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Tilt_shift

Banned
Oct 29, 2017
201
Australia
This thread is a gold mine!!
Ive had aspirations to create pixel art, eventually leading to a level of an action game ....dare a dream, a full game!

My aim is to have a neogeo level of animation and fidelity, or a little higher resolution to scale better for HD resolutions.

I really love whats happening with The Siege and the Sandfox - normal maps technique looks beautiful, Waneella art [http://waneella.tumblr.com/], The Messenger.
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
I wouldn't want to go with a different shape, to be honest. I chose a cube well before I'd decided on the style of the game and some mechanics have evolved off that. For example, there are various "modes" the player will change to for puzzle solving. This is where the [X] panels come in as they're the attachment points for accessories.

Ideation image:
tKEPvaU.png


I can understand the Claptrap similarities, but aside from color and wheel and maybe the antenna, I don't see it as a big enough problem to go through a redesign. Not saying a redesign won't happen anyway, because it's likely to, but not for that reason.
Fair dos. I think the colour change for function type is a great idea, and will better keep you free from Claptrapian comparison :)

I really love whats happening with The Siege and the Sandfox - normal maps technique looks beautiful, Waneella art [http://waneella.tumblr.com/], The Messenger.
Thanks very much. Those are some damn pretty pixels in that portfolio too!
 

Angeal78

Game Producer at MistWall Studio
Verified
Oct 26, 2017
324
Looks nice. Your big outer walls have the same art style I'm using for my game, which is a fun coincidence.
2508362_orig.png


This is an old screenshot from 2014. I'm apparently really bad at finishing games since I still haven't released it yet.

We spent almost 5 or 6 years making NeonBall so you are not the only one bad at finishing games xDDDDD... I like the way your light works, amazing job.
 

Aki-at

Member
Oct 25, 2017
336


Came up with a new end level idea, want the player to try and get as many hits on the chest before the last hit after a 5 second interval breaks it open. Prior to this it was just a very boring get to the end, player comes to a stop and it'd say AREA CLEAR!

Was thinking of the some of the core concepts of fun that Yashura of Sonic Team fame had mentioned when designing things. A bit of randomness, time limit and collection might make for a fun little end point!
 

OmegaJabroni

Member
Jan 23, 2018
18
Hey everyone! Back with a quick update on our game Treasure Stack!

We've been working on adjusting a few things after getting some great feedback from fellow devs and playtesters. One of the main pieces of feedback we've received refers to playing the game in a party/non-competitive environment and having players get KO'd right away and having to wait for the game to finish. To mitigate this we added "ghost" gameplay that allows eliminated players to influence the end game by dumping demon runes (garbage) on active players. We also put some cool scaling in the game to resize the play area for active players when eliminations occur.



I'd really appreciate feedback from the great devs here on ResetEra.
 

Kwigo

Avenger
Oct 27, 2017
8,036
Hi folks ! I'll have to start learning how to program for my new job (yay ! I'm really looking forward to it !) and I thought I might aswell start early by doing some game development. I'll do everything in java and I won't be using any game engine like unity or game maker.

Now I have some questions, mostly legal stuff actually:
I'm planning on using pokemon sprites for the game (it will be some alternate universe during a great pokemon war, I won't spoil much more) and depending on how it turns out I'll probaby want to make the game available for free for anyone who might be interested. No patreon, no price, it's really just for me to learn how to code and for others to enjoy for free if they want to. Given the amount of fanmade pokemon games and romhacks, do you think I'll be able to do this without having trouble with Nintendo/TPC/Gamefreak? Like I said, it would be completely free. I think I'd have a fun story to tell set in the pokémon world, also I'm not a graphics person so I really couldn't do any spritework myself, which is why I thought using pokémon stuff would be a good idea since I know it's kinda easy to get the resources.

Also, is this a good place to ask about game design stuff, like battle system design and story? I do have a degree in Software project management with a specialty in game dev, but I'm really more on the management side of the spectrum in terms of my own professional skills, so that would be extremely helpful.

Thanks :)
 

Jump_Button

Member
Oct 27, 2017
1,787
Hi folks ! I'll have to start learning how to program for my new job (yay ! I'm really looking forward to it !) and I thought I might aswell start early by doing some game development. I'll do everything in java and I won't be using any game engine like unity or game maker.

Now I have some questions, mostly legal stuff actually:
I'm planning on using pokemon sprites for the game (it will be some alternate universe during a great pokemon war, I won't spoil much more) and depending on how it turns out I'll probaby want to make the game available for free for anyone who might be interested. No patreon, no price, it's really just for me to learn how to code and for others to enjoy for free if they want to. Given the amount of fanmade pokemon games and romhacks, do you think I'll be able to do this without having trouble with Nintendo/TPC/Gamefreak? Like I said, it would be completely free. I think I'd have a fun story to tell set in the pokémon world, also I'm not a graphics person so I really couldn't do any spritework myself, which is why I thought using pokémon stuff would be a good idea since I know it's kinda easy to get the resources.

Also, is this a good place to ask about game design stuff, like battle system design and story? I do have a degree in Software project management with a specialty in game dev, but I'm really more on the management side of the spectrum in terms of my own professional skills, so that would be extremely helpful.

Thanks :)
You should be fine if you want to be 100% covered maybe have a thing at the start that say all right belong to Nintendo and so on

and yeah just dont do anything you know you shouldnt and if you do hear anything from them then do as they say
 
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Oct 26, 2017
3,925
Hi folks ! I'll have to start learning how to program for my new job (yay ! I'm really looking forward to it !) and I thought I might aswell start early by doing some game development. I'll do everything in java and I won't be using any game engine like unity or game maker.

Now I have some questions, mostly legal stuff actually:
I'm planning on using pokemon sprites for the game (it will be some alternate universe during a great pokemon war, I won't spoil much more) and depending on how it turns out I'll probaby want to make the game available for free for anyone who might be interested. No patreon, no price, it's really just for me to learn how to code and for others to enjoy for free if they want to. Given the amount of fanmade pokemon games and romhacks, do you think I'll be able to do this without having trouble with Nintendo/TPC/Gamefreak? Like I said, it would be completely free. I think I'd have a fun story to tell set in the pokémon world, also I'm not a graphics person so I really couldn't do any spritework myself, which is why I thought using pokémon stuff would be a good idea since I know it's kinda easy to get the resources.

If you release this (and it gains any semblance of public visibility), I can guarantee that you will receive a cease and desist notice from Nintendo/The Pokemon Company.

Commercial viability (Or the intent to sell/release for free) has absolutely no baring on copyright infringements. If they see you using their IP, they will tell you (make you) stop. TPC even shut down some kid's party because it was Pokemon Themed, and Nintendo are probably one of the most aggressive defenders of their IP in the industry.

This might seem overly harsh, but imagine if someone were going to make a Pokemon game (Using Pokemon assets or the IP), but the game had some racist/sexist agenda, pornographic content etc. Nintendo sure as hell don't want their brand to be associated with that. But if they let someone make a fan game, then the authors of the above could use that as legal clout to say "Well, they let these guys use the IP with no issue, so we should be able to do it too." Sure, those of us in the know (I.e gaming enthusiasts) would know that it had nothing to do will real Pokemon, but if news outlets caught wind of it and decided to run it as a story, a lot of parents (Or "laymen") could think that this is what Pokemon has now become. It could be devastating for the brand. (Could be. Probably wouldn't be, but if you were in their shoes would you be willing to take that risk?)

It sucks, because you want to make a tribute, but it's just not going to happen. If you really want to do it, make sure you keep it private. Otherwise, you need to make your own assets, character names etc. If you want to release this to the public is has to be your own IP.
 

Kwigo

Avenger
Oct 27, 2017
8,036
If you release this (and it gains any semblance of public visibility), I can guarantee that you will receive a cease and desist notice from Nintendo/The Pokemon Company.

Commercial viability (Or the intent to sell/release for free) has absolutely no baring on copyright infringements. If they see you using their IP, they will tell you (make you) stop. TPC even shut down some kid's party because it was Pokemon Themed, and Nintendo are probably one of the most aggressive defenders of their IP in the industry.

This might seem overly harsh, but imagine if someone were going to make a Pokemon game (Using Pokemon assets or the IP), but the game had some racist/sexist agenda, pornographic content etc. Nintendo sure as hell don't want their brand to be associated with that. But if they let someone make a fan game, then the authors of the above could use that as legal clout to say "Well, they let these guys use the IP with no issue, so we should be able to do it too." Sure, those of us in the know (I.e gaming enthusiasts) would know that it had nothing to do will real Pokemon, but if news outlets caught wind of it and decided to run it as a story, a lot of parents (Or "laymen") could think that this is what Pokemon has now become. It could be devastating for the brand. (Could be. Probably wouldn't be, but if you were in their shoes would you be willing to take that risk?)

It sucks, because you want to make a tribute, but it's just not going to happen. If you really want to do it, make sure you keep it private. Otherwise, you need to make your own assets, character names etc. If you want to release this to the public is has to be your own IP.
Yeah I was kinda expecting this sort of answer... Back to the drawing board I guess. But how come there are so many fangames for Pokemon?

What are the best resources for free sprites and tilesets apart from those mentioned in the OP?
 
Oct 26, 2017
3,925
Yeah I was kinda expecting this sort of answer... Back to the drawing board I guess. But how come there are so many fangames for Pokemon?

What are the best resources for free sprites and tilesets apart from those mentioned in the OP?

Its probably a resources thing. They can't be bothered or don't have the time to issue C&D for all of them, or quite possibly they just don't know about them yet. Anything prominent that infringes Nintendo IP's gets shut down pretty quickly. Pokemon Uranium, A2MR, Super Mario 64 Online, Zelda Maker etc.

As for free assets, I would suggest Kenney.nl. This guy is fantastic! Obviously it won't be the art styles and that you're looking for, but for learning you'll find everything you need to get a grips with sprite animation, tilemaps etc. Use them as placeholders until you're confident with how the various systems work, then maybe reach out to someone and see if they want to collaborate, or start learning yourself!
 

wwm0nkey

Member
Oct 25, 2017
15,588
Scaling back from the Phantom Dust project (not nearly experienced enough to take on something like that and all my friends are busy) so I spent all of yesterday looking at how to integrate SteamWorks into Unity, it's actually pretty nice. Found a nice tutorial and sample project of tricking UNet and SteamWorks to work together if anyone was interested in that LINK
 

Kwigo

Avenger
Oct 27, 2017
8,036
Its probably a resources thing. They can't be bothered or don't have the time to issue C&D for all of them, or quite possibly they just don't know about them yet. Anything prominent that infringes Nintendo IP's gets shut down pretty quickly. Pokemon Uranium, A2MR, Super Mario 64 Online, Zelda Maker etc.

As for free assets, I would suggest Kenney.nl. This guy is fantastic! Obviously it won't be the art styles and that you're looking for, but for learning you'll find everything you need to get a grips with sprite animation, tilemaps etc. Use them as placeholders until you're confident with how the various systems work, then maybe reach out to someone and see if they want to collaborate, or start learning yourself!
Thanks, I'll take a look at it :) I guess I'll make a game out of my homebrew DnD campaign then !

Another maybe stupid question, if I were to delete everything related to a project that was hit by a c&d, I wouldn't face any charges, right ? It's basically a "stop doing this OR we will sue", or am I wrong here?
 
Oct 26, 2017
3,925
Thanks, I'll take a look at it :) I guess I'll make a game out of my homebrew DnD campaign then !

Another maybe stupid question, if I were to delete everything related to a project that was hit by a c&d, I wouldn't face any charges, right ? It's basically a "stop doing this OR we will sue", or am I wrong here?

If we're talking realistically, you're probably not going to get hit with a C&D for mentioning your project on a Forum. What you say and what you do are two different things. They have no proof that this project actually exists beyond this discussion. If you posted screenshots/videos however (whilst still unlikely that anything would happen) there would be some evidence.

As for what they tell you to do when you get one, I have no idea. But even if they told you to delete it there would be no way for them to know if you had or not, unless they seized your computer!
 

Kwigo

Avenger
Oct 27, 2017
8,036
If we're talking realistically, you're probably not going to get hit with a C&D for mentioning your project on a Forum. What you say and what you do are two different things. They have no proof that this project actually exists beyond this discussion. If you posted screenshots/videos however (whilst still unlikely that anything would happen) there would be some evidence.

As for what they tell you to do when you get one, I have no idea. But even if they told you to delete it there would be no way for them to know if you had or not, unless they seized your computer!
Yeah I wonder what happened to the AM2R etc. guys.

Thanks for your help ! :)
 

_Rob_

Member
Oct 26, 2017
606
This has been on my to-do list for a looong time! Finally Prof' Nancy is finished and in-game! I'm really happy with how her dynamic hair and necklace turned out too.



giphy.gif
 
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Aki-at

Member
Oct 25, 2017
336


Finally finished off the second boss sprite and I think it turned out pretty well, just need to add head turning on her too. I'll spare the bee puns this time since I've been doing way too many of them with her.

Antagonist for Sky Town

antagonist_skytown_by_jump_button-dc4tjh2.gif

Main antagonist? Looks great but I might feel a tiny bit bad beating her! :P
 

scitek

Member
Oct 27, 2017
10,077
Hey guys, I make my living as a TV marketing producer, but gaming has always been my passion. I was thinking of editing game trailers, and was wondering if that type of service would be something any of you might find useful. In the past, I've made things like this for fun: https://youtu.be/8kElLmsJiIg

It would be nice to work on something different, and something I'm actually passionate about.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Hey guys, I make my living as a TV marketing producer, but gaming has always been my passion. I was thinking of editing game trailers, and was wondering if that type of service would be something any of you might find useful. In the past, I've made things like this for fun: https://youtu.be/8kElLmsJiIg

It would be nice to work on something different, and something I'm actually passionate about.
This is really good. If I ever get close to finishing my game I'll know who to start with! ♥
 

wwm0nkey

Member
Oct 25, 2017
15,588
I'm really liking the SteamWorks.NET add on for Unity, really simple to use and it's nice to have better access to Steam invite systems. That being said all I have in my project is 360 arrows that now shoot hahaha.

Also finally have my wife helping me now that she has free time so I will FINALLY have art assets and not dinky little things that I made.
 

Wrestleman

Member
Oct 25, 2017
3,304
Virginia
Whew. So for my Crow-based Action RPG I wanted to have an ability system similar to Kingdom Hearts -- but rather than base it on Ability POINTS, I figured each ability will be its own badge, and the player can equip as many badges as they want to have, as long as they have an available slot. The maximum slots can be increased either by leveling up or by equipping a badge that increases them.

I've never had an inventory in a game I've made, much less a complicated one such as this. The player starts with 6 slots for badges (with 4 filled with 'default' badges) and an "infinite" backpack to collect badges that aren't equipped. Badges do all kinds of things, from adding actual new moves, to simply boosting stats. Some badges are "stackable", meaning if you have more than one of that badge, you can use it -- but duplicates also use your slots, so you have to balance the actual need for you to have two of that badge equipped. Some badges aren't stackable at all, such as specific abilities. Some badges can only be equipped if you have a "pre-requisite" badge already equipped (i.e. Frost Magic -> Frost-2 magic -> Frost-3 Magic).

The four default badges are EXP-gain, HP Bar, MP bar, and Item Bag -- meaning you can stop yourself from gaining experience, limit yourself to 1HP, limit yourself to no magic, and limit yourself to no potions of any kind by unequipping the default badges. I want this system to basically make the game playable in a variety of ways.

The UI for doing all this is dynamically done, and immediately updates. There are sub-menus and sub-sub-menus and it's all done with one single object, and toggling bools.

It's the most crazy "system" I've ever made, for sure. It's a big motivator to have been able to just look up the data structures available in GMS and just crank this out on my own. I contemplated buying marketplace assets that do a similar thing, but none of them did it the way I wanted to do it -- too focused on inventories as a "collect and use" kind of system rather than equipping and unequipping, etc. So I finally convinced myself to buckle down and just make it, and it came out better than any of the ones I looked at.

I love those moments in gamedev where you think "I can't code this on my own" and then you sit down and force yourself to learn and you do it, and do it better than any tutorial you could have found.

Shoutouts to GMS' pretty great documentation on this too.
 

Tokikko

Banned
Oct 29, 2017
125
Do you know any place where i could put my game up to get some feedback from users? If there is some forum/site you know about i would appreciate if you could share it with me.
 

MaxKriegerVG

Member
Oct 29, 2017
34
Cleveland, OH
Hey, yall - I know you've heard from me before, but this will be the last time I'll plug this, because it's the last day!

I've been running a Kickstarter for a late 90's-flavored "y2k" arcade puzzle game called CROSSNIQ+ all this month. It's really heavily inspired by the PS1/Dreamcast era, in gameplay and in visual design.

Today's the final 24 hours of the campaign, and we're FUNDED (yay!), but we're trying to shoot for as far as we can - we've got a lot of stretch goals and cool additional features in mind.

If you're interested, check out the Kickstarter here. In the meantime, here are some gifs. Thanks to all of you who have supported the campaign - I can't believe it's actually gonna happen :) it means the world to me.

https://www.kickstarter.com/projects/1113141213/crossniq

FiFI14G.gif
kRkh1Wk.gif


yvCm0Rn.gif
 
Oct 25, 2017
6,227
Mementos
I find it strange how since I've started working on this game, Ihaven't played videos at all. I wonder if playing something from time to time will help me be focused.
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I find it strange how since I've started working on this game, Ihaven't played videos at all. I wonder if playing something from time to time will help me be focused.
It might help. I definitely have a conviction most of the times when I'm playing games that I could be working on my own game instead, so I have to set aside dates or games that I know I'm going to play and be okay with that.

Something I started doing a few months ago that got me back into playing more games was that I started replaying a bunch of the games that have inspired my own with my fiancee, because she wanted to know what I love about them and why I'm so drawn to this art form. Absent that, I play like one new game every quarter :P
 

Contact

Member
Oct 27, 2017
287
I've been playing with RPG Maker VX Lite and found it quite good, but after searching the internet I'm unsure which version to buy (VX Ace, XP or MV). Does anyone here knows which has the best community(more people using, more scripts) and which would give me the most freedom?
 

Deleted member 35011

User requested account closure
Banned
Dec 1, 2017
2,185
Question, what's the legality of showing the cover of a book in a game? Long story short, it's an adventure game/visual novel and two characters are talking about old school detective novels and having a discussion about literary merit and stuff like that(it's a weird niche ass game). I wanted to flash the novel covers in a corner as the characters talk about them, but I'm not sure about what the law is regarding that. Is there anywhere I could go to know for sure or is this a literal talk to a lawyer issue?

If this seems iffy I'll honestly probably just use some graphic effects to write the book titles in a catchy way to much the same effect, but I'd prefer being able to display the covers just for authenticity's sake.
 

Deleted member 2620

User requested account closure
Banned
Oct 25, 2017
4,491
Got all my maps hooked up into the continuous game world and the route selection screen updated, so I was able to go through a complete five-stage run last night (even though the stages aren't finished). It's a small thing, but it feels really good to actually be able to run through from one end to another!

Combine that with the excellent new music I've been getting in (lone dev and commissioning the soundtrack) and my motivation is riding high lately.
 

Yabab

Banned
Nov 24, 2017
97
São Paulo, Brazil
Hey, think I'll chime in here as well!

I'm a full-time mobile developer and am focusing on pure action titles for mobile and only mobile. My current project is called Neon Noir, you can find more about it here: https://www.patreon.com/ronipalermo

The game is trying some unique controls and design. My personal goal is to create awesome pure action games for mobile, and only for mobile. Neon Noir is my first attempt at finding the correct gameplay formula that is accessible and yet deep. One of our main challenges lied in finding a way to play a fast-paced shooter while harnessing the knowledge users already have about using a phone. So we went with a mix of virtual controls and touchscreen interaction.





You move the character by sliding a finger over the virtual analog stick, in the bottom left corner of the screen. You shoot by tapping on top of enemies. Precision is important, as you can miss tougher opponents. Semi-automatic weapons use taps, automatic weapons holds to fire. There's a cover system, combo system. The idea is to find a way for players to engage comfortably with the game using as little as a single finger. So the game is designed for single-handed gameplay. You could play in the subway, the train, riding the bus, walking on the streets...

We have a working alpha build and we're looking for testers. If anyone's interested, just PM me your e-mail and platform of choice, Android or iOS.
 
Oct 25, 2017
6,227
Mementos
Today was a long day. I had a meeting scheduled with someone at 9 AM at their college, but when i got there I saw a text from 20 min ago saying he wasn't going to make it. I had another meeting with someone else at 3 that day so I spent hours at that school bullshitting until I had to take the bus for my next meeting. That went well. We went over the level design, drew out the first level and gave a backstory for the character and laid out what sprites we would need.

Got another meeting with someone else tomorrow. I hope that goes well.
 

Yabab

Banned
Nov 24, 2017
97
São Paulo, Brazil
Today was a long day. I had a meeting scheduled with someone at 9 AM at their college, but when i got there I saw a text from 20 min ago saying he wasn't going to make it. I had another meeting with someone else at 3 that day so I spent hours at that school bullshitting until I had to take the bus for my next meeting. That went well. We went over the level design, drew out the first level and gave a backstory for the character and laid out what sprites we would need.

Got another meeting with someone else tomorrow. I hope that goes well.

Indie dev life is just full of disappointment, isn't it?
 

Emergency & I

Banned
Oct 27, 2017
6,634
Hi Everyone! I'm working on a game and building a prototype as we speak along with completing the design docs. I've got three people that will be helping with various aspects (music, programming, story, etc.) and want to know if people usually form a business centered around their dev?

I've done my research on the best business type to open and I'm eager to get NDAs and work agreements into place... but I'm just curious if anyone has any insight they can share?

Thank you :)
 

Rolento

Member
Oct 25, 2017
2,527
On the flipside of disappointment, my job, a well funded design, application, PR, and print studio, currently is looking into doing game publishing , primarily for game consoles, for indies. We are also looking into outsourcing porting titles where necessary.

I proposed and am heading the project primarily, and wanted to get some input from anyone who posts here:

Hypothetically if I were seeking to publish your game, what would make you, the developer, interested or want to pair up with me as publisher? ie. what can I offer you?

I know some for myself, but wanted to hear from fellow ERA peeps so I can better outline how we can treat our indie devs well and happy.

If this is not a good place to post, please feel free to ignore.


on more indie dev notes, I recently got a small grant to create a game for an art event. It's not much but is helping me pay for a new laptop I badly need. I will likely take the game beyond the art event and eventually expand it to a full game.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
Hi Everyone! I'm working on a game and building a prototype as we speak along with completing the design docs. I've got three people that will be helping with various aspects (music, programming, story, etc.) and want to know if people usually form a business centered around their dev?

I've done my research on the best business type to open and I'm eager to get NDAs and work agreements into place... but I'm just curious if anyone has any insight they can share?

Thank you :)

Opening a business is a cost you don't want to take on until the absolute last minute. You have to deal with taxes, filing fees, etc. Go as long as you can without it.
 

Emergency & I

Banned
Oct 27, 2017
6,634
Opening a business is a cost you don't want to take on until the absolute last minute. You have to deal with taxes, filing fees, etc. Go as long as you can without it.

I get that aspect though the fees are fairly minimal regarding a sole proprietorship. Would be integrating purchases directly correlated to the business (computer, program tools). It's easier for me to draw up contracts that way too.

Thank you :)
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
Hypothetically if I were seeking to publish your game, what would make you, the developer, interested or want to pair up with me as publisher? ie. what can I offer you?
There are several things indie studios commonly need (in my experience), that a publisher can provide to earn their percentage:
  • Project Funding: Development funds or finishing funds that are exchanged for revenue, rather than equity. There are many ways to get investment for equity, but project finance is harder to secure, yet often more desired.
  • Professional Advice: Many indies are formed by developers that often have no, or little, experience with the requirements of game production outside of making the actual games. So business advice (IP protection, copyright, legal securities, company structure, etc.) is very useful. Any other tips too that might help them with their public image, to better run their company, or better prepare for future games projects, may well be of use.
  • Submission: Dealing with the submission process takes time away from development. It's also tedious, and can often benefit from existing relationships with professionals and the hardware manufacturers. If the publisher is dealing with this, then the devs can get on with the mad rush of actually finishing the game.
  • Marketing: Similarly to the above disciplines: game developers often have little or no experience with marketing, and any marketing they do detracts from development. They want to trust another party to sell their game while they make it. So if you can not only do this, but also prove that you're doing it (tell them what efforts you're taking, show them your metrics, etc.), then that's a huge draw.
  • Publisher Services: Namely: Localisation; QA; Distribution; and Ratings. The publisher should be dealing with these companies, paying for these services, ensuring these things get done - and get done on time! - and have as little of an impact on the developers as possible.
 

HamsterDude

Banned
Oct 29, 2017
122
Duuudes, making games is HARD man! I made a huge load of fangames years ago, but its a whole different beast trying to make an original game.

I just said on...well I probably shouldn't say the website in case its against the rules or something.. (ok it's Reddit I don't think its against the rules to mention that) anyways on there I said last night:

"[Pictures of lots of fanart people did for me of my Hamster Rivals characters were here in the original post] aa this like the seventh time i asked this

last time ppl linked me to some very over-expensive sprite artist that I e-mailed anyways and she said she's too busy

now on Resetera someone said they wish there was a RPG about hamsters

DUDE I POSTED LIKE seven times on here how I want to hire someone to make RPG Maker MV character generator sprites so I can make my Hamster Rivals series in RPG Maker that's about my online life at Hamtaro message boards, and this subreddit is literally the only place I know of to hire pixel artists

pls help (I don't make much money tho so hopefully it won't cost much)"

and my comment got downvoted to -7. People have to click a tiny gray thing to see my comment. And that was like the seventh time I've asked for someone to do pixel art for my Hamtaro-like RPG game about my Hamster Rivals characters.

I tried hiring people on Fiverr to do graphics for me instead of the other place (Reddit,) but they kept delaying my order. They were supposed to deliver my Hamster pixel art graphics by August 2nd, then they kept saying it would come soon every single month until Febuary this year, and I finally just cancelled the order last month.

Its so hard for me to find someone to do graphics for my game that's supposed to be like a Hamtaro-inspired type of thing about my Hamster Rivals series.

And for all I said about it being harder to make original games than fangames, my Hamtaro fangame isn't doing good either. I pay over $20 for the website and the game servers for my online Hamtaro chat game that I've spent 15 years updating, called "Ham Ham Rivals Chat," but no one ever plays it anymore, even though I keep bringing it up on Hamtaro discord servers and reddit and tumblr and twitter. (although it might be because that game is a bit outdated, but its supposed to just be a chat program where you can use Hamtaro: Ham-Hams Unite! touched up sprites and hang out with people online, anyways. Part of the reason I've been trying to promote my old Hamtaro fangames online lately is so that I'll have a fanbase that will support my original Hamster Rivals series of games) I just ain't know what to do mang.

I don't blame you if you consider this post a wall of text and skip it. I have a problem where sometimes when I talk I end up writing too much, I guess maybe.

(Edited in later on: Thanks for the advice, guys!)
 
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sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
I'm not at all surprised that people downvoted you for that. If you're going to hire an artist, pay her what she's worth. If it looked to me like you were trying to underpay artists I would have downvoted you too.
 

Pooh

Member
Oct 25, 2017
8,849
The Hundred Acre Wood
HamsterDude, I would recommend searching the #pixelart tag on Twitter and contacting artists through there. I see pixel artists available for work all the time. Just be prepared to pay them what they're worth.
 

SaberVS7

Member
Oct 25, 2017
5,258
Yeah, seriously, I was holding off on replying to that post but uh...

>Fiverr

Last time I heard that word I immediately stopped communicating anything about AJRF with my Silicon-Valley-Techno-Libertarian uncle after he admonished me for "wasting budget" hiring a professional Pixel-Artist instead of "Just using Fiverr"
 

Rephil

Member
Nov 16, 2017
128
Fiverr is complete trash. It devalues artists to an absurd degree. And the quality of work you'll get from there is rarely worth your time - you get what you pay for.

Do what Pooh recommended above if you're looking for a pixel artist. Lots of talented pixel artists on twitter.

And on top of that, make sure your initial message contacting them is professional. It should clearly state that its a paid position (be upfront with your budget if it's a major concern), and explains who you are and what the project is in a brief, concise manner.

As a professional freelance game artist, these are the types of things I immediately want to see in an inquiry email, or I'll just move on.
 

K Monkey

Member
Oct 25, 2017
278
I recently started to port my game to Xbox One and was shocked to see the performance at the beginning. This was partly due to me not doing things well and brute forcing lots of things on the PC. Is it Unity related too? who knows but I am not a great programmer and like to hack things together :)

Before I briefly talk about it, here it is running last week or so.



As you can see, the framerate was appalling and something that you cannot see here are the broken levels (procedural generation issues).

I had to take a step back and profile the game like mad and ended up with the following fixes that worked for my game.
  • Image Effects
    • Ambient Occlusion was quite a killer so I dropped quality although you cannot notice it
    • Motion Blur sample dropped to its lowest
  • Removed all unnecessary scripts related to image effects
  • Removed all unnecessary audio from environmental objects (torch fires for example) - I will revisit this down the line
  • Removed all animator components that I left in there from importing objects
  • Implemented layerCullDistances instead of just using the far clip plane for everything
    • Particles and detail objects on a different layer etc...
  • Turned off Motion Vectors on objects that were unecessary
  • Redo my procgen dungeon code to stop levels breaking (not performance related but still needed fixing)
Theres probably a fair amount i'm missing here but you get the general idea. Anyway, after all of the above plus more the game was finally running at a stable framerate that I was happy with. This can also run at 4k on the Xbox One X. It was also interesting to find out that I was able to make it playable on my primary dev computer (Macbook Air 2012) and boosted performance by at least 110%-130%. I can even turn on real time shadows on my macbook when developing! its pretty awesome :)

Heres the current work in progress with much better performance.



So i've still got loads to do and I haven't even touched reducing the poly count yet. But I hope this can help out anyone else in the future
 
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