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Sean Noonan's Posts

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Thread Hobby and Indie Game Dev |OT 2020| Discussion, Help and Show-off
Update to The Super 1-1 Challenge is live... I'm wondering how long I should support this for. People are asking for pretty big quality of life features. Not sure if it's worth it (for obvious reasons).
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Thread In before c&d : Mario FPS fan made game
Oh hey, I know this game!I did indeed. Originally this was made as a 4 week jam so I simply ran out of time to do a fire flower. However there are some braziers dotted across the level which feature a familiar flame - this was going to be the flame that you shot. I just ran out of time!
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Thread Hobby and Indie Game Dev |OT 2020| Discussion, Help and Show-off
Yeah, it is pretty fun! Not super deep or anything, but a fun, little experiment. Won't be too long. Just trying to find the right weekend where I can support a release (so I can respond to emails...).
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Thread The Legend of Zelda: Link's Awakening |OT| Open Your Eyes
Started playing this over the Christmas break. It's authentic alright, the memories have come flooding back. I love the little treatments inspired by the original; the raccoon bouncing around, the monkey building the bridge, Totaka's song, and that intro was rad. In my first sitting I got up to Richard's Villa (where I did indeed listen to Totaka's Song). The only complaint so far is the frame rate - surprised Nintendo would put something out this inconsistent. Hope that whatever hardware they release in the future can play a game like this at a solid FPS.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Been messing about with war thing again... And in other news, the trailer reveal of Gears Tactics went super well. Really happy with the response so far :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Who did you direct exactly?"Design" and "Direction" are not the same thing. One is a discipline, the other is a responsibility within a given discipline. For what it's worth, I tend to go with "A game by..." for up front credits and "Created by..." for back end credits.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Still working on this - had a couple of weeks (months) off though, so finding my footing once more.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
It's originally from the 1969 film, "". Solid soundtrack :DThanks! I was going for something between Goldeneye and Counter-Strike :) Here's a big ol' write up of the level - a wee bit of insight into my process:
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Been working on a level for a game:
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Should be done with this soon :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Feel like I'm getting better at these quick "making of" style posts...
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Thread Someone is making a game based on the Super Mario Bros. Super Show!
Interesting... wonder how long it would have before Nintendo/DHX Media jumps on it. Asking for a friend...
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Thread The Legend of Zelda: Link's Awakening |OT| Open Your Eyes
I wrote a few words on how much this game originally meant to me, so I thought I'd share them here: I cannot wait to free up some time and take a trip down memory lane. It might not be in my top 10 games of all time, but it's definitely in the top 20. My favourite of the Zelda series.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Task list on my Mario thing is getting shorter :) Here's a wee shot from it... Oh, and I wrote a little breakdown of my mini Doom project:
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Really need to just put this out...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
I'm getting so much more comfortable with 3D now. I still hate unwrapping though :p
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
I made these myself. Thanks! That little Goomba is my first ever rigged and boned character model (I think those are the terms - I really don't know what I'm doing) :) The game hit a couple of news websites so I'm not going to release it until it's finished because it's very likely to get hit by a DMCA or whatever.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Didn't quite make the deadline for the challenge, but here's where I got to: Sidenote: what the hell is the deal with Twitter threads these days? Total mess.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Aaaaand another update on my goofy Mario thing.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Probably work on some more Goomba animations next. Won't have time to make a Koopa though :(
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
HERE'S MY LATEST PRESS RELEASE (I am still working on this silly thing)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Finished my challenge entry... Download here:
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
One of the levels I am building for Project Borealis has been shown in blockout - obviously super WIP, but here's something I've been working on recently:
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Will add a quick little title screen, but that's done. Just a simple little experiment :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Will do something animated tomorrow maybe...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Still working on my thing...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Made something random for a bit of fun.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Honestly I think it depends on your game. It's quite easy for someone to like/retweet a fun/awesome gif of a game - it's a lot harder for them to open their wallet when the time comes. Passive appreciation/support of media is not the same as actively engaging or making a purchasing decision.
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Thread What is the greatest [non-game specific] multiplayer game mode ever?
Spies vs Mercs gets my vote. Some of my fondest multiplayer memories. The low player counts really held back the community size so player numbers weren't especially high for very long. I think these days it would do well if they were to bring that back for a future game. I'm not sure if it could hold it's own as a standalone game, I just think to compete in that field will always lead to relatively high development costs, and I'm not particularly fond of the methods that are often used to recuperate those costs. Maybe I'll just keep it as a happy memory :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
I continue to work super slow. Here's one of the soldiers from my game... still working on animations, etc.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Cross post from my devlog, but thought I'd share where I'm at with my project (as it seems some people like to know when things aren't going well too)! Firstly, I've been going too far down the art route without having fully blocked out the game. This is a rookie mistake caused by the fact that I am not confident on delivering art, so feel I have to get some of the way there visually before moving onto the next area "type". Secondly, the way I am approaching UI is non-standard or outdated in UE4, so it has taken a lot longer than planned to achieve my goals. Thirdly, I haven't spent enough time prototyping a number of the mechanics/interactive elements, such as digging, moving geometry, and most importantly, level streaming or loading. And finally, characters. Yes, this game has characters, however they are currently just T-posed static objects that I cannot move. So what am I going to do about these things? Well, the first and third points can be fixed by just pausing all art progress. My plan right now is to have the full skeleton of the game playable start to finish by the end of July. This will be in a rough state, but will provide a guide for pacing and allow me to experiment in areas I am not comfortable - level streaming for example. The second point I simply need to just set aside some time to experiment and potentially accept the fact that UE4 doesn't quite handle the sharp pixel fonts that I desire. This issue will remain so until I set aside time. However, it's somewhat low priority compared to the last point... Characters! This is an area completely new to me and I find rather overwhelming. I'm thinking I might seek help in this area, so I'm quite likely going to set aside some money to either outsource the work or bring someone onto my team. In short, I want a trigger walkthrough completed by the end of July and I'm considering expanding my current team of 1 to at least 2. We'll see if this is possible, but that's the current target.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Yup. It's ridiculous. Had a bunch of different issues here and there, but I think I'm getting the hang of it now.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
This might not seem like an achievement to most, but it's taken me so long to work out the Blender > UE4 animation pipeline... and that's just a simple hinge. No idea what fun awaits when I try biped skeletons...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Tiny update... some very literal signposting :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
No problem! Pixel painting can be time consuming if I don't have a clear picture in mind, but otherwise because I'm working at such low resolutions, it doesn't take too long, and it's not too difficult either. I guess if I was working at an even lower resolution it would be a lot faster, but then I'd probably have to lean even more on artistry as each pixel would become even more important :o Here's something I was messing with...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Thanks, glad you like it! This is my first real stab at 3D, so I'm still finding my feet. Regarding process, I'm mostly using photosource for basic materials and depending on the size of the model, painting or doing pixel art. in conjunction with the basic materials. You can see that in the spade as an example... And then a mix of approaches here...All (well... most) of the models/textures maintain a consistent texel density. I'm still finding my feet. So far there hasn't been a one size fits all approach, it's different depending on the size and complexity of the model. Hope that helps :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Nah I'm just forcing rendering at 640x360 and upscaling. Working on some new bits and bobs...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
There's really not much info out there about sprite fonts in UE4 :(
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Little updates - better than nothing...
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Thread PC Gaming Era | March 2019 - The Ides of Smarch
I reeaaaaally should look into this. Got the trilogy on Wii, but assuming there's good keyboard and mouse support on emulators now. Thanks for pointing this out :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Just messing about still. Hopefully will start taking some form soon...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
It used to be a post process, but now it's a render at 640x360 and upscaled nearest neighbour to whatever resolution you're running. Achieves the aesthetics I desire and keeps performance tight - WIN WIN :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Continuing to learn little art things while the rest of the game stews in the back of my mind...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
They had less definition, basically just a leather bound tube. The US design is closer to what we recognise today, so I'm going to go with that. Historical inaccuracy #12. Next up, just messing about a bit :)
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Big post on this soon... been super busy on other stuff lately though.
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Thread Do Any of You Want to Work in the Games Industry?
I've been a designer for over a decade. I've shipped a lot of awesome projects and met a bunch of cool people along the way. I'm glad I got "in", I can't imagine doing anything else. It doesn't feel like work to me.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
I tried to do this with the candles in my game - think I was semi successful...
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Thread We need to clear up the misconception that Resident Evil 3 would be quicker and easier to remake
Remaking the third game would be significantly easier now that the foundations are in place. With the development pipeline in place and a the bulk of design specifications and metrics defined, you could in theory approach this as a content driven product. In regards to the heavy content requirements, that's something that you'd likely aggressively outsource. If the demand is there, it will be interesting to see if they try this as either an expansion of or another product altogether.
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
Found some WIP tools hidden in the recent UE4 update...
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Thread Hobby and Indie Game Dev |OT 2019| Designing, Drawing, Coding, Composing, Everythinging
As always, slow progress...
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
So I messed up with the tax forms on the appstore, so I've made my game free as an apology...
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Still plodding away with my World War 1 walking sim... Started adding a couple of smaller props to the more finished areas... I also rebalanced some of the materials in the trenches after some feedback... I really need to start work getting the characters in and investigating how hard animation is...
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Never done anything like this before, but I realised that I'm going to need to know what this stuff looks like if I'm going to build it all myself...
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
Thanks! Yeah, it's an adventure game I suppose? Short story maybe? Walking sim? Hard to say, still early, but it's where my evenings are going :)
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
A new adventur-ish game just got released called Paratopic; here's the release tweet: Might as well share it here, but this is the project I mentioned a couple of posts back. I've started working on it...
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
In answer to the "haters", any technology and any approach is valid, it's the artistry that makes the difference. For all of the awful bottom of the barrel pixel art, there will soon be an equal amount of bad low poly. But within all of that rough you can diamonds; whatever the tech, style or approach. The video game audience is constantly expanding. Be prepared not to automatically like every style or approach :)
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
Wait what? If you use motion capture techniques or high quality animation, then in motion, a low poly model will move the same as a high poly equivalent. Unless you mean anything less than an animated wrinkle map is just garbage at this point :D
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
Point taken! If I ever find an easy way to do it, I might add it as an option for fun :) Don't be mad, but I'm planning on making a walking sim of sorts; however it's mostly an investigation so I can get back to working on my real game... :) I guess that's low poly of sorts, though I'd say it's relying a lot more on pixel art - it's just that the environments are pixel art :)
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Thread Why don't we have a "low-poly PS1 inspired" games craze as we have pixel-art SNES/MD/NES?
Oh nice, a thread after my own heart! I started work on a game using a PS1 era low poly art style just this weekend - hopefully I'll have something to share in the next couple of days. What are people's feelings on affine texture warping? Is it going too far, or does it add to the aesthetic? My current aesthetic goals are a mix between Medal of Honor and Metal Gear Solid... though it'll be pretty tight in scope due to it being a solo effort.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Quite often when I was younger :o Pearly has gone down pretty well. Despite it just being a competition entry. I'll share some shots for those curious. I've been quite surprised at how many people have been asking about my process in Unreal 4. It's strange, because Unreal 4 has a lot of good tools built in out of the box, I'm not sure why people think there's a hidden solution or that 3D packages would be required to produce something as low fidelity as my work... Play it here: I'll have a time lapse of the project up in a couple of days for those actually interested in how it all came together :)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
So as sales start to trail off on , it's probably time for me to start writing a post mortem. I'm curious what people would be interested in knowing about the experience I've had making the game, what would you expect to see in a post mortem? Any ideas would be super appreciated! Here's something I enjoyed making in development:
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
So I thought I'd share my recent experiences in a twitter thread - might blog about a little to help spread the word (help the hits in google). I actually wrote a little about this in my launch day reveal post - most praising Steam's Curator system. It's pretty cool: Oh and here's a gif, because why not :D
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
No I build a cube in Blender so that the origin point is at the bottom left of the cube. This makes it far easier to use as a fast blocking out base (via non-uniform scaling). I'm somewhat emulating what I do day to day, but obviously I'm limiting myself in some areas because I know that I'll need to build the art and modelling isn't my area of expertise (in fact this is the first time I've done it). So that alters my process a little. I'm currently in the process of releasing Jack B. Nimble () but once that's done I can look into making a blog post/video. I've talked about it a little in the past here: and here: Glad you like it :) And yeah, I don't feel like I'm abandoning pixel art (I love it too) but with my day job being in UE4 it made a lot of sense to move my personal projects towards that tech. Also, I have over a decade working in 3D games full time, I should probably use some of that experience in a home project for once ;)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Not a crazy amount of time. I guess truth be told it's second pass more than anything because... I'm not using BSP. My process is roughly to block out the basic environment using a 32x32 cube with a lower left corner pivot. Essentially, I just scale a bunch of those cubes to block out the environment. I'll likely work in unlit mode for this (or just use a simple working light or skylight). Then I do a first pass of art selecting which objects can be modular (i.e. props, pillars, etc.), build a basic version of those and then replace the rest of the cubes with basic bespoke chunks. Any more complex props will remain as coloured cubes at this point. I'll also start adding lights to begin applying a light intent to the scene (highlight doorways, routes, items, etc.). And to hit the point I'm at now, I refine individual assets, then begin building the more complicated objects such as the typewriter (seen below). I'll also begin adding some effects and refine the lighting. At this point I can probably just start polishing :) I can formalise this into a blog post/video or something soon (if there's any interest?).
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
The AppStore is 10 years old today! Kinda crazy to think it's been that long. I've reduced the price of my (currently) only app to celebrate :) I'm still working on the Steam version. Hopefully Valve get back to me in the next day or two. I failed my first submission due to some issues with the Mac build as well as some cloud saving problems. If cloud saving causes me any more submission issues, I'll probably drop the feature :(
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Thread Time to buy a new Monitor - UHD or Ultra wide?
Main question you have to ask yourself is how much you like to play older games. I had an ultra wide for a couple of years, it quickly became a secondary for me, I just play too many older titles that aren't supported. However, if you're only interested in bleeding edge latest releases, you should be fine. It's actually pretty damn cool when you the software supports it.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Haha, it's based on holding a phone to my face as I got up out of bed - perhaps the awkwardness of holding a phone meant that I didn't look at myself :D?
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
I planned out the game, and it's looking like I could be done by this time next year (not including any platform specific work). It's a first-person adventure exploration set during WW1.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
It's a small project that I feel will take roughly a year, purely down to the quality I'm aiming for. I'll be developing it solo and only really in evenings and some weekends... mostly because I'll be busy with this: ;)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
As I'm wrapping up Jack B. Nimble for Steam I went into planning mode on my next game (codename: ND1). And I'll be honest, I'm not entirely happy with the timescale that I've mapped out, especially based on how long previous projects have taken. My question is, how do you all feel about committing to long development cycles? Have any of you cancelled something you're passionate about just because you feel it would take too long to make? One thing I'm beginning to consider is partnering up with somebody - probably a blueprint expert, but not sure yet. For those interested, here's a bit of media from it:
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Thanks for watching and wishlisting :) Regarding other platforms, I'm a little limited by the engine I use. There's currently an iOS port out there, which I plan to patch with some updates that I made to the game for the Steam version. Other than that though I don't have many options that won't cost me a bunch of cash as there aren't native exporters for suitable platforms (see: Vita and Switch). So for now PC & Mac will have to do. Speaking of which - I finally added the last of the required features to the game!
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Yeah, I mean the biggest problem for me is that I don't to ship it. This is technically for fun - I'm only selling it to cover the Steam Greenlight fee. So I've just been polishing whenever I get the chance. Unfortunately because the core game code is so awful I wasn't really able to expand the game a great deal (outside of content). The iOS version? It did okay. It obviously didn't cover the time involved to build it (or Adobe bills) but it covered the yearly iOS fees, which was the goal. So that's cool. And I'll be honest, I'm hoping that the Steam version gets enough sales to cover the yearly cost of keeping the iOS version on the App Store. I'm just happy for the game to exist :)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Been fiddling about with my game this evening rather than doing some boring tasks - improved Jack's sprite for the no hat skin... I really need to get those last few tasks finished and push a build to Valve :p
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Yeah, I mean I shipped the first version of the game on iOS around 4 years ago now. It's basically been 4 years of polish and revisions to get the Steam version ready. I talk more about that here: Long story short, the last 5% has been taking me forever.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
I have one real task left to do on Jack B. Nimble, but I'm out of energy again :( Shipping a game that has been "in my life" for so long is so fucking tiring... especially when I know that not a whole lot will come from it (other than achievement). In other news I have just agreed to work on something with a friend... it's exciting to finally collaborate on something, so I feel that has something to do with my dwindling interest in my own game.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
So I've spent the last couple of days porting Jack B. Nimble to Steam. It's going pretty well and I've just got a handful of tasks left to do while I wait for Valve to review the Steam page again. I say because they rejected the first attempt because my game's website () links to the game's itch.io page. This is something Valve say is classed as competition, even going as far as to call out the fact I reference that the game is available on iOS. I've looked around and found that many, many games use their itch.io page as an external website and numerous games even call out other ports within their Steam trailers. Was I just unlucky or are Valve becoming strict? Anyway, rather than just moaning, here's the capsule image for the Steam store :)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Yeah pixel art with normal maps can lead to some really odd results. While possible, it's not an easy process. Currently I'd say that the character sprite and background art are completely different art styles.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
I've been increasingly frustrated at this phenomenon on YouTube, so I made my own... Environment art is NOT level design. Level design is a considered process and is the framework for gameplay intent.
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Just going to chip in on this - I'm in a similar situation (as the parts I've quoted). was never going to make money, but I didn't think it would. My only financial intentions were to cover whatever costs I could to support the . And it is a hobby. If I were to "bet the farm" and go all in on indie, there's absolutely no way I'd make a game like Jack B. Nimble, or rather I'd have made 5 or 6 of them at a lower quality with free to play model, rather than premium. But this is a hobby. I feel it's important to determine if you feel your game development endeavour is a living or a hobby. They require very different approaches and switching between the two compromises the design of your project. I realise I may have missed the original point here, but here's two cents either way. I've seen a lot of people lately sharing depressing postmortems or doom and gloom "indie is dead" articles. And it's not. It's just the bar has been raised. Good isn't good enough. If you're not making something extraordinary, leading the way or perhaps have prior success, then expect financial failure. Sorry, I wish I had a little more time to flesh this out - basically just some thoughts I've had for a Jack B. Nimble post mortem I don't currently have enough time to write :)
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Ah I see, gotta earn dem clicks! Just talk about where I am with the Jack B. Nimble Steam port, the current status of my retro FPS, I reflect a little on my work that went into the new Star Citizen release and Squadron 42 reveal... and some other stuff. Here's that all important link again:
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Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
I'm a big fan of Construct 2 and 3. Construct 3 is super convenient; being able to just drop in and out of projects across all of my devices is really awesome. Though I do hear that there are some limitations, especially if you want to launch on Steam. I actually have a Construct 2 game basically ready to go on Steam (I passed greenlight an' all that) I just don't really know the next step. Anyone have ideas :)?
Published

(2083448)

Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Yeah, that's the thing, I jump between my Mac and my PC depending on which room I am sitting in/if I am at home/travelling. So Construct 3 is super convenient. But like I said, I've been told that Steam plugins aren't available for C3 yet, so for Jack B. Nimble I'll stick to C2... if I ever work out what I need to do :p
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(2215806)

Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
I decided to upload the post jam version of Bad Juju. I was sitting on it for months, guess I just forgot about it. I added a balance-breaking Shotgun and Uzi for fun :) Let me know what you think!
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(1879696)

Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
Been working in games professionally for ~10 years now. Before that (and before indie) I was a hobbyist modder; a couple of years ago I decided to go back to those modding days. I just make time for it I suppose. I certainly play a fewer games as a result. That was the sacrifice I made, I guess. Hah! I don't work on Dirty Bomb anyway :) Working on something new and unannounced (not talking about it either)
Published

(89414)

Thread Indie Game Development |OT 2018| Come, help, learn, show and tell!
It's not a style that particularly resonates with me. However, if I was to try and be objective and offer critique, it would be that the character appears too clean in comparison to the detailed and gradient filled level art. Regarding the gradients, I feel they're not quite working. I'm struggling to understand the depth in each of the art elements, particularly the desk(?). I like the colours though - I could see these blending and popping with a little light bleed or bloom. Also, hello! First post, etc.