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Mug
Apr 26, 2005
This is the General Game Design, Ideas and Discussion thread: - Use this thread to "Show off your Game-Related stuff (art, code, ACTUAL GAMES, music, whatever), Ask Questions about making games for fun/a living/etc, and anything else related to making games. DO NOT USE THIS THREAD TO START GOON PROJECTS, those threads would do better in YCS"

The FAQ

The White Dragon posted:

you wanna be a one man army, you gotta learn or teach yourself how to do the work of an army. You wanna be an ideas guy, you gotta have the funds to hire that army to do the work for you.
Q: How do I get a job making games?
A: I don't know because I don't have one. Honestly, you probably won't get a job making games until you're a person who actually makes games. Start making games, talk to us about the stuff you're making, pump out whatever you can and enjoy yourself! Maybe one day someone will pay you to do it for them.

Q: So how do I start making games?
A: That's what this thread is about : the starting points. You'll need to be an ideas person, and then just find someone to do all the easy programming work for you and make your idea come alive. Don't worry about art and sound you don't need that poo poo. Really though, you're gonna need to work at it slowly. Ideas aren't too important when you're starting, just make try to make a Pong or Tetris. Pick a development environment (Goon recommendations can go here?) and read a few tutorials on game logic/theory online (See Resources below). You don't need to drop any money on anything to make your first game(s), but you'll need time and some basic math skills.

Q: I just wanna tell people what to do and design games.
A: That's okay, but that's something that really takes a lot of money. You'll be looking at paying wages to a small team of people; namely artists and programmers. I don't think I can really give much advice on being a video game producer.

Q: I'm less interested in programming and more interested in graphics/sound. Can I do this?
A: The "Higher Level" environments like Adobe Flash/whatever let you focus more on being a creative person, and less on arguing with your computer about mathematical outcomes. You can step above the metal and work with an existing game engine like Source and Unreal Engine where you'll be spending more of your time modelling and making maps if you'd like to take that approach (although the SDKs allow you to get down into the depths of the code as far as you're comfortable, too). There's lots of ways to approach this kind of preference, another goon can probably field this perspective a lot better than myself though (I make DOS games...).

Q: Actually, I just wanna do all the programming, can I get someone else to do the pretty stuff and sounds?
A: This is a pretty common position to be in around these parts. If you're fairly happy to throw together tech-demos and prototypes using beeps and boops with MSPainted sprites, but need help getting anything with polish, you'll probably be able to find some help around here. Lots of goons have artists and sound engineers they'll recommend, and you'll need to pay a little money to get someone to hand over original works for your game to use, but it's quite normal to have someone else handling the sights and sounds while you do the programmy stuff. Get busy making your prototypes and pre-alphas and build it in a way that you can drop graphics and sound in-and-out fairly easily, then talk to us about what you're after and (if you're comfortable) show us what you've made. We can usually recommend the right person for the job (goon or otherwise). Our very own goon Rupert Buttermilk is a go-to option for sound design and music in games if you need to get the job done. he even has a thread all about it!

Q: If I make a game, can I sell it and make money? I want to make a living off this.
A: You can certainly try! When you sell a game, you're either doing it "Direct" or via a 3rd party. Direct would usually be a paypal purchase from your own website, and you've probably built a little purchase system yourself. The big 3rd parties are Steam, Desura (I'm not familiar with desura personally), GoG.com, and a few others goons can probably think of. Getting your game onto a 3rd party site will usually take some kind of approval process, and the 3rd party will take a cut of your money. They'll also pay for all your bandwidth needs and take a huge chunk of your marketing worries away. Don't expect your first game to ever be in the top-5 on Steam, but you never know what might happen I guess.

Q: I was thinking about posting my game here but what if someone steals my idea and makes millions and then I am sad?
A: This is the internet, so don't post your idea and expect it to be protected in some way. You can't copyright an "idea" in any sense anyway. If you create something however, it is yours. If you write a story, draw a picture, make a sound, or produce software, that is yours and no one else can claim it as their own (legally). Your "idea" for a game where ten million players can all gently caress hooker bots isn't copywritten and I'm probably gonna steal it and make my own game with hooker bots and get rich from your lovely idea.

If any other questions get asked fifteen times or more, I'll add them to this list.

Resources
https://programarcadegames.com (great tutorial series mnd found on reddit)
https://boards.polycount.net (art)
https://cgtalk.com (art)
https://game-artist.net (art)
https://gamedev.net (programming)
https://gamasutra.com (game development)

Other Threads about Games Gettin' Made
Game Development Megathread | Game Jobs Megathread | Bi-Weekly Game Jam / Goon Games

Get all up in that IRC

There's a gamedevgoon IRC channel, its irc://irc.synirc.org/sagamedev. Get in.

Goons Who Make Games to Some Degree
(Just PM me to add yourself/change poo poo/correct my mistakes and assumptions)
Try to follow your fellow goons on whatever social media sites you share in common with them. Re-tweet/share their (interesting) posts to your followers and help encourage their work to be seen. It's a community thing; get into it!

ambushsabre - Andrew Nissen
Twitter: @ambushsabre
Website: http://setsandsettings.com/

Apple Jax
Website: http://www.icarusproudbottom.com/
Facebook: https://www.facebook.com/pages/Icarus-Proudbottom-Starship-Captain/414267391979354

Beelzebub - Josh Hass / ZombieMariachis
Website: http://www.zombiemariachis.com/
Website: http://sourceforge.net/projects/omega-shooter/

Bert of the Forest - Nick Lives
Website: http://interactivedeli.webs.com/
Twitter: @slicknicklives


BizarroAzrael - Alexander Maw
Twitter: @xjmaw
Website: http://escapefromthewatertemple.wordpress.com/

blinkeve1826 - Melanie Ehrlich, voiceover actress
Facebook: http://www.facebook.com/ListenToMelanieVO
Website: http://www.listentomelanie.com

the chaos engine - Folmer Kelly
Twitter: @folmerkelly
Website: http://setsandsettings.com/

Diplomaticus - Dan Rosenthal
Twitter: @swatjester
Facebook: http://www.facebook.com/gamepolitics
Website: http://www.gamepolitics.com/

DuFfY - Ben Taylor / Kleaveland
Twitter: @bensgames
Website: http://bensgames.net
Tumblr: http://sunnyjum.tumblr.com

eeenmachine - NimbleBit
Twitter: @eeen and @nimbledave
Website: http://www.nimblebit.com/

floofyscorp
Twitter: @floofyscorp

Freelancepolice - Freelance Police
Twitter: @freelancep

Furret Basket - Fiona B / Stompy Blondie
Twitter: @fionasarah
Website: http://stompyblondie.com/

Hazamuth - Arttu Laurila
Website: https://www.10tons.com/

HelixFox - Kyle Rodgers
Twitter: @kylerodgers
Facebook: http://www.facebook.com/helixfoxgames
Website: http://www.helixfox.com/

Hughlander - Doug Warren
g+: https://plus.google.com/111966056249378537062/posts

Jo
Website: http://www.josephcatrambone.com/

Juc66 - Tangental Games Inc.
Twitter: @TangentalGames
Facebook: https://www.facebook.com/pages/Tangental-Games-Inc/104486019670182
Website: http://www.tangentalgames.com

korusan - JT Starr Productions
Facebook: https://www.facebook.com/JTStarrProductions

Kunzelman
Twitter: @ckunzelman
Website: http://thiscageisworms.com/

LordAndrew:
Twitter: @Lordovos
Website: http://www.lordovos.com/

Lucid Dream:
Twitter: @playsignsoflife
Facebook: https://www.facebook.com/playsignsoflife
Website: http://www.playsignsoflife.com/

Nition - Bill Borman / Moment Studio
Facebook: https://www.facebook.com/bestmomentstudio
Twitter: @nition
Website: http://www.momentstudio.co.nz/

Nuggan - EA Tiburon
Twitter: @JRMendel

Oddx
Twitter: @seemo
Faceboo: https://www.facebook.com/koopmode
Website: http://www.ko-opmode.com

Pfhreak
Twitter: @pfhreak

Pi Mu Rho - Neale Roberts / Dirigible Games
Twitter: @dirigiblegames
Website: http://dreadnaughts.co.uk/
g+: https://plus.google.com/u/0/106180581116801609590/posts

Polo-Rican
Website: http://www.icarusproudbottom.com/
Facebook: https://www.facebook.com/pages/Icarus-Proudbottom-Starship-Captain/414267391979354

The Radix - Glen Forrester
Twitter: @theradix
Website: http://klikscene.com/

Red Mike - Michael Red
Twitter: @MikeRedhorse
Website: http://codingden.net

RhysD - Rhys Davies
Twitter: @rhysdee
Website: http://www.rhysd.com/

Shalinor - Glass Bottom Games
Twitter: @glassbottommeg
Facebook: http://www.facebook.com/glassbottomgames
Website: http://www.glassbottomgames.com/

Shindragon - Alejandro Ibarra / Lucasarts
g+: https://plus.google.com/u/0/103466951460959887025/posts

SuckerFreeGames
Website: http://suckerfreegames.com

Svampson - Patrik Riström
Twitter: @svampson
Tumblr: http://svampson.se/

Thumbquat
Twitter: @thumbquat

Toastline
Website: http://colourfire.nfshost.com/

Ol Uncle Anime - Zoe Quinn
Twitter: @ZoeQuinnzel
Website: http://www.beesgo.biz/

Orzo - Eric Wheeler
Twitter: @ericswheeler
Website: http://superobelisk.blogspot.com/

Xibanya - Manuela Malasaña
Twitter: @ManuelaXibanya
Website: http://teamdogpit.com/

Cool Links from narby (from the last thread)

narby posted:

LINK EXPLOSION

Some random links that some might find helpful

Level Design

GeoControl (Heightmap generation software) http://www.cajomi.de/GeoControl/geocontrol.htm
LevelMakers (all games) http://www.levelmakers.com/community/
Interlopers (valve games) http://forum.interlopers.net/viewfo...c78ed1526bccb37
Valve ERC (valve games) http://developer.valvesoftware.com/...ry:Level_Design
Crymod tutorials and dev community (Crytek games) http://www.crymod.com/portal.php
CryEngine video tutorials http://www.youtube.com/user/crymodportal
CryEngine editor and C++ documentation http://doc.crymod.com/
Mapcore (all games + job listings) http://www.mapcore.net
Polycount (all games) http://boards.polycount.net/

Assets

Free textures http://www.cgtextures.com/
Sell/buy premade assets http://www.fallingpixel.com/index.html
Sell/buy premade assets http://www.turbosquid.com/
Concept art discussion/forums http://conceptart.org/forums/index.php

Code

Unity 3D UnityScript Tutorial http://bim.wikispaces.com/file/view/UnityScript_Basics_for_Noobs.pdf[/url]
Free legit Visual studio 2008 express (C++, VB, C# and Webdeveloper) http://www.microsoft.com/express/
C++ beginners tutorials http://www.cprogramming.com/tutorial.html
C++ beginners tutorials http://www.cplusplus.com/doc/tutorial/

Industry

2007 Game industry salary survey http://www.gamecareerguide.com/features/416/the_game_industry_salary_survey_2007.php
Map locations for dev/publishing studios http://gameindustrymap.com/map.php
Map locations for dev/publishing studios http://www.gamedevmap.com/
Industry news http://www.gamedev.net/
Industry news http://www.gamasutra.com/
Industry news http://www.gamesindustry.biz/

KRILLIN IN THE NAME posted:

Here's a few links with royalty free sound effect libraries - good starting points if you don't have an audio person.

GDC 2015 - http://www.sonniss.com/sound-effects/free-download-game-audio/ (alt link here)
GDC 2016 - http://www.sonniss.com/gameaudiogdc2016/
GDC 2017 - http://www.sonniss.com/gameaudiogdc2017/

If you're handy with Audacity you can get way more use out of these libraries by layering different sound effects together as well for more unique-ish sounds. There should be another one of these coming out too in a few months time, they've released one every GDC since 2015 so far

Mug fucked around with this message at 15:54 on Apr 17, 2023

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Mug
Apr 26, 2005
Goons let me know if there's anything radical to change in the OP, especially the FAQ - It's all from my perspective which is fairly 1-sided. Also let me know if I included your personal website/name inappropriately or incorrectly.

Technologies / Engines / SDKs / Stuff You Might Use To Make A Game
Here's a few words from people who've spent time with different things, hopefully to help you choose the tools you might use to make a game. This list is a bit of an information dump at the moment while I whittle away at the information goons can give me and their experiences. Feel free to contribute information or opinions!

ambushsabre posted:

If you want to program and get started really quickly, you can use Flixel (actionscript 3) to make flash games. If you want to do point-n-click, I reccomend Stencyl (flixel gui edition). I wish this link would get pasted at the top of every page and in the OP: http://www.pixelprospector.com/indie-resources/ It's seriously useful for a developer at any level, because it simply lists resources you might not know about. Take a look!

Unity
Unity is a very flexible cross-platform game engine with a really powerful development kit. Anything made in Unity will usually compile to run on Windows, Mac, iPhone, and Android. The newest version seems to also play nice with Linux. I haven't personally played with Unity myself, but here's a few words from goons about it.

WMain00 posted:

Unity
Advantages
  • Fairly easy to use.
  • Has a massive amount of support for the implementation of different filetypes.
  • Well known and used within the indie scene means there's a good amount of resources on it.
  • Versatile in what you can make on it (from something really simple to a complex full featured game)
Disadvantages
  • Easy to use, difficult to master.
  • GUI takes a while to get used to.
  • I personally found their tutorials to be rather vague and unhelpful, although it makes up for this by having a good amount of resources elsewhere (including walkthrough guides for making pre-set game ideas.)
  • I also found it rather overwhelming. It feels like you need a dedicated team to do anything on it.


Source SDK
The Source SDK is the freely available software development kit and engine for creating Source games (The Half-Life 2 engine and beyond). You just need a steam account to download it and get started playing. WMain00 had a few words in regards to Hammer, the mapping tool for Source:

WMain00 posted:

Advantages
  • Fairly easy to learn and use.
  • Has an in depth tutorial and wiki and once you get the basic idea it doesn't take long to create the foundations for a map.
  • Has a fairly extensive resource library incorporating all of Source based games.
  • Friendly enough UI that's quick to learn.
Disadvantages
  • Is starting to age compare to other SDK's. Terrain editor is fairly limited and is rarely used for creating anything other than TF2 maps.
  • Absolutely hates leakage and doesn't help much finding it. Got a gap leading into empty space? Hammer won't let you proceed until you fill it.
  • Creating a skybox and background structure can be a fiddly process.
  • Used to crash quite often - particularly if you're doing something complex - although I think that's mostly been resolved.

Game Maker
From what I understand, Game Maker is the new "Click and Play" where you don't really need to get deep into the programmy stuff and can just play around with a simple interface to make your games start working. There's room to get deeper into the coding side of things if you want to, though.

CloseFriend posted:

I used to use Game Maker heavily. If you're willing to get your feet wet with programming, it's capable of a surprising amount in 2D. You can make pretty much anything 2D with enough patience. I know it has particle effects and some very limited 3D capabilities. I haven't used it since I accidentally waited too long for a free upgrade (a bugfix, really) and they said I had to rebuy the whole program just for a bugfix. :argh:

Construct

CloseFriend posted:

Construct has most of the same 2D capabilities as Game Maker. From what I've used of it (not much… yet), it feels more intuitive than Game Maker, but its community is much smaller as it hasn't been around for as long.

ScirraTom posted:

Tom here from Scirra! Just saying thank you for listing Construct 2 :) We're a 2 man company based in London (it's me and my brother running it) and things are going well! We get really excited seeing Construct becoming a bit more recognisable :)

If anyone wants to see some examples of games made in Construct 2 check our arcade. These are my favourites:

http://www.scirra.com/arcade/addicting-rotary-games/848/airscape
http://www.scirra.com/arcade/games/addicting-action-games/1694/my-irrational-fear-of-unicorns
http://www.scirra.com/arcade/games/addicting-action-games/1487/super-ubi-land

Although we have a smaller community, they are all very friendly and helpful!

Panda3D

PyGame (Python): 2D SDL engine

SFML (C/C++/.Net/Python): 2D multimedia API

Irrlicht (C++): 2D/3D engine

Multimedia Fusion 2

RhysD posted:

Advantages

Extremely useful for creating prototypes quickly straight from ideas floating around in your head.
A tonne of plugins that add extra functionality.
Easy to understand for someone with little to no coding knowledge.
Helpful, knowledgeable and friendly community via the Clickteam.com forums.
Exports to Windows, Mac, iOS, XNA, Flash with Android, PSP Vita and HTML5 coming soon.

Disadvantages

No real support for scripting, all event editor based. There is a LUA plugin however.
Although there is support for Hardware Acceleration, it does tend to have a few performance issues from time to time.
Some weird french logic issues.
No real support for 3D. There are a few OpenGL extensions, but they are really hard to use and confusing.

Ren'Py Visual Novel engine.

Mug fucked around with this message at 23:33 on Sep 18, 2012

CloseFriend
Aug 21, 2002

Un malheur ne vient jamais seul.
Would it benefit the OP to list good free/cheap "starter" game-maker programs that do most of the programming leg-work for you? Off the top of my head, I can think of Game Maker, Construct, and Unity.

CloseFriend fucked around with this message at 07:44 on Sep 14, 2012

Mug
Apr 26, 2005

CloseFriend posted:

Would it benefit the OP to list good free/cheap game-maker programs that do most of the programming leg-work for you? Off the top of my head, I can think of Game Maker, Construct, and Unity.

You're drat right it would. I've never used Unity or Game Maker, but I assume Unity is a 3D cross platform game engine with SDK, and Game Maker is light click-and-play, right?

CloseFriend
Aug 21, 2002

Un malheur ne vient jamais seul.

Mug posted:

You're drat right it would. I've never used Unity or Game Maker, but I assume Unity is a 3D cross platform game engine with SDK, and Game Maker is light click-and-play, right?
You're pretty much right.

I used to use Game Maker heavily. If you're willing to get your feet wet with programming, it's capable of a surprising amount in 2D. You can make pretty much anything 2D with enough patience. I know it has particle effects and some very limited 3D capabilities. I haven't used it since I accidentally waited too long for a free upgrade (a bugfix, really) and they said I had to rebuy the whole program just for a bugfix. :argh:

Construct has most of the same 2D capabilities as Game Maker. From what I've used of it (not much… yet), it feels more intuitive than Game Maker, but its community is much smaller as it hasn't been around for as long.

Unity is a 3D engine. Its full version is prohibitively expensive for indie users, but I've heard it has a robust community and is pretty easy to pick up as 3D engines go.

EDIT: Holy gently caress, Construct and Game Maker both got expensive! I've used the free versions of both before. They both give you more than enough of an idea whether or not you want to buy the whole thing.

CloseFriend fucked around with this message at 08:16 on Sep 14, 2012

Senso
Nov 4, 2005

Always working
Unity is still not something that I would say does "most of the programming leg-work for you", it can be quite complex to learn and understand. If we include Unity though, we could also include Panda3D then.

EDIT: Maybe we could have a small section on engines and APIs. Something like:
PyGame (Python): 2D SDL engine
SFML (C/C++/.Net/Python): 2D multimedia API
Irrlicht (C++): 2D/3D engine
etc.

...Or just link to This long list.

Senso fucked around with this message at 08:17 on Sep 14, 2012

Mr. Podunkian
Feb 28, 2005


welcome to murder city, i'm the mayor
So I left my industry game-developer job to finish my Cave Story. Unity's not really well suited for 2D games, and coming from Multimedia Fusion 2, it's pretty nuts how much hacking had to be done to get a reliable 2D sidescrolling movement system (due to Unity wanting to shove physics down your throat), ~but I've done it~


EDIT: Also OP, one of Unity's biggest selling points is the sheer number of platforms it supports. I did some mobile game work after primarily developing PC games in Unity, and I was surprised at how well it managed to work on iPhone/iPad without having to touch so much as a single asset.

Mr. Podunkian fucked around with this message at 08:39 on Sep 14, 2012

Freelancepolice
Apr 8, 2008
That looks lovely!

Mr. Podunkian
Feb 28, 2005


welcome to murder city, i'm the mayor

Senso posted:

Unity is still not something that I would say does "most of the programming leg-work for you", it can be quite complex to learn and understand. If we include Unity though, we could also include Panda3D then.

I don't know about that -- as far as having to actually type code and not dragging blocks around to mak gam, Unity's one of the easiest to pick up, mainly because of UnityScript (don't use it) letting you be really lazy and stupid with code (don't do it), but also because of its support for a billion different filetypes, meaning you can just drag and drop files you've made in, say Photoshop into your working directory and just have them work ingame.

Also, because it has an example FPS movement, as well as a bunch of packaged post-process effects, it makes it really easy to make art gam, which, let's be honest, all of us are getting into the game development to do.

Pladdicus
Aug 13, 2010
Actually a very lucrative and possibly ideal market for newbies looking to break into game making would be websites like kongregate.com and other flash style portals. I don't have a lot of details on it for a write up to gon the OP but from what I've gleaned it's a very simple low-level way to get your feet wet in the industry and it can be quite lucrative for programmers who don't know how to create good assets but have really original or fun ideas.

Communist Bear
Oct 7, 2008

I'm actually considering downloading Epic's UDK to play about with it and see if I can create anything with it. I think my skills mostly lie within map making - I've toyed about with Hammer, but found it rather limited toward Source based games.

Either way one of the biggest problems I have is that I'm absolutely terrible at art. Given time I could probably create textures and such, but when it comes to hand drawn art I'm useless and this means I have a hell of a time trying to convey my ideas. Hence why I look more toward map design, since that only really requires a good hand at drawing mazes and architecture, which I'm a bit more confident at than drawing monsters.

Has anyone tried the UDK before?

Mug
Apr 26, 2005
Okay, I'm gonna make the 2nd post all about "technologies" with a bit of a writeup on each one for someone who's never used them before and needs to make a decision about whether it's right for them.

Anyone wanna throw some words together about Unity, Multimedia Fusion, Game Maker, Unreal Engine, Source, whatever people use Flash/Actionscript for and anything else?

Ularg
Mar 2, 2010

Just tell me I'm exotic.
Thanks for the new thread, Mug! I always wanted to be part of the process for some time now. At first it was just learning it being too hard / frustrating for me during High School. Then I went to college for it for awhile and ended up having to drop out :smith:. Still interested, but a lot has happened that knocked the wind and fight out of me to keep trying.

My first few attempts were just a few math related text minigames with a bunch of menus; a silly cyoa; then an Invaders clone where you play as a Starcraft Overlord taking out various aircraft. I've also put some time into making music when a friend invited me to join her at her school for this 48-hour game making event. http://tindeck.com/users/Ularg

Still don't consider myself any sort of programmer, designer, composer or anything related to that. But hopefully one day.

Communist Bear
Oct 7, 2008

Mug posted:

Okay, I'm gonna make the 2nd post all about "technologies" with a bit of a writeup on each one for someone who's never used them before and needs to make a decision about whether it's right for them.

Anyone wanna throw some words together about Unity, Multimedia Fusion, Game Maker, Unreal Engine, Source, whatever people use Flash/Actionscript for and anything else?

I'll give some feedback on things I've used in a couple of minutes.

Communist Bear
Oct 7, 2008

I'll just do some advantages and disadvantages on stuff I've used:

Hammer map editor(part of Source SDK)
Advantages
  • Fairly easy to learn and use.
  • Has an in depth tutorial and wiki and once you get the basic idea it doesn't take long to create the foundations for a map.
  • Has a fairly extensive resource library incorporating all of Source based games.
  • Friendly enough UI that's quick to learn.
Disadvantages
  • Is starting to age compare to other SDK's. Terrain editor is fairly limited and is rarely used for creating anything other than TF2 maps.
  • Absolutely hates leakage and doesn't help much finding it. Got a gap leading into empty space? Hammer won't let you proceed until you fill it.
  • Creating a skybox and background structure can be a fiddly process.
  • Used to crash quite often - particularly if you're doing something complex - although I think that's mostly been resolved.

Unity
Advantages
  • Fairly easy to use.
  • Has a massive amount of support for the implementation of different filetypes.
  • Well known and used within the indie scene means there's a good amount of resources on it.
  • Versatile in what you can make on it (from something really simple to a complex full featured game)
Disadvantages
  • Easy to use, difficult to master.
  • GUI takes a while to get used to.
  • I personally found their tutorials to be rather vague and unhelpful, although it makes up for this by having a good amount of resources elsewhere (including walkthrough guides for making pre-set game ideas.)
  • I also found it rather overwhelming. It feels like you need a dedicated team to do anything on it.


Source Filmmaker
Advantages
  • Very powerful animation designer for the development of films using the TF2 resources.
  • Clever and simple to use UI with a varied amount of options in recording.
  • Easy to learn
  • Dedicated resources and wiki.
Disadvantages
  • Lip sync options can have mixed results and requires the patience of a saint to get right.
  • Limited to TF2 (and some Source) resources currently.
  • You can completely gently caress up what you're doing within it and not be able to revert, hence why you need to save repeatedly when using it.
  • Can crash rather frequently.

Communist Bear fucked around with this message at 11:50 on Sep 14, 2012

Mug
Apr 26, 2005
Is Source Film Maker related to making games? I thought it just rendered to video?

Communist Bear
Oct 7, 2008

Mug posted:

Is Source Film Maker related to making games? I thought it just rendered to video?

Yeah actually, sorry. I thought I'd add it in just in case! :)

Mug
Apr 26, 2005
I've never touched it so I wouldn't know. What's Hammer SDK? Do you mean the Source SDK? I thought Hammer was the map editor for Source. Is that not the case anymore? I haven't played with anything Source before, Hammer was the Half-life 1 map editor I remember.

Communist Bear
Oct 7, 2008

Mug posted:

I've never touched it so I wouldn't know. What's Hammer SDK? Do you mean the Source SDK? I thought Hammer was the map editor for Source. Is that not the case anymore? I haven't played with anything Source before, Hammer was the Half-life 1 map editor I remember.

Hammer is the map editor. I think the full thing is Source SDK, which incorporates the editor, the face editor and resource stuff. I used Hammer more than anything else.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

I don't know if I'm worthy enough for the OP, as I don't make games (yet), but I do sound design and music for games, and also teach FMOD every week to a college class. I also have a game audio megathread (though it's not that mega) here -> http://forums.somethingawful.com/showthread.php?threadid=3464932

Like I said, don't know if it's worth it to add all of this to the OP, but I figure I'd give you the info anyway.

HelixFox
Dec 20, 2004

Heed the words of this ancient spirit.

Mug posted:

HelixFox - Kylie Rodgers

Small point, my name is Kyle :ssh:


I thought I'd show some of what I've been doing on Zybourne Clock since the end of the SA GameDev challenge. I've reworked a lot of the pixel art to be a lot cleaner, focusing on maintaining a solid contrast between the lighter background and the darker foreground. Most of the artwork I've been doing is sort of modern victorian inspired - the sort of stuff you'd see in London today. I don't want to go overboard with Steampunk stuff but any steampunk elements should slot in with victorian designs pretty nicely.

The current direction of the game is on doing a Gravity Bone style short interactive story implementing all the known Zybourne Clock story elements (including the parody stuff) in as ridiculous a fashion as I can manage.


I think the street lamps might be a little too big, maybe. At least the top of them is. There are still the Sonic style ring balls from the challenge version in here, but I'll take them out as soon as I remember. I'll rework the damage system to something appropriate as the game progresses and I can see what fits.


This scaffolding looks a bit plain at the moment, but it's necessary to avoid having floating platforms. Johnny can jump up to get to the rooftops by jumping onto these platforms. I'm not happy with the wooden crate or the blocks you can just see over to the right of the screen - will work on those.


Johnny can now run across rooftops! I've also added an object that I can place down in the editor to direct the camera towards certain things. Here, it's pointing downwards so the player can easily spot those spikes before they jump down.


Stuff I'm working on at the moment includes a basic conversation system and the ability to go indoors (I've been pixeling up a load of victorian furniture recently and trying to do some pixel art paintings which is loving hard!)

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Pladdicus posted:

Actually a very lucrative and possibly ideal market for newbies looking to break into game making would be websites like kongregate.com and other flash style portals. I don't have a lot of details on it for a write up to gon the OP but from what I've gleaned it's a very simple low-level way to get your feet wet in the industry and it can be quite lucrative for programmers who don't know how to create good assets but have really original or fun ideas.
Eeeeh.

So, this is certainly an option, but don't get visions of piles of filthy lucre. Because of how many people are submitting games these days, the payout per game has really gone down. It would be a difficult market to make a living in, at this point, so think of it more like a fun way to snag some beer money.

(I believe some still do just fine, but most I know of got there by building their own site and market)

Mug
Apr 26, 2005
What are you using to make that, HelixFox? Is it going to be a kind of actiony run-and-jump RPG?

The Golden Gael
Nov 12, 2011

I don't have PMing but here's my game design "company" or whatever you want to call it!

Right now I'm in the planning phase of my second platformer, Tim the Flazo. I've got a public beta up if anyone's interested - basically I'm taking the initial thoughts from people and using that to continue forward. If you want to try it out please be as brutally honest as you can because I'm not far at all into it and will change anything if it means it'll improve the game.

The game is supposed to be a homage to old games with all the promotional art and bright colours and whatnot you don't see as much nowadays. I even did a mock-up box back with a bunch of screenshots and stock art!

Glad to see the new incarnation of the thread up so soon too by the way.

ynohtna
Feb 16, 2007

backwoods compatible
Illegal Hen
I totally missed getting this comment in the old thread before it was closed, but on the subject of licensing music for games from composers then on top of the exclusive/non-exclusive issue it's worth agreeing to what extent you're allowed to make derivative works.

It should never be a problem with most composers cool enough to collaborate on an indie game, but it'll forestall any sticky situation where the muso hits it large with a major label whose legal eagles then that determine your 30 second edit crop of their tune that ends in an explosion/cymbal crash/record scratch requires full renegotiation of all licensing rights.

Mug
Apr 26, 2005
I thought about that while doing my current music license description, but in this design I am only using full tracks from start to end, no loops or anything so it became a non issue. I had to make it clear that I'll be distributing DRM free copies of his music in ogg format within the game folder, so we had to factor that in.

Now we need to talk about Sound effects. I'm keen on having my music dude do the sound too. Should be a beautiful result.

Ularg
Mar 2, 2010

Just tell me I'm exotic.
What's a good way for a beginner composer to just start throwing himself at indie projects? I'm not really able to call myself a beginner because I've been absent from doing anything with it for so long. But I'm getting a little restless of not doing ANYTHING and I think I'd enjoy learning through doing, because that has always given me motivation to read up and learn more outside of doing.

It's a weird problem that I hate. I'd like to do this but if I'm not contributing to anything or it can't stand on its own it feels like there is no point to even try and get better at it. But if I'm actively working with something I get interested in doing stuff just for the hell of it.

HelixFox
Dec 20, 2004

Heed the words of this ancient spirit.

Mug posted:

What are you using to make that, HelixFox? Is it going to be a kind of actiony run-and-jump RPG?

Plain old Flash for the moment with a custom rendering engine I've built (similar to how flixel works). It hums along at 60fps within a browser pretty easily and does everything I need it to do so I'm pretty happy with Flash for the moment.

There will be some actiony running and jumping and other platformer tropes but it won't be uber difficult like Super Meat Boy or VVVVVV (how do you actually pronounce that?). I want to put a lot of detail into the world and have a lot of inconsequential things that the player can interact with, like a duck pond that you can feed ducks at and a poker table that you can win at (with five aces, of course). I really appreciate that sort of stuff in games (flushing toilets, etc) and wish more people did it.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Mug posted:

Now we need to talk about Sound effects. I'm keen on having my music dude do the sound too. Should be a beautiful result.
Not that it's right for your game, but there should probably be mention in the OP of as3fxr and bfxr.

There... might? be another one, or bfxr might be the newest. Regardless, they're great tools for getting usable sound effects quickly (for anything retro, at least).

Red Mike
Jul 11, 2011
I'd PM, but no platinum. I'd like to be added to the OP.

Michael Red
Twitter: @MikeRedhorse
Website: http://codingden.net

Babby Sathanas
May 16, 2006

bearbating is now adorable
Hey Shalinor, I saw there was some talk about music licensing and production costs at the end of the last thread and that you at least had some ideas of numbers.

I'm getting to the "gently caress this thing needs to make some noise" part of my game and I have a good-friend-of-my-boyfriend in mind to do it. I don't think he's really done any real paid work, and I can just see him offering it for free because of who I am.

Basically I don't want to rip him off and I don't know what to offer him. Any idea of even the vague numbers I should be talking?

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Furret Basket posted:

Basically I don't want to rip him off and I don't know what to offer him. Any idea of even the vague numbers I should be talking?
Work it out between you two. Talking numbers is weird, and depends entirely on the two people doing the deal. I can tell you if a quote is too high, but "too low" is really, really subjective.

GetWellGamers
Apr 11, 2006

The Get-Well Gamers Foundation: Touching Kids Everywhere!

Ularg posted:

What's a good way for a beginner composer to just start throwing himself at indie projects?

I run/mentor the game development club at the local university, and we'd love to have another composer available for the teams. Doubly so if you've got any experience with foley work. PM me and let's talk. :)

Ularg
Mar 2, 2010

Just tell me I'm exotic.

GetWellGamers posted:

I run/mentor the game development club at the local university, and we'd love to have another composer available for the teams. Doubly so if you've got any experience with foley work. PM me and let's talk. :)

Hey I don't have PMs so I'll just throw my email out.

Alexander7griffin at gmail

The first experience of foley work was with the game making event at my friends college. Footsteps, door slides, that sort of thing. That and music composition is really interesting to me, so send me an email and I'll send you what I have so far.

Not looking for money, just experience and something to do with my day.

Tendales
Mar 9, 2012

Furret Basket posted:

Hey Shalinor, I saw there was some talk about music licensing and production costs at the end of the last thread and that you at least had some ideas of numbers.

I'm getting to the "gently caress this thing needs to make some noise" part of my game and I have a good-friend-of-my-boyfriend in mind to do it. I don't think he's really done any real paid work, and I can just see him offering it for free because of who I am.

Basically I don't want to rip him off and I don't know what to offer him. Any idea of even the vague numbers I should be talking?

From the point of the view of the artist, one rule of thumb to get a starting value is to take how many hours it takes to create a piece, multiply by an hourly wage that's worth your time, and adjust from there based on the market.

Ularg
Mar 2, 2010

Just tell me I'm exotic.
Making a music post for some feedback on a super green composer.

From bottom to top starting with http://tindeck.com/listen/hlmi I played around more with Garage band as a hobby. I was a part of a game creation thing at a friends school making music and sounds for a megaman styled game. All of it included Chiptune style (first time using that too)

http://tindeck.com/listen/vsru
http://tindeck.com/listen/inee
http://tindeck.com/listen/ybhj
http://tindeck.com/listen/nhrp
http://tindeck.com/listen/feyp (My personal favorite)

And from there I experimented more trying new stuff, but I've been stagnant and want something to work towards instead of aimlessly brain storming.

http://tindeck.com/listen/xrhn
http://tindeck.com/listen/wgzs
http://tindeck.com/listen/xcjq
http://tindeck.com/listen/orwb
http://tindeck.com/listen/gesd
http://tindeck.com/listen/jqvd
http://tindeck.com/listen/sqyt
http://tindeck.com/listen/dqok

I'd love to have some opinions or hell, even ideas / prompts to create some new stuff for you guys. I'm also wondering if there is a better place to upload music / sound files to share with Goons and people I'm working with.

Kunzelman
Dec 26, 2007

Lord Shaper
Just hopping in to say that I have made a game in Construct called Smash the Patriarchy! It is a platformer where you rescue feminist ghosts and platform your way out of oppression.

You can check out my blog post/links here.

I had a great time making the game. I also really, really like Construct (way more that Gamemaker) and I had an awesome time making all the audio and visual parts of the game. I just want to say thanks to everyone who posts in this thread (and the previous one). I've read countless posts about design, read links to forum posts about art, and learned basically everything about game making from this thread.

Anyway, sorry for running in and gushing. I'm just proud to have a finished product, even if it is a little ugly/Mario-like.

seiken
Feb 7, 2005

hah ha ha
Hey cool, thanks for the new thread.

You can add me to this thing if you like, my twitter is @grandseiken but I mostly just follow people and don't use it very much.

Riding the exhilaration of having released an actual complete game my next project is obviously a roguelike that will optimistically take 90 years to make. In celebration of the new thread I wanted to show it off but since roguelikes aren't suited well to videos or screenshots I'll just throw up what I have right now. (If you start in the dark which you should probably restart for until you get an indoor unlit map since it's way cooler, press . to pick up the matches and torch which will be at your feet, W to wield the torch and then l to light it. Pretty much all you can do right now is set things on fire and get attacked by bats which also set you on fire. The rest of the (implemented) commands are listed if you press ?) (If you have any comments about it please say so, I don't know much about UI design)

seiken fucked around with this message at 00:38 on Sep 15, 2012

Mug
Apr 26, 2005

Kunzelman posted:

Just hopping in to say that I have made a game in Construct called Smash the Patriarchy! It is a platformer where you rescue feminist ghosts and platform your way out of oppression.

You can check out my blog post/links here.

I had a great time making the game. I also really, really like Construct (way more that Gamemaker) and I had an awesome time making all the audio and visual parts of the game. I just want to say thanks to everyone who posts in this thread (and the previous one). I've read countless posts about design, read links to forum posts about art, and learned basically everything about game making from this thread.

Anyway, sorry for running in and gushing. I'm just proud to have a finished product, even if it is a little ugly/Mario-like.

Added you to the OP, do you have facebook or twitter you'd like people to follow, too?

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Mug
Apr 26, 2005

seiken posted:

Hey cool, thanks for the new thread.

You can add me to this thing if you like, my twitter is @grandseiken but I mostly just follow people and don't use it very much.

Riding the exhilaration of having released an actual complete game my next project is obviously an optimistic roguelike that will take 90 years to make. In celebration of the new thread I wanted to show it off but since roguelikes aren't suited well to videos or screenshots I'll just throw up what I have right now. (If you start in the dark which you should probably restart for until you get an indoor unlit map since it's way cooler, press . to pick up the matches and torch which will be at your feet, W to wield the torch and then l to light it. Pretty much all you can do right now is set things on fire and get attacked by bats which also set you on fire. The rest of the (implemented) commands are listed if you press ?) (If you have any comments about it please say so, I don't know much about UI design)

I picked up a matches and a torch, pressing W was to Wear stuff, though, and it kept saying I can't wear that. I was to Wield, but the wield menu didn't seem to respond to any key presses. After a while i keyboard mashed and my torch caught fire but I don't know how I did it.

Then the bats came.

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