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Indie Game Development Discussion Thread | Of Being Professionally Poor

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This is my first post in this thread, and I'm in desperate need of help.

See, I've been dabbling in game development for years, and every single thing I make goes exactly the same way:

I have an idea for a gameplay system.
I churn out that idea in like a week.
And then... I'm stuck. I have no idea where to go from there. No idea how to design levels, make sound effects and music, or do art. I mean, here's my current player character:

XWmDumq.png


Yeah... that's about the best I can do.

So I guess my question is, what do I do? How do I get over this hump? I can program, but I clearly need another person or two to tackle other aspects of the game. How do I go about finding these people? Or am I just screwed as an indie developer because I can't do these things by myself?

Game development communities and forums are your best friends. Just cause you can't do everything yourself doesn't mean you're doomed as an indie developer. An indie team can easily consist of 1 to 5 people. Learn how to work your way around the forums. A game dev forum may provide useful links to audio or art. And read as many books, essays, websites, as possible on everything game development. It helps A LOT.
 

karaokelove

Neo Member
Hey everyone, just wanted to take a minute to share some info about my project, Puzzle Hunters:

Mock-Up.png


Puzzle Hunters is a combat oriented match-3 game. It's basically a combination of Puzzle Quest, Avengers Alliance, and Mega Man. The player controls veteran bounty hunter, Vila Kast, along with her two companions as they traverse a world reminiscent of retro cartoon series like Master of the Universe and Thundercats while trying to track down and take out a rampaging warlord and his lieutenants.

You can check out a video demo of our current build on our dev blog (http://www.thunderpunchstudios.com/2014/12/demo-video_19.html). Here are the concepts for Vila Kast, her medical robot, and her mount/bodyguard:


-Woody, Thunderpunch Studios
 

oxrock

Gravity is a myth, the Earth SUCKS!
Hey everyone, just wanted to take a minute to share some info about my project, Puzzle Hunters:



Puzzle Hunters is a combat oriented match-3 game. It's basically a combination of Puzzle Quest, Avengers Alliance, and Mega Man. The player controls veteran bounty hunter, Vila Kast, along with her two companions as they traverse a world reminiscent of retro cartoon series like Master of the Universe and Thundercats while trying to track down and take out a rampaging warlord and his lieutenants.

You can check out a video demo of our current build on our dev blog (http://www.thunderpunchstudios.com/2014/12/demo-video_19.html). Here are the concepts for Vila Kast, her medical robot, and her mount/bodyguard:



Wow, sorry for taking up so much space! If anyone knows how to scale those images down, please let me know. Anyway, thanks for viewing! Hopefully I'll have more to post soon!

-Woody, Thunderpunch Studios

quoting your images would be a start
 

Burt

Member
This is a great post. I think the head sizes you have are fine, although it should be stated that I'm not in any way steeped in RPGs of yore (I wondered for half a moment why Terrisus was in the thread).

Thanks! Speaking of RPGs of yore... dare I...?:

1OGXkfE.png


I'm always struggling with myself over where the line between "inspiration/influence" and "overly derivative" is, especially when you're dealing with games and genres that have been neglected and/or under served for long periods of time. Anyone have any sage advice on how to approach the conundrum?
 

Turfster

Member
So the hardest part of porting a Unity 4.3 project to the new 4.6 GUI turned out to be the drastic changes in the physics between the two versions.

The new GUI really is useful for quickly and precisely crafting a UI that works on a variety of resolutions, and it's light years ahead of old, busted-ass code-only OnGUI. However... the fact that there's no simple data binding for properties means you still have to have some kind of update function that runs every frame and explicitly modifies the UI gameobject in code.

Still, it's much easier than it used to be and a lot quicker to get something pretty on screen, so good job there, Unity people.

The physics stuff was a lot harder to tweak since it required a rewrite of pretty much the entire mob code. If your movement code is purely physics based and you're moving from 4.3 to 4.6, prepare for a lot of work ;)


Anyway, we decided that, since it was Christmas, we'd make the new and improved Kamiel Leong free on the Play and Amazon Android app stores.
 
Even though it not Saturday, I just want to say Merry Christmas to everyone and hope you all had a great year! , this thread and the people around here are quite interesting and hope to see more games coming next year including mine!

ChristmasShip.png


Stay tunned for more easter eggs I am preparing! most people outside this thread won't know, but you will know
 
So the hardest part of porting a Unity 4.3 project to the new 4.6 GUI turned out to be the drastic changes in the physics between the two versions.

The new GUI really is useful for quickly and precisely crafting a UI that works on a variety of resolutions, and it's light years ahead of old, busted-ass code-only OnGUI. However... the fact that there's no simple data binding for properties means you still have to have some kind of update function that runs every frame and explicitly modifies the UI gameobject in code.

Still, it's much easier than it used to be and a lot quicker to get something pretty on screen, so good job there, Unity people.

The physics stuff was a lot harder to tweak since it required a rewrite of pretty much the entire mob code. If your movement code is purely physics based and you're moving from 4.3 to 4.6, prepare for a lot of work ;)


Anyway, we decided that, since it was Christmas, we'd make the new and improved Kamiel Leong free on the Play and Amazon Android app stores.
I've never used Unity's GUI before. Probably won't be using the new GUI, either. Especially if it requires subscribing to things then forget it. Yeah yeah, nothing I make will be taxing enough that I have to worry about a few objects listening to things every frame vs being told what to do - but its better pracice to not subscribe. I found too many limitations with GUI and I assume NGUI has limitations, still. I will admit I haven't reseserched its advantages over using regular objects but at least those I can control any way I like.

GUI is one area I'm not too familiar with simply because I thought it was bad haha.
 

_machine

Member
Hey everyone, just wanted to take a minute to share some info about my project, Puzzle Hunters:
I just wanted to say that I love the design of the first character, hoplites have always been my favorite military unit since I played Age of Mythology and that combines their helmet and the shield with a futuristic military getup so well.
 

Blizzard

Banned
I'm finally grinding my way into the 21st century and implementing shaders in my 2D game engine. I specifically wanted to do this for one part of the GUI, but in theory it is a good thing to have in general. The journey to get there is pretty painful with lots of OpenGL steps to set up though.

Naturally, the very first step of getting a shader program active is that all my graphics have completely broken. I know why -- I'm not even passing any data into the shader yet -- but it's kind of funny that the initial progress is breaking everything before it becomes better. Awesome screenshot with hard-coded shader color:

 
I feel like I might be in the wrong thread, but I decided recently to start dipping my toes into game dev with GM:S just going through the tutorials they've got set up in there and I've been really pleased with how easy it is to get something workable. When people say "really fast for prototyping" they weren't kidding. I mean, Unity always managed to scare me off because it required a lot more up front programming chops to make _anything_ work. I mean, I thought I would try doing something simple like a 2d platformer and just looking up the principles of raycasting just started to make my head spin but this...this shit just *works*. Maybe it's because trying to force a 2d game into what was originally a 3d framework is just more difficult, but I felt a lot of frustration at coding the simplest things. I've had more success with GM:S so far in at least having something I can show someone, even if it is just a breakout tutorial with some powerups added. :p
 
I feel like I might be in the wrong thread, but I decided recently to start dipping my toes into game dev with GM:S just going through the tutorials they've got set up in there and I've been really pleased with how easy it is to get something workable. When people say "really fast for prototyping" they weren't kidding. I mean, Unity always managed to scare me off because it required a lot more up front programming chops to make _anything_ work. I mean, I thought I would try doing something simple like a 2d platformer and just looking up the principles of raycasting just started to make my head spin but this...this shit just *works*. Maybe it's because trying to force a 2d game into what was originally a 3d framework is just more difficult, but I felt a lot of frustration at coding the simplest things. I've had more success with GM:S so far in at least having something I can show someone, even if it is just a breakout tutorial with some powerups added. :p
Ehm. Ehm.. Eh...

Untiy has framework for 2D since 4.3 and works just like the 3D monos but for 2D

Unity's Rigidbody physics and collision are leaps and bounds better than GM:S - you will still need a ton of code to deal with proper collision in GM. Uniy also doesn't require raycats for collision. Its an option, not a rule.

Unity scene vs GM "Room" is night/day. Unity has an amazingly easy to read scene view and heirarchy

If you want drag and drop "programming" there are options for unity that cost much less than GM:S that work with Unity free.

After using both Unity wins, hands down, in every aspect of development. Don't want to code? No problem - there's an asset for that. Want to code? You will get a lot farther with Unity than GM.

Just my .02 I have a bit if experience with both and GM has me pulling my hair out. Dunno why - it should technically be easier to work with but I was quickly frustrated with it.

But if you are just starting there's almost no wrong program to choose. I just felt like mentioning that Unity has much improved over the pre-2D days and, to me, your post sounds like an and echo from that time and a bit misinformed/misunderstood since many issues you cite aren't issues, rather, due to lack of experience.
 
I don't know if this is a space for me, but I guess so. I don't think of myself as an indie game designer, but I'm working on a project that I'm pretty deep into. I have a design doc, I'm working on the fourth level (of a planned 16 or so). It's currently a one person project that I'm building in UE4 (which I can't rave about enough between its ease of use, portability and the documentation and the answer hub community), although I do plan on bringing in at least one other person, to record the dialogue of my only voiced character (there is some place holder stuff rigged up on the first level with my voice, and I hate it so much).

I am working on this in my spare time and I will be releasing this pet project for free on PC (and maaaaaaaaybe android, depending on how hard it is to put something on the store... I have a functioning android build).

ue4editor2014-12-21106hue5.png


The project is called Primitive. It's a first person exploration / puzzle thing, in what I guess you could call the Portal / Stanley Parable vein. It's inspired by vantablack which is a real substance which absorbs 99.96% of visible light, meaning that you can't perceive the shape of things coated in it beyond their outline.

These two videos should be instructive. First, my logo splash, which gives you an idea of the concept and art style:

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

Secondly, a quick look at one of the puzzles.

https://www.youtube.com/watch?v=35tOAO1fwlg

Here's a simple model I made for an office esque environment:

ue4editor2014-12-2023zhu9j.png


I'm looking to post here to keep myself motivated.

Current problems that need solving.

Unreal Engine 4.6 broke the way my save games worked, where the player character is supposed to check an outside variable on the map start, to see if they arrived there via the launching of a save game, and if so, to update the player's position and set a bunch of other variables. I've identified a work around, but it requires me to move code from the player character blueprint (where it was general purpose) and to put it into the level blueprints (where I have to recreate it on each level already built, and update my blank template... and further update them all if I need to make changes to the system down the line). I'm really hoping to crack this one, without using the work around. I think it has something to do with my the interface blueprint that is supposed to pass variables.

Music. I've been able to generate some simple ambiance, but I either need some simple music creation software (I understand basic music theory, keys, chords, multiple tracks etc) with which to put down a few basic melodies, or access to a library of appropriate public domain. I'm looking for both dark and chilled out ambient sounding music. I will be over processing it to break down the sound to something inorganic.

Voice work. I hate the sound of my own voice. So I plan on using a friend of a friend who is a trained actor, for what shouldn't be a challenging part. This needs to be scripted and recorded. Zero experience doing this sort of stuff. I will be processing this too, so some white noise on the mic is not an issue. Heck, I'll probably be adding some.

Settings. Right now, the only setting adjustable in game is invert Y look. My game is planned for VR, so I am using entirely 3D elements for the menu. Creating a list of available resolutions, or at the very least getting the game to default to whatever native resolution someone's monitor is, is something I want to happen.

Things going well albeit it with plenty of work remaining

Puzzle ideas. An overview of what each level is broadly like, and what environment types each should feature has been completed. Random puzzle ideas are being added to the OneNote design doc and sketched out by stylus to further illustrate. This has proved invaluable when trying to remember, or coming to physically build the puzzles. Detailed puzzle by puzzle descriptions of each level have been done through the end of level four. This needs to continue but hasn't been complex so far. I'm trying to make sure I've got the next few puzzles on paper so that when it comes to building the levels, I know what I'm doing. I believe I have enough ideas for the 16 or so levels (I expect the whole game to last a couple of hours).

Building the levels. Thanks to the ease of use of the tools, and a solid design document, this has come very easily. I am really getting to grips with how to best create things in UE4. My puzzles mandate a very simple art style (which I could do better than, but I am far from being able to do anything close to what you would class as professional... FAAAAAR from it).

Scripting the gameplay in the levels. While dialogue is only rigged in one level so far, I was able to achieve everything I wanted in terms of creating an interaction between the player and the 'Creator' (who sits in the Glados / Stanley Parable narrator role) while providing suitable exposition. As far as creating interactive elements to the puzzles (which I want to keep relatively simple) such as relaying to the player that they went the wrong way, this has all been quite simple. I haven't yet got to moving platform puzzles, or puzzles that require the player to activate things in a certain order, but I am already comfortable enough with variables and moving actors within the world that I don't foresee these as a problem.

Writing the dialogue. This has only been done through the first couple of levels. I plan on tackling this in more depth once the bulk of the puzzle work has been done, but I am trying to keep tabs on places where the narrator can remember certain actions and relay additional or alternative dialogue accordingly. Certain puzzles and areas are being built with the writing in mind, so hopefully a play through with a notebook once the levels and puzzles are all functioning should go relatively smoothly. The over arcing 'story' for what it's worth, is sketched out on paper, rudimentary as it is.

Final Random Thoughts

At the current rate, levels are taking me about two weeks a piece to build the geometry, any level specific props and to script out the puzzles.

So... how am I doing? Am I tackling this in the right way?

I'm mainly hoping to take an idea I was interested in playing, and complete it. I have successfully completed other large projects before (namely a map pack years ago, a handful of movie scripts, a few novels and an anthology of short stories) but I probably start and don't finish more than I do finish.

I want to stay on target here and have something people will hopefully want to check out, and something I can hopefully be proud of.

Am I crazy? I don't think so, but when I tell people what I'm tackling, they tend to seem to think so.
 
Ehm. Ehm.. Eh...

Untiy has framework for 2D since 4.3 and works just like the 3D monos but for 2D

Unity's Rigidbody physics and collision are leaps and bounds better than GM:S - you will still need a ton of code to deal with proper collision in GM. Uniy also doesn't require raycats for collision. Its an option, not a rule.

Unity scene vs GM "Room" is night/day. Unity has an amazingly easy to read scene view and heirarchy

If you want drag and drop "programming" there are options for unity that cost much less than GM:S that work with Unity free.

After using both Unity wins, hands down, in every aspect of development. Don't want to code? No problem - there's an asset for that. Want to code? You will get a lot farther with Unity than GM.

Just my .02 I have a bit if experience with both and GM has me pulling my hair out. Dunno why - it should technically be easier to work with but I was quickly frustrated with it.

But if you are just starting there's almost no wrong program to choose. I just felt like mentioning that Unity has much improved over the pre-2D days and, to me, your post sounds like an and echo from that time and a bit misinformed/misunderstood since many issues you cite aren't issues, rather, due to lack of experience.

I tried working with Unity 2d right after 4.3 dropped, so at the time the only support documentation from the community covered Unity's pre-2D days. And you're right, a lot of my problems were totally due to a lack of experience, because it felt like trying to charge through a brick wall to get anything done because I was making a lot of little errors. Not "missed a semicolon errors", but more that my brain logic wasn't translating properly to C# logic; I would try to modify an object's position, but the x/y variables were private so I had to make a new transform component and assign it to the object and manipulate it that way...I realize it's incredibly easy stuff to complain about, but I kept hitting stumbling blocks on really easy stuff the second I took the training wheels off and I got discouraged probably a little too quickly. I'll probably give Unity a more serious shake down the line but right now, this early, I want the positive reinforcement, to see tangible results from what I'm learning, and GM:S has been showing me that.
 
I tried working with Unity 2d right after 4.3 dropped, so at the time the only support documentation from the community covered Unity's pre-2D days. And you're right, a lot of my problems were totally due to a lack of experience, because it felt like trying to charge through a brick wall to get anything done because I was making a lot of little errors. Not "missed a semicolon errors", but more that my brain logic wasn't translating properly to C# logic; I would try to modify an object's position, but the x/y variables were private so I had to make a new transform component and assign it to the object and manipulate it that way...I realize it's incredibly easy stuff to complain about, but I kept hitting stumbling blocks on really easy stuff the second I took the training wheels off and I got discouraged probably a little too quickly. I'll probably give Unity a more serious shake down the line but right now, this early, I want the positive reinforcement, to see tangible results from what I'm learning, and GM:S has been showing me that.
Nothing wring with that. 4.3 did have some issues that have been largely resolved. As per object oriented programming. Its object oriented programming :D

I just wanted to say it's not as much of a hurdle as many people make it. Its explicit and that's a bonus for forming good habits.
 
Nothing wring with that. 4.3 did have some issues that have been largely resolved. As per object oriented programming. Its object oriented programming :D

I just wanted to say it's not as much of a hurdle as many people make it. Its explicit and that's a bonus for forming good habits.

Oh, I can totally agree with you. Getting myself into OOP mode is a lot harder than I'd like it to be, because I have the pseudo-code in my head, like "I want to do x, y, and z" and then having errors spring up because I wasn't in the right headspace got frustrating fast. I spent _hours_ trying to figure out how to code pong in unity...and even then it wasn't the way I wanted it, lol. I was like "next step, tetris!" and that was...a year ago? I'll probably dig back into Unity again some time but right now I've been enjoying my time with GM:S. I haven't wanted to throttle whoever designed it...yet. :D
 

Kyuur

Member
Unity's Rigidbody physics and collision are leaps and bounds better than GM:S - you will still need a ton of code to deal with proper collision in GM. Uniy also doesn't require raycats for collision. Its an option, not a rule.

I disagree. For something as simple as a 2D platformer Unity's built in physics and collision detection are overly complex and you're better off making your own simple bounds-based collision detection system. Raycasts are essentially the only built-in way to do 'simple' collisions when you don't want extra physics garbage.

It's great for the people who need it but I don't see why they don't include some sort of simple AABB collision from the get-go. More powerful isn't always better.
 
I disagree. For something as simple as a 2D platformer Unity's built in physics and collision detection are overly complex and you're better off making your own simple bounds-based collision detection system. Raycasts are essentially the only built-in way to do 'simple' collisions when you don't want extra physics garbage.

It's great for the people who need it but I don't see why they don't include some sort of simple AABB collision from the get-go. More powerful isn't always better.
No. It is better - functionally - out of the box. The methods used to get there were not stated or implied. He was talking coming from an ease-of-use perspective, which, Unity does provide. You certainly don't have to use Rigidbodies (we don't for Strafe) but the context of my reply was in direct relation to his post. I never stated otherwise.
 

Dynamite Shikoku

Congratulations, you really deserve it!
So the hardest part of porting a Unity 4.3 project to the new 4.6 GUI turned out to be the drastic changes in the physics between the two versions.

The new GUI really is useful for quickly and precisely crafting a UI that works on a variety of resolutions, and it's light years ahead of old, busted-ass code-only OnGUI. However... the fact that there's no simple data binding for properties means you still have to have some kind of update function that runs every frame and explicitly modifies the UI gameobject in code.

Still, it's much easier than it used to be and a lot quicker to get something pretty on screen, so good job there, Unity people.

The physics stuff was a lot harder to tweak since it required a rewrite of pretty much the entire mob code. If your movement code is purely physics based and you're moving from 4.3 to 4.6, prepare for a lot of work ;)


Anyway, we decided that, since it was Christmas, we'd make the new and improved Kamiel Leong free on the Play and Amazon Android app stores.

What changed with the physics?
 

Five

Banned
That's cool, Jobbs.


That looks cool, but also there are a lot of tiny little things that bother me. You have lighter rectangles bordering all of the title letters and the colored dots, for example. Also, the inconsistent pixel sizes and scaling irks me. I don't know what the numbers by the dots are for, but it feels like they should probably be a little larger.

How do you create the art for your games? Do you use a graphic tablet to draw everything or something else?

For something that looks like what Jobbs is doing, I'd use my Wacom tablet with Photoshop. For most everything else, including pixel and vector art, I prefer a good mouse and keyboard. Everything in my game's being done in Illustrator with a mouse and keyboard.
 

Jobbs

Banned
How do you create the art for your games? Do you use a graphic tablet to draw everything or something else?

for ages I used a wacom intuos 3 6x11 (the "widescreen" version) which I adored -- eventually it just fell apart to the point where the onboard buttons wouldn't work anymore, so I had to replace it.

I got an Intuos Pro (I think this is the same thing as an Intuos 5) large tablet and have been using it -- honestly, I don't really care for the touch stuff, which I turn off, and a lot of the bells and whistles just piss me off. I pretty much have almost everything disabled. All I want are a few simple buttons with things mapped to them, so I reduce it to that.

I also think the large is honestly more than is needed, at least for how I draw, and I'd have been just as well off saving a few bucks and getting the medium.

I used Photoshop CS5 up until very recently when I upgraded to Photoshop CC (the cloud subscription based version) which I have yet to identify the real advantages of other than that it runs a bit slower and *forces* me to use bridge if I'd like to preview thumbnails of PSDs. Sometimes I'm tempted to go back to CS5.
 

Five

Banned
I can't speak to others on here, but I've been so entrenched in the Adobe suite for ten years because of my day jobs and freelance work that I've never really taken a look at what else is out there.

Currently I run CS6 and boot up my brother's CC license if I need to save something down (since, for example, Adobe CS6 won't open a file saved for CC).
 
How do you create the art for your games? Do you use a graphic tablet to draw everything or something else?

Personally, I chose an art style I knew I could do. The gameplay is pretty much built around my really basic art which is all just geometric. I do use my Surface Pro for sketching out ideas, and I know that artists love the Surface Pro series (the Penny Arcade guys for example), because you're drawing right onto the canvas.

My Nvidia Shield tablet feels like a less effective version of the same thing, and you can probably get an original model Surface Pro for cheap these days (and it's more than powerful enough for running full photoshop, etc).
 

EDarkness

Member
It's getting close to the new year so I figured I'd post a couple new pics of Skullforge. It's changed a lot in the last few months and we have a lot more going on than we did back then. Still, the thing I enjoy most about game development is watching things evolve. I also enjoy looking at everyone else's progress and I hope 2015 is a good year for everyone. Here's to the future.

Skullforge_36-394p.jpg


Skullforge_35-394p.jpg


Skullforge_34.jpg
 

bad guy

as bad as Danny Zuko in gym knickers
That looks cool, but also there are a lot of tiny little things that bother me. You have lighter rectangles bordering all of the title letters and the colored dots, for example. Also, the inconsistent pixel sizes and scaling irks me. I don't know what the numbers by the dots are for, but it feels like they should probably be a little larger.
Thank you, I fixed some of that.
Here, have some tropical birds:
i735j4i2.png
 

Froli

Member
Thanks! Speaking of RPGs of yore... dare I...?:

1OGXkfE.png


I'm always struggling with myself over where the line between "inspiration/influence" and "overly derivative" is, especially when you're dealing with games and genres that have been neglected and/or under served for long periods of time. Anyone have any sage advice on how to approach the conundrum?

I hope this edit "might" help regarding your character design.
vCrjkeL.png

I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol
 

charsace

Member
they were wrongly implemented before 4.5, apparently
Correct. There were a few things you could do with the 3d physics that you weren't supposed to be able to for performance reasons. I tried doing the same things with the 2d physics and it couldn't work so I was one of the people who probably spammed the Unity team to find out why. I can't remember what they are now though.
 

Ashodin

Member
I hope this edit "might" help regarding your character design.
vCrjkeL.png


I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol

I like this edit: the character looks more realistic and proportioned correctly.

The original character was leaning too forward, which is a very awkward pose.

I'm also getting a Fire Emblem vibe from the sprite work
 

Popstar

Member
Anime Studio is on sell too! Also Modo now has an indie steam edition with optional sub fee. They got rid of the previous version.
Unfortunately Modo Indie locks project files to your Steam account so I don't think I could ever recommend it.
Modo Indie said:
Project file (.lxf) linked to Steam account / cannot be shared with other users
 

nicoga3000

Saint Nic
I have a REALLY simple Unity question.

I am following the Roll-a-Ball tutorial on Unity's website, and I'm on this part of the tutorial: Displaying Text. The step I'm on has me adding a GUI Text object. However, that doesn't exist anymore, so that entire section of the tutorial doesn't really apply anymore.

Anyone have a good video of how to add text to the game like that video? It starts at around 2:05.
 

JeffG

Member
I have a REALLY simple Unity question.

I am following the Roll-a-Ball tutorial on Unity's website, and I'm on this part of the tutorial: Displaying Text. The step I'm on has me adding a GUI Text object. However, that doesn't exist anymore, so that entire section of the tutorial doesn't really apply anymore.

Anyone have a good video of how to add text to the game like that video? It starts at around 2:05.

Sounds like you have the 4.6 beta???? If so, you will need to check out the new UI video tutorials. (Create canvas add UI Text)
 

Paz

Member
Ya'll are awesome and this place is lovely, keep on creating in 2015 and supporting each other!

As a celebration there are some Cactus steam keys hidden in this post, quote to reveal (and let me know if they are all taken).







<3
 

ZServ

Member
Finally got controller support somewhat functioning on my project. It's only such a big deal because it's an RPG Maker game. KB/M support is 100% functional, if a controller is plugged in then controller takes over. Got some tiny kinks left to work out but I think the hard stuff is done. I'm so happy right now I just had to tell someone, thanks PoorGAF. <3
 

bkw

Member
Ya'll are awesome and this place is lovely, keep on creating in 2015 and supporting each other!

As a celebration there are some Cactus steam keys hidden in this post, quote to reveal (and let me know if they are all taken).

<3
Grabbed a key. Thanks! Always inspired when I see the superb quality and progress that you guys have made on Cactus.

Cheers to all the devs in this thread as well! It's been great following everyone's project.
 

kiguel182

Member
Ya'll are awesome and this place is lovely, keep on creating in 2015 and supporting each other!

As a celebration there are some Cactus steam keys hidden in this post, quote to reveal (and let me know if they are all taken).







<3

I took the second one! Thanks!

Merry Christmas to everyone in here too!
 

Paz

Member
Finally got controller support somewhat functioning on my project. It's only such a big deal because it's an RPG Maker game. KB/M support is 100% functional, if a controller is plugged in then controller takes over. Got some tiny kinks left to work out but I think the hard stuff is done. I'm so happy right now I just had to tell someone, thanks PoorGAF. <3

Awesome stuff :) Dunno if this helps but we handled input management in two ways: Whatever you press a button on at the title screen becomes the 'active' input but you can go to the options and toggle between them at will.

Ours is a bit more complex since we support kb/m and pad among four players (including 1 player on kbm 1 player on pad etc) so maybe yours is enough if it's single player :D

Good luck!
 
Ya'll are awesome and this place is lovely, keep on creating in 2015 and supporting each other!

As a celebration there are some Cactus steam keys hidden in this post, quote to reveal (and let me know if they are all taken).







<3

I nabbed the last one starting with TD for a friend. I will be buying this, myself :D

Thanks for the gift and Merry Christmas :DDDD
 
I hope this edit "might" help regarding your character design.
vCrjkeL.png


I changed the stance to be more dynamic, left side of the body with less light exposure and some edits to the character proportions.
Hmmm images in neogaf are blurred lol

Beautiful work Froli!

The lighting in your edit is vastly superior. Shading and highlighting the left and right side of the character the same way really makes it flat in bad way. Pay attention to that lighting!
 
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