aesthetics are super charming. Also, crumbling platforms are a favorite of mine since Tomb Raider I, and the idea of having them regenerate is pretty cool. BTW, is the character model 3d or 2d? It's got a nice, mmm...how to put it? Three-dimensional quality to it. I don't know, perhaps it's got something to do with the resting animation and the way the head slightly tilt. Anyway I like it!
 

Orioto

Member
Oct 26, 2017
4,716
Paris
Orioto - I started with stick figures, lines and not knowing how to program. You'll be fine. Just take it slow and make a bunch of stuff thats simple. The more you work on small stuff first, the better that will translate when you make the game you want to make.

Like make a game where you move a box with the arrow keys to touch another box and display "YOU DIED" when you touch the other box.

You'll learn how to move and you'll learn how to trigger events when collision between two object types touch.

Follow the tutorials on Unity's site or basic playmaker tutorials.

Also, a 5.4 orthographic size will give you a 1080 vertical pixel view if you map the sprites as 100 pixels per units in Unity.

Orthographic size in 2D is the number of on-screen units are displayed by HALF the screen size. Knowing this, 5.4 is 540 pixels for half the screen. So each half is 540 pixels, full size top to bottom is 1080.

Take it slow and good luck!

I'm too old and i waited too long and had too many failures to start slow :p But i mean, the game i'm working on is really simple to begin with. The most difficult is the game design.

Thx for the tip on the camera. I found that value of 5,4 by changing it progressively :)
 

RHANITAN

Member
Oct 25, 2017
174
I got a couple more basic gifs from screenshot Saturdays
tumblr_oyk2bsA56P1raetzxo1_400.gif

tumblr_oywh5ygBcj1raetzxo1_400.gif

I'm trying to plan my whole game out on paper right now so im not making much actual progress with programming and pixel art which is a little frustrating. I will prolly run out of old stuff to show in a month or so. I'm hoping that will motivate me to finish the planning part faster lol.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I like the little telegraph before they crumble, touches like that are great for making deaths feel like the players fault and not the game's.
Yeah, it's really important. The mission in Jak II when Torn makes you go get the flag in old town has a bunch of really nice crumbling platforms, so that's most of where I draw influence from. I know we've talked Jak influences before on here and Reddit so I'm just going to assume you know more or less what I'm talking about :P

The aesthetics are super charming. Also, crumbling platforms are a favorite of mine since Tomb Raider I, and the idea of having them regenerate is pretty cool. BTW, is the character model 3d or 2d? It's got a nice, mmm...how to put it? Three-dimensional quality to it. I don't know, perhaps it's got something to do with the resting animation and the way the head slightly tilt. Anyway I like it!
Thank you so much! There's definitely a little bit of Tomb Raider in the game's DNA. As far as 2D/3D, that is a more nuanced answer. The game is in 3D but most of the graphics are flat, the character included. She's animated in Spine which lets me bend the model in ways to make a lot of it feel kind of 3D. Probably the most extreme usage of pretending to be 3D would be in the card hands animation I did a couple months ago:


I got a couple more basic gifs from screenshot Saturdays
tumblr_oyk2bsA56P1raetzxo1_400.gif

tumblr_oywh5ygBcj1raetzxo1_400.gif
She's so cute I want to hug her! I was a teal-haired witch for halloween :D
 

Aki-at

Member
Oct 25, 2017
336
I got a couple more basic gifs from screenshot Saturdays
tumblr_oyk2bsA56P1raetzxo1_400.gif

tumblr_oywh5ygBcj1raetzxo1_400.gif

I'm trying to plan my whole game out on paper right now so im not making much actual progress with programming and pixel art which is a little frustrating. I will prolly run out of old stuff to show in a month or so. I'm hoping that will motivate me to finish the planning part faster lol.

Don't worry and take your time, if you try to rush through this stuff you'll suffer burnout like I did!

It is looking cute so far though, first time I'm seeing it but it looks like my kind of charming platformer, can't wait to see more!
 

Deleted member 932

User requested account closure
Banned
Oct 25, 2017
487
Thank you so much! There's definitely a little bit of Tomb Raider in the game's DNA. As far as 2D/3D, that is a more nuanced answer. The game is in 3D but most of the graphics are flat, the character included. She's animated in Spine which lets me bend the model in ways to make a lot of it feel kind of 3D. Probably the most extreme usage of pretending to be 3D would be in the card hands animation I did a couple months ago:

The hands are really impressive. I would have thought they were in 3d if you had not told me.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Also, a 5.4 orthographic size will give you a 1080 vertical pixel view if you map the sprites as 100 pixels per units in Unity.

I don't do much 2D stuff in Unity, but how come you don't use your pixel reference size for your Unity units?
Or are your sprites based on a 100x100 scale?
 
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