Author Topic: NWR Indie Game Developers Thread  (Read 72542 times)

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Offline ThePerm

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NWR Indie Game Developers Thread
« on: June 25, 2016, 10:05:31 PM »
What is this thread? This thread is for discussion and match making for Game Developers who frequent the forums.

Do you have an Indie game? Do you have a game you want people to know about. Post it here.

Do you have a project that is playable to post? Post it here.

Do you need help or need a critique on something you're working on? Post it here.

Is there a cool indie game that you want to promote? Post it here.

Are you looking to build a team to make an indie game? Post it here.

My first act in this thread is to promote Phil's Game: Super Push adventure.

My friend Rob made this trailer for my game that I developed and published. I merely gave him some minor direction like the Captain Toad trailer-esque "show a bunch of levels in a grid" idea.


You can download my game for free on itch.io and soon to be Desura! Or you can just search "Super Push Adventure" on a search engine to find out more about the game!

http://superphillipl32.itch.io/super-push-adventure

I was also wondering what DAaman64 was up to as he used to be the resident indie game developer before Phil. Turns out he works on games for Marvel now. I'll try to message him and see if he could return. Here was his indie game.

What up guys  ;D , this is a product of a years worth of work out me and 3 other guys at DigiPen. This is our first time making a game. Check out the trailer:

http://www.youtube.com/watch?v=aABvKQvJJtU

COMMENTS!!!


Oh and we would also like to plug our facebook page if you could :P:


Website: http://www.putmeout.com - Download here. HOWEVER, the game doesn't document keyboard controls, and we are still going to be working on this all summer, so much more work is still being done. Enjoy.


Tell me about any ideas too if you could, this game is unfinished.


« Last Edit: June 25, 2016, 10:26:02 PM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #1 on: June 26, 2016, 04:49:16 PM »
Awesome topic idea! And thanks for the shout-out!

I'm currently working on a Breakout-styled game called Chickadee with my programmer from Super Push Adventure. I'll post some pictures later and share the WIP title screen.

We're also in the planning stages on the sequel to Super Push Adventure. Wanting some nonlinearity this time around with levels with secret exits, a world map, and power-ups this time around. Exciting stuff coming up!

Plus, I'm still working on my RPG, Legends of Adrigal, with RPG Maker MV. I'm going to be doing a tutorial on the program for a local game dev networking event.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #2 on: June 26, 2016, 08:42:42 PM »
What if there was a world that was just one giant push block puzzle? Like it has doors and stuff and switches to reset the blocks.
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #3 on: June 27, 2016, 01:24:06 PM »
"A world that was just one giant push block puzzle?" Could you go into more detail? I'm not sure I'm following you exactly. Regardless, I'm always up for level ideas! :)

And here is a quick proof of concept of Chickadee's title screen. The background is temporary and sorry for the sound!

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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #4 on: June 27, 2016, 07:20:22 PM »
I haven't beat all of your levels yet in your old game, but when I was making mario maker levels I used doors a whole lot. IT allowed me to make really non linear puzzles(i mean they are linear, being that you have to do it in a certain way, but the path is not linear.)




here is a level with doors I just designed.
« Last Edit: June 27, 2016, 07:22:10 PM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #5 on: June 27, 2016, 09:52:52 PM »
Oh, like warp pads!
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #6 on: June 28, 2016, 11:45:51 PM »
do you have those in SPA?
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #7 on: June 29, 2016, 11:24:23 AM »
No, but it was an idea I was fooling around with.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #8 on: June 29, 2016, 05:07:16 PM »
I'm having some computer issues at the moment, but I'd be interested in experimenting with a 3d version of SPA when I can find my network adapter for my development pc.

Edit. Found a different one.
« Last Edit: June 29, 2016, 05:36:31 PM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #9 on: July 03, 2016, 05:02:10 PM »
I'm currently working with a friend from Belgium on Chickadee, a Breakout-inspired adventure game. I posted my WIP soundtrack that I have composed on Bandcamp. Here it is if anyone is interested in listening to what I have done so far:

https://philstortzum.bandcamp.com/album/chickadee-songs-hatched-from-the-egg
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #10 on: July 13, 2016, 07:51:45 PM »
What is the best way to do a screen capture?
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #11 on: July 16, 2016, 02:04:30 PM »
I just use the Snipping Tool, but you could probably do the Print Screen trick and paste that into an image editing program. That way you can take a screenshot while the game is in action instead of having to do a still image with the Snipping Tool.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #12 on: July 17, 2016, 02:53:14 AM »
Oh sorry, I was meaning video capture. For screen capture I just press print screen and clean up in photoshop.





I wish I had a better computer. My computer can't really handle real time lighting. I usually run my tests without shadows.

oddly i just noticed the shelf wasn't on the ground.
« Last Edit: July 17, 2016, 03:37:50 AM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #13 on: September 27, 2016, 11:36:44 AM »
I'm doing my RPG, Legends of Adrigal, for my senior overview project. While passing time this morning, I concocted a logo for the game! Note: I don't have the best design know-how, so please be gentle with your commentary!

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Offline Order.RSS

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Re: NWR Indie Game Developers Thread
« Reply #14 on: September 27, 2016, 12:22:19 PM »
Not a design person either Phil, but if possible I would move the 'E' in 'Legends' just slightly to the right. It's kinda annoying that it's not centered with the sword, especially because the 'I' below it is centered perfectly.

Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #15 on: September 27, 2016, 12:31:11 PM »
Yeah, that was bugging me too, and I didn't know if I could shift it to make it look natural still. I'll definitely try it out. Thanks, Steefosaurus! :)
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #16 on: September 27, 2016, 01:02:37 PM »
DOUBLE POST ALERT!

How's this?

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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #17 on: October 02, 2016, 06:55:33 PM »
Here's the cast of friends that enter into the kingdom of Adrigal by video game!

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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #18 on: October 05, 2016, 06:28:15 PM »
Let me know if this link works.

https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE

I was playing Goat Simulator and realized it wasn't a whole lot more than my ufo demo.
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #19 on: October 06, 2016, 11:34:14 PM »
Link works just fine! Glad you're still doing game dev stuff, Perm! It was getting lonely in here!  :'(

I got LittleBigPlanet 3 for the PS4, so I FINALLY have the ability to record my levels I made back in the day for LBP 1 and 2! Check 'em out, gang!

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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #20 on: October 12, 2016, 02:11:18 AM »
Some new screens from Legends of Adrigal!




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Offline ejamer

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Re: NWR Indie Game Developers Thread
« Reply #21 on: October 12, 2016, 09:25:41 AM »
Out of curiosity, what do you guys use for development tools/languages?
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #22 on: October 12, 2016, 12:52:35 PM »
Well, for Super Push Adventure I used Game Maker, which has its own programming language. I suck at programming (read: I don't understand it AT ALL haha), so someone helped me along the way.

With Legends of Adrigal, I'm using RPG Maker MV!
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Offline Wah

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Re: NWR Indie Game Developers Thread
« Reply #23 on: October 12, 2016, 08:42:46 PM »
Be careful with RPG maker most people have given it a bad rep for making very poor "RPG's" and don't be surprised if most people don't play it for that reason. If I were you guys I wouldn't say I made it with it.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #24 on: October 13, 2016, 02:41:52 AM »
I used to make RPGs with RPG95.

I wish I had that cinematic system in Unity. It's kinda of annoying to have to program every single thing.
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Offline ejamer

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Re: NWR Indie Game Developers Thread
« Reply #25 on: October 19, 2016, 09:34:44 AM »
I don't know... I'd be less worried about the platform than how good your actual game is. 

If a game is worth tracking down and playing then I fully believe that word of mouth will eventually make that happen - it just might just take longer on a platform that has been flooded with weak games. It also depends on what your target audience is: if developing for yourself and direct friends, or as a learning experience and potential resume point, then having others play the game doesn't matter very much.


I've been looking into PICO-8 lately.  It's a super small "fantasy console" that puts pretty tight limitations on what you can do but has a pretty low learning curve and makes it easy to get some quick results.

Anyone can play the games developed on PICO-8 for free in their browser, but the development tools have a buy-in cost (although you can probably track down a bundle key for just a couple of bucks if you make the effort). Development is done in a subset of Lua, which seems fun and flexible, and has some potential application outside of hobby game dev.

I have a free license for the dev tools from a KickStarter hardware project I backed, and have enjoyed some of the mini-games that are available. Seems like a fun little platform to jam on...  has anyone else looked into it?

If I make anything worth sharing (probably simple tech demo stuff is as good as I'll get), will post links here.
« Last Edit: October 19, 2016, 09:37:01 AM by ejamer »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #26 on: October 20, 2016, 06:42:30 PM »
New screenshot! The enemy on the left is based off a ReDead from Ocarina of Time.

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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #27 on: October 20, 2016, 09:09:53 PM »
I've been playing Mario 3d World. I think to myself Why was I working on a survival horror game?

Phil do you have Unity Downloaded?
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #28 on: October 20, 2016, 10:48:48 PM »
A lot of classmates in my Video Game Design II class are making prototypes for games via Unity, but I have not touched the program. I really should, especially as someone who wants to do game design/dev as a career. hehe
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #29 on: October 20, 2016, 11:35:16 PM »
you could always learn from my sloppily written code.
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #30 on: October 20, 2016, 11:46:16 PM »
I'd have to learn how to code first!  ;)
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #31 on: October 21, 2016, 04:11:12 AM »
well I taught myself how to code in java and c# by watching youtube videos.

When I was in 7th grade in 1996 I taught myself how to program in basic

Basic is pretty simple

you got

do


loop

basically it  causes the program to go in a circle


in between the loop you program conditions

if x then y
if b then a

if this particular thing happens then that particular thing happens

you keep track of information with variable, strings, and arrays

A string is a text type of information.

a variable is a numerical type information or a true/false type of information

arrays is basically like a string or variable but in series form.  Dog[a] Dog[c] Dog[d]

That is the majority of programming.

The main difference in Basic and other languages like Java or C or C# is you don't type out as much stuff.

instead of typing if x then y

you type if (x = example){ y = example }

or

if (x= example)
   {
    y = example
}

in this case your  making an if then statement. You include the condition in the parentheses, and then the course action in the brackets.

now you have to think of programs in functions

all a function is, is a box in which something happens to a variable.

a component is basically the same thing. You drag a script onto an object and it makes that object perform the task in the box.

Here is a simple program you can make for your game. all it does is rotate a box

// Means its there for explaination and doesnt do anything.


//rotateslow
var RotateDirSpeedx : float;
var rotatedirspeedy : float;
var rotatedirspeedz : float;

// at the beginning of a program we declare variables. These variables are floating variables. All that means is they use decimals instead of integers. you get to name the variables whatever you want.  In this case I named it because rotation direction speed axis.

function Update () {
  transform.Rotate(rotatedirspeedx,rotatedirspeedy,rotatedirspeedz);
}

//this is an update function. So every frame there is an update. All that happens during the update is the object is rotated. The amount that it is rotated is determined by the variable that you set. So in the case of 3d objects. They all have an x,y,and z axis.  Real simple

here is simpler program in basic

do
print "hello world"
loop


pretty simple
of course there are mind bending puzzles to solve.

This is the video I started with

« Last Edit: October 21, 2016, 04:28:56 AM by ThePerm »
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Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #32 on: November 17, 2016, 04:26:43 AM »
I've updated my game dev/personal game stuff page with a new article talking about some of the enemies in my game, Legends of Adrigal. Check it out, gang!

http://stortzumsoft.blogspot.com/
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NWR Indie Game Developers Thread
« Reply #33 on: November 18, 2016, 01:03:39 AM »
Henke

Could I please have Indie Game: The Movie?

My spare key:-
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #34 on: December 11, 2016, 11:13:02 PM »
So, I decided to try some unity 2d stuff. Years ago in Qbasic, I had written this game called Space Dudes from Outer Space. Everything was in code, except I had built in a bitmap loader. I've almost got the unity version complete.

I got an Atari Classic console because I couldn't find the NES console. It reminded me that I was quite good at programming on Basic. My old game requires an emulator to be used on a modern pc. The unity version will be a little different. 95% the same.

Maybe I'll port it to android with Touch Controls.
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #35 on: January 20, 2017, 02:38:17 AM »
This might be useful for us.

https://connect.unity.com/home
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #36 on: January 24, 2017, 01:22:40 AM »
http://www.fakemusicgenerator.com/

I found this. You can use it to generate sound tracks.

I also made a coding breakthrough today. This week I'll start working on some tools. Maybe Phil can use them to make some games.
« Last Edit: January 24, 2017, 01:25:25 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #37 on: January 24, 2017, 06:43:25 PM »
Hey Phil, how far are you along in your education? I was lucky enough to go to DeVry for a Game and Simulation Programming degree in 2006. Well, I say "Lucky" but when I started they hadn't graduated yet, were still learning how to teach it, had some dud classes, and had a HORRIBLE attrition rate. I'm definitely in awe of people who are self-taught, but I think I really benefitted from a class environment... As long as I supplemented it with tons of stuff outsidr of class of course @_@

Anyways, I've been working around the field one way or another since 2009 (NOT at a game company right now) and my goal this year is to break ground on an "indie" side project and really make serious progress on it.so... Thank you for this thread ThePerm!

Right now I'm pretty much set on Unity, mostly for the promise of multiplatform support it brings. Obviously that won't be as simple as flipping a switch, and there's been plenty of examples of Unity porting requiring more work than devs expect, but that's the risk I'm choosing. Unity is one of the few engines out there that is established, claims a lot of platforms, and also officially provides a path to Nintendo.

It's not even the end of January and I'm already WAY behind schedule >_< I'll try to pop back into the thread when I get some stuff sorted out for this indie attempt of mine. Still have to get my git repos set up!
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #38 on: January 25, 2017, 02:49:30 AM »
What exactly are you working on Kairon, if you want to keep it a secret you can PM me. Are you doing it by yourself, or with a team?

I've had a really odd path towards making video games. I was a huge fan on NWR when it was PGC or its older forms when I was a teenager. I programmed in Visual Basic in high school. I went to school to do game design. I got my first degree doing CG and then I moved into traditional art for my Bachelors. But I'm 32(almost 33) and I've not yet worked in the industry yet. I've had mostly menial $10 an hour jobs at call centers. In my spare time I do art, game design, and I write screenplays. My biggest obstacle is when I run into a wall I just work on another project. The other problem is I have experienced little help. I wish I could team up with some people to do the things I can't figure out how to do.

So, yesterday I figured out how to program Multi-dimensional arrays in unity. I didn't know howto dothis in Java or C, and I really didn't remember how I did this in Visual basic in highschool. The documentation on that was really crappy. I tried to watch some video tutorials, but video tutorials are getting really annoying at this point.  They're so damn long winded. They really don't understand that I need just some example code and I can figure the rest out.
So, I got multi dimensional arrays now, I can now figure out how to program a minecraft style level editor. 

My next thing I need to figure out is if I raycast on the face of a polygon is how does it know where to put the data into a multidimensional array for the chunk data. Also, how would I program it to know not to do anything if it happens to be an edge block. Sometimes this stuff gets so complicated.

This was one of the projects I was working on. I basically have a game that plays exactly like Metroid Prime. The thing I want to do that is really different is have the world made out of voxels and have it destructible. Even cooler is if the game was procedurally generated so not every play through is the same.

Here is a separate Eternal Darkness inspired demo
https://drive.google.com/open?id=0B0i2ilaU2I4iSlBHNUpjSW1kVlE





« Last Edit: January 25, 2017, 04:10:16 AM by ThePerm »
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Offline Kairon

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Re: NWR Indie Game Developers Thread
« Reply #39 on: January 26, 2017, 06:52:14 PM »
Those are neat demos ThePerm! Are you mostly hunting for the right pre-existing modules and plugins that will get you were you need to be, or are you trying to do more built-from-scratch stuff?

It sounds like you're doing a 3D project, so I say hats-off-to-you sir! Just adding that third dimension seems to make everything way more complex and challenging. I'm only going to be doing my project with my younger brother, so I decided long ago to reduce my scope to 2D. I mean, just thinking of having to find good 3D art is so much more daunting than thinking of finding someone who can do 2D art.

We've only just started, but what I'm hoping to achieve is a 2D SNES-style RPG of the quality we've seen on the eShop and elsewhere.

I know there are other things I can use to make 2D RPGs, but I'm thinking of doing a couple non-standard gameplay systems that would require more flexibility typically not found in "RPG-centric" toolsets. Also I'm just making a bet that Unity will give me some portability paths to a wide range of platforms.

Part of the reason that it's just my brother and me is that I find that unless you have a great group of people sometimes it can be counter-productive to have too many people at once, especially when so much is up-in-the-air and you're basically doing this without pay and on pure volunteer time. I don't want the stres of having to try to convince people to do stuff who aren't as into this as I am, or the guilt when I'm on the other side of that same equation. And if there's a decision to be made, I want to be able to make it quick without rounding people up for a committee.

We WILL need more people in the future, at the very least in sound and marketing, but why bring them on-board now when we have absolutely ZERO for them to do? I've been in enough situations where the artist and sound person and designer are sitting around twiddling their thumbs and basically spinning wheels and feeling frustrated because engineering still isn't at a place where they can have true and meaningful input. I'll expose myself to the added responsibility of other people when I have been able to prove that I can actually fulfill the promises I'm making myself and my brother.

What are you currently wrestling with right now, if I may ask? I can't promise to have an answer, but at least I've been using code professionally for a while so I'd like to think I stand a chance at being actually helpful. Plus, at my current job I'm basically customer support for our users who are basically game developers, so I'd like to think I can do SOME things right when it comes to facing the occasional coding roadblock @_@
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline Phil

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Re: NWR Indie Game Developers Thread
« Reply #40 on: January 26, 2017, 07:15:25 PM »
Hey Phil, how far are you along in your education? I was lucky enough to go to DeVry for a Game and Simulation Programming degree in 2006. Well, I say "Lucky" but when I started they hadn't graduated yet, were still learning how to teach it, had some dud classes, and had a HORRIBLE attrition rate. I'm definitely in awe of people who are self-taught, but I think I really benefitted from a class environment... As long as I supplemented it with tons of stuff outsidr of class of course @_@

Anyways, I've been working around the field one way or another since 2009 (NOT at a game company right now) and my goal this year is to break ground on an "indie" side project and really make serious progress on it.so... Thank you for this thread ThePerm!

Right now I'm pretty much set on Unity, mostly for the promise of multiplatform support it brings. Obviously that won't be as simple as flipping a switch, and there's been plenty of examples of Unity porting requiring more work than devs expect, but that's the risk I'm choosing. Unity is one of the few engines out there that is established, claims a lot of platforms, and also officially provides a path to Nintendo.

It's not even the end of January and I'm already WAY behind schedule >_< I'll try to pop back into the thread when I get some stuff sorted out for this indie attempt of mine. Still have to get my git repos set up!

After starting as a student with no major in 2004, I finally graduated this past December with a degree in Media Communication. I also got a certificate in foundations in game design. I've been told by folks already in the industry that a degree in Game Design isn't really important or necessary to get work, so I feel bad for these younger students who seem so happy and excited to be doing a game design program/degree when it really won't do much for them. They should be working on games for their portfolio instead. Regardless, the game design program itself at the college I went to is still in its growing pains period.

I just know how to do RPG Maker MV right now because it's been over a year since I've touched Game Maker. I really want to relearn everything with that program when time allows me to. Meanwhile, my work on Legends of Adrigal continues. I've done new enemy sprites, new songs, and some mapping as seen in this blog entry I made:

https://stortzumsoft.blogspot.com/2017/01/tips-tricks-lets-design-room-in-legends.html
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Offline ThePerm

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Re: NWR Indie Game Developers Thread
« Reply #41 on: January 27, 2017, 01:41:36 AM »
So, I'm basically combining that Metroid Clone Project with a Minecraft style world builder.

I've figured out a few steps on how to do this. I want to shoot a raycast at the face of a cube and determine if the face is facing (up, down, left, right, forward, back)

Right now I already have code that can instantiate an object in the perfect angle and transform of a hit point. That's not what I'm doing. That is what most the QA questions are aiming to do in unity discussions.

Now I thought about a simpler way to do this, but I still don't find much in the way of answers. If my camera is facing a certain direction, then we know that the face is going to be the opposite direction of where my camera is facing.

// transform the world forward into local space:
   private var relative : Vector3;
   relative = transform.InverseTransformDirection(0, 0, 1);
   Debug.Log(relative);

right now I found code like this. It does something, but it doesn't quite get to what I'm looking for.

I know another way to actually do it, but it is Hack-y and a resource hog. I could simply put a box colider on every side of the cubes i generate, but that will mean I'll have 12,582,912 box colliders on the screen.

Also yeah Phill. In about 2004 I was on track to do Collins College for game design, but I looked them up and they were in even worse growing pains back then. So, I just did studio art.

In high school I used to work on RPG maker all the time as a hobby. So, I know exactly how to make games on there. One of my projects is to basically create RPG maker in unity. I'm trying to figure out this minecraft thing first though as they are inter-related concepts.

RPG maker is really nothing more than a Tile Mapper with a few RPG bits. And it's really simple. If I can find it on one of my hard drives I'll dig out an old project I made.
« Last Edit: January 27, 2017, 01:59:47 AM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #42 on: January 27, 2017, 02:04:14 PM »
Hey ThePerm, if I understand what you're asking for, I think it might require some math specifically to make sense of 3D space. I'm busy with work right now but I'll try to get back to this soon with an attempt to answer this for you.
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Re: NWR Indie Game Developers Thread
« Reply #43 on: January 27, 2017, 06:59:00 PM »
So, Phill. I figured I would work on an RPG maker for unity. It should get me through a bunch of steps before I make it 3d.
It'll have some things better than RPG maker. I'll give you the option for 2d and 3d. I tend to make everything in 3d because collision detection seems to work better in unity that way. So the way it's set up now is the camera is at an overhead(or sideways if you wanted), and it's set to orthogonal.

Kairon, I guess I'll just make all blocks build up.Not quite as convenient, but it works. I can create "Empty" blocks that just delete on start.

Also, if you guys want to check out a nearly complete game I did check this out.
I made a game in Qbasic and converted it to unity.
It would be done if I could figure out how to do a High Scores Menu.

https://drive.google.com/open?id=0B0i2ilaU2I4iWUxYeWUwMzdOZTA

and a 3d version I've been working on
https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE
« Last Edit: January 27, 2017, 07:04:17 PM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #44 on: January 27, 2017, 07:38:26 PM »
It'll have some things better than RPG maker. I'll give you the option for 2d and 3d. I tend to make everything in 3d because collision detection seems to work better in unity that way. So the way it's set up now is the camera is at an overhead(or sideways if you wanted), and it's set to orthogonal.

If you're interested in any 2D RPG Plugins for Unity this side group I'm working with found this to be an okay starting place as far as 2D RPG maps go:

https://www.assetstore.unity3d.com/en/#!/content/43566

Kairon, I guess I'll just make all blocks build up.Not quite as convenient, but it works. I can create "Empty" blocks that just delete on start.

Wait, lemme take a stab at the problem first at least! @_@

Well, lemme just make sure I understand the problem: You want to fire a ray at a cube, and then make sure you know which face of the cube you visually "hit" right? Ala Minecraft where if you hit the bottom of the cube, you can add a block underneath something, and if you hit the side of the cube, you can add a block on that specific face, right?

Because that's definitely doable! Just lemme try please?
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Re: NWR Indie Game Developers Thread
« Reply #45 on: January 27, 2017, 07:49:53 PM »
I've been told by folks already in the industry that a degree in Game Design isn't really important or necessary to get work, so I feel bad for these younger students who seem so happy and excited to be doing a game design program/degree when it really won't do much for them. They should be working on games for their portfolio instead.

I can't agree with this enough. And I say this as someone who's got college loans for a Game Programming Degree.

I mean, let's not kid around: a college degree from an accredited institution is VERY useful. But the games industry is very results-oriented, and more convincing than any theoretical degree will be practical results: HAVE you finished a game/project without giving up? DO you have anything to show for this time other than a piece of paper and some flowery words from classmates and teachers?

Also: "You talk a good game. But here's an empty whiteboard, you have 45 minutes to go from nothing to something impressive on it or else all your talk means nothing."

Well, not QUITE that bad, but sometimes it can be that intense. ^_^

I just know how to do RPG Maker MV right now because it's been over a year since I've touched Game Maker.

What you've done so far looks like good stuff dude! I'll have to start fretting over how I'll generate rooms and dungeons in my own project eventually >_<.

I am really impressed with RPG Maker and Game Maker. They have their limitations (some very important ones probably, I haven't fully investigated), but there are real and impressive commercial games that used them. Like I said above, results-oriented.
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A glooming peace this morning with it brings;
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Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

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Re: NWR Indie Game Developers Thread
« Reply #46 on: January 27, 2017, 10:01:30 PM »
ThePerm, is something like this project what you were looking for?

https://www.dropbox.com/s/g42ri39w8o10gu0/CubeRaycastTest.zip?dl=0

I may have misunderstood you, but if so, let me know. This test sample just has a basic Unity cube in the gameworld and lets you click with your mouse. If the mouse click hits it with the raycast, it prints "hit" in the console. Then it goes on to print the basic facing direction of the side of the cube that the raycast hit: up, down, north, south, east, west.

That's what you were going for, right? I assume that once you know which side of the cube it hit, then you can just instantiate your game object above or below or beside the cube as needed, right?

I was afraid this would have me whipping out my old College programming and math books and do this from scratch, but it turned out to be WAY easier than I thought. I think this definitely goes to show the power of a battle-tested game building tool like Unity, and the power of the internet because I basically cobbled this example project together from these two resources:

http://answers.unity3d.com/questions/887694/how-to-detect-an-gameobject-on-mouse-click-using-r.html
http://answers.unity3d.com/questions/128747/detect-face-of-cube-clicked.html

If that's actually something you already knew how to do, please forgive me >_< And explain what I'm not understanding so I can give it another stab? (Also, I'm assuming you're using blocks that are not spinning around in some weird positions, right?)
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Some shall be pardon'd, and some punished:
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Re: NWR Indie Game Developers Thread
« Reply #47 on: January 27, 2017, 11:55:56 PM »
The second page deals with what I was going before. I read it before. I think I missed Ultimationz post though. I usually write my code in javascript, occasionally switching to c#. But reading i, it looks pretty clear. And I've never used enum before. Could be real useful.
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Re: NWR Indie Game Developers Thread
« Reply #48 on: January 28, 2017, 04:46:11 AM »
So, I made a RPG Tile Editor. It functions. I just haven't got to write the IO functions yet.

https://drive.google.com/open?id=0B0i2ilaU2I4iR3RCNWhEbTlPdFk

Try it out.



« Last Edit: January 28, 2017, 08:15:05 AM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #49 on: January 28, 2017, 05:01:42 PM »
Also, if you guys want to check out a nearly complete game I did check this out.
I made a game in Qbasic and converted it to unity.
It would be done if I could figure out how to do a High Scores Menu.

https://drive.google.com/open?id=0B0i2ilaU2I4iWUxYeWUwMzdOZTA

and a 3d version I've been working on
https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE

Dude, dark! The 3D version is a sorta compelling though, in a "UFO bombing run over farm animals" way.

So, I made a RPG Tile Editor. It functions. I just haven't got to write the IO functions yet.

https://drive.google.com/open?id=0B0i2ilaU2I4iR3RCNWhEbTlPdFk

Try it out.





This is pretty awesome! Hey, exactly how many game projects are you juggling anyways?
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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

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Re: NWR Indie Game Developers Thread
« Reply #50 on: January 28, 2017, 07:27:37 PM »
Also, if you guys want to check out a nearly complete game I did check this out.
I made a game in Qbasic and converted it to unity.
It would be done if I could figure out how to do a High Scores Menu.

https://drive.google.com/open?id=0B0i2ilaU2I4iWUxYeWUwMzdOZTA

and a 3d version I've been working on
https://drive.google.com/open?id=0B0i2ilaU2I4idl9TZmJHZFRuNFE

Dude, dark! The 3D version is a sorta compelling though, in a "UFO bombing run over farm animals" way.

So, I made a RPG Tile Editor. It functions. I just haven't got to write the IO functions yet.

https://drive.google.com/open?id=0B0i2ilaU2I4iR3RCNWhEbTlPdFk

Try it out.





This is pretty awesome! Hey, exactly how many game projects are you juggling anyways?

The One that gets done. All Paths lead down the same Road. If I run into a roadblock I usually work on another project. While doing the other project I figure out how to do the thing I couldn't figure out in the other project.


Fixed the palette. It now puts the tiles in the right direction. Still got to do IO, Which means taking the IO from my Metroid Clone and reprogramming it to do tiles.

Like with the 3d ufo game I wanted to just draw on the ground. You could do this, but not how I wanted. Now I could do it.
« Last Edit: January 28, 2017, 07:31:08 PM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #51 on: January 30, 2017, 12:54:31 AM »
So Today I programmed the ability to use different TileSets and some layer control. Not complete layer control yet, just the weird version of it I have now.





I also have some Wacky Mode 7 stuff now too.
« Last Edit: January 30, 2017, 01:22:52 AM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #52 on: January 30, 2017, 07:45:43 AM »
Got Working Saving and Loading.

https://drive.google.com/open?id=0B0i2ilaU2I4idGE4ZVVZOGFRbFU

Try it out

There are a few things to add, but overall it works.


edit: The save functions work in unity but don't seem to work in the executable.
edit: Fixed a minute later
« Last Edit: January 30, 2017, 04:53:28 PM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #53 on: January 30, 2017, 10:49:54 PM »
Does anybody know how to get windows dialog forms without using the unityeditor? The program works in unity editor for opendialog and savedialog boxes, but you can't compile if you use a:

using UnityEditor;

I'm not really familiar with using windows forms. The last time I did anything like that was in visual basic in high school. I've read some documentation here:

http://zetcode.com/gui/csharpwinforms/dialogs/

but its one thing to read it, and it's another thing to integrate it with your code.



I fixed the mouse button clicking. Before you had to click on every tile, now you can hold the button down. Speeds making levels significantly
« Last Edit: January 30, 2017, 11:16:01 PM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #54 on: February 10, 2017, 06:40:59 AM »
Wish I could help, Perm, but I'm lucky I can even use the programs I use! :)

I wrote an article examining the open-world of LEGO City Undercover and how we as game devs can use some of its ideas for our own games, even if they're much, much, much more limited in scope.

https://stortzumsoft.blogspot.com/2017/02/what-we-can-learn-from-lego-city.html
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Re: NWR Indie Game Developers Thread
« Reply #55 on: January 22, 2021, 06:55:46 PM »
I hadn't worked on anything for a long time, but I got back around to it

here's a screenshot
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Re: NWR Indie Game Developers Thread
« Reply #56 on: January 23, 2021, 11:58:49 AM »
Wow! That looks mighty interesting, ThePerm!

I forgot about this thread, so thanks for bumping it and with a great screenshot, too!

I've been hard at work on my RPG Maker MV game, Legends of Adrigal. I made a new area, which is about 7-10 hours into the game.

https://twitter.com/SP_Central/status/1353021675114287104

Also, made an event in my game that serves as a waterfall puzzle of sorts.

https://twitter.com/SP_Central/status/1351971000641064960

I hope posting Twitter links is acceptable, as it's easier for me than uploading them to a different site completely (especially a video like the last tweet has).
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Re: NWR Indie Game Developers Thread
« Reply #57 on: January 23, 2021, 12:09:01 PM »
I've been hard at work on my RPG Maker MV game, Legends of Adrigal. I made a new area, which is about 7-10 hours into the game.

Wow that's a sprawling map Phil, and kudos for waterfall secrets. Always a bummer when games don't do that.
How much of this is original work? Do you use pre-made tiles/textures/sprites? Are the character portraits and dialogue entirely self-made, or is there a database you can use? And the music? Seems like tons of work if you're making a 10 hour game!

I've never used RPG Maker, so hopefully these aren't dumb questions If there's a big library of assets and music to pull from, which you rearrange on maps and supplement with your own dialogue, I can see this being a good entry level into game creation.

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Re: NWR Indie Game Developers Thread
« Reply #58 on: January 23, 2021, 01:25:25 PM »
Oh, those aren't dumb questions at all!

I'm using custom sprites I made for the heroes (but not things like that boulder--save for my boulder edit for when the boulder is submerged in water), custom monster designs, my own music I composed, dialogue is all mine, but things like tilesets are either from other creators who allow their work to be used in others' games or the already made tilesets that come with RPG Maker MV.

And yeah, it's a great tool to get the basics of game creation, but also something that can be rather complicated depending on what one is trying to set out to do.  ;D
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Re: NWR Indie Game Developers Thread
« Reply #59 on: January 24, 2021, 01:49:44 PM »
Whats the deal with this version? I used to fiddle around with RPG Maker 95 in the 90s. Those screen shots from 3 years ago I used the rpgmaker95 tile set.

I want to turn what I've been working into a tool. We could collab.

https://soundcloud.com/user-356338702/ghost-song

I made this song too.
« Last Edit: January 24, 2021, 02:28:00 PM by ThePerm »
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Re: NWR Indie Game Developers Thread
« Reply #60 on: February 07, 2021, 12:48:07 AM »
I shared four new screenshots to my Twitter today for Screenshot Saturday:

https://twitter.com/SP_Central/status/1358202798349950976

I haven't been working as hard on my game, as I noticed I was going overboard and putting way too many hours into it. Plus, I had some games to review. Regardless, I am continuing to work on my RPG and it's going swell.
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