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Polio Vax Scene
Apr 5, 2009



The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do :unsmith:


http://store.steampowered.com/app/351150

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retro sexual
Mar 14, 2005

Manslaughter posted:

The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do :unsmith:


http://store.steampowered.com/app/351150

Congrats! :D

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch

D_W posted:

The game I've been doing the soundtrack for not only got through Greenlight but is coming out on Steam tomorrow! http://store.steampowered.com/app/358070/

I also just released the soundtrack on Bandcamp and Itch.io. It's pretty exciting!

For some reason the first thing I thought of when I clicked this link is Xexyz and I'm okay with that.

Shalinor
Jun 10, 2002

Can I buy you a rootbeer?

Manslaughter posted:

The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do :unsmith:


http://store.steampowered.com/app/351150
IndieHaven loved it, too: http://indiehaven.com/dragon-a-game-about-a-dragon-review/

... and yeah, it now officially doesn't matter if the code's bad. It's out, and seemingly doing well enough.

WaterIsPoison
Nov 5, 2009


Hooray for interactivity.

Nition
Feb 25, 2006

You really want to know?
The WTF nature of the code just makes Dragon even more impressive really. The White Dragon, if you managed to do this with that coding ability, work on your programming knowledge a bit more and you'll be unstoppable. Maybe you already have even, it's been a while since I saw that wall of XNA.

Releasing a game on Steam is a huge achievement, well done.

Yodzilla
Apr 29, 2005

Now who looks even dumber?

Beef Witch

WaterIsPoison posted:



Hooray for interactivity.

Nice Intellivision game. I don't mean that in a bad way, I loved that drat system.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
I like the grass, it's simple but works well.

Omi no Kami
Feb 19, 2014


Can anyone recommend a textbook/online sources for general level design skills? I've been going through the tried and true method of make something crappy, then improve it incrementally, but I'm finding that most of the time I know that something looks assy, but not why.

Stick100
Mar 18, 2003

ZealousQuakeFan posted:

Nice to finally make a bit of progress. Trails on projectiles probably a bad idea though...



The trails are a bit much in the current form. I'd suggest doing something to make them more obvious they are not part of the hit box, like making them different colored, transparent or smaller. Right now it looks like a long bullet because there is no visual difference (besides size) between the bullet and the trail.

E: With that many bullets I think you might want no trails at all, and maybe do something like Luftrausers with a single obvious symbol for the bullet.

Besides that looks awesome we need more Abuse clones.

Nude
Nov 16, 2014

I have no idea what I'm doing.

Omi no Kami posted:

Can anyone recommend a textbook/online sources for general level design skills? I've been going through the tried and true method of make something crappy, then improve it incrementally, but I'm finding that most of the time I know that something looks assy, but not why.

Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos.

https://www.youtube.com/watch?v=jVL4st0blGU
Level design video:
https://www.youtube.com/watch?v=ZH2wGpEZVgE
Another level design video (even if you don't think this applies to you watch it anyway):
http://www.youtube.com/watch?v=EFU4tjMndi4
Balancing you're game:
http://www.youtube.com/watch?v=EitZRLt2G3w
Advice on starting off:
http://www.youtube.com/watch?v=z06QR-tz1_o

Honestly I can go on all day with them, but I'll stop there because I assume that's enough to swallow for now. If you're curious for more go to their page and all their purple/green videos are on different types of game design or game theory. I would explore their page if you haven't already especially the earlier videos because there is a lot of good stuff there.

Also look up whatever game that's close to the one you're making (or look up a game developer you admire) and chances are there will be one or two interviews where you can hear how they came up with the game and what they were trying to say. Let me know if any of this helps or if I was on the wrong track.

Nude fucked around with this message at 05:19 on Apr 27, 2015

KRILLIN IN THE NAME
Mar 25, 2006

:ssj:goku i won't do what u tell me:ssj:


Shalinor posted:

IndieHaven loved it, too: http://indiehaven.com/dragon-a-game-about-a-dragon-review/

... and yeah, it now officially doesn't matter if the code's bad. It's out, and seemingly doing well enough.

These are some very nice words about your game The White Dragon! Need to motivate myself to get more work done on mine!

Omi no Kami
Feb 19, 2014


These are great, thank you!! This is a new series for me, so I'ma archive binge and see if learning happens.

I've gotten a lot of mileage on my outdoor scenes by playing through sleeping dogs and yakuza, as they have outdoor scenes extremely close to what I'm aiming for, but interiors are a pretty big challenge as a) neither game does them particularly well, and b) a lot of the third-person games that do do them well have a different camera and control system by necessity. When I'm finally ready to do a deep vertical slice, I'll probably end up creating a list of every design mandate I like from both systems, then comb through them and see what needs to be pruned/changed to create a single consistent design and control aesthetic between both environments.

I think camera is going to be one of the big challenges: when you're indoors and need to interact with your environment you really want an adventure game setup, like walking dead/life is strange, where the camera is super-close. For the outdoors you want a much more distant camera, and while it's acceptable to change camera modes, I would really like to try and build a unified system.

I actually remember Bully doing that pretty well, but I pulled some screenshots and found that while they keep the same camera system indoors, their interior spaces are really wonkily proportioned:

AntiPseudonym
Apr 1, 2007
I EAT BABIES

:dukedog:
After spending the past week trying to make my own animation rig, I offer the following advice to people that work with someone that builds rigs for them:

- Go to your rigger
- Hold them tight
- Never let go

ZealousQuakeFan
Feb 13, 2011

Stick100 posted:

The trails are a bit much in the current form. I'd suggest doing something to make them more obvious they are not part of the hit box, like making them different colored, transparent or smaller. Right now it looks like a long bullet because there is no visual difference (besides size) between the bullet and the trail.

E: With that many bullets I think you might want no trails at all, and maybe do something like Luftrausers with a single obvious symbol for the bullet.

Besides that looks awesome we need more Abuse clones.

I think you're right I should keep them very clear. I was hoping I could use the trails to signify explosive projectiles but oh well.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
So I made a game for a game jam


http://fhnuzoag.itch.io/wizard-sports

Plays not entirely unlike Freedom Force, except with a ball and also Men of War style active control. It would be lovely if people would playtest and tell me whether it's too hard or easy or if the tutorial is too hard to understand.

Devlog at

https://www.idlethumbs.net/forums/topic/10046-releasedevlog-wizard-sports/

Polio Vax Scene
Apr 5, 2009



https://www.youtube.com/watch?v=unYdHipJLfc

My art feels inadequate forever.

retro sexual
Mar 14, 2005

What is the gameplay I wonder. It all looks like pixel-arted cutscenes to me

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."
Looks good but I wouldn't do the blurry font.

EDIT: Durr, didn't get the context. That's what I get for only getting 3 hours of sleep last night

Police Automaton fucked around with this message at 16:54 on Apr 27, 2015

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?

retro sexual posted:

What is the gameplay I wonder. It all looks like pixel-arted cutscenes to me

Last time I checked in on it (like last summer) it was an RTS were you play as either the rioters trying to smash poo poo up or the police trying to cordon off and suppress the riot. And something else about special characters and everyone having different reactions to events and flocking ai and stuff. But their last blogpost was in September when they had to recode it, oh dear.

Sigma-X
Jun 17, 2005

Your whitehouse looks like a jpg that was rescaled and has a lot of weird inconsistencies. The blurry text / pixel filter look makes it hard to read all of your titling (although your actual title screen looks good).

Some of your moving scenes are a bit muddy but it doesn't matter because they're cutscenes.

I wouldn't worry about the art so much until you start using it in gameplay - then you might find issues with overly noisy backgrounds / etc causing characters to get lost / read poorly.

Looked like a cool hype trailer though!

Count Uvula
Dec 20, 2011

---

Sigma-X posted:

Your whitehouse looks like a jpg that was rescaled and has a lot of weird inconsistencies. The blurry text / pixel filter look makes it hard to read all of your titling (although your actual title screen looks good).

Some of your moving scenes are a bit muddy but it doesn't matter because they're cutscenes.

I wouldn't worry about the art so much until you start using it in gameplay - then you might find issues with overly noisy backgrounds / etc causing characters to get lost / read poorly.

Looked like a cool hype trailer though!

I don't think that's his game, he was just posting it because he liked it. I think Riot's pixel art looks like poo poo though so heyooo.

Sigma-X
Jun 17, 2005

Count Uvula posted:

I don't think that's his game, he was just posting it because he liked it. I think Riot's pixel art looks like poo poo though so heyooo.

I think their characters look generic and that's completely fine because it's an easy style to take wide, but yeah there's a bunch of issues there.

Polio Vax Scene
Apr 5, 2009



Yeah it's not my game, just something someone twitted to me over the tweeter.

WaterIsPoison
Nov 5, 2009

Yodzilla posted:

Nice Intellivision game. I don't mean that in a bad way, I loved that drat system.

Thanks! This is still very much in the prototype phase right now and I'm just using some assets I had on hand. Still not sure what art style I want to aim for however, but definitely something on the more minimal side. Most tactical wargames are just too drat busy visually.

Sigma-X
Jun 17, 2005

Manslaughter posted:

Yeah it's not my game, just something someone twitted to me over the tweeter.

post your arts then

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Fangz posted:

So I made a game for a game jam


http://fhnuzoag.itch.io/wizard-sports

Plays not entirely unlike Freedom Force, except with a ball and also Men of War style active control. It would be lovely if people would playtest and tell me whether it's too hard or easy or if the tutorial is too hard to understand.

Devlog at

https://www.idlethumbs.net/forums/topic/10046-releasedevlog-wizard-sports/

Oh also I uploaded a video:
https://www.youtube.com/watch?v=5E9HrK86nmY

Kazinsal
Dec 13, 2011



...Video's neat and all, but is anyone else seeing a new YouTube player UI design? Like, radically different transparent-type dealie?

xzzy
Mar 5, 2009

Not me, but youtube often tests stuff on a limited number of accounts before rolling it out to everyone.

SweetBro
May 12, 2014

Did you read that sister?
Yes, truly a shitposter's post. I read it, Rem.

Nude posted:

Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos.

https://www.youtube.com/watch?v=jVL4st0blGU
Level design video:
https://www.youtube.com/watch?v=ZH2wGpEZVgE
Another level design video (even if you don't think this applies to you watch it anyway):
http://www.youtube.com/watch?v=EFU4tjMndi4
Balancing you're game:
http://www.youtube.com/watch?v=EitZRLt2G3w
Advice on starting off:
http://www.youtube.com/watch?v=z06QR-tz1_o

Honestly I can go on all day with them, but I'll stop there because I assume that's enough to swallow for now. If you're curious for more go to their page and all their purple/green videos are on different types of game design or game theory. I would explore their page if you haven't already especially the earlier videos because there is a lot of good stuff there.

Also look up whatever game that's close to the one you're making (or look up a game developer you admire) and chances are there will be one or two interviews where you can hear how they came up with the game and what they were trying to say. Let me know if any of this helps or if I was on the wrong track.

My issue with EC is that that have too many false claims through ignorance, which tells me that they're not actually putting enough research into what they're writing. They also cite James as their expert source, but given what I was able to dig up on his credentials (https://docs.google.com/spreadsheets/d/1o1ZBtS8ZKImDzRUONiV3UAGbIqulgXBQ0W15Do8D61Q/edit#gid=0) (EDIT: I didn't make this spread sheet.) he's just a person who talks about making games rather than actually making them.

I'm not saying EC and James are full of poo poo, I'm just saying that given the lack of ethos and a checkered past in terms of accuracy, I would take what they say with a grain of salt.

SweetBro fucked around with this message at 01:31 on Apr 28, 2015

Omi no Kami
Feb 19, 2014


I'm finding some useful stuff with EC, but I really wish these were essays, not videos: I find that he has trouble getting to the point, and I don't want to watch five minutes of cutesy media for two minutes of content.

Pentecoastal Elites
Feb 27, 2007

SweetBro posted:

They also cite James as their expert source, but given what I was able to dig up on his credentials (https://docs.google.com/spreadsheets/d/1o1ZBtS8ZKImDzRUONiV3UAGbIqulgXBQ0W15Do8D61Q/edit#gid=0)
:shepface:

I don't know if anyone else is really up on it, but I've recently started following the Megasphere guy and I'm pretty pumped about what he's doing. Probably the best implementation of that pixel normal mapping technique I've seen yet.

Beautiful.
He's a UI/UX designer by trade, I think, and it really shows in how satisfying his animations are.

ghouldaddy07
Jun 23, 2008

Nude posted:

Extra Credits is always good, and often their videos apply to most if not all types of games. Here are the must watch level design/game design videos.

https://www.youtube.com/watch?v=jVL4st0blGU
Level design video:
https://www.youtube.com/watch?v=ZH2wGpEZVgE
Another level design video (even if you don't think this applies to you watch it anyway):
http://www.youtube.com/watch?v=EFU4tjMndi4
Balancing you're game:
http://www.youtube.com/watch?v=EitZRLt2G3w
Advice on starting off:
http://www.youtube.com/watch?v=z06QR-tz1_o

Honestly I can go on all day with them, but I'll stop there because I assume that's enough to swallow for now. If you're curious for more go to their page and all their purple/green videos are on different types of game design or game theory. I would explore their page if you haven't already especially the earlier videos because there is a lot of good stuff there.

Also look up whatever game that's close to the one you're making (or look up a game developer you admire) and chances are there will be one or two interviews where you can hear how they came up with the game and what they were trying to say. Let me know if any of this helps or if I was on the wrong track.

Just wanted to say thanks for the links. That video series is really helpful.

Nude
Nov 16, 2014

I have no idea what I'm doing.

SweetBro posted:

I'm not saying EC and James are full of poo poo, I'm just saying that given the lack of ethos and a checkered past in terms of accuracy, I would take what they say with a grain of salt.

I view their videos more as a new perspective on a game or theory. I too don't think you should follow their developer advice to the letter.

Omi no Kami posted:

I'm finding some useful stuff with EC, but I really wish these were essays, not videos: I find that he has trouble getting to the point, and I don't want to watch five minutes of cutesy media for two minutes of content.

Here are some game design articles and stuff I have found. Linky, Super Meat Boy. I have more somewhere, I'll have to get back to you next week or something when I don't have a lot of work.

ghouldaddy07 posted:

Just wanted to say thanks for the links. That video series is really helpful.

No problem! Glad it's useful.

Completely off topic, but here are things that I found over the years that I just want to post.

Roguelike Radio It's a podcast on Roguelikes but honestly a lot of their episodes have insightful information (like the one I linked). They're an hour long, so I understand if that's a little unreasonable. But they have interviewed the creators of Dwarf Fortress, FTL, Spelunky, and the original Rogue game. So it's worth listening to just for those.

Ratchet and Clank developer commentary!

Psychonauts, the whole dev team cries as they see their game break. http://www.youtube.com/watch?v=lsDc1YVxHA0

Crpgaddict Blog one guy, playing 'computer rpgs' from the beginning (like the first one), and playing them from start to finish. What's cool is his analysis a worthy read.

Also does anyone know how good the Double Fine's documentary is? I assume it has a lot of insight on what goes on in developing a game.

Nude fucked around with this message at 04:19 on Apr 28, 2015

Polio Vax Scene
Apr 5, 2009



Sigma-X posted:

post your arts then

ok trigger warning huge gifs and trees are wip

http://gfycat.com/SorrowfulNaturalCaterpillar#?format=gif
http://gfycat.com/SnappyEnviousHorsechestnutleafminer#?format=gif

It's kinda sad that even gfycat destroys some of the more the subtle things :( It looks better in game

hailthefish
Oct 24, 2010

I really like the look you have going on.

Sigma-X
Jun 17, 2005
That pixel / quilty effect you have looks like poo poo, especially as your menu boxes drift past it, out of sync with the grid it creates.

The effect on your Z and your non-tree pixel arts look cool though.

hailthefish
Oct 24, 2010

I like the quilty look :shobon:

It could use some tweaking and the UI boxes are.. yeah.. not great with it yet, but I kinda like the quilty look.

Omi no Kami
Feb 19, 2014


Ooh, thanks for the articles Nude! I'm going to enjoy these :)

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bomblol
Jul 17, 2009

my first crapatar

Manslaughter posted:

The White Dragon your code may horrify me but you've done more than probably 99% of game devs will do :unsmith:


http://store.steampowered.com/app/351150

I've been lurking game dev threads for a couple years now and I always saw this avatar and posts about the game. Seeing this is incredibly encouraging to me. Good job!

(to the white dragon, that is... )

bomblol fucked around with this message at 05:12 on Apr 28, 2015

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